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GODS & LEGENDS

By Davis Chenault
With Contributions by Stephen Chenault, Brian Young, JASON VEY, AND TODD GRAY
Editor: Michael Gross & Steve Ege
Front Cover: Doug Kovacs
Interior Art: Peter Bradley, Zoe Devos, Jason Walton, Mark Allen and Sarah “Dreamie” Walker
Art Direction/ Cartography: Peter Bradley

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Table Of Contents
The Anvil of the Gods 4
A Pantheon of Beliefs 5
Gods & Their Avatars 12
Characters & Divine Attributes 14
Holy Symbols 15
Humanoid Pantheons 18
Gods of the Aihrde 19
Dwarf Deities 27
Elven Deities 31
Halfling Deities 37
Gnomes Deities 40
Humanoids Deities 43
Bugbear Deities 44
Gnoll Deities 45
Goblin Deities 49
Orcs Deities 52
Hobgoblin Deities 55
Lizardman Deities 58
Kobold Deities 59
Giant Deities 62
Ogre Deities 63
Troll Deities 64
Dragon Deities 65
Fey Deities 69
Centaur Deities 70
Mermen Deities 71
Sahuagin Deities 72
Celtic Deities 73
Greek Deities 95
Egyptian Deities 101
Germanic Deities 120
Norse Deities 124
Slavic Deities 130
OGL 144
OF THE GODS
THE ANVIL OF THE GODS In many respects, Gods & Legends will serve as a bookend for
the Mythological series, a primer for the fantasy roleplayer. Its
In a roleplaying game, gods and deities are real. They created purpose is to make the gods more reachable, allowing the CK
existence and act in their world. Deities have the power to and Player to bring them to the table with a mechanically light
grant spells and wishes, create mountains and tear them down, approach and cast them in such a light that using them becomes
and birth worlds and destroy them, as well. Deities can play a second nature.
significant role in your world and impact play in a meaningful
and memorable way. They are not creatures to be encountered This book deviates from the original Gods & Monsters in its
nor NPCs to be dealt with. Deities and gods are the forces of scope, but the original spirit of James M. Ward’s book survives.
nature and the characters are their stories unfolding. We have kept the avatar concept he brought to C&C, only we
have expanded and streamlined it. We owe the concept of this
I hope that with our suggestions deities and gods can be brought in no small part to Steve Ege, whose original concepts for the
to bear in a more meaningful way than is typically the case. evolution of the avatar were readily adopted.
Though this book is primarily about describing various deities
that can be incorporated into a roleplaying game, it can serve This book is designed with the player in mind. It includes a
as much more than that. The advice, suggestions, and deities host of material for the player, including granted abilities and
described in the following sections can be used as fodder for a ceremonies. This information does not appear in other volumes
more enriching roleplaying experience. and is here designed to expand the relationship with the player
and the deity they worship. Strive to make deities a major part
Deities are often a misunderstood asset at the gaming table. of your roleplaying experience, and you will not be disappointed.
What they bring in the guise of roleplaying, world development, The potential they bring to the table is – much like their very
expanded setting material, context, story elements, antagonists, beings – unfathomable.
protagonists, game mechanics, and character development far
outweighs almost any other device in the role players lexicon. The book is broken up into three parts.

The World of Aihrde, the unofficial C&C campaign setting, Playing Deities
owes much of its shape to the deities at the gaming table. The In the first section, we tackle the nature of pantheistic religions.
longest-running adventure we ever played was the Winter Dark It addresses clerics, their relations with deities, how they can
campaign – a campaign that spanned years and saw the players derive spells from more than one god, and how gods can help
pitted against Unklar the Horned God and his control of the in mundane tasks, such as crossing a river. It tackles how to
world through the Winter Dark. Much of what eventually roleplay gods and how fighting them is not practical and (when
ended up in the Codex Of Aihrde was material developed done) is not permanent. We sidestep the abilities of gods,
through the struggle of those high-level characters and the giving them a slightly greater mechanical role if needed. This
Horned God. From their adventures, I was forced to create a is followed up with discussions on the cleric, paladin, and druid
host of mythology and setting material, epic magic, monstrous – and their relations with the gods. All this leads to the avatars
opponents, and a more clearly defined history for all the realms of the gods, how to physically bring gods to the table no matter
they passed through, both the mundane and the fantastic. the level of the adventuring party. It wraps up with essays on
Without that decades-long struggle, the game would have been healing, holy symbols, and divine attributes.
far more mundane.
Gods of Humanoids and Demi-Humans
That is not to say that you cannot have epic adventures of wild
magic and fantastic happenings without deities. You certainly The second section explores a host of pantheons that are not
can. Our table has seen its share of those. But too often, most covered in the Mythological series. These include a snapshot of
tables do not see deities this way. They view deities as little more the World of Aihrde, which is then followed by pantheons for
than a mechanical device that governs player power mechanics, dwarves, elves, halflings, and gnomes. After the demi-humans,
spells, or abilities. Or, they are so powerful that they have no we tackle the gods of orcs, kobolds, goblins, and gnolls. Each of
interactions with mortals. these gods will come with descriptions, their domains, and how
they are worshipped. Each also includes a stat block that gives
Somewhere beyond the mechanical – and beyond the general the player and CK all the necessary material about sacrifices,
notions of what power deities command – lies a host of holy symbols, holy days, etc.
roleplaying potential. It is the purpose of this book to help
harness that potential and bring deities to the table in a very Abridged Human Mythos
real and playable fashion. Gods & Legends’ third part has all the information blocks of
the deities of the Mythological series. It does not include the
Gods & Legends is part of a larger series of books published full descriptive text, mythos, or history of those gods. For that
by Troll Lord Games. The Mythological series by Brian Young information, you will have to refer to the relevant volume. It
covers a wide variety of ancient mythologies that include does include all the necessary information to allow the character
Ancient Egyptian, the Celts, Norse, Roman and Greek, Slavic, to worship or the CK to bring the deity into play.
and the gods of the Germans. There are more.
4 CASTLES & CRUSADES
OF THE GODS
A PANTHEON OF BELIEFS the emanations of a singular deity, manifestations of the forces
of nature, or even the representation of a principle. Often, the
DEITIES IN A ROLEPLAYING GAME deities have their personalities and histories, are placed within
a hierarchy of other deities, and interact with the world and
When designing a mythology or religion for an RPG setting, their worshipers in specific manners. The number of deities in a
there are several options from which to choose and real-world polytheistic religion varies greatly from as low as half a dozen to
religions to look for inspiration. There are over 10,000 recognized a multiple of thousands.
religions in our world. Religion is an extremely complex topic
and its nature is still debated, but in designing an RPG setting, As mentioned, a common choice for RPGs is a polytheistic
we describe religion as a system of beliefs and events about how religion. There are several reasons for this. Most western
existence was formed, who formed it, and strictures about how fantasy RPGs derive their inspiration from medieval Europe
one should act within the world or within that religion. overlain with elements of Greco-Roman, Germanic, and Greek
mythology. These religious traditions are replete with tales
The mythology of a religion is a telling of how the world came and events to inspire any player of RPGs or those who design
to be as it is, who the deities are, and how they act in the world the settings in which people play. Increasingly, other less well-
and with one another. Polytheistic religion is a typical choice known religious traditions and their mythologies are being
for RPGs, and this book primarily focuses on a polytheistic blended into RPGs, allowing for a vast and nearly untapped
religion, though this is by no means the only choice one has source of inspiration from mythologies found around the world.
when laying out a mythology. There are many options to choose Though polytheistic religions are the most common, other types
from: monotheistic, pantheistic, animistic, and totemistic, to of religions can be used or their elements blended to produce a
name a few. These four are briefly described below. Choosing whole.
another type of religion or taking elements from various types
is also possible. Monotheistic religions are one option. For example,
monotheism can be used in several manners. One option is to
A monotheistic religion posits the existence of one supreme have one creator-deity, which everyone recognizes, and this is
deity who created the world, may or may not act in the world, the only deity. There are many traditions upon which to draw
and who is all-powerful. However, there are a few variations for this. Manners of worship could vary across cultures with
of monotheism. There are those who believe in the worship of local traditions or beliefs, adding cultural diversity to a setting.
one deity but accept that others exist, those that view other Another option is to have the creator-deity having created many
deities as manifestations of the one deity, and those who believe other deific creations, demi-gods, or near deific beings who act
in many deities whose activities all fit within the framework of in the world on the creator’s behalf and who act in opposition
a singular deity. to the deity. These deific creatures could have different goals
and desires for the world and be worshipped by those in it in
Pantheism asserts that all things are manifestations of a deity.
unique ways.
Physical objects, emotions, actions, and laws of nature would all
be manifestations of that deity. This belief essentially holds that An animistic religion is another option. With this, the world
the universe is the deity manifesting itself. This results in varied and all the things in it have their spirit and will. A mountain, a
religious traditions, acts, and rituals, which are all recognized as stream, a tree, a forest, or an ocean could all have a spirit and
valid and true. will. The will or desire of each spirit could manifest itself in many
ways; They could offer spells, give boons or curses, materialize as
An animistic religion holds that all things have spirit, from grass
living creatures, or only exist as spiritual beings. Some might be
to the sun and even to words themselves. In animism, there is
capable of communicating with others through language, while
no real distinction between the spiritual world and the material
others may not be able to do so. In this case, many thousands
world – both are one. Every people would have a different name
of deities or spirits great and small could populate the world
for or ascribe different aspects to various similar objects. For
with local cultures having vastly different systems of beliefs and
example, in a mountain range, each peak or distinct mountain
manners of worship.
may have its own spirit with its own personality.
No matter which type of religion, deities, rituals, and beliefs are
Totemism posits a spiritual or mystical relationship between a
chosen, the whole should be established to make the religion
person, family, or people and an animal, physical object, aspect
understandable to those playing in the game and work toward
of nature, or a totem itself. A totem is usually just a holy or
the goal of the setting. Religion in a setting serves the purpose
spiritual manifestation (or representation) of that relationship
of giving meaning to the world, motivations for those who act
but can also be the object by which the relationship is formed
in the world, and fascinating stories from which to draw on for
and from which mystical power emanates.
adventures and ways the player’s characters can potentially
At its core, a polytheistic religion is one that contains multiple become part of the world’s mythology.
deities. These deities vary in power, nature, appearance, and
We have mentioned but a few options from which a religious
purpose within the religion but are all accepted as entities
system can be designed and encourage those designing their
within a pantheon. These deities can be unique living beings,

GODS & LEGENDS 5


OF THE GODS
setting to further research religion and religions of the world to
more fully understand the available options and from which to
pull inspiration. We have chosen, for this book, The World of
Airhde campaign setting to focus on a polytheistic religion and
offer dozens of deities from which you can draw inspiration or
play in either your own or our setting.

A DEIFIC VOICE
ROLEPLAYING A DEITY
Roleplaying games and their nature require the person running
the game to take on the role of a deity on occasion. There are
two general manners in which this takes place. The first is
indirect roleplaying, in which the Castle Keeper decides how
the deity interacts with the world at large. The second manner
is direct roleplaying. In this case, the Castle Keeper takes on the
role of the deity and interacts with the player’s character.

The first method, indirect roleplaying, is the most obvious, most


common, and is often overlooked as roleplaying a deity and/or
members of a pantheon. In this case, the person running the
game has to decide the various functions of the deity, members
of the pantheon, and how the whole spiritual structure interacts
with the world.

The most common type of indirect roleplay of a deity involves


spell acquisition and class limitations for clerics, druids, or
other spiritual classes and the effects of certain spells. Indirect
roleplay is typically done without hesitation or thought as the
rules manage much of it. However, on occasion, it becomes
more complicated. The Castle Keeper must potentially decide
the consequences for many character classes for straying from
the path, a credo, or a religious stricture. Curses and boons are
almost always a result of some interaction with the spiritual
and must be adjudicated and enacted as per the will or desire
of a deity.

Deities also have motivations, desires, and wills of their own.


These are enacted in the real world and those player characters
who worship those deities or within a pantheon must adhere to
the proscriptions of their deity and embrace the same desires
for the world. A history of interactions with the world (past,
present, and future) helps to establish the nature of the world,
its religious traditions, and the deity’s personality. All of this
is done ‘behind the screen’ and not usually known to the
characters (at least in its entirety).

On the other hand, there may come those times when the
person running the game is required to directly roleplay a deity.
This happens when the deity appears in the flesh to the player’s
character or a manifestation (through divination, prayer, or
otherwise) of the deity appears to the characters. In this case,
the Castle Keeper takes on the role of a deity, speaking in its
voice while that deity directly interacts with a player character.

Most times, this interaction is one in which information is


delivered via prayer, divination, or spiritual warnings. In these
cases, the deity is directly interacting with the character but not

6 CASTLES & CRUSADES


OF THE GODS
in person, only through voice, omens, or similar means. Spell BATTLE IN THE FIRMAMENT
descriptions limit or manage some of these interactions while
others are left up to the Castle Keeper to enact. In all these DEIFIC MELEE
cases, though, the Castle Keeper is taking on the role of the Gods serve several purposes in a game and combat is typically
deity and must express the will and desire of that deity directly not one of them. In my years of roleplaying characters and
to the player’s character. running games (nearly 40 years now), I have directly roleplayed
A deity can also appear to the character in person or as a a deity in combat perhaps half a dozen times and used only one
physical/spiritual manifestation of that deity (these are Avatars in a very short and brief fight with a player’s character. As a
and are discussed separately below). It is suggested that these be player, my characters have encountered roughly half a dozen
rare and wonderful or terrifying events that have a meaningful deities and have never fought with any. Combat or melee is not
impact on the game. In these cases, the Castle Keeper is the main function of a deity but, I realize others play differently
roleplaying the deity as a non-player character, though an and it can be a function. So, it should be addressed.
extraordinary one that must be managed with care. Roleplaying Deities that created the world are so powerful they can instantly
a deity need not be an onerous task. It should be fun and, if destroy almost anything and instantly create almost anything.
done in the right manner, be very impactful on the game and These latter types of gods would never bother combating
enjoyable for the players and Castle Keeper alike. mortals or, should they, the combat ends in an instant. Other
When roleplaying a deity or having a pantheon interact with deities who are not quite so powerful might occasionally find
the world, the person running the game should strive for themselves in combat or confrontation with mortals.
consistency and adhere to the milieu in which the gods exist. In This book is mostly concerned with these types of deities
part, this is accomplished through the rules via alignment, spell (Greater), those slightly less powerful (Lesser), and demi-gods.
acquisition, and spell effects. There is an equally important part Creator deities are not addressed in this book as that is better
of deific roleplay not covered in the rules. left up to the person running their campaign. Combat is possible
A consistent and understandable religious credo, morality, and with these types of deities. Combat with a god should not be a
faith each needs to be established for the player’s characters and random event. These encounters need to be special, unique,
the setting at large. Punishments, rewards, expectations, and and purposeful. Months (if not years) of buildup are necessary
other derived elements add depth and meaning to the world to create that moment of encounter. Quests and goals need
and give the players expectations, goals, and quests. Rituals, fulfilling, and a driving purpose behind the encounter should
beliefs, prayers, holy symbols, and temple layouts for various guide the player characters and the deity alike.
deities add deeper meaning to the setting and give life to a deity The first consideration to be addressed in setting up a
that might otherwise seem like little more than a backdrop to a confrontation is the deity’s power. Although a list of assumed
world setting. powers of all deities is addressed in the following section, none
Too often, roleplaying a deity is managed as little more than of the deities are statted. The Castle Keeper is responsible for
fluff for a story or as a quick and easy manner of propelling creating the stats for each deity used. This is done for two reasons.
an adventure in a particular direction. This can be a jarring First, the power of the characters must be taken into
experience in a game when done without reference to that consideration when designing an encounter with a deity in
mentioned in the previous paragraph. Breaking with the which the characters have any chance of winning or having any
orthodoxy of a religion or deity is ill-advised. type of success with their goals. It can take characters years of
Perhaps the worst thing one can do when roleplaying a deity is, play and significant advancement to even have a remote chance
when encountered in person, to use it as any other encounter of overcoming a deity in combat.
and treat the deity as an ordinary non-player character. Deities Second, a deity’s powers are fairly broad or can morph depending
should be played in a wholly different fashion than other on how they choose to appear. For example, consider a deity’s
encounters. The gods are powerful beyond measure, with wills representative class level. Think of how long it takes a character
of their own, and in most cases so much more intelligent than to advance in levels. Now, add eternity to that. As you can
the player’s characters that communication would probably be guess, a deity can be exceedingly powerful.
difficult if not impossible.
So, the Castle Keeper needs to design the deity in such a
Even lesser gods are exceedingly powerful and some of the manner as to make the encounter challenging or interesting
greater deities are capable of acts of instant creation and instant and not an instant slaughter – unless that is what is desired.
destruction. Bearing in mind that most deities are immortal Carefully consider the deity’s powers and weaknesses. Allow
and concerned with aspects of existence that mortals are not the characters a chance to exploit a god’s weaknesses while at
even aware of, their interactions with players are generalized, the same time, the deity will exploit the character’s weaknesses.
or exceedingly rare. These interactions, if done correctly, can be The combat itself should be dramatic, intense, and emotionally
very powerfully emotive and memorable moments. powerful or at least memorable.

GODS & LEGENDS 7


OF THE GODS
I CREATE, I DESTROY, I RULE Multiple Existence: All greater deities can spiritually manifest
in several locations at the same time with each variation
DEIFIC ABILITIES acting independently of the other. These are not physical
Deities are powerful. From the act of creation to instant manifestations; rather this is a spiritual manifestation expressed
communication across space, deities can do almost anything. as that deity’s will. Typically this is enacted via spell acquisition,
In combat, deities can wield weapons of staggering power and the answering of prayers, and related ritual activities. However,
size and move quicker than lightning. As a source of magic, they as long as there is no physical manifestation, a deity can express
can master that realm. There is no rival to a deity in the world its will as it chooses. When physically manifesting off their
except another deity. home plane, that deity cannot answer prayers or otherwise
communicate beyond its immediate physical location.
Although deities are not typically played as normal combatants
or actors in the world, there are those times when the Castle Greater Deific Teleportation: This ability allows
Keeper may need to bring them into play. Considering that, teleportation to anywhere in existence to locations of which the
the following contains the minimal abilities a deity should deity is aware.
have. Other abilities are mentioned in the deity description Minimum Attributes: Unless otherwise noted, all greater
or left up to the Castle Keeper’s design. The Castle Keeper is deities have minimum attribute scores of 30 for each attribute.
encouraged to amend this list as necessary. There is no limit nor
boundary when designing deities except that needed to make Classes: Unless otherwise noted, all greater deities can have up
any interaction manageable or meaningful. to 12 primary classes and up to 12 secondary classes.

GREATER Minimum Level: Unless otherwise noted, all greater deities


have a level 30 minimum for their primary classes and a level 20
Healing: All greater deities heal at a rate of 20 HP an hour minimum for their secondary classes.
while engaged in strenuous activities such as combat. While at
rest, a deity heals 40hp an hour. This is innate healing and can
LESSER
be augmented by spells or other means.
Healing: All lesser deities heal at a rate of 10 HP an hour while
Immortality: These deities cannot be killed by natural engaged in strenuous activities such as combat. While at rest, a
or unnatural means. They can be expelled from a plane, deity heals 20hp an hour. This is innate healing.
trapped, imprisoned, banished, or otherwise incapacitated, but
they cannot be killed except by their creator deity, willing it Lesser Immortality: These deities cannot be killed except on
themselves, or through a predetermined manner of being slain. their home plane.

Magic: On their home plane, a greater deity can cast all holy Spell Resistance: Spell resistance for lesser gods is generally
spells at 40th level of ability unless otherwise noted or limited by assumed to be 13-17.
the Castle Keeper. When not on their home plane, the deity can
cast all arcane spells at 25th level of ability. All spells can be cast Instant Deific Teleportation: This ability allows a lesser
as many times per day as desired. These should be amended to deity to travel to any location on their home plane instantly
reflect each deity. and without error. This can only be done once a round.

Spell Resistance: Spell resistance for greater gods is generally Magic: On their home plane, a lesser deity can cast all holy
assumed to be 17+. spells at 25th level of ability unless otherwise noted or limited by

8 CASTLES & CRUSADES


OF THE GODS
the Castle Keeper. The deity can cast all arcane spells at 20 th
For example, in a pantheon resembling some Mesoamerican
level of ability. All spells can be cast as many times per day as religions, sacrifice is an essential element of that religion.
desired. These should be amended to reflect each deity. Without making certain sacrifices in blood, an angry deity may
not allow the sun to rise, crops to grow, or the rain to fall. Hence,
Minimum Attributes: Unless otherwise noted, all lesser deities a priestly class or even individuals would make the requisite
have minimum attribute scores of 25 for each attribute. sacrifices to gain that deity’s goodwill or minimally placate them
to such a degree they allow the sun to come up. In other cases,
DEMI-GODS dances may be required, songs are not unusual, and quests or
Healing: All demi-deities heal at a rate of 1 HP an hour while pilgrimages are not uncommon.
engaged in strenuous activities such as combat. While at rest, a
While designing a religion, keep this in mind: it does not have to
deity heals 2 HP an hour. This is innate healing.
be explicit and all-encompassing, but there should be something
Deific Protection: All demi-gods are associated with a unique about the faith and its manner of being practiced. The
parent(s) who have granted them special abilities. When consistency creates a more believable world setting and allows
creating a demi-god, choose at least one ability from the lesser the player’s characters to engage with their world in a way that
or greater ability list to have been passed along to the demi-god. does not involve killing stuff and taking their treasure.

Virtually every religion has holy places, spots, and even regions.
Spell Resistance: Spell resistance for demi-gods is generally Temples or some type of monument is, quite often, constructed on
assumed to be 8-13. these sites. In some cases, the area is left alone as it is considered
sacred. In other cases, places are made holy by the construction
GIFTS AND BOONS, THE HOLY GIFT of a temple or monument to a deity or pantheon. Importantly,
THE NECESSITY OF WORSHIP all temples, monuments, and other manners of recognizing holy
places are common or – should a god require them – be apparent
Worshipping a deity should be an integral part of any game. in any setting. Not only do these allow the religion to be grounded
Prayer and worship for the holy classes are especially important in the real world and everyday life of everyone in the setting, but
and can prove a significant driver in the game as well as a source they also give a setting for adventures.
of voluminous adventures. Methods of prayer and manners of
showing devotion add depth to all the classes and characters, As a final note on the rituals and prayers associated with a
making roleplay more immersive, exciting, and fun. religion, to not participate in the worship of a deity or pantheon
could be used to drive the mechanics of the game in a particular
Not only do the holy classes receive boons from the deities in direction. For example, should a cleric have taken on one deity
the form of spells and abilities, but the gods often interact with as a patron whom the other characters refuse to worship, that
the world in small and great manners. Angering a deity would be cleric’s spells or some of their spells may have no effect on
a terrible idea. The deity may take revenge upon the character, those who do not pay homage to that deity. Interesting roleplay
the character’s friends and family, or anything close at hand. elements arise from these types of situations and should be used
Praising a deity, either to placate them or to thank them, would to further develop the game.
result in the deity granting more boons, such as crop growth, or
minimally not doing anything, good or bad. For clerics, paladins,
and druids, this is the core aspect of their class and character. BY THESE INCANTATIONS, I RULE

To receive any boons or gifts, placate, or otherwise get the CLASS ROLES
attention from a deity in a positive manner, people pray, sacrifice, The roles of several classes and their relationships to their patron
or partake in rituals which that deity appreciates or requires. deities, pantheon, and religion are essential to those classes
This is integral to any game in which gods exist. Everyone but often are given secondary, tertiary, or routine attention
would recognize the deities and pay homage to those who in a game. The typical role of the cleric, druid, and paladin
are important to them. Without this, bad things may happen. are briefly examined in the following section. Suggestions on
Minimally, the deity would ignore those who ignore them. different manners of understanding and playing those classes
are described. The suggestions can be expanded upon or applied
Homage to a deity takes many forms. There is prayer, sacrifice, to other pertinent classes or characters.
ritual activities, temple construction, wearing totems, drawing
motifs, etc. The list is fairly endless. Each deity, being unique, First, I want to make a distinction between two types of spiritual
would require a unique method of worship even if a generalized classes. In most settings, there are numerous gods. These gods
form of worship is embraced by a pantheon. Any number of are real in that setting and to deny them, or their existence
rituals, prayers, or other devices can be developed to express would be the same as denying the existence of trees or air or
a character’s devotion. The form is important but even more – well whatever else exists. Deities interact with the world in
important is that the player’s characters partake in them or at most settings in both major and minor ways, and the characters
least give them lip service. would act and behave accordingly. Characters, and especially

GODS & LEGENDS 9


OF THE GODS
the spiritual classes, would recognize all deities but may choose would potentially attempt to play a prominent role in melee,
not to worship all of them. taking to the front lines, and engaging with enemies in battle.

A henotheist devotes themselves to the worship of one deity Alterations in a cleric’s available spells, effects of spells, and
within a pantheon. They do not deny the importance or role which spells might be allowed are just some aspects of how to
of other deities or powers, and may even participate in rituals mechanically manage the roles a cleric can play. Weapon or
associated with them, but have given their devotion and loyalty to armor availability, allegiances, acceptable actions, and allowing
one deity in particular and receive the majority of their power and the use of spells from other class spell lists are just a few other
special abilities from that deity. Paladins are typically henotheists. methods by which to further distinguish clerics from one
another. The Castle Keeper should manage this as they see fit,
A kathenotheist does not devote themselves to a single deity; bearing in mind the overall balance of the party.
rather, they worship many of the deities in a pantheon. They
observe as many rituals as possible and pay homage to all the The options for development are nearly limitless when perceived
gods they choose. Most worshipers, including clerics and druids, in this manner. Every deity or pantheon has its own rules, wills,
are kathenotheists. This does not mean they worship all deities drives, manners of worship, enemies, and divine inclinations.
in a pantheon as there are undoubtedly those deities who Deities are devoted to warfare, the dead, crop growth, justice,
attempt to affect the world in differing ways. Worshipers of a thievery, negotiation, assassination, murder, and the list goes on.
deity intent on burning the world to the ground would not be
worshipped by those seeking to fill the world with plentitude. The cleric becomes the representative of a deity or pantheon.
They are compelled to realize that vision of the world. Each
THE CLERIC deity and pantheon is different and envisions the world
differently. The nature of the cleric would be unique to that
In the mechanics of the game, healing wounds is necessary for deity or pantheon. A few roles one might consider are described
continual adventuring. The primary design behind the cleric and below. The names given are just descriptors and not intended
the reason a cleric is essential to any well-rounded adventuring as class names.
party is to ensure members of the party can be healed and
continue adventuring. A secondary role is to strengthen weaker Judge: As a Judge cleric, one is devoted to the law and carrying
members of the party and protect the party from specific magics. out punishments or determining the guilt or innocence of
individuals. This cleric would have greater insight into the
The cleric’s role in the game has its advantages and nature of people, their motives, and the capacity to tell whether
disadvantages. The advantage of the traditional role is that it someone is telling the truth. The judge would be able to dispense
keeps the game – especially the adventuring party – balanced, justice from forgiveness to execution.
allowing the adventure to continue on a relatively constant
basis. The disadvantage is that this mechanical role limits, to Holy Warrior: Though similar to the paladin, the holy warrior
some extent, the roleplaying potential of that class and exploring would rely on combat spells and not feats of arms to manage
different roleplaying avenues for that player character in which melee. This role favors battle enhancements and spells that
to engage. It also drives dependency on a cleric for a party’s cause immediate damage. They would take to the front lines of
survival. It is possible to address this with some alteration in the battle and encourage or recruit others to their cause.
mechanical application of healing (this alteration is discussed in Sage: As an emissary of the gods, this cleric would be given
the following section, Healing, A Holy Work Revisited). much knowledge from their deity to ensure the deity’s will is
Removing the mechanical limitation of the cleric shifts it from carried out in the world. They would focus on knowledge
that of the healer to that of, what one might reasonably argue acquisition and giving accurate and timely information that
is the real role of a cleric, a conduit of a deity’s vision for the aids in the deity’s designs to their fellow adventurers. They
world, and opens that class up to greater roleplaying variation. might also have a greater knowledge of or ability to learn about
In essence, the cleric becomes a representative of a deity or artifacts and other magical weapons.
pantheon and makes efforts to ensure that deity’s will is carried
out. This alone casts the cleric in an entirely different light, not Death: The role of this cleric could be interpreted in several
as a healer, but rather as an emissary. fashions. One is that the cleric would know burial rituals and
what happens in the afterlife. This allows easier communication
For example, should a cleric have devoted themselves to a deity with the dead, increased ability on how to raise the dead (in
of war, battle, and conflict, it would be best if the cleric were several fashions), and be better able to turn or banish the
played in a manner to engage in conflict and war, encourage it, undead. Alternately, the Death cleric might be able to raise
and relish it. Although this is not entirely antithetical to healing the dead to suit their own needs, cast spells causing immediate
the wounded, giving mechanical prominence to a cleric’s role as death, or use more targeted damage spells.
a healer limits the role as war maker. Focusing the cleric’s spell
list on war-making, battle, increasing strife, and similar spells Those are a few examples available for players, but the options
is a more representative manner of development. This cleric are unlimited. Bear in mind that the cleric exists to serve a deity
or pantheon and derives their power from that deity. The cleric

10 CASTLES & CRUSADES


OF THE GODS
would seek to represent that deity as best they could and use
methods closely associated with that deity or pantheon to act
out their will in the world.

PALADINS
The paladin’s mechanical role in most RPGs is to serve as a
hybrid fighter and cleric, though favoring the fighter side.
They bring a significant damage capacity to the game but also
serve as a minor source for healing and protection from certain
magics. Secondarily, the paladin serves as a source of quests and
adventures for a party.

Much like the cleric, the paladin can be mechanically limited


in its role. This need not be the case. Allowing the paladin
to take on a different purpose and manner of interacting
with their patron deity, one focused on fulfilling their patron
deity’s immediate desires, allows the paladin to be roleplayed
differently. This is managed with a few alterations of the rules
and style of play, allowing a focus on particular abilities, codes of
conduct, and ways to interact with others in the game.

For example, should a player want to play an evil paladin


intent on causing death and destruction wherever they go, a
few alterations in their abilities entirely shifts the focus of the
and purpose are derived from their allegiance to this deity. This
paladin onto a different path. In this case, cure disease would
does not mean the paladin does not recognize other deities nor
change to cause disease, lay on hand would cause damage
does not worship those within the pantheon worth worshipping;
rather than heal, and smite evil might become smite good or
rather, it means they give prevalence to one. This could be any
even smite law.
deity. All that is necessary is that the paladin aligns their goals
Consider how paladins worship their deity. Usually, paladins with that of their patron.
follow the path of the cleric and go to temples regularly, make
sacrifices, and generally do their duty as a cleric does. This does QUEST DRIVEN
not need to be the case with a paladin. They may not ever even The questing knight is a trope of fantasy literature and mythical
have to enter a temple or make a sacrifice. The very act of being tales. The paladin is perfect as a questing knight given a holy
and acting for their patron deity is their act of worship. I some quest and not a mundane undertaking that a normal knight can
cases, a deity may prefer an offering of gold or silver, but in the do. The questing knight can be used to drive adventures and
case of the paladin, the sacrifice is the construction of a keep. purpose in a party, placing them in leadership roles or as the
By reconsidering the role of the paladin in relation to their deity central dynamic for an adventuring party.
and meaningful modes of worship opens up a whole host of new
avenues for roleplaying.
FALLEN

ALIGNMENTS The fallen paladin could be an interesting role to play. In this


case, the paladin or their order has done something to anger
Currently, paladins are limited in their choice of alignment. their patron deity and must seek amends for that act. The
This is done because the paladin is a powerful character and whole drive behind the fallen is to atone for a deed that one or
their ability to act in the game is limited. Allowing the paladin more members of their order committed. From specific quests
to choose from various alignments, a fresh way of roleplaying and spiritual cleansing to conflicting personal drives, a fallen
the class occurs. However, the guiding control of a paladin still paladin is an interesting choice with a wide variety of goals and
needs to be in place. Paladins are constrained by their oaths to ambitions.
a patron deity. No deity would allow the paladin to act of their
own accord without consequences and a code of ethics set of
CRUSADER
guiding principles should always limit, constrain, or channel a
paladin’s act. The crusader paladins distinguish themselves from others by
their overarching goal of bringing the worship of their deity to a
DEITIES new land or, in some cases, eradicating the worship of some gods
within their region. The crusader would be a highly militant
A paladin is a classic henotheist. They have a patron deity to member of their order and rely heavily on physical force to
whom they have given their life and soul. The paladin’s abilities encourage potential conversion.

GODS & LEGENDS 11


OF THE GODS
AVENGER Viewing the natural environment from the perspective of
a dangerous and wild place can be used to shift the role of
The avenging knight sent by a god is a powerful storytelling
the druid. Though Druids may still worry about their forests
element. A wrong done recently or in ages past needs addressing
and work to prevent harm coming to the lands under their
and the avenger’s sole purpose is to ensure that a god’s justice
protection, they fight to prevent the forces of nature from
is carried out. Whether against an individual or a people, an
overwhelming mankind in its destructive and uncaring wake.
avenger’s life-long pursuit of justice makes for a great character.
With this shift, the druid’s role in the party and on adventures
A code sewn with that purpose and a few rule changes create a
shifts dramatically. Suddenly, they become proactive forces in
powerful role for a player.
guarding the party against the natural world.
The role of the Paladin can be changed from its standard form
There are several other perspectives from which one might view
of play with some ease. The examples above are just a few of
the druid. For example, a druid may be of an evil bent or, more
the possibilities. When a change in the nature of the paladin
correctly, one who actively pursues an expansion of the forest,
is made, consider altering the rules slightly to fit the new role.
river, lake, or region. A druid in this case uses all the forces at
Change their type of mount. Perhaps a bear would work in one
hand to oversee, not just the survival of his chosen ward, but its
circumstance or a dolphin in another. Healing and protection
growth and consumption of the lands in which they dwell.
could be changed or replaced with ease and a few new abilities
added with others removed. A druid in this role might be viewed as evil (and may very well
be evil) but that is not necessarily the case. The druid is carrying
DRUIDS out their spiritual commandments or purpose in the world. This
A druid’s role in the game is as a healer and aid in outdoor purpose brings those druids into direct conflict with civilized
adventures. The healing role is secondary and its primary role peoples. Civilizations require cities, towns, and villages. From
in the party is aiding in outdoor adventures and increasing the perspective of this type of druid, civilizations grow to
potential damage the party can inflict. There is another manner consume their world and eat everything in an effort to keep
in which to conceptualize the druid, giving the druid a unique growing.
perspective and role in the party.
These are but two examples of conceptualizing a druid in
The druid is traditionally viewed as one who protects people the game. Neither of these conceptualizations requires rules
from the depredations of nature. changes but can dramatically change the class and the manner
in which it is roleplayed. There are other options, perspectives,
In this role, the druid is responsible for the care of the lands or a and viewpoints from which the Castle Keeper can choose which
single type of land with which they are associated and nominally have little to no alteration in the rules pertaining to the druid.
attempt to prevent harm from coming to it. Their adventures
may lead them far afield, but they are still associated with the
lands from which they came and the protection of those lands.
GODS & THEIR AVATARS
In many fantasy roleplaying games, the gods play an active
Another manner of understanding the druid is as one who role. They grant spells to clerics and druids, give paladins their
protects people from nature. The world outside civilizing walls abilities, imbue magical war songs to skalds, and so on. They are
is brutal and unkind. Fantastic monsters and ferocious creatures called upon to resurrect fallen characters. Their magic items
of all sizes, shapes, and violent inclinations wander forests and arm the righteous (or unrighteous) in their holy (or unholy)
mountains in search of prey and fresh meat to eat. Many can wars. They raise the dead, found cults, and rise from the ether
dine upon anything, including people. Some prefer to dine on to terrorize the world and its denizens. Characters interact with
humans. Disease and infection are commonplace, afflicting and them through prayer and sacrifice and, for their part, the gods
killing many people throughout a year. The wilderness is an use those same characters as instruments toward some goal or
exceedingly dangerous place. the other. They can be both the bad and the good; the end game
for many adventures or the beginning for others. In whatever
Even more devastating is that the natural world does not care
guise, deities are an intricate part of the RPG experience.
about the pain and suffering of those who wander its surface,
plumb its depths, or range through the sky. It simply cannot
There is no right or wrong way to use deities. Whether as simple
care. On the one hand, nature can seem benign and beautiful
background noise or in a more active role in the character’s
and on the other, it can be devastating and vicious. The earth
adventures – either way, it is your choice and your game. Play
provides food and sustenance for people, but it is also the
how you desire or best suits your group. With that in mind, if
source of earthquakes, volcanoes, tsunamis, floods, avalanches,
you desire to have deities take a more active role at the table
and other devastating natural events that wipe out crops, kill
and to play a larger part in the lives of your player’s characters or
people, or leave them clinging desperately for life. With this
your setting at large, adopting the principles of transcendence
understanding of nature and the world, the role of the druid
and combining them with the manifestation of deity avatars as
changes. They become the protectors of man.
outlined below is a simple and easy way to do it.

12 CASTLES & CRUSADES


OF THE GODS
BEYOND THE BACKGROUND The world of Aihrde offers both examples. The All Father
created the world upon the back of Inzaa the dragon goddess
Using gods at the table can be extremely fun, but also a bit
of Inzae. These creatures are beyond the transcendent and they
daunting. The Castle Keeper must strike a balance between the
are omnipotent, omniscient, and omnipresent (though you
almighty power of the deity and the mortality of the character.
could make an argument that the last is not true). However,
How the gods see the characters and what they are willing to
in Aihrde any of the Val Eahrakuhn or Val Austlich (greater
do with and for them. This becomes more challenging at lower
and lesser deities, for lack of a better term) are not, but they
levels, particularly when a character is starting out.
are transcendent of the mortal world, possessed of powers
Generally, we imagine a god lounging upon its throne, steeped unimaginable and in many cases untouchable. They are not all-
in existential thaumaturgies, focused on the world’s unfolding, knowing, but they are possessed of knowledge far greater than
lost in their own intrigues. They have no time, nor thought, even the most powerful of clerics or wizards. The truths that
for lesser creatures. They are looking beyond the horizon. Only they know may not be the actual truths, but they believe them to
when the hero rises from the chaos of mortal entanglements be. In many cases, their ability to interact with the world around
does the deity take notice. Here, at last, is a creature that can them is unrestricted (except by the Judgement of Corthain,
serve them, or challenge them, or exercise their designs as befits which you can read about in the Codex of Aihrde). They are
one of the higher orders. This is how they are generally seen, but aware of much of the world that goes on around them. Some
this is only half the truth. of this awareness is very focused and garners their attention.
Much of this awareness, however, is at a level that they do not
The other lies in a deity able to look beyond its own machinations consciously take note of it, much as you do not consciously
and see the world in all its finite possibilities. All those creatures take note of the letters in the words of this sentence; your mind
that walk or crawl, fly or swim, that pass by unnoticed are passing is aware of them and acts upon them, you just don’t focus on
through life without purpose or even design. These are, or can be, them. It is the same for a deity.
the small sparks that start the conflagration. A god, sitting upon
its throne, wrapped in mystic journeys, can see beyond the wall of In this partial, subconscious awareness is often where your
worlds even as they look within and take notice of the child feeding game lies. Not so great as to garner the undivided attention
the goat in the stall or the warrior just setting out on a journey of the deity, but great enough that the deity can interact with
across the wide world to earn both wealth and renown. All have the characters, even if it does not consciously do so. As your
potential and the powerful deity is able to see both simultaneously. characters gain in level, power, and abilities the subconscious
There is no reason that a god cannot aid an 18th level cleric who deity gives way to the conscious and the deity can – and
is fighting the demons of Aufstrag, even as they grant some minor perhaps should – take a more active role in the fortunes of the
boon to a lowly acolyte who struggles in a contest with giant spiders. adventurer.

To carry this a step further, imagine a god who takes notice When you assume that the deity has some level of conscious
of a cleric of a different alignment or disposition, a cleric who and unconscious transcendent abilities that allows it to take
worships a separate deity who is opposed to the first. There is multiple actions at the same time, some consciously, others
no reason that this god might not unleash some minor torments unconsciously, particularly as concerns low-level characters, the
upon them, torments as befits their station, hounding them deities’ role in the game is assured and interactions, at all levels,
with a plague of the deity’s lesser servants. become perfectly plausible.

Rethinking a deity’s level of awareness becomes key to making Bringing these concepts to the table is easy enough. The deity
interactions plausible. already interacts through spell acquisition, magic items, active
spells, monsters, and more but bringing deity avatars, for good
THE DEITY TRANSCENDENT and ill, to the table creates an actual mechanic for the player
Keep the game in mind as you conceive of the various deities. and the Castle Keeper that they can adjust and fine-tune as
Most deities should not be considered omnipotent (all- befits their game style.
powerful), omniscient (all-knowing), or omnipresent (always
present). These concepts are best reserved for a supreme deity AVATARS
who can do as it desires without restraint. Such deities in RPGs An avatar is a manifestation of a deity in the mortal world. It
become too unwieldy. They are too heavy-handed to actually may be a very conscious manifestation where the deity chose
play at the table. a form and voice and directly interacts with the characters or
world. Or, it may be an unconscious manifestation that the deity
Though not all-powerful, the standard RPG deity is far more is only partially aware of – or not aware of at all.
powerful than mortal or immortal creatures. They are gods for a
reason. They are the source of creation and much of the turmoil This manifestation takes many forms, great or small, powerful
in the world. They are possessed of a presence that no other or weak. These manifestations range from the very proactive to
creatures possess, their powers defy reason, their persons are the benign, they may help or hinder, impede or assist, or even
almost untouchable. They transcend the mortal world, existing utterly neglect the characters and those around them. Whether
in a state undefined by the mechanics of abilities or skills.
GODS & LEGENDS 13
OF THE GODS
or not they are able to communicate, how much, and what they Mid-Level
communicate is entirely up to the Castle Keeper.
The mid-level avatar appears as a more powerful animal, monster,
Engaging the avatar in battle is perfectly plausible, slaying human, or humanoid than the low-level avatar. Creatures like
them or being slain by them is also possible. When an avatar manticores, sphinx, elementals, or NPCs with moderate magic
is slain, the deity may or may not know that it occurred, abilities and ranging in the 4th-12th level. They are more inclined
depending on the level of conscious involvement the CK grants to communicate knowledge or design to the characters, though
the deity during that interaction. In other words, a deity that not necessarily so. The Castle Keeper must determine what
unconsciously manifests as an evil spriggan that is subsequently level of involvement they seek with these avatars.
killed by the characters hardly registers with the deity so that
Here the deity is slightly more aware of its manifested self.
it takes no further action unless it is again to unconsciously
manifest itself to the characters. These avatars are still manifestations of the gods and as such
possess powerful spell resistance. See above in deity abilities.
What form the avatar takes is another matter.
High Level
FORMS OF THE AVATAR
These greater avatars are powerful manifestations of the
What form the deity takes is entirely up the Castle Keeper. They deity that reflect its desires and abilities. They appear as very
can take almost any form. Each deity may have a preferred form powerful monsters or NPCs. If monster, double their hit dice
or an animal avatar and may therefore desire to take that form. and increase their AC as noted below. They have mental and
Refer to the stat block and description of each deity to get a physical primes. As NPCs, they should possess a minimum 25th
better understanding of that god. A god of the fey is more likely level in one class and a 15th in a second. They are able to act
to take the form of a sprite than, say, a stirge. A god of the orcs is with all the abilities of each class as if they were single-class
more likely to take the form of an evil creature than a good one characters. Hit points are maximum -10 for the more powerful
and so on. All of that said, the god can take any form it desires, class. Their AC should range from 25-35. They have primes in
as outlined in the abilities of gods above. all six attributes. They should be carrying magical weapons and
armor similar to anything listed in the description of the deity.
THE AVATAR
Here, the deity is generally aware of its manifested self.
The avatars of the deity are broken into three basic sections
based on character level, with a fourth called the divine. Low These avatars are still manifestations of the gods and, as such,
level covers characters from levels 1–5. The mid-level includes possess powerful spell resistance. See above in deity abilities.
character levels 6–10. And the high level comprises any
characters of 11th and above. Adjust the level spread as needed Divine
or the power of the avatar as desired. Divine avatars are the Deities here appear in their favored guise and in all the might
manifestations of the deity in all its beauty and might. and majesty they possess. This includes all the greater and lesser
abilities of gods as outlined above, the armaments as listed in
Refer to the C&C Monsters & Treasure, Tome of the Unclean,
the deity’s section below, knowledge and understanding the
Monsters & Treasure of Aihrde, Classic Monsters, or any of the
deity has, its role and place in the world, spell resistance, and
other monster manuals available when choosing an avatar.
any other peculiarities that may pertain to the deity themselves.
Low Level
The avatar appears as any small creature, animal, monster, CHARACTERS & DIVINE ATTRIBUTES
fey, human, humanoid, and so forth. Their abilities are Through the course of a campaign, characters may acquire
commensurate with the form that they take. Hit points and divine attributes, either permanently or temporarily. Whether as
armor class are very low. They generally have the ability to a result of treasure or boon, a character’s divine abilities should
communicate in some form, perhaps speech, but also through be handled with caution as possessing them could undermine
motions, symbols, or something similar. For instance, a god the game. Often this occurs because the abilities attributed to
that appears as an indigo bunting, a small blue bird, may a character are very powerful. When considering adding divine
signal to the characters with its wing, or by flying in a definite attributes to a character, take under consideration the reason
direction. Those more powerful avatars, such as humans, fey, or for doing so, how those attributes may affect the game’s balance,
humanoids, possess the full range of their abilities and can fight and ultimately how doing so furthers the game.
and communicate accordingly.
Divine attributes can be chosen from any of the deities described
The deity can be – but is not necessarily – aware of its manifested in the following section. Ideally, the power of the ability should
self. be constrained to the level of the adventure and circumstances.
This can be difficult considering that the attributes are being
These avatars are still manifestations of the gods and as such
chosen to replicate the abilities of the gods.
possess powerful spell resistance. See the above deity abilities.

14 CASTLES & CRUSADES


OF THE GODS
Deific attributes should not be chosen in such a way as to Those classes receive their spells and abilities from their deity
wholly benefit a character. The granted abilities should, in some and, in some cases, through their holy symbols. Ideally, the
manner, represent or express the will of the deity from which the holy symbol is useful in contacting a deity and an essential part
attribute is taken. If a deity is conferring abilities on a character, of prayer or the performance of rituals. It is a necessary part
they are doing so for a reason. One manner in which to limit the of many spells and rituals. The holy symbol acts as a conduit
effect of an attribute on gameplay is to make crystal clear the through which the deity can directly contact or be contacted by
reason for conferring that ability and when it can and cannot be those classes. Just as importantly, the holy symbol is a conduit
used. This could place severe restrictions on those abilities’ use. through which worshipers can pray and have their prayers
The benefit of this approach is that it allows for granting even heard by a deity. A holy symbol alone can rouse, encourage, or
greater powers, knowing full well that they can only be used worshippers, troops, nobility, and others to act in accordance.
under limited circumstances.
The holy symbol is also a prominent marker to let all those around
Further, the deific ability should not be an exact replication of know about that deity. In conquests and quests, preaching and
an ability. It should be a reflection of an ability and not nearly conversions, rituals, and public spiritual celebrations, the holy
so powerful as the one the character receives. For example, a symbol lets others know about that deity, who worships that
deity that lives underwater and can breathe underwater might deity, and the power or influence that deity has in the world.
confer the capacity to breathe underwater to a character, but
this would not be a permanent attribute. The ability to breathe HOLY SYMBOLS AND ROLEPLAYING
underwater would be temporary and quest- or goal-driven.
In the roleplaying milieu, the holy symbol has a minimal impact
on play and mechanics. Other than turning undead and being
Abilities that have a direct effect on combat are different. the material component of many spells, the holy symbol does
These can be high in a limited circumstance. So, a +3, +4, nothing mechanically in the game. Should a game not feature
or even a +5 conferred to AC, to hit, etc. is fine as long as the undead or require spell components as necessary for
there is a definite time duration and a specific purpose for the casting, the holy symbol would play no role in the game other
deity having conferred that power. These abilities can also be than as costume. A holy symbol should have prominence and
conferred to weapons or armor. importance in the game as it is a manifestation or conduit to
a deity.
HOLY SYMBOLS
The holy symbol is an essential item for those playing classes Clerics, paladins, druids, and other classes derive their
of a spiritual nature. The holy symbol is nothing less than a spellcasting ability and other abilities as a beneficence of
physical manifestation, representation, or even manifestation of the gods or a particular deity. Wearing a holy symbol – or
a deity in the world. Sometimes, the holy symbol is magical in prominently displaying it – should be required of those classes.
itself, but it is always magical in the hands of a cleric. These are The holy symbol is, in effect, the immediate source of those
holy objects imbued with the spirit of the deity to whom they classes’ powers – spells, turning, and other abilities. Going
belong and possess powers unique to them. Think of a cross and without a holy symbol being worn, carried, or displayed by those
a vampire. The cross has power over the vampire. This does classes should have immediate ramifications. Combat abilities,
not mean that every holy symbol would have a power of similar detection abilities, and the power of spells should be limited. In
nature but it would have some power to have a limited effect on those cases where the class has lost or involuntarily had the holy
outcomes in the planes in which that deity is worshiped. symbol taken away, exceptions can be made.

Holy symbols can take many forms. One deity may choose a Holy symbols should be easy to make. A simple sketch in the sand
symbolic axe, another may choose handwoven cloth, while is enough to channel a deity’s power for the holy classes. In this
another may choose a chip of obsidian. The holy symbol can way, should a holy symbol be lost or stolen, a quick replacement
be complex or simple, a piece of wood or a metal pinwheel, could be made. One could limit the power of a makeshift holy
even a censer. What is important is that the holy symbol should symbol but allowance for theft or loss should be made.
be recognizable and portable by the worshipers. This does not Holy symbols can and should be used as rewards in place of
mean all of those holy symbols should be portable, just one that treasure. A cleric may be required to tithe or make sacrifices
a cleric (or other spiritual class) can carry. For example, a small and pay homage to their deities in many different manners. Yet,
metal pinwheel could be the holy symbol for a deity. A massive other than level acquisition and spells, there is little reward for
100-ton representation could be placed atop a temple, but a holy class to be in any way involved with their temples or
the smaller representation carried by a druid would be equally organizations. This can change with a simple system of rewards.
as powerful. Though not necessarily the case, it is best if the All characters receive some treasure on their adventures. There
symbols are the same across different planes. are many treasures that a cleric can gain while adventuring.
Holy symbols exist in a manner of a deity conferring power to However, these – as with most others – are contrived methods
their worshippers. The holy symbol is a direct conduit between of giving treasure and magic to ensure the character can face
a deity and clerics, paladins, druids, or other spiritual classes. off and survive combat with ever greater powers. In the case of

GODS & LEGENDS 15


OF THE GODS
(months in some cases) and usually occurs in accelerated
timeframes or out-of-game. Damage to a character hampers
exploration of a dungeon or continuation of an adventure.
Short, in-game timeframes can bring a night’s fun to an end if
the party is too wounded to continue.

The mechanical need for healing in a roleplaying game is the


primary reason for the existence of the cleric. Healing fellow
adventurers allows those characters to continue adventuring
in short, in-game timeframes. At higher levels, the cleric can
bring other characters back from the dead. This role in the party
limits different ways a cleric could be roleplayed. By removing
the mechanical role of the cleric as a healer, players can more
fully embrace different styles of play for their spiritual class.

This is easier said than done, though, because the characters


in the game must be healed. Healing is a vital part of the game.
Several options for removing the cleric as the primary source of
healing are addressed in the following section. The following
rules and suggestions work, but we encourage players to amend
them to suit their own game’s game needs. As always though,
the rules are not the master of the game. Therefore, feel free to
change, alter, or add to any of the rules to make them fit your
style of play.

NATURAL HEALING
The first method of changing the healing role of a cleric while
partially addressing time issues is to increase the natural rate of
the paladin, cleric, or druid, one can make the organization to
healing. Increase the amount of naturally healed damage by 1-2
which they belong the source of those treasures and have the
points per level of the character. Another option is to increase
power of those treasures funneled through a holy symbol.
the rate of healing by the constitution bonus – or even by both
For example, assume that a phylactery of undead turning was to the constitution bonus and 1-2 hit points per day.
be awarded in an adventure. Rather than have the phylactery
At lower levels, this has a great impact on recovery times. At
a treasure acquired during the adventure, the powers of the
higher levels, the impact is diminished because there are more
phylactery could be transferred to a holy symbol. The holy
hit points to heal. For example, a 1st level character with 10 hp
symbol could be one offered by the organization, one carried by
could potentially be completely healed in 2 days whereas a 10th
the cleric and later blessed, etc. In short, the holy symbol could
level character with 80 hit points taken to 1hp would take up
become, over the course of the game, a very powerful magical
to 6 days to heal. Though not significant in the larger picture, it
artifact. Numerous holy symbols could be carried or different
may be problematic to some. None of the options addresses the
holy symbols have differing powers.
need for in-game healing acceleration while adventuring.
The holy symbol should be an important roleplaying prop in
any game. If the holy symbol is made mechanically essential NATURAL REGRESSIVE HEALING
to play, that importance is realized and players will give more Another option for healing is to allow natural healing to occur
attention to them. Altering the award system, making the holy at degressive levels based upon the Hit Dice of class. In this
mechanically essential, or inventing other methods of realizing method, the 1st day of healing allows for a die type of healing
the holy symbol’s place in the game are available to those who equal to a roll of the character’s hit dice. The 2nd day allows
care to make it so. for the HD type divided in half. The third would be 1/3 or
the natural healing rate, whichever is greater. This increases
HEALING, A HOLY WORK REVISITED the rate of healing in the short term but still does not address
short timeframe in-game healing as is necessary in a dungeon
Healing is a simple concept and there are two methods by which
adventure.
it is accomplished. The cleric casts a spell and removes a variable
amount of damage from a wounded character. Though limited
at lower levels, the capacity to heal increases as levels progress. SELF-HEALING
The other method of healing is a slow recovery period of several With this method, immediately after combat or taking damage,
hit points a day. This process can take up much in-game time a character can rest and heal up to ½ their hit points at a rate

16 CASTLES & CRUSADES


OF THE GODS
of twice the character’s level per hour of rest. This is automatic amount of damage. Unlike healing potions, these could be
and every class would be able to do it. Likewise, monsters created by a cleric or druid at first level. However, they would
or any living creatures can do the same thing. Most damage only be allowed to create 1 per day per level at a cost of a 100gp
would be considered minor cuts or bruises with the majority for an increment of 1-2, 200gp for 1-4, 400gp for 1-6, 800gp for
being exhaustion. Any damage over ½ hit points would require 1-8, 1500gp for 1-10, 3000 for 1-12. Further, they could have
magical healing or occur under the natural healing rates no more bandages than they have levels. Using this allows for
mentioned previously. This method allows a significant increase immediate heals for very short timeframes.
in the rate at which a character heals in a short time frame. This
reduces the need for healing spells, healing potions, or other HEALING BOONS
contrived means of healing damaged characters.
A cleric has the ability to cast spells that cause damage to those
who are of opposed alignment or faith. They also can write
BANDAGES AND FIRST AID scrolls and make potions. Extrapolating from that, the cleric can
Rather than stopping bleeding or alleviating pain and setting be given the power to cast a glyph of healing for the faithful.
bones, bandages, splints, stitching, and other methods of caring This glyph, in the shape of a holy symbol or another device, can
for wounds can heal damage. Those with a first aid ability be used by those who carry them to receive a healing boon from
or training would be able to apply splints, stitch cuts, or fix the cleric’s deity.
wounds in other manners. This would allow for healing at an
accelerated rate of +1-2 points of damage a day. Alternately, There are options other than those described above. Using
it could be used to increase the rate of self-healing described the suggestions above, those contained in the Castle Keeper’s
above. In addition to what bandages already do, using this rule Guide, and most importantly, those of your own devising, a
allows quicker heal times in shorter time frames. system that empowers the holy classes to be more than they
currently are can be adopted at your table.
HOLY BANDAGES
These are similar to healing potions. They are special bandages
that have a magical quality, allowing them to heal a specified

GODS & LEGENDS 17


OF THE GODS
HUMANOID PANTHEONS Alignment: The alignment is that most associated with the
deity itself. Followers are not restricted to a deity’s alignment
What follows are a small host of pantheons for use at your unless the Castle Keeper requires it. Religious classes are more
table, both demi-human, humanoid, human, and a few random likely to possess their deity’s alignment but are necessarily
pantheons thrown in for good measure. Each pantheon comes restricted to it. It is not unreasonable that a chaotic good cleric
with 2-8 deities, all of whom are discussed in some detail giving pay homage to a lawful good deity. The Castle Keeper must
culture and social relevance that the deity possesses to their make the final judgment.
people. Do not consider the listed deities as an exhaustive study
of a people’s deities, but rather a taste of things to come and Sacrifices: Sacrifices are those items most commonly sacrificed
things for you to expand upon at your table. It is not necessary to to the deity in their temples or by their priests. It does not mean
view the listed pantheons as a group or family of deities. Though that the character is restricted to these items, however. Other
this is perfectly acceptable, it is equally acceptable to view them similar items may serve in the absence of the preferred item.
as individual entities worshipped in and of themselves. The Castle Keeper will have to be the final arbiter of what value
a sacrifice has for the deity. Sacrifices play into the Ceremony
Notice an absence of hit points, armor class, and other game category.
mechanic stats. This is very intentional as these gods are not
intended to be direct adversaries for your characters. We discuss Holy Days: These are days that are most sacred to the deity or
that subject above in the abilities of the various types of gods: their followers. Most gods have no particular day or days they
greater, lesser, and demi-gods. If the game you are running calls hold dear, though some do during such events as the Summer
for a direct confrontation, use those as guidelines, and stat out Solstice. However, there are important days for religions that
as desired or needed. are held at certain times of the year. These are listed here.

The characteristics listed here are more pertinent toward role Superstitions: These are items, times, places, or constructs that
playing, both worshiping the deity, paying homage, and playing the deity and their followers find reprehensible or terrifying. For
the deity as an unseen force and power behind the scenes. This instance, the god Toth, Master of Knowledge, is superstitious
includes items to sacrifice, when to worship, superstitions, and about riddles, finding them ill-timed constructs that cloud one’s
so forth, all of which help build the deity into a usable construct judgment and understanding. Others may be more complex. A
at the table. follower of the goddess Fey would find the carcass of a dead
swan as a bad omen. Superstitions can be used as adventure
DEITY CHARACTERISTICS hooks.
Each listed deity is accompanied by a reference block. This Preferred Weapons: These are the weapons that clerics,
block provides specific information pertaining to that deity. warrior priests, and other religious-based classes can use that
Some information may not apply to a specific deity. In such are above and beyond those listed in their weapons list either in
cases, it is listed as N/A. There are several listings in the table: the Players Handbook, the Adventurers Backpack, or another
source.
Order: Listed entities are broken up into five basic categories:
greater, lesser, demi, hero, and monster. Each of these categories Adage: The adage is a common saying, prayer, expression, or
has specific attributes listed under the I Create, I Destroy, I Rule sentiment that followers of the deity use. It is not necessarily
section below. Aihrdian deities are listed slightly differently. Val something that the deity says or that summons the deity.
Eahrakun are greater gods, Val Austlich are lesser gods, and Val However, any interactions with the deity and impact of the use
Tulmiph are demigods. of an adage are left to the discretion of the Castle Keeper.
Province: The province is that physical or metaphysical realm Ceremony: A ceremony is an act of prayer that anyone can
over which the deity rules. Garood Bonebreaker is the god of undertake to gain a temporary benefit from the deity. This
combat. Toth is the god of death, knowledge, and magic. The usually manifests mechanically. For instance, making a minor
provinces are undefined and left to the philosophers. They are blood sacrifice upon the bank of a river and praying to Tefnut
many and varied. More than one god may rule over a province. gains the individual a +1 on swim checks.
They may be at war with each other, friendly, or utterly unaware
that the other deity even exists. Granted Abilities: These are abilities that are granted to
classes who derive their abilities or spells from a deity. They
Plane: This is the home plane that the deity dwells upon. It can usually entail an extra ability gained at 5th or 6th level and, in
be anywhere, including the material plane. some cases, another ability at 10th or above. These granted
abilities are restricted to clerics, paladins, druids, divine
Temple: The temple lists the most common area where followers
knights, oathsworn, primal druids, and warrior priests. Other
worship or pay homage to the deity and priests of the deity are
classes that appear in other sources who derive their abilities
most often found. Some specifics are given for some deities. It
from a deity may gain these granted abilities at the Castle
does not necessarily mean that the listed locale is the only place
Keeper’s discretion.
the deity is worshipped or the only place their priests are found.

18 CASTLES & CRUSADES


OF THE GODS
GODS OF THE AIHRDE
VAL-EAHRAKUN
The All Father created the Val-Eahrakun (Eternals) in the void.
The most powerful of these are Corthain, Thorax, and Mordius.
Most of the Val-Eahrakun have faded, hidden themselves, or
been bound by the Judgment of Corthain. The greater of their
number are called the Named Val-Eahrakun. Below are the
Named Val-Eahrakun. For more information on the lesser gods
(the Val-Austlich) and demi-gods (Val-Tulmiph), refer to the
Codex of Aihrde or other publications.

VAL-AUSTLICH
The Val-Austlich (Spirits) are creatures and magics forged
from creation at the hands of the Val-Eahrakun. The more
famous ones are Durendel, Ogoltay, the Rune Lords, Aenouth,
Athria, Burasil, Ore-Tsar, Glorianna, Grotvedt, Imbrisius,
Umus Gregaria, Wulfad, Amenexl, Angrim, Krateus, Adrius &
Zernius, and Rhealth. These deities concern themselves with
the state of the universe and Aihrde. Many of these are active
in the shaping of the world and directly act on the history of the
world. All races worship the greater deities. They grow strong or
weak depending upon who and what worship them. Corthain is the supreme deity of law, justice, goodness, and reason.
But for the uttermost end, he alone of the gods has seen the Arc
VAL-TULMIPH of Time and understands the end of things. For this reason, it is
These immortals are gods such as Agrol, Aristobulus, Augustus, his self-appointed task to follow the will of the All Father, and he
Daladon, Dolgan, Falkenjagger, Nuluk-kiz-din, St. Luther, and serves that will in all things. He has carefully harbored his power
Utumno. These deities range from powerful heroes to lesser gods. – and continues to do so – for the Gonfod. Corthain deems it
These beings roam Aihrde and directly impact people and other his role to captain an army and keep Onduhl the Red God from
beings in their cities and strongholds. Every region or locale in the halting the flow of time and the will of the All Father.
world of Aihrde has house deities, racial deities, spirits, elemental Corthain appears as a tall, well-built man. He is beautiful to
powers, and infernal beings that the populace invokes or prays behold. His hair is long and blond, and his eyes are a deep blue.
to. Avatars are often summoned because of a large number of His face is clean-shaven, though his hair is wild. He is broad
worshipers praying for help and guidance from their deity. of chest, with huge hands and thickly muscled arms. He wears
a type of ring mail in battle and carries the haft of his spear,
AIHRDE GODS Erahmindear, the “Righteous” with easy-care, and wields it as
a staff. The point of the spear remains in the heart of Onduhl
CORTHAIN, THE JUSTICE MAKER, SLAYER OF in the Homeless House and shall return to the haft only when
GODS, AND SHATTERER OF WORLDS removed from the Red God. His shield is more like a moon-
Order: Val Eahrakun shaped kite shield, with the arrow of law emblazoned upon it.
Province: Law, Good, The Wind, Prairies He also carries a war hammer he calls Burgeon.
Plane: Void, The First Wind, Ea-Iul, Fortress of Iul (Wind)
Alignment: Lawful Good Few have ever worshiped Corthain, for he is a distant god and
Temple: Remote, magically guarded complexes, often under- follows a self-imposed law to allow the will of the All Father to
ground unfold. However, there are some knights and priests who have
Sacrifices: The joy of the sacrifice served him in the past and still do so today. They are secretive
Holy Days: None people, their temples located in remote regions of the world,
Superstitions: None and their lives dedicated to the unswerving laws of order and
Preferred Weapons: Spear, Sword good. His knights are called the Order of the Arc, and his
Adage: “Justice, all things come to one.” symbol is their own.
Ceremony: Seven days of fasting and meditation after each
new moon Sacrifices are made on the field of battle, always personal and
Granted Abilities: Clerics & Paladins - Enhance attribute often taxing. Nothing substantive is gained from the sacrifice,
(strength) once per week per level, 9th level or higher can use but failure to do so expels one from the Order of the Arc.
sunburst once per week.

GODS & LEGENDS 19


OF THE GODS
EALOR, LORD OF SEAS, THE DEEP QUIET, GUARDIAN Ealor possesses the upper torso of a man but the lower of a ray.
OF SHADOWS, MASTER OF THE GREEN HALLS His hair is long, and he sports a full beard. His eyebrows are
Order: Val Eahrakun bushy and reside over a full, broad, human face. He never wears
Province: Oceans, Salt-Water Bays, Seas armor and carries a trident in battle. He can take the shape
Plane: Aihrde, the Green Halls of any sea creature he wishes. He dwells in the Green Halls
Alignment: Chaotic Good beneath the deeps of the Oddine Ocean. There he is attended
Temple: Large columned temples near the sea by the merfolk, Anderoth, and other creatures of the deep.
Sacrifices: Gold, gems thrown into the sea
Holy Days: Spring Equinox He is openly worshipped in Tagea, Brindisium, Eloria, and Ihlsa.
Superstitions: Gates to the Shadow Realm His temples are large, columned affairs, dominated by statues of
Preferred Weapons: Trident him in human form. Though rare, some high elves pay homage
Adage: “The Unconquered, Mirth, Laughter” to Ealor. The dwarves always sacrifice to him when they see the
Ceremony: Meditation while in the water, and swimming when oceans, for their old alliances are not forgotten.
possible The merfolk fetch any sacrifices made to Ealor. These can
Granted Abilities: At 7th level, the cleric can cast air/water garner calm seas, good weather at sea, safe passage, etc.
walk once per week per level. At 12th level can control weather
while on a body of water once per week.
EA-RAENA, THE MOON, EA-RAENA, DUNAREU,
Ealor, whose name is the literal translation of “Deep Quiet,” is the MAILAHM; SISTER OF EA-VETTE
master of the oceans. He is worshiped by sailors and all who wish Order: Val Eahrakun
safe passage on the seas of Aihrde. He is the consort of Ea-Raena, Province: The Night Hunt, Light in Darkness
and they are often seen with one another. Together they spawned Plane: Maelstrom
the merfolk. Ealor has taken little part in the latter struggles of Temple: Flat disk of marble built in an open place
Aihrde. He never fell to Unklar. He ruled the depths of the oceans Alignment: Neutral
where the Horned God feared to go. Ealor is represented as a Sacrifices: Silver
very personal deity, mirthful to the point of cruelty. He doesn’t Holy Days: Full Moon
brook flattery and can be impatient. If cause raises him to anger, Superstitions: Fetters of all sorts
however, his wrath is unforgiving until sated. He has no stake in Preferred Weapons: A bow and arrows
the Gonfod but has an ancient grievance against the Red God, Adage: “The light of the well-worn path.”
and for that reason, commands a fleet of those sailors who died at Ceremony: Before use of any granted ability the worshiper must
sea. The fleet is captained by Anderoth. bath in water beneath the light of the moon.
Granted Abilities: Any cleric or paladin who bathes in the
light of the full moon enhances their level for one day for
spell casting purposes. At 10th level clerics and paladins can
see into the ethereal plane as an ability. It takes 4 rounds of
concentration.
The All Father forged Ea-Raena from his own being. Pulling
flesh and bone from his body, he cast her into the heavens.
Unbeknownst to him, she took some small measure of his
heart. She brought light to the world in its infancy and ruled
the heavens for an age. The silvery hue of her form resembled a
curtain. Later, she bound herself in a ball of light, and the moon
came to be. She is the light of hidden places, and those who
crawl far underground or hunt in the night call on her for clarity
in the dark and lonely places of the world. She is the consort of
Ealor and with him fashioned the merfolk, the females of which
bear her light in their hands. She has little interest in the world
beyond her joy in Ealor’s company.

Ea-Raena is gentle and soft, and her hair a light auburn color,
though it changes depending on which view one should take.
Her expression is a sleepy one, and she seems always to be
drifting in and out of the moment she occupies. Her beauty is
found in her innocence. She is fierce and powerful when roused
to anger, for in her beats the heart of the All Father; she was the
first of his willful creations, and he loved her most of all.

20 CASTLES & CRUSADES


OF THE GODS
until her sister Ea-Raena calmed her and taught her form. She
brought greater, hotter light to the world, and when she came
to Aihrde, the seasons first began. She abhors the dark in any
fashion or place, driving it from her with ferocity. She has no
consort, nor does she desire the company of any creature but for
her sister, not even the All Father. Ea-Vette pays little heed to all
but her sister as they race in the heavens. She bears a grievance
against Onduhl, for that god’s evil was visited upon her sister,
and to Unklar for his love of the dark. For this reason, she may
offer aid to those who fight them.

Ea-Vette is taller than her sister, with long burnt-red hair. Her
skin is pale, and her countenance as fierce as it is beautiful. Long
ago, she copied the dwarves in their armaments and ordered
them to fashion her a breastplate of gold. With this, they made
a helm – and greaves, as well. She carries a golden shield and
spear, as well as an ax of gold. She is always filled with a lust to
contest any and all.

Many worship her, especially those who struggle, whether in


battle or in the fields. Many sailors call to her to calm storms.
She is wanton and only occasionally answers prayers and then
usually only to those who have long since proven themselves.

Sacrifices are made in gold and taken by fire imps, which she
sends to collect any who pay homage to her. Sacrifices to Ea-
Vette earn the supplicant a dry, warm/cool spot.

FRAFNOG (DRAGONS), LORD OF DRAGONS, THE


FIRST, EARTH LORD, THE GREAT WYRM
There are temples built to Ea-Raena in many cities. Thieves Order: Val Eahrakun
and rogues pay her homage for their dealings are often at night. Province: Knowledge, Lore, Fire, Rage, Vengeance
Many in the wilds worship her as well, such as rangers and those Plane: Aihrde
who hunt at night. She is very dear to the dwarves as they were Temple: Small, private: square, stone rooms with burning fires
some of the first of the All Father’s creations on Aihrde, and she Alignment: Neutral/Chaotic Evil
greeted the dwarves when they first walked the world. Sacrifices: Burnt flesh
Holy Days: None
She sends beautiful nymphs to fetch any silver laid out for her.
Superstitions: None
Sacrifices can clear one’s vision at night, bring better senses in
Preferred Weapons: None
the dark, dissipate fog, etc.
Adage: “Upon the dragon’s breath.”
Ceremony: None
EA-VETTE, THE SUN, EA-VETTE, HAYDAREU, MAILUHM
Granted Abilities: Clerics - Can cast burning hands once per
Order: Val Eahrakun
week per level, 9th level or higher can use anti-magic shell once
Province: Seasons, Rain, Weather
per week
Plane: Maelstrom
Temple: Large complex of stone, open-air The Father of Dragons, Frafnog the Great, came into the world
Alignment: Neutral in the Days before Days. He alone of the first dragons listened
Sacrifices: Gold to the speech of the All Father and thus speaks the Language of
Holy Days: 20th of Trocken Creation. Other than the surviving sentients, he is perhaps the
Superstitions: Fetters of all sorts oldest living creature upon Aihrde. He is believed to reside in
Preferred Weapons: A quiver of javelins the heart of the Kolkrab Mountains. He has fought Onduhl the
Adage: “The light of the well-worn path.” Red Duke, and so hot was his breath that it burned away the
Ceremony: Walking on a trough of fire at least 6 feet long. Cloak of Red from that dread god’s shoulders. He fears few but
Granted Abilities: Following through with the ceremony the All Father and Corthain. Those who follow him can rely on
grants one a protection from fire spell as if cast by a 10th level little or no aid from him.
caster.
Frafnog is huge beyond description. His massive bulk and size
The All Father forged Ea-Vette from the lust of his desire and are tales of legends. He is reputed to be over 400 feet long. He
cast her into the heavens. There she hung as a great wave of fire
GODS & LEGENDS 21
OF THE GODS
throughout all of Aihrde and gave birth to many great and
noble trees. She set the greater store of her powers in the
Great Tree, Eahrtaut, of the All Father’s crafting. Onduhl
became so envious of his sister’s enlightened beauty that it
drove him mad, and he murdered her so that her physical
form died on Aihrde and she resides only in the Great Tree.
She understands the All Father’s lust for creating, more
than any other, and as such understands that labor alone
completes the circle.
She is tall and beautiful with long golden-red hair. Her skin
is alabaster, and her eyes are green. She enjoys long, flowing
clothes when she is seen. However, her form now is only
incorporeal.

Worship of her is rare as she fell long ago. However, her


essence remains throughout much of the world of Aihrde and
is red in color and has thick broad scales along his back and gives birth to the animistic religions of the druids and many
flanks, with overlapping plates upon his underside. His tail is of the tribes of men. Those who do call to her build groves in
long and coils about him with a mind of its own. His wings are forests and worship her through sacrificing drinks and foods.
broad and expansive. He is old and – as with old dragons – She may or may not grace them with bountiful harvests –
whiskers hang down from his snout as long thick ropes. depending on the effort they set forth – for without effort,
there can be no beauty.
He is worshiped by dragon-kind, as well as by wizards, seers,
dwarves, gnomes, and the wild elves. His holy symbol is a ring Sacrifices are set at the roots of trees; they dissolve into the
in the shape of a dragon. earth. Sacrifices to Mordius can break the spell of a dryad.

Sacrifices to him consist of flesh burnt to an uneatable crisp, left


on the fire until nothing remains. Many who follow him give
up a portion of all that they eat. It is a symbol of knowledge.
Sacrifices to Frafnog earn the supplicant automatic initiative
when encountering a foe against whom they have a vendetta.
Sacrifices at high level gain the supplicant a temporary boost of
1 intelligent point.

MORDIUS, MORDIUS THE GREEN, OUR LADY OF


THE LAKE
Order: Val Eahrakun
Province: Wisdom, Patience, Plants, Animals
Plane: Aihrde, Eahrtaut
Temple: A grove that surrounds the mouth of a spring, in the
wilderness or cities, and stone altars
Alignment: Neutral
Sacrifices: Wine, prepared food
Holy Days: The first day of spring and last day of summer
Superstitions: None
Preferred Weapons: None
Adage: “Life begets life.”
Ceremony: A dance in red cloaks after a feast of prepared
food.
Granted Abilities: At 10th level, once a week the red cloaks
used in the ceremony, serve as a magical cloak of displacement NARRHEIT, THE ABYSSAL LORD, THE UNBURDENED
for one day. At 15th level the effect lasts for a week. ONE, THE ALL-SEEING
Order: Val Eahrakun
Mordius is the sister of Corthain and Onduhl. Mordius
Province: Chaos, Destruction, Misery, Deception, Carelessness
embodies humanity and nature, balance and beauty, and
Plane: Gehirr
enlightenment and journey. She guided many of the sentients
Temple: Always in a tower, usually at the top, open to the sky
in the early days of the world, and her gardens were set
Alignment: Chaotic Evil

22 CASTLES & CRUSADES


OF THE GODS
Sacrifices: The designs of other men While his followers are dubbed foolhardy, many call upon their
Holy Days: The Long Day (4th of Trocken, longest day of the dark master for power and revenge. Some twilight elves and
year) denizens of the deeps pay homage to Narrheit. Wizards seek out
Superstitions: Straight Roads his knowledge but understand the dangers. Those who actively
Preferred Weapons: Scythe, ever-changing sword worship him build temples in high towers, open to the sky.
Adage: “Seeds of discord.”
Ceremony: Sacrifice a live bull Narrheit’s holy symbol is four interlocking circles. This symbol
Granted Abilities: None mocks Mordius and the Earth, for chaos is all things, and
nothing escapes the Maelstrom. Sacrifices made to Narrheit
are always the intent of other men, to wreck another’s plans
or designs. He appears as often to lowly parishioners as to the
lordly. Calling on him may bring any number of effects as the
whim of things rules his mind.

ONDUHL, THE RED GOD, THE BULL-HOUND, THE


RED DUKE, LORD OF CHAOS, THE BULL, ROT OF
THE DWARVES
Order: Val Eahrakun
Province: Chaos, Command, Death, Destruction, Evil, Magic, Trickery
Plane: The Wretched Planes, The Homeless House
Temple: Long stone hall, iron altar, upon which sacrifices are made
Alignment: Evil
Sacrifices: Blood, living sacrifices
Holy Days: Third day of every third month
Superstitions: Trees
Preferred Weapons: Two-handed sword, hammer
Adage: “What is now, must have been.”
Ceremony: Dancing upon blood and leaves, must be during
Spring or Summer
Granted Abilities: None
Onduhl is Lord of the Wretched Plains and Master of the
Homeless House. He was the first to rise against the All Father.
He struck the first flame and took up the Sword of Embers. He
snared the Arc of Time. He is the father of the race of goblins and
the architect of the fall of the dwarves. His malevolence knows
no bounds. To Onduhl, all living creatures are but tools for his
Narrheit’s mind is always alive with dark plots. He is incapable ultimate end, which is to stop the flow of the Arc of Time so that
of hate, loathing, or any real emotion. The histories of the world he may order all the worlds as he believes the All Father desired.
and all its peoples are riddled with his deceptions, many that have
borne horrible fruit, from the Aenochians to the war between Long ago, Corthain pinned him to his throne in the Homeless
the Red God and the dwarves of old. Narrheit gains little or House, breaking off the point of his mighty spear, leaving it in
nothing from these machinations, aside from the joy of the chaos Onduhl’s chest. And in the Homeless House he resides, both
they sow, but – because of this – he is seen by many as an ally spiritually and physically. When the spear point is removed from
against other forces, and thus Aristobulus allied with him in his his chest, he shall know freedom and return to the world. Some
war against Unklar. He dwells in that land of chaos where the say that this shall be the first act of the Gonfod, others that it
Maelstrom devours the Void, called Gehirr. There, he drifts upon shall reverse the Judgment and shall release the Val Eahrakun
the currents of madness, never assuming any form or shape. so that they may order the world as it was intended.
On Aihrde, he appears as a tall, waif-like human or elven male Onduhl is a tall human in form. He is thin but muscular with
or female, dressed in gowns of wondrous color. His hair is long narrow features. His frame is powerful, but there is the air of
and dark and ever moving. He carries a straight-edged scythe exhaustion about him, a deep-seated weariness that scars his
in battle. The blade he calls Werlick. It is sown with all the face and hands. He wraps himself in the remnants of his Cloak
emotions of all creatures: hate, love, joy, sorrow, and so on. of Red and leans upon his huge two-handed sword named
Whenever he wields the blade, these emotions plague any with Gruthfael, the Sword of Embers. His eyes are sharp and he
whom it comes into contact. He enjoys wearing chain and plate misses nothing that is within his vision. To look upon him is to
armors and a cloak sewn of doubt. Anyone who looks upon his know despair. Any who fail to overcome him – which is almost
cloak forgets themselves. impossible (wisdom save, CL 100) – become his willing slaves.

GODS & LEGENDS 23


OF THE GODS
Tefnut is slight of build, smaller than her kindred. Her hair is
long and green, tangled with flowers and river grasses. Her eyes
are empty and colorless, without pupil or iris. Her beauty is such
that few can look upon her, and those that do are bound to her.
In ancient Ethrum, this was the test of the true Kings; those who
failed to look upon the goddess could not sit upon the throne
of their people. She abhors raiment of any kind, preferring the
foam of the water.

Tefnut is still worshiped in some Kayomar locales and also


in regions near fresh waters. She is primarily worshiped in
Brindisium – where the people pay homage to the triumvirate
of Tefnut – and Toth and his servant Falkenjagger.

Sacrifices to Tefnut are always in the form of the dead. Good


or evil are laid upon the banks of rivers, where the water might
take them. This is the circle of life for Tefnut and feeds her
Evil beings offer prayer to Onduhl. Though worship of this dark desires. Also, children are given to her. Those so sacrificed are
god has greatly waned over the past centuries, there are still taken by the goddess, healed of all ailments, and made to serve
secret cults and hidden temples that pay him homage. These her beneath the river’s flow. In time, they shall rise with her and
decadent courts of chaos are filled with the Red God’s chaos aid her in the Gonfod and the wars with the Red God.
and evil. Worship of Onduhl is more like a drug than a spiritual
path. It is more common in the east and with the Aenochians She sends water nymphs to collect children, the dead, or blood.
than any elsewhere. Clerics generally sacrifice abilities (spells) for a time in exchange
for power later.
Sacrifices to Onduhl must be in blood and they earn the
supplicant his favor, which usually translates into a Protection
TOTH, MASTER OF THE PATH, DEATH, SHADOW
from alignment/good spell for a few rounds.
OF THE ALL FATHER
TEFNUT, HAND MAIDEN OF THE ALL FATHER, THE Order: Val Eahrakun
LADY OF PAIN Province: Death, Knowledge, Magic
Order: Val Eahrakun Plane: The Endless Pools
Province: Rivers, Lakes, Ponds, Ethvold, Deltas, Estuaries, Earth Temple: Buildings are always round with round altars, often
Plane: Aihrde libraries.
Temple: Post and lintel construction, open-air, pool in the center Alignment: Neutral
Alignment: Lawful Neutral
Sacrifices: Burying the dead by water, children, and personal blood
Holy Days: River Fest, the first day of spring
Superstitions: Flies and filth
Preferred Weapons: Kopesh sword
Adage: “Before all, the Waters of Life run before and after.”
Ceremony: Meditation while in the water. Sacrifice or
replenishing of water creatures
Granted Abilities: At 4th level, cleric can perform water
breathing once per week per level. At 6th level can air/water walk
once per week per level.
Tefnut came to Aihrde in the Days before Days and found a
home in the deep waters of the lakes and rivers of the Ethvold.
Her home lies in the waters of the Tarvish. She joined with
Ealor in the ordering of water, coming to see all the rivers, lakes,
and fresh water of the world as her domain. She is worshiped
far and wide, by many names, throughout the world. She has
no consort and follows her own path, though the Og-Aust are
her closest brethren. She dwells now throughout the rivers but
appears rarely, for the worship of her has fallen off in the lands
of her home, Kayomar, and has since been replaced by that of
her own creation, Durendale of the Val Austlich.

24 CASTLES & CRUSADES


OF THE GODS
UNKLAR, THE HORNED ONE, THE DARK GOD,
DARKNESS, THE MARSH LORD, LORD OF THE
WINTER DARK
Order: Val Eahrakun
Province: Command, Evil, Law, Darkness, Winter, Unchanging,
Undeeps
Plane: The Void, Aihrde
Temple: Large temples, altars of obsidian
Alignment: Lawful Evil
Sacrifices: Any pure creature
Holy Days: Winter’s Night (14th of Winter Dark, the longest
night of the year)
Superstitions: Circles
Preferred Weapons: Utriel maul, morningstar
Adage: “Look in yon mirror and the Lord Darkness.”
Ceremony: Obeisance to the crescent moon, always at night
Granted Abilities: At 8th level, the cleric can use scrying 2/
week. At 12th level, the cleric can use greater scrying 2/week.
First created as a nightmare of the All Father, Unklar dwelt in
the Undeeps of the Void for many long ages. He was driven
there by a host of the Val Eahrakun. He had no knowledge of
the world until Nuluk-Kiz-Din enlightened him, and then he
lusted for it. Powerful beyond imagining, he came to the world
summoned by the Winter Rune. There, he reigned upon a
temporal throne for a thousand years. He spent of his essence
Sacrifices: Written words, donated to a temple and ordered all things as he saw fit, changing the shape and
Holy Days: Last day/first day, 28th of Arist, 1st of Erstdain nature of the world. He was at last banished to the Void, where
Superstitions: Riddles he remains an ever-present force and memory, seeking to return
Preferred Weapons: Kopesh sword, spear to his throne. Unklar’s power has waned, but he is still of an
Adage: “He who writes in stone.”
Ceremony: Must have a book, and when possible an orchid or
ashes of the deceased
Granted Abilities: At 6th level, the cleric can discern lies once
per week per level. At 9th level, the cleric can use legend lore
once per week per level.
Toth is the Shadow of the All Father. He has many servants who
aid him in this. He knows the River of Time, its origins and its
endings. He watches over the Endless Pools where the Arc of Time
gathers. There, he marshals the dead and guides them to their final
resting place. As such, he has the knowledge of the All Father.
Because of this supreme knowledge, Toth has perfect command of
the Language of Creation and thus magic. His understanding of
the universe – and therefore his place within it – has resulted in his
steadfast refusal to use the Language of Creation.

His knowledge is incomplete, however, for he does not know


the minds of the Val Eahrakun, such as Onduhl. Therefore, he
is in doubt about the outcome of the Gonfod. Toth interacts
rarely with mortals or gods.

Toth is tall with three faces. He wears a high crown upon his
brow and carefully crafted clothes woven of the souls of the lost,
those who have no place in the afterlife but are deserving of more
than the Endless Pools. He rides in a golden chariot pulled by two
huge lammasu. His staff is tall and ornate, and he carries it at all
times. It is the Staff of Judgment, and with it, he may know all
the makings of one’s soul, but for the exception of the Red God.

GODS & LEGENDS 25


OF THE GODS
order of magnitude that few could combat. Those who strive concourse with the other gods but for Mordius and Frafnog,
to resist change and who worship the dark, evil, or law follow who loved her. She set the stars in motion in the heavens, and
Unklar the Horned God. Frafnog lit them. Many called to her on long roads and difficult
journeys, for she was the light in the darkness. When the All
Unklar appears as a gigantic beast-like creature, with the upper Father’s mind split and the Land of Seven Rivers came to be,
torso of a man and the lower torso of a goat, with cloven feet. He Wenafar chose that realm as her home. There, she guided the
sports massive bull-like horns. His goat legs are segmented and elves and other fey in their journeys and thus earned the title of
covered in thick, coarse black hair. Otherwise, his skin is red, his Faerie Queen. In Aihrde, she rose to true prominence through
face broad, and his eyes are filled with abiding hate. He carries a her struggles with Unklar. Wenafar commands the elements and
massive mace in hand called Utriel, the Mace of Judgment. the fey and watches over the animals and peoples of the forests.
Unklar’s dark priests roam the world, seeking to summon him Wenafar’s worshipers are numerous and varied. All who live in
anew to return the Winter Dark to the world. Large Gothic Faerie call her queen, and elves, whether high, wood, wild, or
cathedrals to Unklar still tower over the Kingdom of Punj twilight, pay her homage. Forest dwellers, rangers, and many
and the United Kingdoms, for the people there revel in the druids worship her, and the common folk of Aihrde who live
memory of the Age of Winter Dark. In other parts of the world, away from civilization often offer her prayer. Gnomes and
Unklar’s temples are hidden, and his worship is kept secret. The halflings typically incorporate worship of Wenafar into their
sorcerers and wizards in the Paths of Umbra worship Unklar, religious ceremonies. She is also the queen of the elemental
and the ungern continue to do their master’s bidding. While lords and those native to the elemental planes.
most humanoids pay Unklar sacrifice, the goblins loathe his
name because of the years of slavery and torture they suffered Wenafar appears as a beautiful maiden, young but with the air
at Unklar’s hand. The orcs, aside from the Hlobane orcs, have of age about her. Her hair is long and usually drawn back and
taken to the worship of Helg. pinned. Birds follow her wherever she goes, and there is always
an orange oriole upon her shoulder. She prefers long single-
Unklar’s holy symbol is the crescent moon, typically displayed piece gowns with wide, deep sleeves. She hides twin gates in
on a black field. It represents his bending of the flat world these sleeves, one to the land of Seven Rivers and the other to
created by the All Father. The Judiciaries of Aihrde, Unklar’s the Shadow Realm.
clerics, indicate their station by the orientation of the holy
symbol pointed downward. Those warriors who are (or were) Other than her holy symbol, a lily, worship of Wenafar
legionnaires in Unklar’s army point the moon toward the left, incorporates no recurring raiment, ceremony, or organized prayer.
while those in the Paths of Umbra point it right. Common Typical displays of the holy symbol are done with a wand or rod
worshipers point the moon upward, thus doubly representing with a bulbous “seed” bottom leading toward a lily in full bloom.
that they worship the Horned God.
Wenafar accepts no sacrifices. However, those who aid birds in
To slay any creature, pure of heart, noble, and good in the name distress, feed them, or house them – and those who set seed to
of Unklar may capture his attention and earn for the supplicant the ground – may call upon her to light the path in the darkness
a bonus one on his next action. and show them the way.

WENAFAR, THE FAERIE QUEEN, MOTHER


Order: Val Eahrakun
Province: Stars, Elements, Fey, Wilderness, Halflings, Animals,
Birds
Plane: The Land of Seven Rivers, Aihrde
Temple: Any wilderness
Alignment: Good
Sacrifices: Grove
Holy Days: Full moon & the morning after the first spring rain
Superstitions: None
Preferred Weapons: Staff
Adage: None
Ceremony: Must incorporate the use of a lily
Granted Abilities: At 6th level, the cleric can summon animals
once per week per level. At 10th level, the cleric can summon
magical beasts or fey twice per week.
Wenafar first concerned herself with the birds, flowers, vines,
and other things that walked and crawled and grew. She is
the mother of all birds, making them of herself. She had little

26 CASTLES & CRUSADES


OF THE GODS
DWARF DEITIES Grimmrskald appears as stone when he is not moving and takes
on the appearance of the rock around him, becoming like it
These sturdy folk make their homes deep within the earth, and unrecognizable. When he moves, Grimmrskald’s visage
hammering out an existence through brute force and the changes. He walks with resounding purpose as a great dwarf,
forge. Above all else, the dwarves delight in shaping stone, wrinkled with age and wear, with a long white beard tied in a
and they love gold, silver, gems, and any wealth found beneath braid that curls up around his feet and donning a blue hat. Rock
the earth. They are unsurpassed as miners and engineers, and transforms per his desires as he moves while the earth quakes
are skilled in making armor and weapons of all kinds. Dwarves and bends to his indomitable will. Only his eyes sparkle with
have long memories and never forget a grudge or a kindness that youthful gleam of a world newly formed. The rest carries
done for them. age, just age, and the passing of time.
Their gods reflect this. All dwarves worship Grimmrskald or pay homage to him. Even
the evilest and most malign of their kind give some respect to the
GRIMMRSKALD; THE TRUE KING one who commanded their creation and in whose likeness they
Order: Greater are cast. Dwarves are bound to Grimmrskald, and their fates
Province: Life, dwarves, creation are tied to his. Edifices, temples, and statues to Grimmrskald
Plane: The Storied Caverns are found in almost every dwarven structure of any significance.
Alignment: Lawful Neutral Others may pay homage to this deity but do so out of respect to
Temple: Remote mountaintop forts or in very deep chambers the dwarves more than anything else.
Sacrifices: Jewels, gold, silver, work
Holy Days: Once every ten years A devoted group of priests, few in number, maintain the remote
Superstitions: Open doors, tarnished silver, cut gems that are and nearly inaccessible temples to Grimmrskald. These temples
broken are found deep in the earth and high on mountaintops. Forts and
Preferred Weapons: Pick, hammer temples are built in these locations. The inner sanctum always
Adage: “Work is Life.” contains a statue of Grimmrskald in an act of creating. All dwarves
Ceremony: Day of Homage try to make a pilgrimage to one of these temples in their lifetime to
Granted Abilities: Acolytes who spend 10 years in isolation at offer silver, gold, and jewelry to their creator. Others scribe on tools,
a temple receive one extra hit point. weapons, and armor, with his image, adages, or teachings.
From stone, rock, soil, and mud, Grimmrskald came forth HAMMNUNDER THE SMITH
beneath the world, where the sun is forbidden. He moved and Order: Greater
shook the earth, digging great tunnels for himself, until he came Province: Creation, rest, work, devotion, duty
out into the light. Grimmrskald spent many ages above the Plane: The Storied Caverns
world and decided it was not to his liking. So, he clove into Alignment: Lawful Good
the earth, digging caves and deep caverns for himself. He found Temple: Large chamber with a stone casket
that others lived under the world who wanted dominion over Sacrifices: N/A
it. Grimmrskald would not bend to their desires and fought Holy Days: Every day
many foes in the dark. When he came upon the river of life, Superstitions: Sputtering flame, broken haft
he pulled from it the Hammer of Creation. With it, he created Preferred Weapons: Hammer
Hammnundr, to whom he gave the Hammer of Creation and Adage: “Without purpose, life is not deserved.”
bade him create a people so that he may have a kingdom under Ceremony: Everlasting Flame
the earth and live in peace. Granted Abilities: Warrior and priest dwarves who learn to
forge weapons and armor can add a magic enhancement of +1
for every four levels of experience they gain in their class.
Hammnundr was drawn from the river of life by Grimmrsklad
and given the power of creation with the Hammer of Creation.
Commanded to create a people with whom to build a kingdom,
Hammnundr created Throster to brew the sustenance of the
dwarves, Eilaug to bring order to the world, Hallfer to beat their
enemies low, and Stornjuger to construct the palaces and thrones
in which they would reside. After these tasks, Hammnundr took
a stone and beat life into it, creating the dwarves. In creating
the dwarves, Hammnundr used gold and silver and gems of all
sorts, for he loved these more than anything else. Hammnundr,
exhausted from his work, lay down with the Hammer of
Creation to slumber. It is said he will slumber until the last day
of the last dwarf has passed.

GODS & LEGENDS 27


OF THE GODS
Hammnundr lies in the ground. He is cased in a suit of their children, and those beyond unto the end of time, long lives
glowing iron and a black helm encrusted with jewels that shine that would be measured in centuries and not years.
like the night sky. His eyes are closed, and his black beard is
immaculately combed and braided, twisted with silver and gold Broad and round, Throster is the largest dwarf one can imagine.
threads. Hammnundr’s eyes shine with the light of life, and He can even grow to the size of a giant when he drinks from
his visage is that of one at peace. In his hands, he grasps the the Vat Everlasting so that he can drink even more. Throster is
Hammer of Life. The hammer flames eternally awaiting the day rarely ever seen anywhere but by his vat, dressed in a brewer’s
when Hammnundr rises again to strike life from stone. apron and yellow and red clothing, with a stirring spoon in
one hand and a tankard of ale in the other. Throster’s beard
All dwarves worship Hammnundr, for he created the line of stretches down past his feet, drags upon the floor, and acts on
their people. No other race worships Hammnundr, for he is for its own to bring spices and herbs to put in the Vat Everlasting.
the dwarves and the dwarves alone. For other races to even
mention his name is considered a sacrilege amongst dwarves. Though dwarves are the primary worshipers of Throster, other
There is a small priesthood that cares for his few temples. It is races are also welcome at his “vat.” Gnomes and halflings are
said that the highest in the order even know the location of the particularly drawn to his worship. A few humans and elves also
tomb of Hammnundr. Miners and smiths all give Hammnundr pay homage to this lord of feasts and brewing. There is quite
homage for the blessings he bestowed upon them. a large dwarven priesthood who worship Throster, and usually
every community, no matter how small, has at least one priest.
Formal worship of Hammnundr is managed by a group of priests. All others pay homage to the Brewmeister as is their want.
These priests care for the few temples devoted to the deity.
Inside each temple is a flame that burns forever. Many dwarves There is no formal priesthood or rituals for becoming a priest of
make their way to a temple of Hammnundr at least once in their Throster. One master brewer and priest teaches another, who
life to pray and offer some valuable item. Smiths offer some of teaches another, and so it has been for ages. Every clan, tribe,
their finest weapons, while miners will bring gold, silver, rare kingdom, principality, and even village may have different rituals
minerals, gems, and other things they find while mining. and requirements for becoming a priest. The only similarity is
the capacity to create a mead or beer of superior quality. At some
THROSTER THE BREWER point, the priests can concoct brews with magical properties.
Order: Greater All other dwarves – and even others – worship Throster or pay
Province: Brewing, feasts, healing homage to him. Often, this is done with a simple libation before
Plane: The Storied Caverns drinking, occasional prayers, or by making a donation to the
Alignment: Chaotic Good brewmaster.
Temple: Large chamber devoted to brewing
Sacrifices: Libation EILAUG THE MOTHER
Holy Days: N/A Order: Greater
Superstitions: Spilled cup, knocked over cup, spoiled barley Province: Law, order, justice, punishment
Preferred Weapons: N/A Plane: The Storied Caverns
Adage: “May your cup always be full.” Alignment: Lawful Neutral
Ceremony: Libation Temple: Chamber of Judgement
Granted Abilities: Priests who worship Throster can brew Sacrifices: Incense
starting at 1st level. At 5th level, they can create one brew a Holy Days: Once a week
week of 6 servings that produces the effects of one 1st level Superstitions: Burned books, cracked executioner’s sword, or
cleric spell. It takes one week and 200gp to make the brew. At axe
7th level, they can do the same for second level spells at two Preferred Weapons: Executioner’s axe
weeks and 400gp. At 9th level, they can do the same for 3rd level Adage: “Justice must be served and order preserved.”
spells and 800gp. Ceremony: Judgement
Granted Abilities: All dwarven priests and worshipers who
Throster is a mirth-filled dwarf whose smile and twinkling abide by the laws of their kind, gain an innate ability to cast
eyes infect all those around him with joy and laughter. He is discern lies once a day at 4th level and true seeing at 8th level.
the brewer and feeds all his brethren with the water of life.
He made a great vat and, in it, he placed a brew meant only Grimmrskald never had the inclination to tame living things,
for Grimmrskald, Hammnundr, Eilaug, Hallfer, Stornjuger, neither himself, animals, nor the creations of Hammnundr. He
and himself. This is what gives them life everlasting. Throster, turned to Eilaug, upon seeing the chaos of the dwarves’ actions,
however, enjoyed this brew too much one evening and lay back and gave her the power to control them, order them, command
to sleep. The dwarves created by Hammnundr knew of the them, give them purpose, and judge them by her rules. Eilaug
brew, and several stole into Throster’s brewery, and each drew accepted but demanded Grimmrskald never reverse one of her
a cup from the vat and drank. These seven dwarves are the decisions or laws once decreed. He agreed and went to rest on
fathers of all the dwarves and, through their actions, gave to the side of a mountain. Eilaug wrote a book of laws, a book of
punishment, and a book of tasks. She gave these to the seven

28 CASTLES & CRUSADES


OF THE GODS
often carry totems of Eilaug as a reminder of their existence as
dwarves.

HALLFER THE BLACK AXE


Order: Lesser
Province: War, combat, battle
Plane: The Storied Caverns
Alignment: Neutral
Temple: Hall of Arms chamber
Sacrifices: Weapon
Holy Days: Once a month
Superstitions: Broken shield or weapon of any type
Preferred Weapons: Axe
Adage: “By this axe we rule.”
Ceremony: Warriors Way
Granted Ability: Characters who worship Hallfer are granted
a +1 to hit and to damage, after the first 10 hit points of damage
they receive in combat. This increases to a +2 at 30 points of
damage and a +3 at 70 points of damage.

Hallfer awoke during a battle raging in the depths of the


world. He hefted his axe and began to cleave into all things,
filling the caverns, chambers, and halls of the underworld with
blood, death, and destruction. When the battle ended, only
Hallfer remained. Seeing this Grimmrskald, went to him and
commanded that he teach the dwarves to fight and lead them
in their wars against those who threaten them. Hallfer, with the
great Black Axe in hand, strode into the halls and chambers of
the dwarves and taught them to fight and has forever led them
in the endless wars that rage beneath the world.

Hallfer is a stout dwarf, no taller than the average dwarf. There


dwarves, the fathers of all the lines. Fulfilled, the dwarves went is little to distinguish him amongst others of his kind. He has a
to work ceaselessly. long brown beard, is always grimacing, has wrinkled skin, and
wears dullish colors. It is only when a battle is engaged that
Eilaug stands like an edifice. She is taller than all the dwarves Hallfer’s majesty becomes apparent. As he is wounded, he
and carries a great pick in one hand with which she meets out becomes ever more present in the situation. His hair changes
justice and a shield in the other hand with which she defends to a fiery red, his beard becomes a glowing golden hue, his eyes
the weak. Her shoes are made of iron, making her immovable to burn blue with anger. And then he pulls forth the Black Axe
all. Deep green eyes rest in a serious face and black hair, tied in that sends shockwaves through rock and stone, breaking his
a great knot, rests on top of her head like a helmet. Her clothing foes apart and shattering their bones.
shines with gems, silver, gold, and all manner of unusual objects
and ores gathered from this world and beyond. Warriors of all sorts worship or pay homage to Hallfer. Dwarves,
gnomes, humans, and other races that do not make war on the
All dwarves pay homage to Eilaug for she is the one who keeps dwarves are found paying homage to this god. Amongst the
order amongst them and has set down all the laws for the dwarves, it is the warriors and fighters who pay the greatest
dwarves. There are many priests who serve Eilaug and work attention to Hallfer, though others do as well. A priesthood
diligently to keep order amongst the dwarves, pass laws, enforce is devoted to Hallfer’s worship who engage in battle alongside
customs, and dispense justice. Kings, lords, chiefs, and others in others. The chiefs and kings of the dwarves are all especially
positions of authority must give prayers to Eilaug for guidance keen to pay their proper respects to Hallfer, as it is this god who
and Priests study the books and tomes of laws, pass judgment gives them both the power and right to rule and lead.
on those accused of crimes, and administer the daily routines
and finances of a king, lord, or captain. This is an act of worship There are priests who devote themselves to Hallfer. This order is
for the priests. For others, attendance in a court or ritually dispersed and quite informal, allowing each practitioner to develop
burning incense once a month is a common practice. Others their own unique method of dress, weapon’s choice, and profession.
attend or participate in the Judgement ceremony. This occurs The commonality amongst them is the sacrifice of a bloodied
in high-profile crimes when many are called in to witness an weapon, at least once a year, in a temple devoted to Hallfer. All
execution should the defendant be found guilty. Female dwarves

GODS & LEGENDS 29


OF THE GODS
priests engage in combat and war for the protection of their people. the dwarves how to work stone, bend metal, and melt gold. So, he
It is forbidden for one to kill another dwarf. Other dwarves pay went to the seven fathers of the dwarves and taught each in part,
homage to Hallfer by making an appearance at a temple at least everything. Finding them unable to contain all his knowledge, he
once a year, sacrificing weapons, ore, gold, or other valuables for made each dwarf before him an expert in one art of crafting.
the priests to use for making weapons or buying supplies.
Stornjuger towers amongst the dwarves. His skin, dark as night
STORNJUGER THE BUILDER and speckled with stars, is brilliant to behold. A flaming red
Order: Lesser beard crackles around him, and watery blue hair tumbles across
Province: Fortresses, engineering, masons his head. Alone amongst the dwarven deities, Stornjuger is
Plane: The Storied Caverns connected with the world beyond stone and earth, reaching
Alignment: Lawful Neutral into the cosmos and beyond. He carries a massive mason’s
Temple: Great Hall, underground or mountaintop hammer and rock chisel with him. Upon his back is a scroll case
Sacrifices: N/A stretching the length of his body. From within, he pulls the plans
Holy Days: Once a year for building and creating anything he chooses.
Superstitions: Cracked foundation stones Most dwarves pay homage to Stornjuger when the time is
Preferred Weapons: Hammer and pick right. It is the engineers, masons, and others involved in the
Adage: “Walls of Stone are not brittle as bone.” construction of fortifications, palaces, houses, or even mines
Ceremony: Laying the Foundation. Inscribing foundation stone that give Stornjuger the greatest attention. Even humans, elves,
of every building and inscribing stones halflings, and others pay homage to one of the greatest builders
Holy Symbol: Chisel and engineers compass in existence. Stornjuger has a devoted following of engineers
Granted Abilities: Any priest or devotee of Stornjuger can to whom he gives boons and magical crafts should they master
build better than most and have the bonus of Stornjuger’s their craft and create edifices honoring the gods, build fortresses
grace. Construction of any structure will have +10-100 hit to protect the dwarves, or establish temples of the pantheon.
points added to it once the worshipper reaches 5th level and has
studied engineering for 5 years. Images of and runes representing Stornjuger are found embossed
Stornjuger was commanded to build a palace for Grimmrsklad, on nearly every structure created by dwarves. From castle walls to
Eilaug, Hammnundr, Throster, Hallfer, and himself. Stornjuger cavern chambers under the earth and from wells to headboards on
broke stone and rock, smelted iron and copper, melted gold and a bed, an image of a chisel, hammer, engineers’ compass, likeness,
silver, and from all these things, created the Hall Everlasting deep or similar icon can be found. All foundation stones are blessed by
in a mountain. So great was the fortress that Grimmrskald could a priest devoted to Stornjuger and stamped with the god’s name
sit up upon his throne and peer across the world and into the and likeness Those not involved in construction make their way
earth. Pleased with this, Grimmrskald told Stornjuger to teach to a temple at least once in their life – or at least they intend to.

30 CASTLES & CRUSADES


OF THE GODS
ELVEN DEITIES before Alapherione ultimately beat Gazag and imprisoned the
beast underneath a mountain. Seeing the world’s changing,
Elves love beauty in all forms, preferring to surround themselves Alapherione, with Ililiath and those who would follow, crossed
with items of profound aesthetic value. They particularly favor over the Mist and to lands they could call their own.
finely worked gems and jewels. Though they have no great love
for dwarves, elves value the beauty of dwarven craftsmanship. Alapherione can appear as many things, from a majestic tree to a
brilliant eagle to a devastating dragon. Of these manifestations,
Members of the elven race marvel in the natural world, and appearing as an elf is his preferred semblance. Tall and lithe,
disdain those who would despoil it. They generally seek to Alapharione has silver hair that floats down his golden light
preserve the world as it is, but they also shape it into forms that skin to brush the ground. Eyes like the starry night reflect the
represent a synergy between nature and elf. endless expanses of the universe. Alapherione dons a golden
crown upon which rests the azure jewel and with which all
Their deities tend to reflect these qualities.
thoughts can be known. Ahilial, a sword bathed in the green
flame of creation, and Aravilial, a shield reflecting the light of
the sun appear whenever desired, are his favored arms.

Elves and half-elves are the primary worshipers of Alapherione,


though certainly not the only ones who pay homage to the deity.
There are also many fey, fairy, magical beasts, and descendants
of those invited within the walls of the Palace, who worship
Alapherione, though these are few in number. Those who
worship Alapherione tend to be the elves or others who intend
to cross over and through the Mist to reside with Alapherione
and Ililiath after death. There are elves who do not worship
Alapherione and see the deity as having abandoned them and
the world – and intend to remain in the world even after death.

There is no formal priesthood nor clerical order devoted to


Alapherione. Worship is individual and rather broad. Traditions
for worship have been handed down over the ages and vary
ALAPHERIONE, THE DEFENDER, EXONERATOR from place to place. The most prominent is placing a candle or
Order: Greater light in a small box or something similar and floating it down a
Province: Creation, divination, exoneration river or into the ocean when the fog rises.
Plane: The Everlasting Dawn
Alignment: Lawful Good ILILIATH, THE CREATOR, THE FIRE OF LIFE
Temple: Shrine by river or sea Order: Greater
Sacrifices: Light Province: Creation, protection, beneficence
Holy Days: Any foggy morning or evening Plane: The Everlasting Dawn
Superstitions: N/A Alignment: Chaotic Good
Preferred Weapons: Spear Temple: Small shrines with bowls of water
Adage: “Across the divide doth peace lie.” Sacrifices: Flame
Ceremony: The Floating of the Candles Holy Days: N/A
Granted Abilities: Worshipers do not suffer a constitution Superstitions: Inability to start a fire
point loss upon resurrection, and a reincarnated character is Preferred Weapons: Staff
allowed to adjust their one number of their reincarnation roll, Adage: “My life is given for yours.”
as desired, be it in the tens place or the ones place (for example, Ceremony: Placing a flame in a bowl of water
a 51 can be changed to a 91 or a 54). Granted Abilities: Priests and bards who worship Ililiath can,
Alapherione lived when the world was empty, before the at 3rd level, polymorph into a small animal, such as a bat or frog,
coming of malice, strife, warfare, and hatred, and named the once a week for one hour. At 6th level, they gain an extra 1d6 hit
world. Alapherione found the greatest of pleasures underneath points. At 9th level, they can cast true seeing once a day at will.
the starry sky. Alapherione and Ililiath built a palace for Ililiath traveled with Alapherione when the world was young
themselves and the elves. The palace was of such splendid and and came to believe that others should experience the world
glorious make that those who laid eyes upon it but who were and make the world better through their own eyes, as individuals
not invited inside came to know jealously. The beast, Gazag, and together. Ililiath took earth, waters, fire, air, and the light
with his one million demons, came to the doors and demanded of the night’s star. With these, the elves were created and given
entry to the realm. Alapherione refused. Gazag labored to the world – or allowed to live in the Palace, as was their desire.
beat the walls down. Ten thousand years of conflict followed After the Ten Thousand Year War, Ililiath tried repairing the

GODS & LEGENDS 31


OF THE GODS
damage to the Palace and beyond. So great were her efforts that rest. With an arrow made of fire, Nahamiria pierced the heart
Ililiath’s essence began to drain. This spilled into the world and of the dragon, Veerdoom, killing it and causing the armies of
lingers to this day, appearing as unicorns and other magics at Gazag to scatter. When Alapherione and Ililiath crossed over
which all marvel. Alapherione saw the suffering of Ililiath. With the Mist, Nahamiriea remained to protect the elves from the
time, Alapherione convinced Ililiath to cross the Mist upon the depredations of the world. With his bow and sword, Nahamiria
steed Cimbrial and the two remained there, never to return. still guards what remains of the Palace and graces the elves with
his protection.
Ililiath carries the night sky and the earth with her with brilliant
emerald skin, hair that appears as empty as the night, twinkling Nahamiria is large, buckling with the lithe musculature of
with stars, and galactic light arresting those who ever lay eyes one who has never known rest. Stern and brave, Nahamiria’s
upon her. But the eyes, glowing like a thousand suns and stance is always that of one ready for war. Blue-black hair rests
piercing the firmament of creation, see all and bring many to upon a handsome face with white skin and dazzling blue eyes.
their knees in adoration or fear. Ililiath is wrapped in a cloak An armor of adamantine encases Nahamiria, etched with the
of white fur that breathes, lives, and howls adorations unto the names of each of the ten thousand kin who died defending the
universe when the sun is high or the hearts of the elves beat Palace. Clustered with rubies, the armor bears the strength of all
slowly. She is never seen without the Soul Staff and the earth his kin. Nahamiria carries the Twilight Spear and Palacial, the
trembles with life at Ililiath’s every step. shield which repelled a million upon a million blows.

The worship of Ililiath is most widespread amongst the elves Nahamiria is primarily worshiped by elves and fey though
and their kin. Ililiath created the elves and breathed life into even a few humans and others pay homage to this deity for his
them and all acquiesce to this, though some do not pay homage combat prowess and devotion. Though most elves pay homage
to her because she left the world and crossed over the Mist. to Nahamiria, a smaller number of the more martial of the
There are any fey and their like who also worship or pay homage elves, warriors, and fighters give special attention to the deity.
to Ililiath as she protected them and allowed them in the Palace They call upon him in times of need and for strength when the
where they found protection from the depredations of the weariness of battle has worn them down. Others, such as the
world. Ililiath also invited many to cross the Mist and welcomes fey, pay homage to Nahamiria for the protection offered during
them even unto this day. and after the siege of the Palace.

Worship of Ililiath is not an organized affair. Small shrines can be As with most elven deities, no clergy actively practices worship
built anywhere. There is only one consistent element to these, of Nahamiria. Rather, the worship is individual, though there are
and that is a large stone bowl capable of holding water. The only
ceremony ever performed is placing a flame on something that
will float for a short period of time and putting it in the bowl.
Eventually, it sinks and the flame extinguishes. Other than this,
songs and odes are sung by those who know them; whenever
they feel like giving special thanks to Ililiath.

NAHAMIRIA, DEFENDER, THE SPEAR OF TWILIGHT


Order: Lesser
Province: War, combat, protection
Plane: The Everlasting Dawn
Alignment: Lawful Good
Temple: Columnated structure with a statue
Sacrifices: N/A
Holy Days: N/A
Superstitions: Chipped weapon blades and dragons
Preferred Weapons: Spear
Adage: “Unto my End my Life for yours.”
Ceremony: Sounding of the trumpets
Granted Abilities: When defending on a rampart or wall, all
warriors or combat-related classes receive a +1 to all combat-
related rolls. If using a spear while in combat to defend the
defenseless, all worshippers receive a +2 to all combat-related
rolls. Bards who worship Nahamiria gain a +1 to all class ability
effects if sounding a trumpet for 6 rounds is a part of their action.
Nahamiria loved the elves and fought upon the ramparts of the
Palace and battled Gazag’s hordes for a thousand years without

32 CASTLES & CRUSADES


OF THE GODS
some more formal aspects to worship. Temples are constructed communities, there are priests and sages who manage formal
that honor Nahamiria. These are typically funded by wealthier worship and teach in formal and informal environments.
warriors or groups who come together and pool resources to
build them. This is an act of worship. These temples range in size The worship of Osimbre is informal. There are no temples to the
from small to gargantuan affairs, but all consist of a columnated deity, only small shrines in forest groves or libraries. Most who
hall with a statue of Nahamiria in its center. Along with this, worship the deity do so through acts such as reading holy texts,
on various occasions, there is a sounding of the trumpets. This writing books, or giving scrolls or books to a library in Osimbre’s
even has as many as thousands of trumpets being sounded in name. Books written by his worshippers typically begin with a
unison to a single trumpet and can last from as short as a few poem or a page of dedications honoring Osimbre. Special inks
minutes to days. and papers are made in his name, and the use of these are also
acts of worship. The most faithful build libraries and teach.
OSIMBRE, THE TEACHER, THE SAGE
Order: Lesser TALAHNATILIA, THE BURDENED ONE, THE RESENTFUL
Province: Learning, knowledge, logic, introspection Order: Greater
Plane: The Everlasting Dawn Province: War, resentment, jealousy
Alignment: Lawful neutral Plane: The Everlasting Dawn
Temple: Library with a statue Alignment: Lawful evil
Sacrifices: Burning books Temple: Huge narrow ziggurat with thousands of depictions or
Holy Days: Full moon forms
Superstitions: Blank pages in a book, broken quill, spilled ink Sacrifices: The heart of an elf
Preferred Weapons: Staff Holy Days: Blood moon
Adage: “To know is to have power.” Superstitions: N/A
Ceremony: N/A Preferred Weapons: N/A
Granted Abilities: Clerics, wizards, priests, or similar classes Adage: “Only the worthy may live.”
who are devoted to Osimbre receive a +1 to intelligence checks. Ceremony: Offering of the Heart
Granted Abilities: Any worshipers of Talahnatilia who attempt
Osimbre left the Palace long before the Ten Thousand Year to charm or use similar abilities n elves and half-elves receive a
war. Osimbre traveled the world to learn of its inhabitants, the +1 to their check or the recipient takes a -1 modifier for saves.
things that grew, and the things that did not root in the earth.
Osimbre carried the Scroll of Knowing and added to it every Talahnatilia, alone amongst them, believed that the elves were
evening such that its contents were greater than any other in not worthy of love. They failed to protect the Palace, and
existence. After the war, Osimbre returned to the palace and without the aid of Nahamiriea and one thousand others who
began to teach the elves all that he learned. Talahnatilia did died in the effort, the Palace would have fallen to Gazog. For
not believe that the elves deserved such knowledge as they this failure, Talahnatilia could not forgive the elves and strove
were unworthy. Osimbre and Talahnatilia fought. Osimbre was to bring them low and scatter them to the winds. The deeds and
knocked low and the Scroll of Knowing stolen. Osimbre, when efforts of Talahnatilia to destroy the elves enraged Nahamiria.
he awoke, could not find Talahnatilia nor the scroll. Osimbre This led to Talahnatilia’s banishment, and later, war with the
then built a library in the Palace and began to write all that he others and the elves. Talahnatilia built a mockery of the Palace,
could remember, continuing to teach the elves. ensorcelled many elves called the Elves of Night and turned
them upon their own kin.
There is a celestial air to Osimbre. Tall and thin with fine white
hair, green eyes, and near golden skin, Osimbre is always cast Talahnatilia appears as one desires. Being malleable and having
in a golden light. Osimbre’s feet are light to the touch, barely no real being, Talahnatilia is without form, moving from one
making contact with the earth as he seems to float wherever he space to the next as an ethereal presence until desired to be
goes. His white robes, more delicate than silk, flow and weave, seen. Talahnatilia will then take on the form most beautiful or
taking the shape of a stool or chair whenever he needs. A chain alluring to those whom he makes a visitation. Be it as a stallion,
wraps Osimbre’s waist and is attached to a book that is said to an elf, or other, Talahnatilia’s appearance is an incarnation of the
contain the song of the first beings and the words that created viewer’s desires. This does not leave him without great power, for
existence. Osimbre’s carries a staff, topped by a gem of pure the force of Talahnatilia’s will and thoughts are enough to move
light, that illuminates even the darkest corners of the void. mountains and reshape metal. Talahnatilia’s presence is known
mostly as a manifestation of will rather than physical presence.
Though elves are the primary worshipers of Osimbre, many
others in the world pay homage to this deity. Humans, halflings, There are but a few who openly worship Talahnatilia because
gnomes, fey, some giants, and – it is rumored – even some the deity is so reviled in the world. Yet some make offerings
dragons pay homage to the deity. Osimbre is not discerning in and pray to Talahnatilia for aid in combat and war and to gain
his grants of knowledge and power to all who are interested power when fighting elves. There are the “fallen elves” or those
in the acquisition and application of mundane and arcane who have been ensorcelled by Talahnatilia. These thralls, to a
knowledge and bend the knee in prayer. Within many elven person, must worship Talahnatilia. Amongst them is a violent

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OF THE GODS
priesthood who are solely devoted to his worship. There are Alendrial. These nomadic elves have an informal priesthood
orcs, goblins, giants, and even some humans who have a distaste more akin to shamans than a clergy. Alendrial’s most numerous
for the elves who worship Talahnatilia. However, Talahnatilia’s worshipers (though less devout than the elves) are those fey
most numerous worshipers are amongst the evil fey, the found throughout the world. These are the descendants of
descendants of those who were not allowed in the Palace. those fey who were invited into the Palace but refused to go.
Some humans, halflings, and gnomes, who spend much of their
The fallen elves build temples in remote locations to honor lives in the wilderness or are themselves nomadic, offer homage
Talahnatilia. These are large and steep ziggurats with thousands to Alendrial as well.
of figures and statues on them representing the innumerable
manifestations of Talahnatilia. These are always topped by Worship of Alendrial is a simple affair. Shamans, soothsayers,
a platform upon which the hearts of elves killed in battle or priests, or whatever they might be called, say prayers, sing and
sacrificed are burned in a ceremony called “Offering the Heart.” dance, carry pendants, grow trees, or burn incense at small
The fey who worship Talahnatilia have no formal or universal shrines found in the forest. Each group has its own unique
approach to worship. Some do so by muttering his name method of paying homage to this deity. The only tradition
endlessly; others ape the practices of the fallen elves. common to nearly all the worshipers of Alendrial is dropping a
gold coin in a puddle of muddy water when one needs aid.
ALENDRIAL, THE EMPTY VESSEL
Order: Greater ASHAWI: KEEPER OF THE LIGHT, FOREST BREEZE
Province: Thievery, cunning, selfishness Order: Greater
Plane: The Everlasting Dawn Province: Elves
Alignment: Chaotic neutral Plane: The Everlasting Dawn
Temple: Shrine Alignment: Neutral Good
Sacrifices: A gold piece tossed into a puddle Temple: Multi-tiered spired structure
Holy Days: N/A Sacrifices: Quests and deeds
Superstitions: Straight roads, bright lights at night, the full Holy Days: Once a year, fall equinox
moon, walls Superstitions: Burning pine cones and arrow shafts with
Preferred Weapons: Bow missing fletching
Adage: “My arrow flies straight my path is crooked.” Preferred Weapons: Short bow, spear, scimitar
Ceremony: Tossing of the coin Adage: “To protect one’s own is to protect oneself.”
Granted Abilities: Worshipers of Alendrial receive a +1 bonus Ceremony: The Falling Leaves
to all hide, move silently, and similar abilities when outdoors in Granted Abilities: Elves gain a +1 for the following types of
a rural setting. outdoor type checks; hide, tracking, survival, find direction,
Alendrial did not appear as the others, and his form lacked their and find traps. Those undertaking quests in the name of Ashawi
grace and beauty. Shunned and rejected, Alendrial grew jealous are given a +1 attribute increase for one month.
of Alapherione, Nahamiria, and Ililiath. After Alappherione Ashawi is the brother of Islendil, the Mist of Morning, and one
and Ililiath crossed over through the Mist, Alendrial left the of the first to come into the world. He has always given to the
Palace and lived in the wilds with the fey and those elves who elves and prefers them above others. He gave the gift of the
likewise abandoned the Palace. Finding solace there, Alendrial forest to them, for this is where Ashawi finds the greatest of
taught them many secrets and gave them powers that they pleasures. He enjoys the company of elves and actively fights
otherwise would not possess. With these, Alendrial and the those would oppress them. In a particularly arduous conflict
fey caused many problems for the elves, stealing from them with another and dreaded lord, Ashawi proved the victor but
and causing unwarranted troubles such that enmity has grown was so wounded in the war, and so many elves died, that he
amongst some of the fey and the elves of the Palace.

Alendrial moves unseen amongst the woods, mountains, and


deserts. Like a chameleon, Alendrial’s skin changes color – and
even texture – to match what surrounds him. Alendrial’s hair
is tied in a knot, shifting from green to brown, to black and
back, to contrast or augment the color of his skin. Alendrial
can move as silently as a bat but can always be recognized by his
howl before or after a battle. Alendrial carries the mighty bow,
Swiftwind, which can see targets miles away and whose arrows
never miss their mark. At his side hangs the sword that slew the
giant Urgurthar and freed the fey from bondage.

Alendrial consorts with those who relish living in the wilds.


There are elves who have never set foot in a city who worship

34 CASTLES & CRUSADES


OF THE GODS
withdrew to the forests of the world and asked those elves who Islendil appears as a tall elf. She can cause herself to appear
were willing to come with him and dwell with him forever. larger, as tall as a tree. When she visits her temples or makes an
appearance on a battlefield, she carries the Mist of Morning, a
Ashawi can take many forms. His preferred is that of a white halberd that brings down the rain and sucks all the fluid from an
stag, black unicorn, or as an elf. He moves through the forests in opponent’s body. Islendil wears a white armor engraved with the
quiet, preferring dawn or dusk to make his appearance known. songs of her many conquests and the Helm of Mist that brings
When he appears as an elf, he wears a brilliant platinum chain the rains and storms as is Islendil’s will.
with a silver helm. He carries the Quivering Sword and the
Heart Bow with him. He usually only makes an appearance as Islendil is worshipped by many elves. She brings the rains that
an elf when war is afoot or a confrontation is about to occur. nourish and quench the thirst of her people. There are others
The other times, he appears to dispense wisdom or boons to who worship Islendil as well, though, unlike her brother, she
his followers. cares only for those elves who pay her heed. Of these, she is very
protective. Islendil answers the prayers of her devoted followers
Many elves worship Ashawi. But these are not his only with alacrity. Those who threaten her people suffer grievous
worshipers. There are those who seek the quiet of the forest harm for she is not forgiving nor kind to those who bring pain
and the safety of isolation who also worship him. Ashawi is and suffering to her lands or people. Yet, it is because of her
not selective with those who worship him, treating them all unforgiving nature that many elves shy from worship except in
the same. Ashawi brings peace and fertility with him wherever times of war.
he goes. Those who seek his boons, guidance, and protection
undertake quests in his name. These can be simple quests Islendil’s temples can be simple affairs or large grandiose
involving little more than watering a tree to more daring quests structures. The essential elements of the temples are a domed
whereby a forest is rid of a threat. roof and a cistern beneath the main room. The Haramil is a
ritual performed every morning by the priests of Islendil. In this,
The temples to Ashawi come in two forms. The most common those in the priesthood gather at the temple to offer water. The
is creating a stone circle in a glade and singing praises to him. offerings are poured into a cistern beneath the temple. There,
These are temporary temples and as soon as the area is vacated, the water is collected by Islendil and redistributed where she
the stones are scattered and the temple is gone. The more desires. This is an important ritual for much of the rain and
elaborate temples, though few in number, are great in size. water that comes from the sky to the benefit of Islendil’s
These are large affairs with multiple tiers, some having up to followers comes from the cisterns. Everyone who can take part
two dozen, and spires erupting from the tiers in a cacophony of in the ritual does so.
stone much like a forest grows trees.
ASONDAL: THE NAMEMAKER, THE WEAVER
ISLENDIL: THE MIST OF MORNING Order: Lesser
Order: Greater Province: Elves
Province: Elves Plane: The Everlasting Dawn
Plane: The Everlasting Dawn Alignment: Lawful Neutral
Alignment: Chaotic Good Temple: N/A
Temple: Domed building Sacrifices: N/A
Sacrifices: Ceramic pots filled with water Holy Days: Every third full moon in the year
Holy Days: Every day at the rising sun Superstitions:
Superstitions: Leaky pail, red sky, dropping containers of water Preferred Weapons: N/A
Preferred Weapons: Halberd Adage: “A name contains the truth of who you are.”
Adage: “Water fills every space. Water is life.” Ceremony: Asondal
Ceremony: Haramil Granted Abilities: Spellcasters who worship Asondal and have
Granted Abilities: All priests can bless one pint of water a day. a name given to them by Asondal roll a d20 every time they cast
This water, when consumed by the priest allows them to cast an a spell. A natural 20 indicates the spell effect is doubled. Non-
extra spell. The spell has to be available to the priest. spellcasting classes who have a name given to them by Asondal
Islendil walked with her brother in the early light of the world. are allowed to cast one 1st level spell of their choice for every
She witnessed the pain and suffering of her people, the death 4 levels of experience. Having a name makes sone vulnerable.
and dying, and the eternal thirst of all living things. Prone to Should anyone learn the characters true, that person can cast
anger and having little kindness in her heart for that which Charm Person on the named person.
caused the pain, she gathered waters to succor those in need. The importance of words and their meanings was understood by
She still does this and gives what she can to those she can. Her few in the youth of the world. It was Asondal who, after studying
love for the elves is unrivaled as is her hatred for those bent on language and sounds, discovered the true nature of words and
destroying them. She lashes out with her mighty halberd slaying their meanings and how they come together to create power
those whom she finds offensive. and magic. Studious and desirous of ever greater knowledge,
Asondal created a list of words and their meanings and their

GODS & LEGENDS 35


OF THE GODS
powers. He gives much of this knowledge to those elves who
seek a greater understanding of the world. It is Asondal who
first gave the powers of arcane magics to the elves and taught
them the true meanings of each is by giving them a name.

Asondal, in his eternal youth, appears with silver hair and a


golden tunic when he gives a name to those who come in search
of one. When roused to anger, a creative flurry, or an inquisitive
spirit, Asondal leaves his study and appears with little more
than a silvery cloak bathed in a swirl of sounds. These sounds
reverberate his will and desire to either create or destroy. He
can take other appearances as is his desire, but he rarely does so.

Everyone who worships Asondal must take the name offered to


them during the naming ceremony, the Asondial. Afterward,
that person must devote some portion of their life to the study
of words, sounds, and their meaning. When properly done, him from his horse and nearly slaying him. Nelfam escaped, and
Asondal awards his followers with the boons of spellcasting and by leaping into a river and being swept away so fast, Julgela could
protects them in times of need. not find Nelfam. Wounded unto death, Nelfam managed to drag
himself to shore and lay dying. Finerd, the daughter of an elf lord,
Many elves undergo the Asondial naming ceremony. Elves who rescued Nelfam and nursed him back to health. Nelfam’s heart
worship Asondal do not acquire names until maturity. Prior to was taken by Finerd, and he became so enamored of her people
this, the elves are given nicknames. The nicknames may follow that he swore his eternal allegiance to Finerd, who he could never
the elf throughout their lives or change as circumstance dictate, take as a wife, and her people. He has watched over them from
but the name they are given in the ceremony remains with them that time and will until the end of time.
through all eternity and becomes part of who they are. Many
elves who are named in such a way do not surrender their true Nelfam’s loyalty to his chosen people imbues his body and soul.
name willingly other than to close friends or those who they He moves amongst and protects his people, often coming in the
trust the most. It is believed that to know one’s true name is to guise of an animal to proffer advice or to console his people.
have power over that person. In times of need or dire circumstances, Nelfam appears in the
form of an elf. Statuesque and as near to perfection as is possible,
NELFAM: THE AVOWED, THE BAND OF LIGHT Nelfam’s beauty is enough to stop armies. His visage, when roused
Order: Lesser to martial fulfillment of his vow, is horrible to behold. Clad in
Province: Vows, Devotion, Obligation, Love dark red armor frilled with the spikes of a dragon and breathing
Plane: The Everlasting Dawn fire, he carries the Lance of Wilting and rides a dragon with eight
Alignment: Lawful Good legs and six heads, Beloch the Wailer, when going to war.
Temple: A long Hall usually constructed of marble, colonnaded
in a forest Nelfam is worshipped by many elves and others closely akin
Sacrifices: Vow, Oath, Quest to the elves, especially half-elves. He watches over his people
Holy Days: N/A and is considered a keeper of vows and oaths, with many taking
Superstitions: Comet vows, oaths, and promising to undertake quests in his name. He
Preferred Weapons: Spear, sword is also sought out by those suffering the emotional distress of
Adage: “I gave my life and live forever.” unrequited love. Nelfam’s love for Finerd was never returned,
Ceremony: Taking an oath yet this never diminished his and even gave him strength.
Granted Abilities: Those who take an oath or promise to
Nelfam aids those who suffer self-doubt and those who are
undertake a quest in a temple of Nelfam receive +1-6 modifiers
about to break a vow. His will and song are enough to make a
a week while in the process of fulfilling that oath or quest. These
cowering man strong in the face of battle or a weak man strong
modifiers can be applied to any dice roll, from to hit rolls to spell
in the face of temptation. Many warriors look to Nelfam for aid
damage dice rolls.
in combat if an oath or vow of protection has been undertaken.
Nelfam, the son of Hufir and Isnian, strode the heavens with his
brothers and sisters upon white steeds for eons. Nelfam, being Temples to Nelfa are rare, and those who devote themselves to
the bravest of the children, enjoyed taking journeys on his own. him rarer still. His vow was given out of love with no expectation
He was willful and enjoyed the hunt. Believing himself to be nor desire for return. These temples are less for prayer than as
invincible and full of pride in his capacity to take any beast he a method by which his adherents can give thanks for his aid.
chose, Nelfam came upon the tracks of a great boar and chased it They are also places where vows are made and cast in the light
through the forest. This was a trap laid by Julgela, who long bore of Nelfam for judgment. Nelfam’s favors are great, and his
a hatred for Hufir and Isnian. Julgela waylaid Nelfam, knocking condemnations horrible.

36 CASTLES & CRUSADES


OF THE GODS
HALFLING DEITIES Dalmon is full of mirth. He, more than most in existence, just
enjoys being alive. His friendliness and generosity are legendary
Halflings are generally an agrarian people, preferring open throughout the cosmos, and few can come close to matching
pastures and lush farmlands to cities or other places crowded his gift-giving and his parties. Dalmon has few enemies, though
with tall folk. They get along well with most peoples and only some have no care for him. Dalmon then went in search of
rarely leave the safety of their homes and communities. Even others of like mind and found them in the halfling communities
when they do, it is generally only at the behest of others. of the world. There, his appreciation of food and parties was
well received, and Dalmon settled amongst the halflings.
The powers they pay homage to are of a similar mindset.
Dalmon appears as a halfling and nothing else. He is large in
DALMON
the belly (it is an exceptionally large belly). He smiles constantly
Order: Greater
and has curly black hair. Dalmon’s engaging style strikes those
Province: Song, stories, food, plentitude, gifts, and gift-giving
around him, causing most to immediately like him. His colorful
Plane: The Meadows
clothing, which constantly changes from moment to moment,
Alignment: Chaotic Good
brightens any mood. These qualities, combined with an ever-
Temple: Small square structure
present smell of delicious food and a retinue of other halflings
Sacrifices: N/A
carrying mounds of food on platters, typically create a festive
Holy Days: N/A
atmosphere.
Superstitions: N/A
Preferred Weapons: Pitchfork Those who worship or pay homage to Dalmon – and there are
Adage: “Food makes the heart grow fonder.” many – do so knowing that the process of worshipping is the
Ceremony: Host of Hospitality production of a community of people who express goodwill
Granted Abilities: Those who worship Damon receive his to one another. That, ultimately, is what brings worshipers to
bounty if they host a ceremony. The bonuses are based upon him. All expressions of worship are typically the act of giving to
the number of people hosted (and thereby the cost). Up to ten others, whether through parties, dinners, almsgiving, presents,
people and a minimum of 5 gp per person, the host receives a +1 or even help in building or farming. The worshipers expect
to all charisma checks, twenty people and 10gp each receives a nothing more than a hope that others act the same.
+2, forty people and 15gp a +3, 100 people and 20gp a +4,
and 200 or more people at 25gp each a +5. The charisma bonus The Host of Hospitality is a yearly ceremony in which any can
checks last in descending order. A +5 bonus lasts five days with participate at any time. Although it is expected and desired
day 1 a +5, day 2 a +4, day 3 a +3, etc. It is the same with each that everyone undertakes one hosting a year, it is not required.
so that a +1 bonus lasts for one day. Many worshipers are too poor to do anything more than host
family members, while others can host hundreds upon hundreds
of participants. Food and song are important elements of these
ceremonies, but gift-giving (in secret) is the most important.

ALFIRD OFTENHOME
Order: Lesser
Province: Hospitality, oaths, honor
Plane: The Meadows
Alignment: Lawful Good
Temple: Shrines in House
Sacrifices: Incense, bread, wine, beer
Holy Days: Every half moon
Superstitions: Poor hospitality, no welcome mat, no bells on
Preferred Weapons: None
Adage: “My house is your home.”
Ceremony: Burning incense, offers of wine or beer
Granted Abilities: Those who show excellent hospitality and
follow all the rules required of those who pay homage to Alfird
Oftenhome receive a +1d2 to their charisma score for one hour
once a month when most needed.
Alfird, who is called Oftenhome by those who pay homage to
him, is the brother of Dalmon. Like Dalmon, Alfird enjoys good
times and mirth. Unlike his brother, Alfird prefers that some
organization and understandings of behavior be expected of all
those in attendance during those times of mirth. He famously

GODS & LEGENDS 37


OF THE GODS
ROSUMONDA FLOWER
Order: Lesser
Province: Gardens
Plane: The Meadows
Alignment: Neutral
Temple: Shrine in a garden (usually a sunflower garden)
Sacrifices: Seeds let adrift in the wind
Holy Days: One week during spring and one week during fall
Superstitions: Losing seeds, aphids, brown leaves
Preferred Weapons: None
Adage: “We are not born for rest.”
Ceremony: Planting a sunflower patch in spring.
Granted Abilities: Planting a garden for and sanctifying it in
the name of Rosumonda produces a greater harvest than those
who do not. Druids who worship her receive a +10% bonus to
all spell effects regarding growth.
When the world was first formed, Rosumonda found that, with
tenderness and care, many of the plants found therein would
flourish and grow to become beautiful and bountiful. She cared
for plants the world over and made many become more than
they were at first. These produced harvests that would feed
many. It was to the halflings that Rosumonda eventually gave
most of her knowledge. She saw in them the same care and
concern she had for growing things. She also saw in them a
created a book for Dalmon in which he wrote out and codified great need for food.
all the expectations of guests and hosts during parties and
gatherings. Dalmon never read the book, but Alfird was sure Rosumonda can appear as she likes. Sometimes she takes on
to distribute copies to all who came to those gatherings hosted the likeness of her favorite flower, the sunflower. At other
by Dalmon. In this manner, Alfird came to be a lord of hostings times, she can appear as a rabbit, tree, or even a breeze or rain.
and good behavior. Occasionally, she takes the appearance of a halfling. In these
times, she dresses in yellow and blues, wears an apron, and
Alfird is short and round with curly hair and round eyes. His carries shears for trimming plants. On some spring days, her
smile is broad, and his eyes gleam with happiness. He has a habit
of wrinkling his bulbous nose when guests ignore the rules he
has set for them and squinting his eyes when hosts do likewise.
He often carries a bell with him that rings in a party and informs
all when the party is ending. His vast waistcoat is said to hold all
manner of items, for Alfird is never ever short an item needed
at a party.

Alfird is almost exclusively worshiped by halflings and gnomes,


though mostly by halflings. Halfling communities truly
appreciate the order that the “Book of Behaviors” brought to
their many social gatherings. The rules of Alfird are attended
to with care by most of his followers. The notable exceptions
are usually associated with halflings of lesser status. Gnomes
generally find the laws of hospitality excessive, though many do
try and follow them. Dwarves outright mock them.

The most important aspect of worship is following the rules laid


down in the “Book of Behaviors.” The list of rules is exhaustive
and impossible to actually follow, but many try. Minimally, those
who pay homage to Alfird hang bells on their doors for guests to
ring before entering a house or even a property, a welcome mat
is laid out on a stoop for guests to wipe their feet on, and tea or
coffee is always ready to be made in order to minimally slake the
thirst of any guests.

38 CASTLES & CRUSADES


OF THE GODS
bubbly song can be heard in a garden as she moves from plant Halflings and gnomes worship Tollman, though halflings
to plant, casting her blessings on those she finds in need of aid. comprise the greatest number of his following. Tollman is
considered a guardian of all that the halflings hold sacred, from
Most of those who worship Rosumonda are halflings. She cares hearth and home to root and tree. At the borders of their lands,
greatly for these gardeners and gives special attention to their the halflings erect small shrines to Tollman and make offerings
care. The halflings, quite obsessive about their gardens, look to of gold and silver. They also ensure that food is left for Tollman
Rosumonda for guidance and favor in their food production. while on patrol. Gnomes likewise pay homage to Tollman,
Some gnomes do worship Rosumonda, though with less fervor though in less overt manners, preferring to let nature do its part
than do halflings. Gnomes are not natural gardeners, though in their worship.
they do appreciate the bounty of a productive garden and,
hence, pay homage to Rosumonda for her beneficence. The worship of Tollman takes many forms. Halflings measure
their devotion through offerings, so there are large piles of food
There are few things that halflings do when worshiping and coin left for him. They also place tolls on their bridges and
Rosumonda. She requires nothing of those who pay her toll bells to be rung every time a bridge is crossed. They are
homage. Halflings, knowing her preference for sunflowers, quite stern about this act and look down upon those who do
have a celebration in the spring in which they plant a sunflower not follow suit. Gnomes prefer to allow nature to speak for them
patch. In the fall, a sunflower harvest occurs, and a party is had They place small offerings, or none at all, on trees and bridges.
to celebrate the bounty of a good year. Halflings do take care Whatever the offering, Tollman seems content for he still guards
not to waste seed, and laziness is viewed as quite off-putting, his worshipers and those who care for his lands.
resulting in poor gardens and an insult to Rosumonda.

TOLLMAN
Order: Lesser
Province: Protection
Plane: The Meadows
Alignment: Lawful neutral
Temple: Replica of a Tollhouse
Sacrifices: Coins, boots, or weapons
Holy Days: N/A
Superstitions: Collapsed bridges,
flooded bridges, fires
Preferred Weapons: Spear and bill-hook
Adage: “The bell tolls for thee.”
Ceremony: Paying a toll and ringing gong at a toll bridge.
Granted Abilities: Rangers and those who guard others who
worship Tollman receive a +1d2 to all checks when protecting
or aiding their home community.
Tollman had few concerns in the world when he first came
into being. He wandered from place to place, fighting what he
wanted and resting where he cared. This changed the day he
set eyes upon Rosumonda tending her garden. Smitten by her,
he decided to guard her in secret. Thereafter and for all time,
Tollman has taken it upon himself to guard Rosumonda and all
that she cares for. He has spent his entire existence protecting
her and waging battles to protect the halflings for whom she
cares so.

Tollman always appears on a bridge, in a gatehouse, or some


physical expression of a border. This is where he feels most
comfortable and where he is most needed. He arrives with a tall
spear with which he hunts animals and fights wild beasts. When
face by other creatures and humanoids, he carries a bill-hook,
the same bill-hook he uses to pluck fruit from a tree while in
the gardens of Rosumonda. His armor is that of a bark, sewn
together by Rosumonda herself and impenetrable by all but the
most powerful of weapons.

GODS & LEGENDS 39


OF THE GODS
GNOMES DEITIES
Gnomes are a very resilient folk. The woes of the world seem to
weigh upon gnomes less than any other race. They are observant,
and possess a penchant for extracting information from various
sources. For this reason, they are well-informed about the world
at large. They face the world’s toil with a nonchalance that
borders on the dangerous. Their gods mirror these qualities.

EFININI: THE DEW OF MORNING


Order: greater
Province: Gnomes
Plane: The Windless Gloaming
Alignment: Lawful Good
Temple: Sunial
Sacrifices: None
Holy Days: None
Superstitions: Eclipses
Preferred Weapons: Dagger
Adage: “The light brings life.”
Ceremony: The Sundial
them. Gnomes of all stripes and character pray to her. Even
Granted Abilities: Gnomes who pay homage to Efinini during
the cruel and mendacious amongst them are not so unwise to
the Sunial are granted a +1 attribute bonus of their choosing.
ignore her blessing for even to those she will give her blessing.
This bonus lasts one month each year and can be used any time
From a young age, gnomes are taught how and when to worship
the gnome chooses.
and these rituals, particular to each community and even to
It is believed by many that it was Efinini who created the individuals, are practiced throughout their lives.
gnomes from the droplets of dew found on grass as the rays of
the morning’s sun touched them. She brought them forth and The Sunial is a ceremony that gnomes partake in, as an act of
gathered them, gave them purpose, and bore many children to worshiping Efinini. The observance can occur on any day of
lead them. She, above all others, protects the gnomes from the the year but the most holy days are the longest and shortest
dangers and hardships of the world, filling them with joy and days of the year. On the shortest day, the gnomes celebrate the
a brightness few others who live can possibly enjoy. She is the creation of the gnomes and, on the longest day, they celebrate
reason so many gnomes are joyous and flighty. Those who view the beneficence and blessings Efinini bestows upon all gnomes.
gnomes rather derogatorily simply do not know what it is like to Participants gather around a sundial and when the shadow
be fully embraced by a god. marks noon, the celebrations begin. These are not solemn affairs
but typically large and wild and merry festivals with much drink,
Efinini rarely appears in the world. Rather, she stays high in the
song, dance, and food. Offerings are only made in promises and
sky as a breeze or bright light moving from place to place. She
oaths to do better, be better, and be more thankful.
is the warmth of a fire, the glow of a lantern, and the mirth in
laughter. She is also the strength behind a spell, the sharp edge GUNDER: BELLOW, SMELTER
of a sword, or the unwieldy fury of a storm. When she does Order: Lesser
appear in the world, she can take on the appearance of anything Province: Metallurgy, mining
she chooses whether dragon or nightingale. Her preferred Plane: The Windless Gloaming
appearance is that of a small animal. However, if her message Alignment: Neutral Good
or concern is of import, Efrinini appears as a young gnome with Temple: Shrine in a cave or a structure with a hammer as its
long, gold hair that reaches her waste and eyes of azure. Her central motif.
face is without emotion or concern. She sports a wooden crown Sacrifices: Dirt and ash
with twisted branches. She sports bark like armor upon her Holy Days: N/A
shoulders and neck, that ride almost to her chin. Beneath that Superstitions: Broken anvil or broken hammerhead
she wears a tight-fitting bodice and dress. She wears no shoes Preferred Weapons: Lucerne hammer
or stockings, preferring the earth beneath her feet. She is always Adage: “From rock comes iron. From iron comes the hammer.
accompanied by a small pseudodragon, coiled about her arm, From the hammer comes power.”
and resting on her hand. Ceremony: Smelting a hammer
Granted Abilities: Gnomes who make a sacrifice to Gunder
Although many pay homage to Efinini including elves and
receive +1 to all their racial abilities for one week following.
other fey, it is only to the gnomes that Efinini dispenses her
Sacrifices to produce this effect can only be made once a month.
grace. Above all others, she loves the gnomes and cares only for
All classes receive a +1 to damage when using a lucerne hammer.

40 CASTLES & CRUSADES


OF THE GODS
Gunder ever loved the pick and hammer and took to mining who worship him. Gunder is not unaware of those dwarven and
beneath the earth. He built many a home for himself and his human priests who pay him homage and works to make their
people. His digging unearthed horrid creatures, long buried tunnels safe and aid them in battle when with gnomes.
in the earth beneath stone and rock. These came to harry his
people and slew a great many. Gunder, realizing the horrors There are many temples to Gunder in gnomish communities.
his curiosity caused, learned to smith and built for himself the These are typically sparse affairs with just one long room made
Blighted Hammer, a lucerne hammer of great might. With this, of brick and stone. An altar, like an anvil, is placed in all these.
he strode out into the world and beat the enemies of his people A smithy where ceremonial lucerne hammers are made is almost
down. Gunder taught his people the art of weapon making and always present as well. It is in the caverns that one finds most
gave to them the lucerne hammer. of the altars to Gunder. Small alcoves and nooks in the wall are
excavated. Anvils, hammers, and tools are placed in them for
Gunder is jovial though bares hard lines on his face and hands blessing and protection. Rare is the time that gnomes dig more
from a life of toil. He relishes the work he sets his back to, and than a few hundred feet into the earth without paying homage
spares no pain of flesh or soul to achieve it. His beard is cut to Gunder with at least an engraving of an anvil.
short and clean. His eyes narrow and cunning. There is always a
hint of a smile about his lips. His frame is lean and narrow and BRUNIB: THE KEG MAKER
his hands possess a subtly about them. He favors the hammer Order: Lesser
over all things. He wears only long pants, though has no love Province: Gnomes, houses, thresholds, gardens, weather
of shoes or shirt as the flames of his labor fear to alight up on Plane: The Windless Gloaming
his darkened flesh. About his brow is an iron circlet and two Alignment: Chaotic Good
matching bands wrap his wrists. Temple: Wooden house
Sacrifices: Vegetables
Behind him are his two hounds, Bruu and Drank, who pull a Holy Days: During Harvest and Planting
wagon or sled with a barrel of ale on it. Gunder enjoys spending Superstitions: Thistle
time with his people. Often, they never know he has been in Preferred Weapons: Hammers and polearms
their midst until after he has left and leaves with them a barrel Adage: “Tend what you plant, it will become what you desire.”
of ever-filling ale. In times of war or strife, Gunder comes in Ceremony: The Brewing
armor of iron and a helm of steel wielding the Blighted Hammer. Granted Abilities: Priests who worship Brunib produce
His hounds, clad in mail, bay and howl at his side, shredding healing potions as a stew, soup, or beer. For it to be effective,
and tearing into those who would visit woe upon his people. the priest must make a successful wisdom check to ensure the
correct ingredients are added. If one month is taken to brew
Many gnomes and dwarves worship Gunder or pay homage to the beer, stew, or soup, it becomes a healing potion able to cure
him in the deep caverns beneath the earth. Men do so as well, 1d8 points of damage. It costs 100gp per serving, and up to
for Gunder protects all those of goodwill who labor beneath the 20 servings can be made a month. If stored properly, they all
earth. But his favored people are the gnomes; they are much like maintain their potency for 30 days.
him in personality and make and suffer more than the others
Brunib enjoys cooking. He especially enjoys stews and broths.
His greatest pleasure derives from others eating his broths and
enjoying them. Patient, relaxed, precise, and of an experimental
nature, Brunib produced so many stews and broths that brought
others happiness that he was invited and welcomed into most
halls as a guest and as a cook. The jovial Brunib was picking
herbs and grains one afternoon, intending to create a stew for
his companions. By mixing all the ingredients he gathered and
cooking them in a specific pattern, Brunib stumbled upon beer.
This ‘stew’ was his most popular, and derivations of it exist
throughout existence.

Brunib is a small deity, standing no more than four feet in height


and appears much as a happy gnome. He has a rather large
nose, a triple chin hidden beneath a stained beard, a wrinkled
forehead, and large round eyes. He dresses colorfully most of the
time, preferring yellows, reds, and green with some blue mixed
in. He wears a cloak of herbs that contains any herb one can
imagine. He is not prone to anger, though he is capable of mighty
feats of arms when pressed. In battle, he wields two lucerne
hammers, Melwog and De’Fian. With these, he can lay low many
opponents and bring to the ground even the largest of foes.

GODS & LEGENDS 41


OF THE GODS
Although primarily worshipped by gnomes, there are many
others who worship Brunib or ask for his favor in cooking,
making potions, and even poisons. Druids of all types give
homage to Brunib, for he knows all that the lad produces and
how those plants can be used to produce magical and mundane
effects. But, the most ardent of his followers are most concerned
with Brunib’s skill in making beer. This is so much so the case
that it is believed any who gives a blessing to Brunib before
making beer will ensure a high-quality outcome for the batch.

The Brewing is a ceremony held once a year in some gnome


communities and the most important ceremony a worshipper of
Brunib can undertake. During this ceremony, beers are served that
have been brewed over a period of days, weeks, or even months.
These special beers are brought to the ceremony and served to
all who come. A great value is attached to those who brew the
beer, and the person who brews the best beer is awarded special
status and honors by the priests of Brunib. Oftentimes, these
celebrations involve hundreds if not thousands of participants.

ATMALLUMO: THE FISHERMAN, THE BASKETMAKER


Order: lesser
Province: Gnomes, fish, fishermen, bounty, springs, creeks, tunic belt. His arms are always pulled forward and his hands
water often enmeshed in the curly tangles of his beard. He has no
Plane: The Windless Gloaming shoes nor pants of any type. The whole gives the appearance of
Alignment: Chaotic Good one flowing form from top to bottom. He forever stands in a pool
Temple: Menhir by spring of water, no matter where he is. His powers lie elsewhere. He
Sacrifices: Fish can take on the shape of water and flow with rivers and creeks
Holy Days: None or fill a bucket. Atmallumo is fond of taking the shape of many
Superstitions: Dry spring types of fish and swimming through the creeks and streams that
Preferred Weapons: Spear crisscross the world. These times have become rarer with the
Adage: “The bounty is not mine to take but yours to give.” passage of time and especially as his happiness with Narfiller has
Ceremony: The Skeiffig only grown deeper with time and he becomes saddened when
Granted Abilities: Priests who worship Atmallumo gain a far from her side.
1-point modifier to all types of checks, saving throws, to hit roll,
damage, etc. when water is involved including +1 AC when There is nary a gnome alive who does not worship or pay homage
defending againts water attacks or creatures. to Atmallumo. Outside their own, of all these deities across the
Atmallumo was born from a spring in the earth. He is of water, expanses of time and space, none has expressed a greater nor
and by water, he was made. For many years, he moved in the deeper love of the gnomes than has Atmallumo. He promised
rivers and creeks of the world, exploring springs and even deep eternal bounty from the waters of the world such that gnomes
caverns. From beneath its glimmering surface, he espied many everywhere hardly have to try to fish as they veritably throw
things of great interest to him. Of those, the gnomes of the themselves out of the water and at their feet. But the gnomes
world caught his attention. When he laid eyes upon Narfiller, know better than to reap too much and this is often their act
the sister of Brunib, he fell deeply in love and could not help of worship. Gnomes are careful fishers, never taking the young
but place himself at her service and ask that he join him in the or overfishing, but caring for the delicate balance between too
waters. Brunib, who cared greatly for his sister was loathe to much and too little.
see her go and, at first had no trust for Atmallumo. To prove Once a year, on the longest day of the year, many gnomes gather
himself, Atmallumo took on the shape of a gnome and promised at any sacred spring to celebrate the Skeiffig. The major portion
Brunib’s people bounty from that time to the end of his days. He of the celebration involves raising a menhir near the spring.
has kept that promise. Some springs have hundreds of menhirs nearby, each engraved
Atmallumo comes of the shallow, fast flowing waters of with some tale of Atmallumo or Narfiller. This is typically
unspoiled rivers. He most often appears as the crest of a torrent accompanied by several days of festive celebrations involving
that resembles a long silvery beard in the water, but when he dance, song, and a whole lot of eating. Truly special, Skeiffig
walks on land, he appears longish and free flowing. He wears occurs when the first menhir is erected near a spring. These
a simple tunic. His hair drops to his shoulders where it tangles affairs tend to very solemn with many gifts of gold and silver
with a beard that flows down to past his waist, tucked into a thrown into the spring or the creek flowing from it.

42 CASTLES & CRUSADES


OF THE GODS
HUMANOIDS DEITIES spirits of the dead to rise and serve in Jarga’s hall. The night ends
with the drinking of an enemy’s blood from cups made of skulls.
Humanoids are bi-pedal creatures of nightmare. Beastly
monsters possessed of evil designs and motivations. Their BALSAAB: BROKEN EYE, CRACKED SKULL, THE BONEMAN
cultures and societies stand upon foundations of loathing and Order: Lesser
contempt of all things wondrous and beautiful. Born of gods Province: Punishment, pain, pillaging, vengeance
whose minds are mired in the pestilence of destruction these Plane: The Wretched Plains
creatures are found in almost every climate and biome of the Alignment: Lawful evil
world; from the high mountains to the deep caverns. Lizardmen, Temple: Seven tiered ziggurats
kobolds, orcs, gnolls, goblins, hobgoblins, bugbears, and others Sacrifices: Part of the one against whom someone seeks revenge.
stalk the waking nightmares of man and elf, dwarf, and gnome, Holy Days: Once a year on summer equinox.
halfling, and fey. Superstitions: Dull dagger
Preferred Weapons: Halberd, axe, bardiche
JARGA: THE BLOODLESS, SKULL SIPPER Adage: “An eye for an eye is not enough.”
Order: Lesser Ceremony: Rights of Balsaab
Province: Destruction Granted Abilities: Those who undergo the Rights of Balsaab
Plane: The Wretched Plains receive a +1-2 on all to hit and damage rolls against the person
Alignment: Chaotic Evil whom they are taking revenge upon. A tattoo appears on the arm
Temple: Ziggurat of the person seeking revenge if the target is successfully killed.
Sacrifices: Any living thing burned on a pyre
Holy Days: Full Moon Balsaab is a wretched beast. So abominable was he that his
Superstitions: Spilled Mead parents and people cast him out of their home and left him for
Preferred Weapons: Halberd dead in a scorching hot and dry desert. Balsaab grew up famished
Adage: “There is no End but my End.” and thirsty. As he aged, Balsaab vowed to take vengeance upon
Ceremony: The Noll those who wronged him. Balsaab took up residence in a volcano
Granted Abilities: None and gathered a great host to his feet. From here, he sallied forth
and lay waste to a great many lands before coming to the house
The wars and battles which rage across the multiverse have no of his parents. After stealing inside, Balsaab slew all he found,
end and no beginning. Jarga has ever enjoyed wars and conflicts. including his parents. Balsaab moved into the fortress and has
He derives no greater pleasure than to see his enemies defeated ruled from there ever since. His violence, anger, and penchant
and their walls torn down. Though powerful and possessed of for vengeance still follow him to this day. Any slight, no matter
great strength, he is a fearful lord and prefers combats in which how insignificant, is met with fury and death.
he is sure to win. Many have allied with him to their regret. Jarga
gathers hosts of weaker followers before entering combat and uses Balsaab is a miasmal angulation of disjointed limbs and appendages.
them to beat his opponents low. He stands upon the four hooved feet of a massive bull. His head
has four horns growing from it, stretching far out in front of him.
Jarga is huge. His face is like that of a dog, and his body is Each of his four arms carries a halberd that drips blood. Balsaab
covered in a thick, black coat of coarse hairs. His clawed hands sits in his palace, judging those who worship him and even those
wrap tightly about a halberd that he carries into combat. From it who do not. From his palace, he passes judgment and sends his
are tied the skulls of a thousand victims that rattle like wooden minions to enact their idea of justice on the perpetrator.
chimes in the wind. With his halberd in hand, Jarge cuts through
swaths of enemies like a scythe through wheat. Balsaab is worshipped by many of the denizens of the
underworld; orcs, kobolds, bugbears, etc. All these humanoids
Worshipped mostly by gnolls, kobolds, orcs, and similar desire revenge against elves, humans, dwarves, and others.
humanoids, Jarga offers his followers encouragement in combat Balsaab even gathered them into his host before assailing his
and war. He expects, in return for his boons, the skulls of slain parents’ home. Others offer sacrifice to this dread lord when
enemies be collected and brought to his temple. The temples necessary. These worshipers often do so in secret for attracting
to Jarga are spread throughout the world, both above and the attention of Balsaab never ends well.
below. The greatest of the temples are hidden in deep caves,
dark forests, and inaccessible mountains and have walls and For those seeking revenge, Balsaab lends an ear, and, if
buildings constructed entirely from the skull of the dead. appropriately following The Rights of Balsaab, the person seeking
aid in an act of vengeance may indeed receive that aid. This
The Noll is a ceremony in honor of Jarga. By performing the Noll, ceremony is performed by those seeking Balsaab’s aid in an act
Jarga’s followers ensure that they are heard in this world. If the of revenge. Inside a secluded place, the person must sacrifice
ceremony is performed properly, Nolls aids his people by blessing any physical piece of the person against whom revenge is sought.
them with powerful magics with which to kill his opponents. Hair, fingernails, or even saliva are acceptable. Once the offering
The Noll is performed on a full moon. Hundreds of sacrifices are is burned, the worshipper needs to spill some of their own blood
prepared – and pyres lit. The sacrifices are burned to allow the upon the ashes and recite complicated verses and prayers.

GODS & LEGENDS 43


OF THE GODS
BUGBEAR DEITIES like Gyozj. Warchiefs often spend much time in prayer to
Urgthektun, for they hope to channel some of his power. There
Bugbears are giant, hairy, humanoid creatures. Their thick mats is a small, unorganized, group of worshipers, whose dedication is
of fur are often riddled with fleas and ticks, adding irritation rewarded with divine powers. These rare bugbears begin to take
to their naturally aggressive personalities. They are naturally on the shape of their deity the greater and fiercer their devotion
stealthy though their stench often gives them away to those to their deity is.
with delicate noses. They are attracted to treasures and loot
of all kinds, but have little capacity to delineate between the The worship of Urgthektun is a simple affair. Stealing gold,
actual values of many of those items they collect. Bugbears are silver, other precious metals, and gems is, in and of itself, an
very adept in the arts of mortal combat. It is, in fact, about the act of worship. Some wear small emblems depicting the beastly
only thing they perform well as much of their life is spent in lord. The height of worship is called the Melt. Bugbears take a
bloody battle. portion of their loot and melt it all in a big pot. Afterward, they
dump this on the ground and let it cool. These are taken to a
URGTHEKTUN temple and given to the few bugbear priests who interpret the
Order: Greater shapes as fortunes. Priests’ worship consists of little more than
Province: War, theft, revenge, anger, pestilence joining others in raids and placing the objects gathered during
Plane: The Spore the Melt upon an altar for Urgthektun to retrieve.
Alignment: Chaotic evil
Temple: Wooden or stone columns in a remote location
Sacrifices: Precious metals and gems
Holy Days: Every blood moon
Superstitions: Full moon
Preferred Weapons: Bearded battle axe
Adage: N/A
Ceremony: The Melt
Granted Abilities: Priests can cast 1d6 cleric or druid spells
per day. These spell levels are randomly determined between
1 and 3.
Urgthektun traveled the wilds, devouring what he could. He
ranged from place to place, eating carrion and living in caves
until he came upon a palace where others had gathered. He
made his way there, slathered in grime and speckled with the
ichor of his recently devoured prey. Upon seeing how those in
the palace lived, Urgthektun became jealous and desired to
live as they. When he came up to the door, Urgthektun was
rejected and sent back into the wilderness. He then snuck over
the walls and stole some jewelry, food, and weapons. Upon
leaving, he noticed some pets on golden chains. He took those
as well, then escaped into the wilderness. He gave the pets to
Gyozj and kept the rest for himself. Those in the palace came
looking for Urgthektun, and many battles were had in those
days. From that moment on, Urgthektun has battled those and GYOZJ
the descendants of those who live in the palace. Order: Greater
Province: Rearing young, cunning, eating
Urgthektun is a horrible, large creature who runs on all fours. He Plane: The Spore
bounds through the woods cracking trees and riveting holes in Alignment: Chaotic evil
the ground. He is covered end to end in spiked hair, almost like Temple: Round platforms with her symbol etched upon it
quills. These drape down to his tail, where they end in a great Sacrifices: Firstborn
bulbous boney growth. His face is long like a canine with red Holy Days: Midsummer, the Day of Giving
flaring nostrils. A wide mouth contains row upon row of teeth the Superstitions: Twins
length of swords. When confronted, he rears up high, revealing Preferred Weapons: Godentag, tulwar
a green scaley belly, where he stores many weapons, his favorite Adage: N/A
being a shining silver axe named Gottvard (or the Godslayer). Ceremony: The Giving of the Firstborn
Granted Abilities: Those who give their firstborn – and whose
None but Bugbears worship this foul creature, and most firstborn is accepted into her retinue – receive a 1 HD boost and
bugbears do offer homage or prayers to Urgthektun. Some do the ability to cast 1 first level spell a day.
not, however, preferring to offer their prayers to other deities

44 CASTLES & CRUSADES


OF THE GODS
Gyozj ranged the world with Urgthektun from the beginning. GNOLL DEITIES
She is violent and has a taste for fresh meat and not the carrion
Urgthektun found so delightful. After seeing the palace, Gyozj Gnolls are found in many climes and most temperate zones.
had no desire to enter but longed for the luxurious materials They are brutish and stupid, if cunning and canny, and work
they possessed. Urgthektun gave her the pets and golden chains together only through an instinctual pack mentality, without
after he left the palace. She took the pets and raised them in her any concept of the greater good. Gnolls possess little material
image, giving rise to the bugbears. Gyozj trained her children, culture of their own, using weapons and tools looted from other
their children, and theirs to raid the palaces and great halls, to peoples.
steal what they could and kill whatever lay in their path. The
They are warlike, born of the lust for battle and combat,
people of the palace became wroth and moved to war against
possessed only of a longing need to triumph or die. This lust for
them. Many millions of Gyozj’s bugbears were killed until there
battle is born of the gods of this grim people.
were almost none left. Since that time, Gyozj has hidden far
from the palace, and the bugbears became few.
AKAD
Gyozj is a massive beast. She waddles on two legs as rolls of Order: Greater
bulbous fat flow in heaves back and forth with each step. Province: Killing, destruction, regicide, sacrifice
Four gargantuan hairy arms extend down to the ground, often Plane: Charnel Yard
dragging as she walks with a slump. Pustules and buboes abound Alignment: Chaotic evil
across her mottled skin. Gyozj’s face is round, like a sphere of Temple: Mound surrounded by menhirs
ugliness with snaggled teeth, tiny eyes, upturned with eight Sacrifices: Any beating heart
nostrils, and wide bat-like ears. Gyozj wears a brilliant diamond Holy Days: Everyday
helm that shines in the night and carries a shield of fire alongside Superstitions: Puss-filled wounds and dull knives
a godentag the girth of a tree trunk. Preferred Weapons: Dagger and battle axe
Adage: “We give to you our blood, the water of life.”
Bugbears are the primary worshipers of Gyozj, though others do Ceremony: Pulling a beating heart from a body
so as well, for she is not a discriminating deity. Some goblins, Granted Abilities: None
orcs, hobgoblins, and even a few humans worship her as she is
generous in her boons to those who offer up their firstborn. For When all was new, Akad looked upon the worlds in revulsion.
bugbears, she is the mother of their kind, having been reared None were to his liking. Angered, he set foot upon one world
from the two pets stolen by Urgthektun, and, they believe, she and clove through it to build a home. He took Itzakakal as his
plans to give them the world. Or, she at least plots to allow them wife and they bore four hundred children. Akad gave them
to take it and aid them in their conquest. the world to plunder and make their home. Itzakakal was not
pleased with Akad and conspired with her children to slay him.
During the midsummer, around Midsummer’s Day, bugbears
gather to give homage to Gyozj. They gather at large round
altars, pray, and offer gems, silver, and gold. This is a minor
celebration and does not happen with regularity but randomly
during midsummer. The other celebration takes place once a
year and during this ritual, those who can offer their firstborn to
Gyozj in a brutal ritual. The hope is that she takes the sacrifice
into her retinue and the sacrifice receives a boon.

GODS & LEGENDS 45


OF THE GODS
Their lastborn – and considered the least amongst them, Itzak,
betrayed her mother and siblings. In a rage, Akad, with Itzak,
slew Itzakakal and all his other children. The children of his
children he left alive as a witness to his power and anger. He
then demanded of them they slay all they could until the world
was theirs and bring forth the beating hearts of their enemies
as a sign of subservience, lest he take all them in his hands and
slay them. Thus, the gnolls have always bent before the altar
of Akad.
Akad is a hulking beast, standing taller than any tree. Great
clawed feet the size of houses rend the ground when he walks.
His chest puffs and heaves with each breath. His arms are
muscled and corded like the limbs of some monstrous oak. Bent
forward, the hump of his back stands taller than his fearsome
snout. Bristling with teeth and blood-red eyes, he breathes a
smokey death that kills all that is before him. In one hand, Akad
carries the heads of all his children and a great chain which he
uses to beat those who have angered him. In the other, he wields
a spiked axe with the head of Itzakakal upon it. Her head still
drips blood and it is said when he swings it, one can hear her
wail through all the world. bless arrows and give them a +2 to damage. These arrows can
only be fired by gnolls. The blessing can only happen just before
All gnolls pay homage to Akad. To do otherwise would be a shot is fired.
to court a quick death by other gnolls whose tortures and
cruelties would be visited upon them for years and years before Alwig is devious and powerful. His mind is one of cunning plans
relenting in a sacrifice. From the youngest to the oldest, worship and machinations to gain sway in those realms he seeks. Alwig
is demanded. A priesthood, of sorts, exists among the gnolls. finds all who wander the byways of the world, counting them
These wear the skulls of large predators and move amongst as enemies, and seeks to destroy them. Trusting only those who
their tribe by performing rituals and punishing those who lack pray to him to aid him in this quest, he has grown cunning
requisite zeal in their offerings and deeds. and uses all means available to him to acquire that which he
desires. He lies, cheats, steals, and sneaks from one hiding place
Akad offers little to the gnolls other than a respite from a to another. These are but tools in his arsenal, and those who
gruesome death. For this boon, Akad requires that his people do not use them are considered weak and beneath him. Once
make blood sacrifices to him. In ritual, the sacrifice is that of engaged in combat, Alwig never retreats or backs down. He is
the beating heart of whatever is killed, be it rabbit or human. remorseless in his drive for victory.
In combat, the flow of blood is enough to sacrifice to Akad. In
times when a sacrifice can not be made, worshipers will bleed Alwig is a huge being, nearly twenty feet in height. He appears
themselves, often in bizarre manners, as a sacrifice. much as a wolf standing upright but bent forward into a
permanently aggressive stance. Long hands, clawed and strong,
stretch out, grasping his bow or his scimitar. Upon this ungainly
ALWIG: THE MIGHTY BOW, PROTECTOR OF THE PACK
body of muscle and yellowish fur sits the head of an ugly hyena
Order: Greater
slobbering spittle and blood. His mangy yellowish fur changes
Province: Gnoll, warfare, pillage, slaughter, class structure
color to match that of his surroundings except in combat.
Plane: Charnel Yard
When blood is drawn, Alwig’s coat bristles and changes to a
Alignment: Lawful Evil
bright blood red.
Temple: Ziggurat
Sacrifices: Arrowheads dipped in the blood of foes and books Gnolls, stupid and feverish in their destructive powers, have
with laws writ upon them little in common with one another. Driven by their pack
Holy Days: On the 3rd day of the 3rd month of every 3rd year. instincts, they typically war amongst each other as much as
Superstitions: Broken bowstring, an arrow without a point against others. Their point of convergence is Alwig, the Mighty
Preferred Weapons: Longbow Bow, the Protector of the Pack. When his cackling howl is heard
Adage: “May your arrow fly true and pierce the heart of your on the wind, gnolls stop and listen and gather at their holy spots
foe.” and shrines. These are places hidden far from the prying eyes of
Ceremony: The Silgwad or Ceremony of the Bow all other creatures. At these dark and bloody spots, packs gather
Granted Abilities: Gnoll warriors (only one in ten are even and pray to Alwig for his favor.
capable) who devote themselves to Alwig receive a +1 to all
shots fired from a longbow. However, they can never retreat Once every three years, on the third day of the third month, a
in combat. Priests who devote themselves to Alwig are able to ceremony is held, the Silgwad. In this ceremony, one of the most

46 CASTLES & CRUSADES


OF THE GODS
important events in a pack leader’s life occurs. They are given would become fearful, and commanded Azus to consume the
a bow and a mate. The bow is blessed by the priests and carries fear of the gnolls for all time to come.
the spirit of Alwig with it. His mate is given a cape of the pack
and appointed its protector. Together, the two lead the pack and The stunted Azus walks as an eight-legged hyena. His mangy,
care for in the dire days ahead. matted fur is disgusting, dripping slime and disease. His paws
are short but end in long claws, like iron spears that can pierce
AZUS granite. His mouth is always open, dripping a putrid yellow
Order: Lesser ichor, the fear of the dead. Azus’ eyes are perhaps the most
Province: Fear, hate, vengeance terrifying things to behold in all the universe. They are empty
Plane: Charnel Yard and dark, black and gray and white, and full of fear, terror, and
Alignment: Lawful Evil loathing. It is said only Akad and Itzak can look upon Azus
Temple: Tall and narrow pyramid without trembling and is, therefore, shunned even by the dead.
Sacrifices: Body of foes Primarily worshipped by gnolls, there are quite a number of
Holy Days: Every weak and before any battle others who pay homage to – if not outright worship – Azus.
Superstitions: Broken idols, white, breaking water pots Though seen as a servant of Akad, Azus is truly a servant of
Preferred Weapons: Spear fear. Gnolls worship Azus to become more fierce and feared by
Adage: “My service is my reward.” their foes. Others do so as well. Orcs, goblins, humans, and all
Ceremony: Libations of water, wine, or blood manner of creatures of ill-intent bend a knee and smoke the
Granted Abilities: Proper ritual smoking gives the power to ashes of the dead to gain his power. It is said there is even a
cast Fear once a day (only 10% chance). whole order of assassins who pay homage only to Azus.
Azus served Akad and Itzakakal in their palace. When Akad
and Itzak began their slaughter, Azus followed to ensure those Rituals performed in worship of Azus take place on tall and
they laid low in combat were indeed dead. He would place the narrow pyramids. Atop the pyramids, great pyres are constructed,
bodies of the slain in that battle onto the top of his pyramid. He and the corpses of those slain in battle or hunt are burned. If
would then light the bodies afire, using the bellows of Guthrax the ritual is performed successfully, there is no smoke as Azus
the Wird to keep the fires burning hot enough to consume breathes it all in. Afterward, the worshipers gather the ashes and
the bodies. Azus stood atop his pyramid as each body burned, mix them with dried leaves and herbs to smoke before a battle.
breathing in the smoke and covering his body in the ashes of Those who have paid proper homage are given a boon by Azus.
the dead. By this, Azus ensured the death of all the children
and Itzakakal. Azus consumed all their fear as if at a great feast. ITZAK
Once all the children were dead and consumed, Azus presented Order: Greater
Akad with the collected fear. But Akad refused it, knowing he Province: Death, war, chaos, killing
Plane: Charnel Yard
Alignment: Lawful Evil
Temple: Large pyramid
Sacrifices: Living creatures who are enemies of the gnolls
Holy Days: Once a year, the first day of winter
Superstitions: Lost limbs, twins, downturned empty cups
Preferred Weapons: Scimitar, battle axe
Adage: “My enemy’s blood is my water.”
Ceremony: Collecting and drinking the blood of foes
Granted Abilities: A worshipper who drinks the blood of a foe
receives a +1 to hit, +1 to damage, and to any saving throws,
for the following 1d10 rounds.
Itzak told Akad of her mother’s betrayal. The two slew her
mother and all her other children. Itzak knew Akad would turn
his back on the gnolls so that she could reign supreme amongst
the other gnolls. Some ages after Itzak had dominion over them,
the demon Whrefren came to devour all the gnolls. Whrefren’s
blood, when spilled, would produce another copy of herself and
those the same. The gnolls were almost decimated. So, Itzak
went to Akad for aid. Akad gave her many arms and a golden
cup. Itzak attacked the horde of demons and beheaded each.
With her many arms, Itzak could fight many foes, and with the
golden cup, she collected their blood. She drank the blood of the
demons, killing them in the fire of her belly before they could

GODS & LEGENDS 47


OF THE GODS
reproduce. Thus, after many ages, she consumed all her foes and the fires of creation, Guthrax the Wird is the commandment
will continue to consume the blood of her foes for all time. of Akad, the keeper and enforcer of his will. Guthrax has seen
none of the world since his youth and knows nothing of what
Itzak is both a horrible creature and a beautiful sight to behold. occurs there except through the desires of Akad, Itzak, and
With its sleek scintillating brown fur festooned with black spots Azus. These desires are always for weapons, fortresses, and the
and a silvery mane, her vast canine body has an ethereal beauty raw elements of the world. Guthrax forever forges the weapons
to it. Her large broad snout and jaws drip with frothy blood as of war to carry out the purging of the world by the gnolls.
she cackles into the heavens. Four of her six arms end in clawed
hands, grasping weapons that scream with the pain of those she Guthrax the Wird! The one who is a volcano. Guthrax has
has killed. In one hand, she holds the severed head of her latest labored since the dawn of his being over a forge where he beats
victim and, in the other, she holds a golden bowl where she out weapons of war to any and all. But it is Akad whom he
collects the blood dripping from the stump. She constantly laps favors and for whom he gives his greatest effort. His form is
this up with her long black tongue. The world quakes in terror of fire and brimstone, likened unto a canine of massive height
at her arrival. and girth. Guthrax’s saliva is lava, his breath steam, his eyes the
heat of the sun. The merest touch of his paw melts granite into
Every gnoll worships Itzak. There is no dissent from this, for if liquid. Only when his hands are guided by his will can he create.
they do not pay homage to her, she or her priests track them Then, his paws become like hammer and anvil and, with these,
down and slaughter them. All gnolls live in perpetual fear of the greatest weapons in all existence are made.
Itzak, as it is believed she desires nothing more than to kill them
all, and she is only stayed by the commandment of Akad. To Guthrax is worshipped by gnolls, orcs, kobolds, goblins, and
assuage her ire, once a year, gnolls sacrifice anything they can, others who need weapons of iron. Smiths bend a knee and offer
sometimes their own children, sometimes even themselves. It libations of iron to this lord of fire and brimstone in the hopes of
is said that others worship Itzak, that even some humans give gaining some boon or spiritual insight into their undertakings.
sacrifice to her for her boons. Guthrax is stingy with his knowledge, requiring great effort and
sacrifice for it. But those to whom he gives his insight can create
Ritual sacrifice and worship of Itzak only occur once a year. On weapons of great power and even – it is said – a life of their own.
these days, sacrifices are brought up atop huge temples and bled This is why many worship Guthrax, even if it must be in secret.
until dry. These sacrifices can be of anything the gnolls bring in.
Itzak is not particular; she just requires blood to be spilled. The Though all gnolls pay homage to Guthrax, there is little he
blood is collected into gold cups and pans and passed amongst wants, and less he cares to give. Most warriors wear small metal
all in attendance to be consumed. Priests and others often wear pendants in the shape of their favored weapon as their only act
golden pendants in the shape of a cup. War chiefs and leaders of worship. On the longest day of the year, the few metal smiths
often eschew using a shield and instead carry a cup into battle amongst the gnolls will bend all their effort in making a weapon
to emulate Itzak’s battle with Whrefren. for their chief, a priest, or another personage of power. These
weapons are ritually cooled in the blood of a prisoner captured
GUTHRAX THE WIRD by the gnoll to whom they plan to give the weapon.
Order: Lesser
Province: Metallurgy, iron, weapons, war, heat
Plane: Charnel Yard
Alignment: Lawful evil
Temple: In a cave or underground
Sacrifices: Fire
Holy Days: Midday once a year
Superstitions: Water, cracked anvil, broken iron of weapon
Preferred Weapons: Hammer
Adage: “Through iron and steel, I will purge the world.”
Ceremony: Forging a weapon
Granted Abilities: Weapons forged and blessed by Guthrax
but cooling the weapon in the blood of the enemy on his Holy
Day receive a +2 to all combat-related rolls for one year when
the weapon is used by a gnoll.
Guthrax the Wird built the Iron Palace for Akad. He kept the
fires of Azus burning during the immolation of the children
of Akad. Much later, he made the weapons with which Itzak
slew her foes and the bowl with which she collected the blood
of those demons. Guthrax commands the forges of the Akad.
Buried deep in the bowels of the world, where he commanded

48 CASTLES & CRUSADES


OF THE GODS
GOBLIN DEITIES Urugdl lived in dark caves and vast stretches of blighted woods
with the goblins for ages. He led many goblins from one place
Goblins are diminutive, vicious, and thoroughly evil humanoid of danger to that of safety. He traveled amongst all those of his
creatures. These creatures prefer mountainous, hilly, forested, kind, bringing them far from the hideous depredations of others
and rough terrains for their lairs, the better to hide from other in the world, be they human, humanoid, or demi-human. In this
races, but they will call anywhere home, often migrating in huge time, Urugdl became angry and vengeful and learned to hate all
numbers when the tribe outgrows the lair. They are prodigious living things that brought harm to the goblins. This morphed
diggers, living in warrens carved out of hillsides, mountain ever so slowly into a frothing desire for nothing less than brittle
slopes, beneath the roots of trees, or wherever else they settle. war and devastation to be brought upon the enemies of his kind.
He forged a steel spear in the belly of a great dragon and – when
They have a love of running water, particularly water falls.
he came out, he banded as many goblins together as possible
and began the never-ending wars the goblins make amongst
themselves and against others.

Urugdl walks the world as a goblin. His skin – impenetrable to


iron, steel, and all metals – is as green as the needles of pine,
smooth and glistening. He stands taller than all goblins and
ripples with muscles. His face is broad and flat, with large fangs
tipped in metals from the depths of time and the core of stars.
His eyes are blood red and drip with hatred and anger. He always
carries his spear with him, trailing bolts of lightning and arcane
power. Urugdl is terrifying to behold in repose and in battle. His
ferocity alone brings lesser mortals to their knees, where they
quake in fear and hope for nothing less than a quick death.

Typically, only goblins worship Urugdl. Though in ages past


many creatures who dwelled in the dark and remote places of
the world sacrificed to him, fewer and fewer do since Urugdl
turned his rage and anger toward all living creatures. Goblins
who are going to war always give some prayer to Urugdl in hopes
of receiving his aid. Those goblins whose intent it is to die in
combat are the ones who will placate themselves before his
shrines and mark their bodies with scars and tattoos proclaiming
their desire to die for their kin and home or, better, to take
vengeance on all those who belabor the lives of the goblins.

There is little that goblins can do to worship Urugl. He


expects nothing from his followers except obedience to his one
commandment: that they kill all those creatures who seek to do
goblins harm. Priests will wander amongst an army calling his
name seeking aid in battle. Sometimes, goblin armies will chant
his name before battle and clash their shields and weapons in
unison. This can become a cacophonous roar such that when
URUGDL: THE WALKING GOBLIN it breaks has so roused an army that they know nothing but a
Order: Lesser willingness to die in the process of trying to kill.
Province: Rock and soil
Plane: Sunless Falls
YAKSHAR: THE BLACK HOLE
Alignment: Neutral Evil
Order: Lesser
Temple: N/A
Province: Caves
Sacrifices: Stone shrine
Plane: Sunless Falls
Holy Days: N/A
Alignment: Chaotic Evil
Superstitions: Dead burrowing animals
Temple: Stone Shrine
Preferred Weapons: Spear
Sacrifices: Iron ingots
Adage: “The ground is my home.”
Holy Days: N/A
Ceremony: N/A
Superstitions: Rain
Granted Abilities: Goblins who worship Urugdl and carry his
Preferred Weapons: Sword
holy symbol with them receive a +1 to any physical check or saving
Adage: “I break my pick, I get a new pick, I break my pick, I
throw once per day. The holy symbol is typically a blessed spear.
get a new pick.”
GODS & LEGENDS 49
OF THE GODS
Ceremony: Breaking of the Pick be felt with deafening footfalls and his voice resonates so deep
Granted Abilities: Goblin priests who worship Yakshar that it can crack rock if he so desires.
are granted +1d4hp, a +1 to hit, and +1 to damage while
defending the cave they call home. They must ritually break a The role of Yakshar is well understood by all goblins. He is the
pick at a shrine before this power is granted and it only lasts 24 fomenter of battle and strife and often deceives others into battles
hours. The ritual can be used once a week. and wars that may seem, to an outsider, unnecessary or pointless.
Goblins do not understand it this way, rather, they see Yakshar as
a cleanser of the ranks, the one upon whom they rely to rid their
kind of the weak and undeserving. Most goblins are wary when
paying homage to Yakshar, for their attention may garner his
attention. Yakashar’s attention is not always what is desired. The
greatest amongst the goblins, however, celebrate and sacrifice to
Yakshar with no fear as they believe they are chosen.

Yakshar provided goblins with both the knowledge and skill to


mine deep into the earth. He taught them to build indomitable
structures and vast cities impervious to the forces of nature. For
this, all goblins are beholden to Yakshir and pay homage to him
by breaking a pick once a year at his alter. This also symbolizes
the endless days of work that lie before every goblin. Miners,
engineers, and priests devoted to Yakshir might do this more
often, sometimes daily. Deep delving miners or those who are
beginning a new habitation act out rituals and pay homage to
Yakshar. Not to do so invites certain doom.

BEERKZKURD: THE DEVOURER


Order: Lesser
Province: War
Plane: Sunless Falls
Alignment: Lawful Evil
Temple: Pile of skulls
Sacrifices: Skulls
Holy Days: N/A
Superstitions: Sun at noon
Preferred Weapons: Axes
Adage: “None shall stand before me.”
Ceremony: The Sacrifice of Beerkzurd
Yakshar saw that the goblins were divided into families and clans. Granted Abilities: Warriors, priests, and all goblins who pick
He appreciated this and realized that only the strongest amongst up arms to fight in the name of Beerkzurd can take a death oath
them would survive through fighting each other, breeding ever prior to battle. When those who have taken the oath reach 0
stronger and more capable goblins. He went amongst them and hit points and would otherwise be killed, they gain an automatic
taught the goblins to dig deep holes and caverns in which to +1d10 hp and can continue fighting until those hit points are
reside. Into each, he placed a family and gave them a territory to used. After the combat, they die. This cannot be combined with
be called their own. Yakshar was pleased, but this was only half any other granted abilities.
his plan. He then went amongst the goblins, exclaiming that Beerkzkurd is the first son of Urugdl. At first, he was shunned
others were coming to take their lands and caves. The goblins and thrust aside for his hideous appearance. Only when Urugdl
then warred amongst themselves and with all others around. started his wars against all living things did Beerkzkurd come
Yakshar was pleased and aided the strongest amongst them. out of his lonely cave and come to the side of his father. It is only
Yakshar could move amongst the least of the goblins and go in war that Beerkzkurd found his true meaning for being and the
unnoticed. He is small, even for a goblin. His fangs are cracked only manner in which he could aid his brethren. In each arm, he
and broken, his skin old and wrinkled, and his eyes weary and carries an axe, and each axe resounds with the forces of nature,
worn. He always carries his silver pick with him, though, and fire, lightning, arcane energy, and mystical powers. So impressed
when he pulls it from its sheathing, the full glory of Yakshar was Urugndl that he blessed Beerkzkurd and gave him a great
is revealed. Still small, but bound in muscles tight as a rock, war-wolf named Uvarn and an army of slavering goblins bent on
hunched, and with gleaming eyes that pierce the darkness and nothing more than killing to lead into battles that rage across
light his way, he parts both goblins and rocks. His presence can the world and beyond.

50 CASTLES & CRUSADES


OF THE GODS
Beerkzkurd was thrown aside after he was born. He had four Ivnard moves amongst the goblins as a teacher, instructing
arms and a huge head with a massive mouth capable of fitting them in the ways of war, treachery, deceit, and machination. He
a whole goblin inside. Urugdl left him to die in a cave, thinking collects tales and stories and recounts many an accomplishment
that he would never be of use to his kind. Beerkzkurd hid himself of those greatest amongst the goblins and scribes their lessons in
in deep tunnels and dark caverns for ages, for he would not iron tablets to be brought to the Scroll House.
accept his fate and was born with a love of his kin unmatched
by any of Urugdl’s other children. When the wars against all Ivnard can appear much as he likes. Most often, he takes on
others started, Beerkzkurd crawled forth from his cave and the appearance of a goblin clad in white robes, carrying a black
went berserk on the enemies of the goblins. In each hand, he staff, and has a crystal ball floating above his other hand. In this
brandishes a gleaming axe and uses these to kill any and all that guise, there is a permanent snarl on his face, as if he were about
are not of his kind. to eat whatever is in front of him. Other times he takes on the
appearance of a large rat or a bat to move more quickly through
All goblins pay homage to Beerkzkurd. Not to do so might invite small shafts in the ground or glide across the night’s sky. On rare
death or worse. It is the warrior chiefs, warlords, and leaders in occasions, Ivnard takes on the appearance of a wingless dragon,
battle who give him great attention, though. Each and all hope long and sleek with many dozens of legs. The latter is his most
that Beerkzkurd will present himself in battle and aid them terrifying of appearances and only occurs prior to large battles.
in any upcoming fight. Of special note are those who pledge
themselves to Beerkzkurd to die in battle. The goblins separate Goblins are angry creatures. The angriest amongst them devote
themselves from others and form bands that are usually in the themselves to Ivnard. It is through his difficult labors that the
vanguard of an army. Their numbers are small, but their power knowledge needed to defeat the goblins many foes is acquired.
is great, and the raging attacks have led many a goblin army to The many acolytes of Ivnard work relentlessly to expand this
victory over their foes. knowledge. They do much work through observation, gather
intelligence from devious activities, and place themselves in
There are no temples, shrines, or monuments to Beerkzkurd. great danger to acquire what it is they need. They also attempt
There are only two types of worship or ritual which truly attract to destroy everything that is not useful to them and that might
his attention. The first is the death oath, in which a goblin be useful to others. They burn books, scrolls, destroy tablets,
swears to die in battle and undergoes ritual scarring, tattooing, and kill sages in an effort to make their lives easier and the lives
or wears body paint as a sign of this oath. Beerkzkurd will bestow of their foes more difficult.
his blessings on these. The other ritual goblins partake in is the
skull pile. After a battle or raid, the heads of all foes are taken The priests of Ivnard are generally the only ones who partake
and pile up as high as possible. Sometimes the goblins take the in rituals or ceremonies of worship for this deity. The act of
skulls of their foes to their deep halls and place them along walls inscribing an iron tablet with some arcane piece of knowledge
and pile them in chambers. It is said some halls and chambers is the most sacred act of worship. Another act of worship is
contain millions upon millions of skulls. burning books and scrolls, which are of no use to goblins. Some
acolytes will go far out of their way to sneak into libraries and
IVNARD: THE TEACHER private chambers of human, dwarf, elf, or other creatures just
Order: Lesser to steal books which can later be burned in one of their rituals.
Province: Speech
Plane: Sunless Falls
Alignment: Lawful Neutral
Temple: The Scroll House
Sacrifices: N/A
Holy Days: N/A
Superstitions: Uncontrolled fire
Preferred Weapons: None
Adage: “Engraved upon iron is engraved upon time.”
Ceremony: Engraving of iron tablets
Granted Abilities: Priests of Ivnard are able to advance in
levels as a cleric. They are limited to 5th level.
Ivnard is the third son of Urugdl. He was given the task of writing
down all things the goblins should know. Ivnard dispensed with
all other knowledge, actively destroying anything that did not
pertain to the goblins and their survival. If it could not be used
to their advantage, it would be destroyed. That which was
valuable was scribed in iron tablets. These tablets are collected
in a secret chamber, the Scroll House, somewhere in the bowels
of the world that only Ivnard and Urungdl have ever entered.

GODS & LEGENDS 51


OF THE GODS
ORCS DEITIES
Orcs are consummate raiders and are always on the path of war
or larceny. Orcs are impressed by strength and will loyally serve
almost any evil creature that displays cunning, cruelty, and force
– and promises them plunder. Orcs despise the sun’s light, as
it is painful to their eyes. They move in the darkest of nights
with ease and comfort, and do most of their raiding just after
nightfall, or in the early hours just before dawn.

They have an affinity for uncooked meats and the marrow of


bones a trait shared by their gods.

CHZANGISH; THE SLATE ONE


Order: Greater
Province: War, battle, strife, axe
Plane: The Marrow Gorge
Alignment: Chaotic evil
Temple: N/A
Sacrifices: Lead in battle, die in battle
Holy Days: N/A
Superstitions: N/A
Preferred Weapons: Battle Axe
Adage: “My time to die.”
Ceremony: War chant
Granted Abilities: There is a 10% chance for a common orc
who leads in a battle to be granted a boon of 1d8 hit points and
a +1 to all combat rolls including initiative. All chiefs, warband
leaders, or similar have a 10% chance of gaining a +1d2 to their
hit dice and all combat rolls when they lead others into battle.

When the Slate One first emerged, he had no name and wandered
in the darkness killing what he could for food and beating down sacrifice. Amongst the warriors and raiders, Chzangish is given
all that stood before him. After ages, he came into the light, and great attention. Orcs who seek to become chiefs, leaders, and battle
before him stood a boar of gargantuan size. The Slate One sought lords must serve to fulfill Chzangish’s desires and ape his manners.
to beat the boar and eat it. For years, he chased it until the boar No chief or warlord lasts long who does not give Chzangish his due.
was trapped in a ravine and exhausted. The boar and The Slate This is a dangerous game, for to worship Chzangish with zeal is to
One fought until The Slate One, exhausted and bloody, was realize one will die in combat.
pushed down. The boar, huffing blood, stood over the Slate One
and gave him the name Chzangish, the One who Does not Quit, Most orcs place meat upon an alter to Chzangish or offer a blood
and gave him words to speak, and gave him the Axe of Conquest, libation to pay homage. It is the warriors, war chiefs, warlords, and
and one boon, to create one thing. “It is all yours, the whole of similar that devote themselves to Chzangish and give much heed
the world, if, by this axe, you can take it,” the boar promised. to his worship. These must always lead in battle and fight unto
Chzangish’s single act of creation was bringing Krichnag into death. Often orcs who do such paint themselves in blue and white
being. The two bore many thousands of children. and charge into battle with no armor. To claim power in a tribe or
kingdom is to challenge those in power. A fight to the death follows
Chzangish is a behemoth. He moves like a mountain of granite and it is considered the greatest act of worship to die while seeking
quaking the earth as he charges into combat. His blue-green Chzangish’s favor and leadership of a tribe or kingdom.
skin, covered in iron plates and dangling with thousands of
skulls attached to rings sewn into his body, strikes fear into all KRICHNAG; EATER OF THE WEAK
who see him. Massive jaws with teeth like a thousand white Order: Greater
swords, slobber blood and ichor from his constant eating. Province: Eating, bravery, law
Atop his head sits a helm made from the skull of the dragon Plane: The Marrow Gorge
Hruxiathlalin. Chzangish rides the bull Ugroth into battle and Alignment: Lawful Evil
carries a scintillating axe given to him by the boar. Temple: Shrines built of skulls with sacrificial stones
Sacrifices: Enemies, the weak or deformed
All orcs pay homage to Chzangish as the father of their kind. Much Holy Days: N/A
of this worship is little more than placing meat upon an altar as a Superstitions: Empty plates or bowls
52 CASTLES & CRUSADES
OF THE GODS
Preferred Weapons: Cleavers, knives, serrated weapons Holy Days: N/A
Adage: “I eat so your belly is full.” Superstitions: N/A
Ceremony: Ugrisk or “Delivery of the Weak” Preferred Weapons: Sword
Granted Abilities: After the Ugrisk ceremony, shamans Adage: “Death is life.”
receive two higher levels of spell casting and an increase of 1 Ceremony: Collecting of Skulls
spell per level. For example, if a normal shaman could cast three Granted Abilities: If an orc beheads a foe in combat, the orc
0-level, two 1st level, and one 3rd level spells, after the ceremony automatically heals all damage, receives an additional 1d12 hit
they could cast four 0-level, three 1st level, two 3rd level, one 4th points, and gains a +1d4 for every combat-related die roll for
level, and one 5th level spells. The effect only lasts one week. 1d12 hours. All shamans must sacrifice skulls to receive spell
Krichnag bore many thousands of children for Chzangish. The casting.
two commanded their children to go and conquer the world Of Krichnag’s children, Akgut is the greatest. He carried the
and bring them food. But many of their children were cowardly spark of his parentage and came to rule the vast horde that laid
and incapable of capturing much food. The orcs hid hither waste to the underworld and claimed it as their own. He caught
and non and scattered to the winds. So, Krichnag went and the bull, Ugroth, tamed it, and gave it to his father. Akgut then
found them and pulled them from their places of hiding and ate collected swords and smelted them into one, which he named
them to assuage her hunger. Only the bravest were left alive. the Headman. With it, he led his horde above the world and
Krichnag commanded them to accompany Chzangish in battle beneath the sun. He laid waste to all he could and commanded
or go forth on their own but in no way show reluctance or she his armies to go forth, demanding everything of them and
would find them and consume them as well. She then sat in the accepting nothing less. The battle he began ages ago rages to
halls Ulchak built upon a throne of skulls, commanding and this very day and will until the whole of the world lies beneath
admonishing her children. his iron feet. He travels to Chzangish and Krichnag in the dark
palace every full moon to deliver a load of heads.
Krichnag walks on six arms or legs as each appendage ends in
a clawed hand. Her pale skin is a grotesque gray, much akin to Akgut is a massive orc who stands 30 feet tall. His skin a perfect
rotting flesh, with covered buboes and pustules that drop baby green, flawlessly stretching over corded muscles and bone. His
orcs all day and night. Her head is bulbous, with a great gaping arms are the size of trees, and his legs are even larger. Akgut’s
jaw filled with serrated teeth, a dozen eyes, and long pointed jaw is home to four razor-sharp canines several feet long and
ears with lobes dragging the ground. When she stands for battle, tipped with a silvery metal. He is never without his battle
she pulls out a cleaver, serrated sword, bearded axe, and a five- raiment, a breastplate forged from a comet, a shield of iron, the
pronged spear or “quindent.” bearded axe that screams war cries before battle, and his iron
boots that are called Doom. He carries the Horn of Valkurl,
All orcs pray to their mother for, without her boon, they would which he sounds before combat, calling in storms and dreadful
be dead. She is considered the Chooser or Selector, the one who destruction.
decides whether an orc is worthy or not. Those she finds wanting
are eaten and consumed. There are also those amongst the orcs Only those orcs going to war or entering a fight pay any homage
who give Krichnag great attention and in return receive boons to Akgut, for he cares nothing of those who do not engage in
and magics. These shamans are rare but a select few are great mortal warfare. Warriors, tribal leaders, chiefs, and those of
warlords or tribal leaders who can stand in combat against the similar status call upon Akgut – most specifically when they
heroes of any age. draw first blood in combat. It is said others worship Akgut, as
well. Some goblins – and even humans – are known to name
Ceremonies of worship are rare and typically only carried out by him in battle, for Akgut is known to give boons to all who pray
priests or shamans. However, informal ceremonies are common to him in combat.
and typically consist of sacrifices. These would be weak things
such as the runt of a litter of dogs or pigs, deformed young, or The worship of Akgut consists of little more than beheading an
the least desirable portion of an animal killed in a hunt. Priests enemy slain in combat and offering that skull to Akgut. Sometimes,
and shamans perform the Ugrisk once a year, though it can be the heads are collected into great piles, and the skulls are even built
more often. This ceremony involves the sacrificing of weak into walls of castles and palaces. Many orcs wear skulls as part of
orcs, however they are chosen. These are placed on an altar and their battle raiment as an act of worship to Akgut. There are no
killed in the most grisly of fashions. temples to Akgut, though there are holy places where large pylons
have been erected. These are often surrounded by mounds of heads
AKGUT; GORE TOOTH, GOUGER, HEADMAN and skulls of those who died in combat.
Order: Lesser
Province: War, beheading, swords ULCHAK, THE STUNTED ONE
Plane: The Marrow Gorge Order: Lesser
Alignment: Lawful evil Province: Building, fortresses, camps
Temple: Pylon on a mound Plane: The Marrow Gorge
Sacrifices: Enemies and oneself Alignment: Lawful evil

GODS & LEGENDS 53


OF THE GODS
Temple: Tall tower with open wounds that will bleed for all time. His arms are a
Sacrifices: Square stones added to a tower sight to behold. They are each as large as his chest, with bared
Holy Days: N/A muscle and tendon and with hands shaped more like hammers
Superstitions: Broken stone and picks than anything else. He carries a hammer the size of a boulder
Preferred Weapons: Hammer and a pick of adamantine, with which he is always carving,
Adage: “To serve in Strength” cutting, placing, and stacking stone. A giant chain, anchored
Ceremony: Vooldgen or Placing of Stone to a ball of iron, hangs around his neck and drags the floor,
Granted Abilities: Once an orc places 1,000 stones at a sparking and grinding, announcing his arrival long before he
temple, they receive a +1 to AC permanently, while 2,000 gets to his destination.
stones result in a +3 to AC. This is quite rare, with only 1% of
orcs ever completing 1,000 stones successfully. Few worship Ulchak, though almost all orcs pay homage to him
by repeating his name and thanking him for protection. The
When Krichnag went to eat Ulchak, she only managed to rare engineers amongst orc clans do give reverence to Ulchak.
mangle him before he slipped out of her mouth. She left him A few others do so, as well. Goblins and other humanoids who
for dead. Ulchak, gnawed into an unrecognizable lump, slunk live beneath the earth or build fortresses on the surface of the
down into the deepest of caves to recover. Infused with his world bend a knee to Ulchak, seeking both favor, power, and
mother’s will and a desire to please his father, Ulchak began inspiration.
carving stone. He built a great palace in the bowels of the earth
for Chzangish and Krichnag. As a final act before showing his The most important thing an orc can do to gain Ulchak’s favor
parents his complex, he gathered all the skulls scattered by is to bring stones to a castle for use in its building. A thousand
Akgut and built a throne of them. Pleased with his palace, stones are needed to even get Ulchak’s attention, which is an
Krichnag and Chzangish allowed Ulchak to live and bade him arduous undertaking as each stone must weigh 100 pounds.
teach their children to construct mighty fortresses. Those few who follow through with this become priests or
shamans and later, after many thousands of stones have been
Ulchak, nicknamed “The Stunted One,” is a horror to behold. delivered and cut, may receive divine inspiration and become
Krichnag chewed Ulchak and spat him out as he tasted so engineers capable of designing and building fortresses.
bad. He hobbles on bent and twisted legs with threads of flesh
dangling from them like tentacles. Ulchak has a massive chest

54 CASTLES & CRUSADES


OF THE GODS
HOBGOBLIN DEITIES
Hobgoblins are stout, foul-featured humanoids. About the
size of a human male, they have thick, knobby skin that varies
from dark green to black. They have dark, greasy, knotted hair
that often hangs down to their waists. They travel in small,
disciplined groups, using goblins as slaves and jackals as tracking
beasts. Hobgoblins prefer heavy armor, sheathing themselves in
chain mail or stronger. They prefer to wield large weapons in
battle, such as halberds, pole axes, and two-handed battleaxes.

Their orderly minds are reflections of the gods they worship.

IZNAN; THE CREATOR, THE DRAGON, DEATH


Order: Greater
Province: Creation, death, contests
Plane: The Knotted Plain
Alignment: Lawful Evil
Temple: Ziggurat
Sacrifices: Anything smelted or shaped into a sphere
Holy Days: Spring, first full moon
Superstitions: Late frosts, broken circles
Preferred Weapons: Spear
Adage: “I am Creation”
Ceremony: Placing of the spheres
Granted Abilities: Iznan offers only one thing to her
worshippers, the prospect of becoming a priest. Should a
hobgoblin build a temple or have one built, Iznan allows them
to enter the priesthood. The temple should cost a minimum of
1,000 gp and reach a height of 20 feet for two 0-level and one
1st level cleric/druid spells. For every additional twenty feet in
height and 2,000 gold in cost, increase the spell numbers by one
and the level of spells by one. A 120-foot-high temple would way is destruction, and all fear her arrival. If she wills, Iznan can
cost 10,000 gp and confer 7-0 level, 6-1st level, 5-3rd level, 4-2nd take on the appearance of anything she chooses, but her eyes,
level, 3-3rd level, 2-4th level, and 1-5th level cleric/druid spells. It the eyes of death, always remain.
is exceedingly rare these temples ever exceed 60 feet in height.
All Hobgoblins worship Iznan, as she is the creator of their kind
Iznan came into being of her own volition. When she saw the
and the one who has instructed them in how to be of use in
world, she found it lacking. There was little in it she cared for and
the world. Those hobgoblins who are of no use are killed, as
found that most things that existed served no purpose. She went
they are known to be displeasing to Iznan, and any hobgoblin
to many and tried to give them purpose but to no avail. Iznan,
who refuses to bow before her altars is slain by her or other
finding everything useless, began to throw all she could into the
hobgoblins. They are all her children and tied to her. There are
ocean, watching them drown. When she threw Kemikuz into the
others who worship Iznan, as well. Some orcs, bugbears, goblins,
ocean, he came back. Iznan mauled him and threw him back into
humans, and even a very few dwarves are said to offer Iznan
the ocean. Again, he returned. She mauled him once more and
libations, tithings, and a bended knee. But in most places, her
threw him back into the ocean. He returned for the third time.
worship is forbidden, and her followers are killed without mercy.
Iznan decided Kemikuz had a purpose and offered him boons and
protection. Iznan gave Kemikuz a wife in the image of Iznan and The worship of Iznan is confined in space and time. There are
instructed them to make the world in her image and give it purpose. seven ziggurats spread across the world, and the location of
each is kept secret. These were built during the age when the
When Iznan came into being, she took the appearance of a
Forty-Eight Nations were being formed. Each is hundreds of feet
great dragon with four wings. Her size is such that she wraps
tall and has seven tiers. These are topped by a statue of the
around whole mountains and fills whole valleys. Her scales
dragon, Iznan. Hobgoblins try to make their way to one of these
scintillate and change colors, blinding those who see her. Her
ziggurats at least once in their lifetime. Here, they place spheres
breath, like a cloud of poisonous gases releasing from the bowels
at the base of the ziggurat and swear to expand the kingdoms of
of the earth, kills everything. Her claws, like gigantic swords, dig
her children to all the known worlds – and even worlds beyond.
deep pits in the ground, ripping the earth and shredding all in
her path. Her tail, like a whirlwind, blasts all in her path. Her

GODS & LEGENDS 55


OF THE GODS
KEMIKUZ; THE SLAUGHTERER, SLAGERZ, THE IRON GOD have successfully fought to expand the lands and realms of the
Order: Greater hobgoblin kingdoms. Those who do not engage in combat with
Province: Law, conquest, battle, war, oaths foes or are not involved in combat still offer sacrifices and prayers
Plane: The Knotted Plain to Kemikuz, even as those who do engage in warfare. Worship is
Alignment: Lawful evil the first thing taught to the young and is adhered to throughout
Temple: An Erglize, a rotunda with a hole in the center of its roof hobgoblin life.
Sacrifices: Weapons
Holy Days: Every 66 days Worship takes many forms. Warriors wear emblems, carry
Superstitions: Weapons broken while being forged and stillborn totems, have tattoos, and paint weapons with symbols of
Preferred Weapons: Spear, scimitar, axe Kemikuz. Others offer food, slaves, sacrifices, or other goods to
Adage: “I take so that you may have.” priests, chiefs, or warlords who have done well in war. However,
Ceremony: The Varsk Al the most important aspect of worship is to enter the rotunda,
Granted Abilities: Offers of weapons of conquered peoples or Erglize, and offer gold and silver as an act of worship. This
confer a permanent 1 hit point increase to the hobgoblin who gold and silver are placed in large pots and melted down to
gives them. One hundred weapons must be given for this boon. lumps that are then formed into spheres to be taken to one of
Having children also does this, at a rate of 1 hit per 10 children. the seven temples of Iznan. The spheres of gold and silver are
extremely valuable to those who gather them and are worth far
At the dawn of existence, Kemikuz fought many great creatures more than any monetary value as they become religious and
but found none who could best him. He earned the name devotional objects at that point. This is done every 66 days.
the Slaughterer, or Slagerz, and many other horrible names.
When he encountered the dragon Iznan, he pulled his blade OZIMINACH; THE BUILDER, THE MAKER, THE SUNDERED
and sought to bring her to bear. She bested him three times Order: Lesser
before he bent his knee to her. In return, Iznan gave Kemikuz a Province: Construction, weapon making, mining
wife who bore him ninety-eight children. After this, Iznan ate Plane: The Knotted Plain
the wife of Iznan and commanded that he make the world in Alignment: Chaotic evil
her image. Kemikuz took the two greatest of his children and Temple: N/A
set them aside, giving them each a task. With the others, he Sacrifices: Tithe
founded the Forty-Eight Nations (or the Nagk Kin Buk), and Holy Days: N/A
forever they carry out Kemikuz’s will in the world. Superstitions: Debased coinage, impure metals, broken
Tall as a great fir tree, Kemikuz thunders wherever he travels. His cornerstones
steps are like the drumbeats of war and death, synchronized and Preferred Weapons: Hammer, pick
beating the air, reverberating doom. His blackened skin glistens Adage: “The foundation of all is stone and iron.”
in the dark with flecks of silver and gold. Broad, matted braids Ceremony: Smelting of iron, gold, or silver
of thick hair dangle to his waist. His visage is fearsome. Narrow Granted Abilities: Rare amongst the hobgoblins are those
eyes, glowing red, top a permanently grimaced and fanged granted the capacity to make weapons. A hobgoblin priest who
mouth with iron-tipped teeth and iron rings dangling from his tithes 10,000gp to a temple in the name of Oziminach can learn
ear. His chest is covered in a plate of blackened iron, his legs to make weapons. All these weapons confer a +1 to hit and
and arms in red iron, damage when used by a hobgoblin.
with flames licking Oziminach, the first of his kind, inherited the strength of his
up and out. Kemikuz father and the will of his mother. He could see the desire of one
carries the Spear of and used the ability of the other to fulfill that desire. He began to
Tears and the Talwar build a great temple and palace for his father and then siblings.
of Sundering. All bow, In these tasks, he learned of mining and ores and the making of
bend, or break before weapons. He organized cities for each of the Nagk Kin Buk (the
him. Forty-Eight Nations) and built a temple and palace for each.
Yet, his rage was immeasurable and frustrations insurmountable.
All hobgoblins worship Once, angered at a stone that would not break, Oziminach slew
Kemikuz. Were one not all that he could find and killed the elephant Arzigond, a gift
to do so, that hobgoblin from Iznan and the one who had carried stone for him all these
would be hunted down eons. Furious at this act, Kemikuz beat Oziminach and tied the
and killed. The warriors unbreakable stone to a chain hanging from Osiminach’s neck to
who go into or travel remind him forever that he is a slave to the will of Iznan.
to a battle give special
attention to Kemikuz, Oziminach is massive in girth. His chest and arms can stretch
for he offers boons and around houses that hold ten men, and he is strong enough to
favor to those who are uproot even the largest of trees from the ground and swing them
battle-hardened and like twigs. His hair is free and flows like a storm about his head.

56 CASTLES & CRUSADES


OF THE GODS
In one gnarled hand, he carries his pick that is said to break
rock found at the base of the world. In his other, he carries a
hammer that shapes rock as he chooses. Oziminach also has an
unbreakable iron collar attached to his neck. He pulls the Stone
of Iznan for all eternity as punishment for his crimes.

All hobgoblins observe the few rituals that are expected as an


act of worship, even if they do so as an afterthought. However,
some hobgoblins are quite strict about their worship and make
every effort to follow the proper rituals as it benefits them
greatly. Merchants, miners, the few smiths amongst them, and
those hobgoblins who own slaves and run plantations always
give proper homage.

Acts of worship are simple. Merchants and others tithe to a


temple. Typically, this is around 20% of any gold or silver taken.
Other offerings include giving slaves to the temple, food to
priests. Often the chiefs and warlords have shrines erected to
Oziminach when they build an Erglize, fort, or other structure
of importance. The enormously important offerings come from
miners, builders, and the few smiths one finds amongst the
hobgoblins. These always inscribe stones, metalwork, and picks
with symbols of Oziminach upon them.

TECHIMOKE
Order: Lesser
Province: Prayer, will, magic
Plane: The Knotted Plain
moist. She stands tall with her head borne high, reaching to the
Alignment: Lawful evil
tops of the world’s highest trees. Her four fangs are bent like
Temple: Cave
scimitars, each easily the size of a man and so sharp as to slice
Sacrifices: Time, scalps, gold
through silk as a hot knife through butter. Pitch-black hair, the
Holy Days: Every moonless night
color of the night sky, wisps around her head and eyes, yellow
Superstitions: Full moon
and burning, light the night. She dresses always in pure white
Preferred Weapons: Trident
robes that seem to have a life of their own as they flow about
Adage: “Everything dies.”
her. In her left hand is a censor, measuring time with each swing
Ceremony: Scalping, melting of gold, sojourn
and, in her right, a trident bearing the scalps of ten thousand
Granted Abilities: Priests who are accepted into the Priesthood
times ten thousand dead.
of Techimoke are given the power to polymorph into a hyena or
jackal once a day at will for 1d6 hours, gain 4 HD, and can cast The priests of Techimoke are rare, and they are the only ones
1 extra spell per level of castable spells. in hobgoblin society who worship her. These priests are easily
Techimoke, the second-born, contains the spark of her mother. identified by their white robes, near-immaculate appearance,
She came into being breathing fire and contained the breath of and lack of armor. They are the only ones who carry tridents.
the universe’s life. Unlike her father and older brother, she can Others carry symbols or totems representing Techimoke,
focus the will of Iznan and confer that power to a priesthood of especially when being punished, as the priests are the lawgivers
hobgoblins. In her early days, Techimoke was wild and untamed. and judges of hobgoblins and others.
She strode the world with no goal nor aim, and this angered
Iznan. So, Iznan changed her into a jackal and made her less Priests of Techimoke are the only ones who actively worship her.
than all her other kin. For a millennium, Techimoke wandered This follows specific rules that must be followed to receive the
as a jackal, giving rise to the cackling hounds that bray at the benefits of her boons. The worshipper must take a one-year solo
moon. Having dispensed with her chaotic youth, Techimoke sojourn. This is typically done by living in a cave and relying
went to Iznan, asking to become what she was once more. Iznan on one’s self for food and safety. This is followed by joining
instructed her in the way of becoming useful. Techimoke went warbands and collecting the scalps of 100 enemies killed. After
to a cave and sat there for ages, teaching those who passed her that, the worshipper is responsible for bringing 100 gold coins to
tests the ways of the universe. a temple, melting them, and forming them into a sphere. This is
then taken to one of the seven temples and donated there. They
A cool green, almost yellow, glow follows Techimoke wherever then receive the benefits of the priesthood.
she travels. Her skin is lustrous and smooth, silky to the point of

GODS & LEGENDS 57


OF THE GODS
LIZARDMAN DEITIES the temple must be destroyed. The temples can be constructed
from anything but the foundations are always laid in stone. The
Lizardmen form rudimentary settlements, living in daub and upper portions can be raised above the water or be in the water.
wattle huts, or in dens fashioned from fallen logs and other Priests and nobility live in the temples. Vasser will protect his
debris. As lizardmen are amphibious creatures, capable of people and give them boons, as is his wont. He cares little for the
breathing water or air, parts of their homes are submerged ceremonies that other deities do, preferring that his followers fill
to provide ready access to water, where they are particularly his coffers with emeralds and rubies and platinum. He gathers
effective. They are clever and malicious, leaning toward the these to bring to his palace. To his most ardent followers, Vasser
vicious. They favor subterfuge over brute force, though this is lends his aid in combat and spell-casting.
not reflected in the gods who lord over them.
The only ceremony his priests partake in is The Ardage. In this
VASSER ceremony, as many lizardmen as possible are gathered into a
Order: Lesser temple complex. Each offers to bring an offering of flesh to Vasser.
Province: Lizardmen, swamps, mires, and morasses Then, the priests lead the lizardmen into battle. The whole point
Plane: The Arid Plane of this is to gather a piece of the flesh of a foe and return it to the
Alignment: Chaotic evil temple. This is a horrible and devastating ceremony for any who
Temple: Stone structures in the water but raised above it live near a lizardman temple complex. These armies can be in
Sacrifices: Rubies, emeralds, and platinum the thousands. However, the attacks usually dissipate quickly, as
Holy Days: Every quarter moon those who gather the flesh rush off the field and head back to the
Superstitions: Fish on land, turtles belly up temple to fulfill The Ardage’s objective.
Preferred Weapons: Axe polearms
Adage: “Kill before being killed.”
Ceremony: The Ardage
Granted Abilities: Priests gain a +1 to
all attacks and can cast one more spell per
level than is listed in the allowed spell list.
Lizardmen in the Adage ceremony receive a
+1 to all to hit rolls and damage rolls until
they gather their piece of flesh.
The swamps are home to a vast array of foul and
dangerous creatures. They are also home to the
bloodthirsty Vasser. A carnivore of staggering
appetite, Vasser moved from swampy morass to
swampy morass, attacking and killing everything
he could. Carnivores gathered to his side to enjoy
the scraps from Vasser’s many kills. In time, these
carnivores changed, becoming living emanations
of the wretched creature. They could think as
Vasser could and had many of the same desires
as did Vasser. These made war on all others who
lived in the swamps and claimed all the morasses
of the world as their own.

Vasser appears as a very large alligator or


crocodile, stretching up to 100 feet long. He
can also appear as something more or less like
an alligator that can walk on two feet. Vasser’s
mouth is always open, and his jaws are slathered
with blood and thirst for flesh. In this form,
he carries a great shield made of dragon scale
(a dragon he slew in his youth) and a massive
halberd he wields with one hand.

Temples to Vasser are always located in water.


The foundation must be placed in an area that
is inundated year-round. If the foundation is
ever above water (such as during a drought),

58 CASTLES & CRUSADES


OF THE GODS
KOBOLD DEITIES Keerd lived in dark caves with other kobolds for ages. Kolk, the
Unbridled, came to reside in the same caves and attained power
Kobolds are thin and wiry, and have scaly skin that sheds over Keerd and all those who lived with him. Kolk proved to be a
periodically in large white flakes. This gives them an unkempt cruel ruler, enslaving and torturing Keerd and the other kobolds.
and filthy appearance. However, they are fierce and unrelenting After some time, Keerd and the kobolds grew weary of Kolk’s reign
in battle, clever in their plans. They have independent, and approached him to ask for their freedom. Keerd took twenty
inquisitive minds. This makes them very successful in battling of his kin with him when approaching Kolk to make the request.
their numerous and stronger foes. They are almost never All twenty kobolds died as Kolk raged, grabbed them, and ate
included in hosts of other humanoids (unless enslaved) as them. Only Keerd remained. Kolk, full and weary after eating so
they are reviled by all and considered of little value to any save many kobolds, rested. While Kolk rested, Keerd approached and
themselves. asked that his brethren be given just those caverns to which he
could swim. Kolk assented, thinking Keerd could not swim far.
KEERD: THE SWIMMING KOBOLD Kolk was wrong. Keerd swam the waterways of the world, leading
Order: Lesser his people to freedom and spreading them far and wide.
Province: Water
Plane: Mother’s Nest Keerd appears as an average kobold. He lives underneath the
Alignment: Neutral Evil earth, moving from place to place through waterways and
Temple: Shrines are found near underground waterfalls and tunnels. He usually appears as a kobold, though he can change
springs shape into a long eel or a bat-like creature, either of which
Sacrifices: Water enables him to move very fast should he so desire. With him
Holy Days: N/A at all times are a magical three-pronged spear and net. Keerd
Superstitions: Fishing Poles, Sun, Dams refuses to stay in one place for long and fights all those who seek
Preferred Weapons: Spear to rule over him or his kind.
Adage: “The water is deep, the path is long.”
Ceremony: N/A Although mostly kobolds worship Keerd, a few members of other
Granted Abilities: All kobolds worship Keerd or pay homage to humanoid races have been known to offer prayers to him and carry
him, for he freed the kobolds from bondage. Those few kobolds his holy symbol into battle. For many kobolds, Keerd is considered
who carry Keerd’s holy symbol, the Kisekider (a symbolic pail of their savior from the rule of others and is often invoked when in
water), receive a +1 to all swim checks and can hold their breath a battle against those who seek to enslave kobolds.
underwater for 3 minutes longer than might usually be allowed. Those who pray to Keerd do so deep in the earth, for Keerd never
Carrying the Kisekider into battle against those who seek to comes to the surface and fears the bright light of the sun. His
enslave kobolds or goblins casts the equivalent of a prayer spell in temples are small affairs, tucked away in corners and crevices of
a ten-foot radius around the Kisekider nut effects only kobolds. caves and caverns, consisting of nothing more than a pile of odd
bones made to look like a pyramid. Simple offerings are made
by all kobolds who pass them by. There are rumors that – deep
underneath the mantle of the world – there is a great temple, a
temple so tall that its height rivals that of the greatest towers of
man. This is where ardent devotees come to lie down and die,
contributing to a mass of bones at the base of the temple.

URZNAK: THE TRAP, THE THIEF


Order: Lesser
Province: Traps and tunnels
Plane: Mother’s Nest
Alignment: Neutral Evil
Temple: Shrines of bone pyramids are often found near traps
that kobolds have set
Sacrifices: Blood and bone from something caught in a trap
Holy Days: N/A
Superstitions: Lanterns, bats, owls
Preferred Weapons: Kris
Adage: “My traps are my back.”
Ceremony: N/A
Granted Abilities: Only kobolds receive any benefit from
worshipping Urznak, for he hates all other things. Kobolds who
set a trap with the correct blessing to Urznak cause that trap
to be 1-3 challenge levels higher than it normally would have

GODS & LEGENDS 59


OF THE GODS
been. To do so, the kobold must make a mental check CL 2.
Urznak dwelt with Keerd for many years while both were under
the yoke of Kolk the Unbridled. After Keerd freed the kobolds
from the terrors of Kolk’s palace, Urznak took his closest kin
and moved them far from the concerns of others living in the
world. In deep caverns and darkness, Urznak cared for those
who came with him. For many ages, the kobolds and Urznak
enjoyed relative peace and mostly prospered. Yet, their enemies
came and sought them out. There were many: humans, elves,
dwarves, hobgoblins, goblins, orcs, and many more. Being
weaker than most of those who came to hunt the kobolds,
Urznak taught his people to build deadly traps to ensnare and
kill those who came with a lust for kobold blood. Elaborate and
deadly traps were then scattered throughout the underworld –
and in such profusion – that few could muster the strength of
will and cunning to brave kobold homelands.

Urznak appears as other kobolds do and would be


indistinguishable from them were it not for his blazing diamond
eyes and long spindly fingers with an extra pair of thumbs on
each hand. Urznak prefers to wear what his brethren wear
and eat what his brethren eat. He always carries a bag named
Ngargel. The bag is bottomless and contains all manner of AVZAK: THE BLOODY SPEAR, THE VENOMOUS
devices and tools to construct the traps he likes so much. He Order: Lesser
also carries a scimitar named Wastral, which is said to sever the Province: Battle, armaments, war
head of all the blade touches. Plane: Mother’s Nest
Alignment: Lawful Evil
Only kobolds worship Urznak. No other creature will call upon Temple: Round and domed structures with a hole in the roof
him for fear of attracting his attention and wrath. All kobolds will Sacrifices: Snakes, scorpions, and mushrooms
pay homage to Urznak in times of war and when constructing a Holy Days: Quarter moon
trap. Shamans undertake rituals and leaders set up small shrines Superstitions: Lanterns, lightning, representations of the
nearby their traps or areas they want to be protected. moon
Preferred Weapons: Spear with a stone head
There are no large shrines devoted to Urznak. This would be
Adage: “Kill your foe slowly.”
against Urznak’s naturally stealthy nature and desire to remain
Ceremony: The Awakening
hidden and anonymous. There are small shrines, several feet tall
Granted Abilities: Only a few devoted servants of Avzak
at most. These consist of piles of bones in a pyramidal shape and
receive any benefit from his worship. Those who spend most
dribbled with blood. These are often found near traps that have
of their lives devoted to study and proper rituals of weapon-
sprung and killed those trapped therein, the bones having been
making can make extraordinarily good weapons from stone
collected from the dead.
and wood. All these weapons are +1-2 and can only be used
effectively by kobolds. They include stone daggers, simple bows
with stone-tipped arrows, javelins, and aclides. There is a 1 in
20 chance a kobold will be carrying one of these weapons.
Avzak was never a thrall and – while his kin were imprisoned and
enslaved in the youth of the world, he and his family wandered
the world, seeking a safe place to live. During this time, Avzak
learned that all living things are his enemies and the enemies
of his kind. He taught himself how to make weapons from the
simplest of objects. Taking rocks and sticks, reeds and vines,
he fashioned simple but effective weapons and gave them to
his kin. He then taught them how to make and use their own
weapons. After Keerd led his people from the halls of Kolk,
Avzak went to him and taught Keerd and all the other kobolds
how to make weapons from the simplest of things.

Avzak is taller than normal kobolds, standing almost five feet in


height. His fur is mottled greens, grays, and browns. It is thick and
60 CASTLES & CRUSADES
OF THE GODS
spiked in some areas and smooth as silk in others. Large flakes
of skin and scale work their way through his coat and are shed
and dropped wherever he goes. Avzak’s eyes glow red in the pitch
black of the tunnels beneath the world, and he is often recognized
when the glow of his eyes appears in some dark tunnel or cavern.
Avzak carries a shield called Wailing Night. This shield is made
from a single scale of a great dragon, which was given to him
in ages past. The shield lets out a moaning whenever danger is
near and acts of its own accord when Avzak is in combat. He
also carries a crystal-tipped spear knapped from a crystal brought
from the Abyss. Of all these, Avzak’s most prized possession is his
bag of knapping tools. In this small pouch at his side, Avzak can
withdraw all the tools he needs to make weapons.

Kobolds worship Avzak. There are a few other creatures who do


so, some fey and other creatures found in the deep dark holes
of the world. But they are few, and Avzak does not care much
for them. It is to the kobolds that Avzak gives his attention.
Amongst those are a chosen few who can design and make
the most extravagant of weapons and channel Avzak’s will in
combat.
him from that nightmare. So grateful was Grudznar for this that
As with most kobold deities, there are few shrines to Avzak. he swore himself to the kobolds for all eternity. Grudznar taught
Temples are only constructed in very large caverns where the kobolds how to hunt in the underworld, showing them that
kobolds congregate on special occasions. These are usually in it is filled with food, should one know where to look and how to
very remote caverns, difficult to access, and typically only known capture the beasts that lived there. He also taught them how to
to kobolds. The temples are round structures with a domed roof. capture and train some few creatures living beneath the world.
There is a hole in the top of the dome through which smoke can Because of this, Grudznar became invaluable to the kobolds,
escape. Within the various religious rites undertaken, the most and Keerd invited him to be a member of his tribe.
notable is drinking a toxic stew of hallucinogenic mushrooms
through which the shamans can contact Avzak. This is referred Grudznar is a hideously malformed creature. He is tall and
to as the Awakening. leathery but, because he chooses to walk on all fours almost all
the time, he appears short and long. His skin is wrinkled like
GRUDZNAR, FOOD GIVER, SON OF STARVATION folded bark, grayish to brown in color, and covered in small,
AND PAIN black, fleshy lumps. Cutting across his short, round, and fat
Order: Lesser face is a mouth glittering with silvery canines topped by two
Province: Caverns, caves, subterranean animals large white glowing eyes that have no pupils. Avzak fashioned
Plane: Mother’s Nest two weapons for Grudznar. The first, Blotter, is a spear that can
Alignment: Chaotic Evil block out the light of the sun and whose thrust always hits its
Temple: Shrines in caverns mark. There is also the Net of Avzak, which Grudznar named
Sacrifices: Rotten food Wesral. The net is said to catch and hold tight anything across
Holy Days: None which it is stretched over.
Superstitions: Fresh meat, dead bats, sunlight
Preferred Weapons: Daggers and poison All kobolds pay homage to Grudznar. He is the one who taught
Adage: None the kobolds how to hunt and survive in the underworld. All
Ceremony: The Awakening kobolds are grateful for this. A few kobold shamans have devoted
Granted Abilities: Devotees can command lesser beasts themselves wholly to Grudznak. These kobolds are chosen
and animals in subterranean realms. Those few kobolds who by Grudznak and sent as emissaries to convey all Grudznak’s
devote themselves wholly to the worship of Grudznar can track lessons. His aid can be granted through these shamans.
underground as a 4th level ranger, use the ranger survival skill at
There are no temples or shrines devoted solely to Grudznak.
5th level ability, cast animal friendship once per day at a 5th level
Rather, short prayers are offered after meals and before a hunt
ability, and cast summon swarm at 6th level ability.
begins. On occasion, and usually when a kobold or group of
Grudznar is from the same tribe as Keerd, though he is not of kobolds are starving, a small symbol of Grudznar is scrawled
the tribe of Keerd and not considered kin to any kobold line. He on a cave wall and rotten meat laid on the ground beneath it.
came from the infernal pits and dungeons of the world, where Kobolds wait in hiding nearby as Grudznak sends them vermin
tortures of grotesque nature were always visited upon those caged or insects to kill and consume. Sometimes, Grudznak heeds the
there. Urznak, at first thinking Grudznar was a kobold, freed call for aid, while at other times, he ignores it.

GODS & LEGENDS 61


OF THE GODS
GIANT DEITIES hatred for dwarves began at the dawn of their coming. Ostrall and
the first dwarves fought over hunting grounds. Ostrall lost and
Giants are large-sized humanoid creatures of great strength and wandered into the wilderness with his people. In the ages past,
bulk. They include stone giants, and hill giants, ogres, trolls and he harbored a hatred for dwarves that has consumed his people
other creatures. Not all these creature pay homage to deities for all time to come. Ostrall moves amongst the world as suits
of any stripe, preferring to live on their own in the wilderness his needs and favors those who dine upon dwarves and their kin.
of their own minds, hunting, hoarding or plundering as their
hearts design. But other turn to the deeps of time and gods of Ostrall is a giant amongst giants. He stands twenty feet high, full
their own choosing to call upon or curse as need demands. of hairy muscle. His misshapen face brims with anger. The skulls
of dwarves are entwined in a beard that reaches his navel. His
OSTRALL: ROCK BREAKER, THE DWARF EATER legs, like the trunks of bent trees, shake the earth as he moves.
Order: Lesser A hide of mammoth and bear is draped about his body. Ostrall
Province: Lies, deceit, cunning carries a massive hammer, The Dwarven Anvil, that shakes the
Plane: Material Plane world when it strikes the ground. His bow, the size of a ballista,
Alignment: Chaotic Evil is named Skull Seeker and is always at hand.
Temple: Stone Slab with Symbols of Ostrall
Sacrifices: Crushed bones Giants of all kinds worship Ostrall. Dwarves are an ancestral
Holy Days: N/A enemy of many giants, and it is to Ostrall giants turn when
Superstitions: Boneless animals battling them. The Broken Bone ceremony is often undertaken
Preferred Weapons: Hammer before battling dwarves. Huge slabs of stone are laid on the
Adage: “Grind their Bones.” ground. Glyphs and symbols depicting Ostrall and dwarves
Ceremony: The Breaking of Bones are etched into the stone, and then offerings of broken bones
Granted Abilities: Giants who perform the Broken Bone are laid atop the slab. Ostrall rewards these ceremonies and
ceremony to Ostrall have a 50% chance of receiving a +1 acknowledgments with boons and curses and fervor in battle.
bonus to hit and to damage in combat against dwarves for the Ostrall rarely chooses a member of a giant clan as his
following 24 hours. If Dwarven bones are used in the ceremony, representative. When roused to great anger and foreseeing a
they receive a +2 to hit and damage. war between his people and dwarves, Ostrall chooses one of his
Ostrall is a vicious lord. He strides like a walking quake, destroying people as a conduit of his desires. This leader carries a great,
and killing anything smaller than himself. He delights in nothing double-headed hammer into combat, laying low all those before
more than the taking of dwarves and devouring them whole. This it and casting spells of great might.

62 CASTLES & CRUSADES


OF THE GODS
ICHTHAL: FIRE LORD, THE KEEPER OF THE FLAME OGRE DEITIES
Order: Lesser
Province: Fie, Passion, Volcanoes, Anger, Retribution UNDUIN: STONE THROWER, LAW MAKER
Plane: The Infernal Plateau Order: Lesser
Alignment: Chaotic Evil Province: Ogres, stone, violence, clan
Temple: Large pyramid at foot of a volcano Plane: The Shelf (Wretched Plains)
Sacrifices: Ash, coal, wood Alignment: Neutral Evil
Holy Days: Longest day of the year and shortest day of the year Temple: Underground construction with large stones
Superstitions: Boats Sacrifices: Precious metals and precious gems
Preferred Weapons: Axe, hammer Holy Days: Every fourth day
Adage: “I am born of flame and will scorch the earth.” Superstitions: Spilled cooking pot, rockfalls
Ceremony: The Burning Tree Preferred Weapons: Club, hammer
Granted Abilities: On the longest day of the year, worshipers Adage: “My clan is all that I am.”
of Ichthal gain a +1 to all damage, and clerics can cast any fire- Ceremony: The Udridge
related spell. On the shortest day of the year, all worshipers can Granted Abilities: Ogres who have performed The Udridge
extinguish a fire (up to the size of a house) and receive a +4 to within 24 hours receive a +1 to all damage rolls and a +2 to all
all save for fire-related damage or issues. Paladins who worship missile attacks.
Ichthal can light the weapon of choice ablaze for one whole day Unduin the Great, Master of the Rock, strides across the
on either the longest day of the year or the shortest. mountains and hills in search of his people in an eternal effort to
Born in the fiery pit of a volcano, Ichtal came into the world gather them under one roof. In ages past, all had been gathered,
belching fire and flame and dragging lava with him, wherever he and Unduin led them to one victory after another, claiming
went. With time, this destructive nature abated, but Ichthal still kingdoms and lands for them. Unduin settled many across the
traveled far and wide and his explosive anger always simmered world and beyond. He gathered his host once more but had so
beneath the surface. He built fortresses at the foot of many angered the other deities that they gathered their hosts and broke
volcanoes and gathered to these great hosts of creatures vomited Unduin and his followers under the hammer. Unduin bade his
from the flames of those volcanoes. Ichthal has ever been a child of people escape into the hinterlands as he did himself. The host
the volcano and seeks to carry forth its destruction of the world and of the other deities chased them all such that most were killed,
bathe it in flame. Loved most amongst his host were those of his kin and those few who remained went into hiding. As time passed,
who came from the lava and magma. These were sent out across Unduin and his people were forgotten or dismissed. It was then
the world to carry out his will and have since time immemorial. that Unduin emerged from hiding to gather his people and make
a mark upon the world again. He was sorely dispossessed of this
Ichthal is giant, standing so tall that he casts shadows over idea as he found his people changed, having regressed and become
trees. Ichthal wears flaming iron armor whenever he leaves his more savage than ever before. Yet, he continues to try and urges
palaces and carries the Burning Axe with him. Remorseless and his people to lay waste to all who pained them in the past.
relentless in pursuit of his goals, Ichthal travels with an army of
servants and two fiery dragons to protect him against his mortal Unduin is a massive beast of an ogre. He is tall as a tree and
enemies and ensure that the areas he travels to are destroyed or bound with rippling muscles. His hair hangs down to his knees.
at least do not quickly forget his coming. His hair has been braided and knotted and filled with sharpened
objects such as knives, obsidian, and glass. He can use his hair
Ichthal is primarily worshipped by fire giants and the denizens of as a weapon in combat. He also carries a huge club that shakes
volcanoes, or creatures from the elemental plane of fire. There are the earth when he slams it down or a hammer that brings forth
men, elves, orcs, and others who worship this dreadful lord as well, lightning from the sky. Unduin is unrelenting in combat and
though they are few in number. Those who pay homage or pray to demands his followers be the same.
Ichthal fall into two categories. There are those who seek to carry
out his plan of destruction and those who work to abate it. The two Ogres and their kin are the only ones who worship Unduin,
groups are known to war with another. This delights Ichthal. for Unduin cares for nothing else in the world other than his
clan and kin. Unduin expects much from his clan. Cowardice
Two main celebrations for Ichthal occur during the year. On the is frowned upon and can get one killed. Complaining is likewise
longest day of the year, those who worship Ichthal and seek to looked down upon. Unduin demands his clan be without fear and
carry out his destructive whims offer sacrifices in fire or volcanoes. complaint and accept that life is unfair, harsh, and all struggle.
On the shortest day of the year, those who seek to placate Ichthal
offer sacrifices and prayers at fires or a volcano. In both cases, the Ogres gather whenever a priest calls for an Udridge. This is
sacrifices are the same, only the prayers are different. a type of ceremony or ritual performed for Unduin to both
honor the deity and to ask his aid in solving a problem. Typical
problems that need solving are succession decisions, mating
decisions, treasure dispersal decisions, and whether or not to

GODS & LEGENDS 63


OF THE GODS
go to war. During the ceremony, the ogres gather in a temple Barg is the embodiment of consumption. It eats everything and
and chant, play music, and drink. They then go outside and anything it desires. From its beginning, Barg has moved from place
cast stones. These are large stones; the larger, the better. Each to place, consuming all living creatures. It cares nothing for anything
person voices their decision and heaves a stone. Another ogre living. It has no emotions – anger, hatred, empathy, or sympathy. It
poses their position and heaves a stone. Typically the one who feels nothing but a desire to consume. Finding itself alone and with
threw the rock further is the winner. That is unless the loser nothing left to consume, Barg began to eat itself, and in this way,
disagrees and attacks the winner. The winner in that fight learned that it could live forever and grow for eternity.
(always to the death) holds the decision Unduin prefers.
Barg is a massive beast. It walks on four legs and has six arms
with which to grab and pulp its prey. Rolls of pustule-ridden flesh,
TROLL DEITIES leaking viscous fluids, put off a putrid stink so great as to cause
death to those around it. Barg’s head is like a gargantuan mouth.
BARG: THE DESTROYER, FLAYED GIANT
Hundreds of razor-sharp teeth line its jaws, and tufts of yellowish
Order: Lesser
hair sit atop bulbous eyes filled with a gluttonous appetite.
Province: Troll
Plane: ? Trolls gather in their dark caverns, remote temples, and horrid
Alignment: Chaotic Evil houses to worship Barg. In these places, they bring the living and
Temple: In a swamp, stone mound the dead for sacrifice and consumption. This is what gives trolls
Sacrifices: Flesh their power and their desire to consume. Troll priests dispense
Holy Days: When no moon appears in the sky boons and gifts to the greatest amongst the trolls and to those
Superstitions: Fire who bring in the most meat. To the weakest of trolls, there
Preferred Weapons: Axe, cleaver, two-handed sword is only one gift; death. In all these gatherings, one troll, the
Adage: ”Gred hnfh hslu casl.” (“By my own flesh, I live forever.”) weakest amongst them, is killed and consumed by the others.
Ceremony: The Hrg
Granted Abilities: All trolls who partake in The Hrg gain a The Hrg is a ceremony all trolls who worship Barg must undergo
+1 to their regenerative power for the following year. All others once a year on any of the holy days. This is a ritual of self-
who partake in the ceremony have a chance of dying. When consumption. Trolls gather in a temple and slowly hack themselves
they cause damage to themselves and eat their flesh (at least up and eat their own bodies. This act allows Barg’s will to enter
1hp of damage), a constitution check must be made for every the troll and becomes the source of the troll’s regenerative power.
HP of damage caused to oneself. Failure indicates death. To be That regenerative power is the troll’s greatest strength, so the
successful, ½ of total HP must be consumed. If successful, that ceremony is taken quite seriously by all worshipers. Failure to
person gains 1 hit point of regenerative power a day. This is total partake in the ceremony results in the troll’s ability to regenerate
regeneration and can heal broken bones and regrow lost limbs. is greatly reduced or diminished altogether.

64 CASTLES & CRUSADES


OF THE GODS
DRAGON DEITIES
NAGENDRA: THE SERPENT LORD
Order: Greater
Province: Dragons, serpents, fire, water, air, earth
Plane: The Cloudless Sky
Alignment: Neutral
Temple: Tall and rectangular with arches
Sacrifices: Dragon scales
Holy Days: Once in one hundred years
Superstitions: N/A
Preferred Weapons: N/A
Adage: “I am life and death.”
Ceremony: Flight of the Sun
Granted Abilities: During the holy day, all dragons gain a +4
to their AC, +20 to their HP, and +2 to all damage rolls. Other
worshipers of the dragon may receive a benefit. Should a dragon
scale be sacrificed, that worshiper can elect to have a +2 added
to the AC if they make a successful wisdom check. This lasts
one day for each scale. Any worshiper of Nagendra who betrays
their duty or harms a dragon will be hunted by dragons.
Nagendra is as ancient as the darkness. This dragon swirled in
the midst of time before the world formed. At that time, the
dragons had no home. Nagendra gathered the other dragons
to her side, and, once a world was created, she settled the
dragons there. But the dragons were a contentious lot, and
many dragons despised one another and made war with one
another. These battles grew to have a devastating effect, and
many dragons suffered and died. So great was the suffering that
Nagendra feared for all dragons. Nagendra then strode amongst There are others who worship Nagendra, for she is seen as
them and slew the worst and most aggressive of the dragons. a peacemaker, a warmaker, and judge depending upon the
Then, a gathering was designated, and the dragons were forced worshiper. For those who live under the shadow of an evil
to attend. She gave to each certain domains and bade them rest dragon or even a good dragon, offers are made to Nagendra
inside those domains and cease fighting, lest Nagendra’s anger for protection or as thanks, though little is expected in return.
be aroused. Nagendra now sits above the world, watching over However, with a sacrifice of dragon scales, one may gain the
the other dragons, ready to interfere once again should their favor of Nagendra. The temples that people build are unique to
warring become too great and their kind threatened. each culture, with some being no more rustic huts and others
being elaborate multi-story buildings.
Nagendra is a large dragon stretching nearly 400 yards from
head to toe. She has a large tail replete with spikes and a spiny KURKALLA, THE THIRSTY ONE, EATER OF THE DEAD
back. Her legs are larger than the mightiest of trees, and her Order: Greater
claws like swords of some dreadful knight. She has seven heads, Province: Punishment, underworld, desolation
each upon a long neck. The heads are of different colors, and Plane: Hell
each is used to speak to and control a specific type of dragon. Alignment: Lawful Evil
This is how she appears to other dragons. Nagendra appears to Temple: Throne in the central portion
others as she will (usually girded for war). Sacrifices: Bowl of water placed on a throne
Holy Days: N/A
All dragons pay homage to Nagendra, no matter how reluctantly. Superstitions: Dropping a bowl of water in the temple
This is usually done once a century when dragons gather and Preferred Weapons: N/A
fly in great packs. These often occur in remote places, and Adage: “I give/take from thou the water of life.”
hundreds of dragons can gather. During this celebration, mates Ceremony: Placing a bowl of fresh water on a grave.
are chosen, scores are settled, and, sometimes, havoc is visited Granted Abilities: Priests who worship Kurkalla can adjust
upon all the surrounding communities. The gatherings involve any die roll relating to reincarnation by one category or up to 10
intricate aerial gymnastics, which are a wonder to behold. points. Resurrections performed by a priest of Kurkalla do not
Nothing else is expected of the dragons other than recognition cost the resurrected a constitution point. These benefits only
of Nagendra’s supremacy. apply to chaotic evil creatures.

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OF THE GODS
Kurkalla’s thirst is unrelenting. In the youth of the world, Kurkalla NJOGRIM, DREADFUL ONE, BONE GNAWER
traveled to many lands and consumed all that he could. The Order: Greater
dragon would eat gold and silver, rock and wood, and all living Province: Destruction, chaos
things. There seemed no end to his thirst and hunger. Once, Plane: The Wretched Plains
he lay at the bottom of the ocean and began to drink it. Balaur Alignment: Chaotic Evil
saw this and became angered. The two fought ferociously, with Temple: Platform on top of a pyramid
Balaur winning and banishing Kurkalla, cursing him to the land Sacrifices: Destroying anything valuable
of sand and shadows. Since that time, Kurkalla has moved in Holy Days: N/A
that parched realm between life and death, near the entrance to Superstitions: Mirrors
the realms of the dead, consuming what souls he can to quench Preferred Weapons: Spears, tiger claw, katar
his unending thirst. Meanwhile, his children roam the world, Adage: N/A
consuming anything and everything they so desire. Ceremony: Shattering of Bones
Granted Abilities: Worshipers who can cast cure light wounds
Kurkalla is a great beast, so massive that he can wrap his tail or cure serious wounds can do so as cause wound spells with an
around whole mountains. His wings are powerful enough to extra +1d4 extra damage per die.
cause hurricanes and tornados. Kurkalla’s scales glimmer silver
and gold yet are harder than steel and more durable than time Njogrim lived at the bottom of the world and gnawed at its roots
itself. The scales fall off him and litter the realm between the and knocked off pieces that floated into the ether. His cousin,
living and the dead. Fins run along his back, crackling with Firrstaag, came to Njogrim and invited the dragon to the top of
electrical energy and pulsing with anger. Three tails whip the the world to view it from on high and enjoy its splendor. Once
ground around him, dredging up stone and sand in great clouds. there, Njogrim grew jealous of the others and wished to live
But it is his maw that engulfs one with fear and dread. So large above the world rather than under the world. The gods would
is it that a thousand screaming souls fit between teeth as large not have it, and a great war raged in which Njogrim was blinded
as trees. by the Mirrored Shield of Halfshtad and forced back under the
world. Blind and filled with rage, Njogrim gnaws at the roots of
The screaming of the suffering dead trapped in his mouth the world, destroying all that he can while seeking a way to the
announces Kurkalla’s arrival, causing fear even amongst the world’s heights.
demons of the deep.
Njogrim is so massive that his size is incomprehensible to mortal
There are a few priests and others who have devoted themselves man. Bathed in flame and fire, appearing molten and oozing
to the worship of Kurkalla. These are often orders devoted to magma, Njogrim’s appearance seems to change and reform
the burial or interment of the dead and pay homage to the god every moment as he consumes the rock and stone that make up
to protect the souls of those passing to the realms of the dead. the underside of the world. His jaws, like gigantic mountains,
Others, those of an evil bent, worship Kurkalla to bring about his bristle with stalagmite-like teeth that shred and tear rock and
return to the world. Some make sacrifices to Kurkalla to curse stone into chunks that are gulped down in heaves. Great wings
the dead, hoping that the souls are consumed by the dragon. are folded to his side, aching to be free and straining against
The worst of the worshipers are the necromancers. These bring the confines of the underworld while his tail lashes are out like
the dead back into the world to ravage the living and are feared thunder causing the world to quake and crack at each landing.
by almost all mortal creatures but are those whom Kurkalla
favors the most. Those who worship Njogrim are rare for to do so is to invite
his presence and that of his children. This is no small matter as
Since Kurkalla is rarely worshipped and those who do worship they are all violently disposed towards the living and seek only
the dragon are so spread out, there is no single manner or their destruction. Yet, amongst man, beast, and the peoples of
preferred manner of worship. Each person or group decides the world, there are few who seek the same as Njogrim and lay
amongst themselves the proper form of worship or rituals sacrifices at his altars to bring about the world’s destruction.
that need performing. Many burials are accompanied by short These usually do so in secret as they are as often killed by those
intonations and offerings to Kurkalla, while others are elaborate who seek the opposite. Others do pay homage to the god and
and costly with large public gatherings. Others curse the dead offer sacrifices in the vain hope of delivering themselves from
and make offerings to Kurkalla in private or even in mumbled the destructive forces that claim so much and so many.
tones, in hopes the dragon takes the soul of the dead.
Those who worship Njogrim generally do so near volcanoes
The only thing almost all ceremonies have in common are and build temples on or near their rims. This keeps most away
placing a bowl or decanter of water on a grave or tomb or, in the as they are exceedingly dangerous places to visit and are often
case of a curse, that water is poured onto the ground. the victims of Njogrim’s malice as not. There are also temples
found deep beneath the earth near veins of molten lava and hot
vents. Most often, sacrifices consist of bones that are smashed
or pulverized on altars as representations of Njogrim’s eating
the bones of the world. Before being pulverized, the bones are

66 CASTLES & CRUSADES


OF THE GODS
etched with the wishes and desires of the person making the There is only one holy day devoted to Iwan Lao. On the
sacrifice. These almost always involve the death of someone or longest day of the year, a ceremony, “The Balancing of the
the destruction of something. Scales,” is performed in most temples. In this ceremony, a four-
weighted scale is used to balance earth, water, wood, and metal.
IWAN LAO Intonations and prayers are offered at the same time. A common
Order: Greater method of recognition of Iwan Lao is before courts of law, where
Province: Life, death, creation, balance the god is sought for guidance on guilt and punishment of the
Plane: The Cloudless Sky guilty. Some fey trust signs and symbols from Iwan Lao more
Alignment: Neutral than anything else.
Temple: Varies by region but all have a set of balanced scales
Sacrifices: N/A BALAUR
Holy Days: The equinox Order: Greater
Superstitions: Tipped scales at a temple Province: The elements (5)
Preferred Weapons: Double-headed axe Plane: The Cloudless Sky
Adage: “There is no balance without suffering.” Alignment: Chaotic Good
Ceremony: Balancing of the Scales Temple: Long columnated halls
Granted Abilities: Neutral clerics, paladins, and spiritually Sacrifices: Well-crafted jewelry
oriented classes who worship Iwan Lao receive a +1 modifier to Holy Days: Moonless nights
any roll once per day. The number of times this can be used per Superstitions: Blood moon
day increases by one point every five levels. Preferred Weapons: Godentag
Iwan Lao sits in the middle of the world. This great dragon Adage: “I suffer for the others and cause evil to suffer for me.”
watches over all her kin and measures each one according to Ceremony: The Judgement of Balaur
the performance of their duties as she understands them so Granted Abilities: Priests and religious classes who worship
that the world remains in balance. It was not always like this. Balaur and have the same alignment receive an additional +1
In her youth, Iwan Lao preferred the good to the evil and modifier to all effects of any protection from evil type spells or
order to chaos. She battled some of her brothers and kin and effects.
brought about a great catastrophe. Once the world was good Balaur always loved jewelry and the way the light of the sun
and orderly, it ceased to grow and develop. The world withered. and moon shone off the best crafted of them. When he was
Iwan Lao brought her other brothers back and helped them gain young, he had many children and sent them across the world
power, allowing chaos and evil to rule the world. With Iwan to barter for these gems from dwarves, men, elves, orcs, goblins,
Lao’s power, these forces came to the fore. Iwan Lao found once and even giants. Balaur found that some peoples of the world
again that the world decayed and fell into primordial ooze. From bartered fairly and were glad to trade. Others killed his children
this, Iwan Lao gleaned that balance between all was necessary and took their scales for armor and claws for weapons. Balaur’s
and has fought to maintain all aspects of the world in a balance anger at these was great, and he and his other children raged,
between law, chaos, good, and evil. Iwan Lao is beset on all sides waging war and laying waste amongst those people until Balaur
by the clamor of war, as nearly all her kin wish the world was was feared amongst even the mightiest of creatures. His very
otherwise. name strikes dread into the hearts of evil creatures everywhere.
Iwan Lao sits in meditation and calm repose. Each of her five Balaur is slender and long, with eight legs and a tail that can
heads entwines with one another and converses in its own wrap around ten thousand trees. His scales glint in the darkest
language. Each head takes on a different appearance and night and shine so bright in the day that they can blind mortal
shifting colors. The eyes are all the same; large feline eyes that men. His scales shift in color, ranging from brilliant blues and
never blink and see all that is in the world. Her long serpentine greens to scintillating reds and oranges and all the colors of
body ends in five tails, each associated with a head. The tails are existence. Balaur’s jaw is immense. He appears to smile to those
barbed or have cudgels at their end, each capable of pummeling he prefers and grimace to those he despises. Great wings stretch
a castle into dust with a single blow. With great kaleidoscopic to either side to lift him into the air, where he blots out the sun,
wings, Iwan Lao carries himself aloft into the firmament. the moon, and even the stars if he chooses.
There are only a few creatures in the world that worship Iwan Smiths, dwarves, elves, jewelers, and miners pay homage to
Lao, though many do pay homage to the god. Of those who do Balaur. He is considered their benefactor and an inspiration to
worship her, their greatest numbers can be found amongst the fey those crafting fine jewelry or mining deep beneath the earth
and their kin. Most do not worship her in an organized manner; for precious gems, silver, and gold. An order of knights and
rather, they do it through carrying out her will and desires. There paladins have devoted themselves to carrying out the will of
are a few who do build temples. These are typically situated in Balaur. Their goal is to rid the world of the orcs, goblins, giants,
remote and difficult to reach locals. Amongst humans, there ogres, and others of that kind who slew the children of Balaur.
are a few orders of knights and judges who look to Iwan Lao for The latter can be found across the world, carrying tabard and
guidance and instruction. shield with Balaur’s likeness upon it. These are known for their

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OF THE GODS
cunning and prowess in combat and are highly sought after in
times of war.

Acts of worship and rituals paying homage to Balaur most


often entail the creation of splendid jewelry or cutting gems
into magnificent shapes. These are offered at the various
temples and shrines devoted to Balaur. One ceremony that is
exceedingly important to all worshipers is “The Judgement of
Balaur.” This occurs on any moonless night. During this time,
people charged with heinous crimes are brought to a temple
and given to the priests who reside there to judge and punish if
found guilty. These cases are those that mortals of the world feel
reluctant to judge, have apprehensions about, or for which they
cannot decide an adequate punishment.

AZURAN, THE GIFT OF HEAVEN, LAWGIVER


Order: Greater
Province: Order, law, justice, kindness
Plane: The Cloudless Sky
Alignment: Lawful Good
Temple: Rotunda
Sacrifices: N/A
Holy Days: Last day of the year
Superstitions: Broken swords, moonless nights
Preferred Weapons: Wolf spear
Adage: “I stand alone on the wall.”
Ceremony: Raising of the Standard and Lighting of the Flame
Granted Abilities: Paladins, clerics, and similar classes who
worship Azuran can “Call the Light’ once a week per level (twice
a week at 2nd level and three times at 3rd, etc.). This imbues the
character with 1d8 temporary hit points when fighting lawful
evil creatures.
tear cracks in the earth the size of rivers and cause earthquakes
Azuran rested atop a mountain and looked down on the world. with each step.
He saw much strife. Divining the nature of things, Azuran
gleaned that the world would remain in unending turmoil and There are a great many people in the world who worship Azuran.
eventually fall into chaos lest something be done. He came He is seen as one of the great benefactors of the civilized and
down from his mountain and fought many of those who sought those who seek order in the world. There are priesthoods and
to destroy the world and bring an end to the order of things. orders of knights, justices, scholars, and others who spend their
Unrelenting in war and dogmatic in delivering justice, Azuran whole life devoted to Azuran, his teachings, and carrying out
assured those who would follow him and obey his edicts that his will in the world. They are found amongst men, elves, and
a better life would be theirs. Though powerful, Azuran has dwarves in their greatest numbers. Large temples are erected
never been able to defeat those forces of evil and chaos and has in major cities and small shrines can be found dotting the
battled them since the dawn of time. Always favoring man, elf, landscape near any community that offers prayers and homage
and dwarf above other peoples of the world, Azuran stole the to Azuran.
fire from the center of the sun. He gave it to the three peoples,
Most of those who worship Azuran make offerings at his
commanding them to use its light to guide them in the darkness
temples or shrines, construct buildings, roads, and canals, or
and chaos of the world. For this act, Azuran incurred the wrath
simply make prayers and laws. Some few devote themselves
of many and has suffered ever since.
to inventions that make life better for all. Of the many rituals
Azuran is terrifying to behold. He is monstrous in size with and ceremonies associated with Azuran is the ‘Raising of the
rippling teardrop scales of blazing light, blinding those who live Standard and Lighting of the Flame.’ This is only done in times
in the dark. His tail whips like a tornado of frost and ice, falls of need and war when defending a castle or other structure.
to the ground like lightning, and shreds the sky when aloft. This ceremony requires a thousand banners to be raised with
Azuran’s spine is lined with blazing fins the size of a ship’s sails. Azuran’s emblem emblazoned upon it and one thousand pyres
Fire leaps from his massive jaw, wrapping each ivory tooth in to be lit in his name. This brings the attention of Azuran and
blazing glory. Smoke fills his eyes and drifts around his head like all that this entails.
a shroud. His legs, like mountains, carry clawed feet that can

68 CASTLES & CRUSADES


OF THE GODS
FEY DEITIES the sun begins to rise, the fey assemble and offer prayers to Skadii.
These typically occur around stone circles, pools of water, special
SKADII: HUNTRESS trees, and occasionally in temples. At the end of the ritual, the
Order: Lesser blood from an animal killed on a hunt is spilled on the ground.
Province: Hunt, moonlight, forests
Plane: The Land of Fey WILIFRED; THE DYING
Alignment: Chaotic neutral Order: Lesser
Temple: N/A Province:
Sacrifices: Prayer and blood of animals killed in a hunt Plane: The Land of Fey
Holy Days: New Moon Alignment: Chaotic good
Superstitions: Broken arrow shaft, dead swan Temple: Secluded round wooden structure
Preferred Weapons: Bow Sacrifices: N/A
Adage: “My life for a life.” Holy Days: N/A
Ceremony: The Falskad Superstitions: Spears
Granted Abilities: Fey who have devoted themselves to Skadii Preferred Weapons: Sword
receive a +1 to hit and damage with a bow when hunting an Adage: “Blood is life.”
animal. Clerics and druids receive a +1 to AC when fighting an Ceremony: The Frehil
ancestral enemy. Granted Abilities: Wilifred sends cloth to those worthy. The
cloth can be used as a bandage that heals 1-6 hp, as a cape
When Skadii was young and the world not yet completely formed, that adds +2 to AC, as a banner that adds a +1 to all attack
she stole her father’s bow and went on a hunt to provide a feast bonus’ to allies with 100 yards, or as a shirt that absorbs 1-4 hp
for her family as her brothers had done a thousand times before. of damage per round.
She brought down a great boar and presented it to her family. So
impressed was Skadii’s father that he had the Moonbow made Wilifred the Dying and the fey were beset in their youth
for her. Ever after, Skadii would hunt and became known far and and faced annihilation. Wilifred gathered the fey to his side,
wide for her abilities. In her travels, she met Wilifred the Dying scattered them across the world, and gave them their abilities
and his people, the fey. Beset on all sides by enemies great and to enable them to hide from those that set upon them. Wilifred
small, the Fey were being slaughtered. Skadii taught them the then scaled the walls of the palace of Mirdred and snuck into
use of the bow and the hunt and bade them hunt their enemies the treasure chamber. He stole the Blood Orb and returned to
and slay them lest they be slain themselves. Skadii so loved the find his people, intending to give them immortality. But the
fey and Wilifred the Dying that she chose to watch over them orb had taken to Wilifred, and he could not rid himself of it.
for all time and guard them against the wrongs of the world. Mirdred, angered at the loss of the Blood Orb, chased Wilifred,
and upon seeing him, struck him with the Weeping Spear and
Skadii appears in many forms. When coming to a fey, Skadii left him to his fate. Wilifred lay bleeding unto death. But the
appears as the most refined of that type, be it a nixie or a boggart. Blood Orb kept him alive, and the wound from the Weeping
In this guise, she comes as a friend and not a foe, carrying only Spear would stay open and bleeding for all time.
her bow. When on the hunt or in times of conflict, Skadii appears
as a woman of great height, wearing resplendent white and gold Wilifred rarely appears to his people, preferring to reside in his
plate armor and carrying Moonbow. Skadii dazzles those around home, Treflinhim. There, he rests upon a divan with his wound
her, causing many to bend their knee before ever raising an arm. weeping blood into a golden bowl. When he appears to his
At her side are two great wolves, one black and one white. people, he comes in the form of those he visits, wearing little
but loose garments and accompanied by retainers and several
Fey of all types worship Skadii, though many fey do not. She bears, owls, eagles, or as is his want. He carries a sword when
taught hunting to the first fey and has devoted herself eternally pressed into combat.
to them, no matter if they are good or evil. Skadii understands
the need for balance in the world. Her worshipers do, as well. The blood from Wilifred is collected by his retainers. The cloth
Skadii is especially helpful to those who worship her and moves is then soaked in the blood collected in golden bowls. The cloth
amongst the fey, aiding where aid is most needed. Temples to is given to those who pay their respects to him at his temples.
Skadii are different for all fey, and manners of worship differ in This cloth has several natures, depending on the desired use of
many ways, with the sole exception being offering up the blood the recipients. These temples are located in remote locations
of an animal slain in a hunt. and are rarely tended to by priests or others. Typically individual
fey go to the temples to pray and ask for beneficence. Should
The Falskad is a ceremony occurring every new moon and when the fey be worthy, Wilifred awards them with a cloth or a bolt of
the moon is not visible in the sky with the sun. Most fey know cloth, depending on their value to their society.
this day instinctively though, those prone to such things, have
calendars or astronomical tables, indicating its arrival. The There is only one formal ceremony for those who worship
ceremony takes place early in the morning before the sun rises. Wilifred, the Frehil. It does not occur except by the request of
Fey gather for dancing, singing, drinking, and orations. As soon as Wilifred and is made through a cleric or druid in a vision. The

GODS & LEGENDS 69


OF THE GODS
vision is relayed to their people. The celebration takes place CENTAUR DEITIES
in a temple. Bloodletting rituals are performed, and the blood
is offered to Wilifred. All other worship takes place whenever DYNOSIUS
anyone wants. Order: Greater
Province: Honor, pride, wild areas, remote areas
WILRUNG Plane: The Land of Fey
Order: Lesser Alignment: Chaotic neutral
Province: Fey, battle, vengeance, war, aggrievement Temple: Menhir
Plane: The Land of Fey Sacrifices: Incense of flowers
Alignment: Lawful evil Holy Days: Once a year in winter
Temple: Holy Tree with rock ring around it. Superstitions: Walls, roads, dams, structure in general
Sacrifices: Once a year, slaughtering an animal. Preferred Weapons: Spear, sword, bow
Holy Days: Quarter Moon Adage: “Always free.”
Superstitions: Fighting on the full moon. Ceremony: Burning of the Sun
Preferred Weapons: Bow, spear, dagger, sword Granted Abilities: Devotees can move with less hindrance in
Adage: wooded areas and through the wilderness. The first ten feet of any
Ceremony: Pilgrimage to a holy site and sacrifices afterward. movement penalty can be ignored. For example, if a character is
Granted Abilities: Fey and elves receive a +1 to hit and to moving through a tangle of bushes that reduces movement by
damage versus any humanoid of chaotic or evil alignment. ½ (e.g., from 30 feet to 15 feet), the first 10-foot penalty can be
Wilrung long found the suffering of her people, the fey, to be ignored, giving the character a movement of 25 feet.
terrible. During her early years, Wilrung sought to assuage the When the world was young, Dynosius and Athenemosa roamed
fey’s losses in their wars with others by finding manners of making wild and untamed lands that were empty of all those peoples
peace with their enemies. The failure to make peace eventually which would come later. As the people of the world came into
made Wilrung angry. Later, that anger turned to hatred and a their own, Dynosius became curious and began visiting them.
deep sense of eternal aggrievement overcame her. This, in turn, At first, he was kindly received, and relations were beneficial
fueled Wilrung’s desire to take vengeance on those who sought to both. Yet, deceit is the hallmark of civilization, and Dynosius
to dominate her people and then a desire to take attack those was taken prisoner and commanded to labor in the forest cutting
who sought to overcome her people. Wilrung learned the arts of trees. Though beaten and abused, Dynosius refused and taunted
combat from her brother, Aswan, and in turn, taught it to those his captors to kill him. Athenemosa railed and attacked the
Fey who would listen. captors, freeing Dynosius. The two then slaughtered any and all
they could find and left for the remote corners of the world.
Wilrung moves amongst her people as an elf or winged fey. She
is armored in a brilliant blue and gold plate at all times for war, Dynosius takes but one appearance, that of half-man, half-
and combat is now her only desire. Wilrung can appear as is horse. He stands tall, reaching the height of an ancient fir tree,
her desire, though sometimes she appears as a beautiful maiden and wears nothing but straps to hold his sword, bow, and quiver.
and other times as an avenging force of nature. She carries with Handsome and proud, his bronze skin shines even on the
her the Sword of Dawn, The Firebrand dagger, and the Bow darkest night. Dynosius braids his hair, beard, and tail. His coat
of Thealtis whenever entering battle. Few can withstand the is as white as snow, and his hooves as black as pitch. He always
might of her appearance, bending low before her or cowering carries the Spear of Rupture, its tip gleaming in the sunlight.
and running to the far corners of the world. Dynosius travels effortlessly through the wilds, nary bending a
branch or blade of grass, so graceful and fluid is his movement.
Many fey and elves worship Wilrung. Worship is especially
predominant amongst the more chaotic and evil of the fey. They
all seek one thing from her; the capacity to make war upon those
who take their lands or have treated the fey unfairly. Other than
the desire to kill their opponents, sacrifices of animals captured
in a hunt are all the Wilrung expects of her worshippers. In
return, Wilrung provides her followers with protection and
boons in combat.

Temples to Wilrung are rare even though her worship is


widespread amongst the Fey. A temple is always centered on
an ancient tree marked as holy. A rock ring extends around the
tree in a spiraling pattern. There are thirteen stones in each
wing of the spiral. A sacrifice is made at the base of the tree and
Wilrung speaks to her people through the tree. Each place is a
site of pilgrimage to most fey.

70 CASTLES & CRUSADES


OF THE GODS
Centaurs worship several gods, but Dynosius is the one that all
centaurs worship or pay homage to. He is the father of their
kind and moves in the world with the centaurs. There are no
priesthoods, but there are some centaurs who lead the worship
and carry on the rituals and practices established ages ago.
These devotees are not common in centaur society but easily
recognized by their blue tattoos. Many others also pray to
Dynosius. These include hermits, elves, fey, gnomes, halflings,
and a myriad of others who live in the wilderness.

There are no formal temples to Dynosius. Permanent religious


structures are not only frowned upon but actively discouraged
and, should someone build one, destroyed, if possible. There are,
however, natural standing stones, similar to menhirs, that are
used as nodes of worship. Often, these have special inscriptions
engraved upon them. Centaurs gather as they choose around the
menhirs to pray, burn incense, and offer bowls filled with flowers.
When they do so, it is called the Burning of the Dun. Elves follow
suit, while halfling and gnomes have a more ritualized manner of runs. Athenemosa enters combat with her storm javelin, which
worship with dates and times and specific types of incense. arcs like lightning bolts when racing to an enemy’s heart.

Athenemosa is worshiped by all centaurs as the mother of their


ATHENEMOSA
kind and the one who freed them from bondage. Others pay
Order: Greater
homage to the goddess as well, such as elves, halflings, gnomes,
Province: Combat, protection, faith
some humans, and a variety of fey and denizens of the wilderness.
Plane: The Land of Fey
There are devotees to Athenemosa who are easily identified by
Alignment: Chaotic neutral
their red tattoos. They are rare and primarily amongst the warrior
Temple: Menhir
caste, for to devote oneself is to take many oaths in her name.
Sacrifices: Link of chain
Holy Days: N/A The worship of Athenemosa is like that of Dynosius. Natural
Superstitions: Chains, cages, noose, hooks standing rocks, similar to menhirs, where her name or symbol has
Preferred Weapons: Javelin been engraved, are found throughout the world. Although the
Adage: N/A timing is of no concern, the ritual prayers are strictly followed and
Ceremony: Blood Rite have been for ages beyond count. A link from a chain is given as
Granted Abilities: Those who undertake a blood rite ritual an offering at these ceremonies. Halflings, gnomes, and even elves
receive +1d8 hit points for 1 week and +1 to all combat-related have a more routine method of worship. One important ritual one
die rolls to include initiative during that week but must, at all can undertake is called the Blood Rite. In this, one scars oneself
costs, free an enslaved or captured person. and promises to free someone who has been enslaved or captured.
Athenemosa was always wary of others and stayed in the forests,
hills, and plains, away from the prying eyes and depredations MERMEN DEITIES
of those in palaces and cities. She hunted in peace and only
fought when necessary to protect her children. After freeing TRIMON: THE HURRICANE
Dynosius from the bonds of slavery, she went back to her forests Order: Lesser
and taught her children never to trust in the wills of others. She Province: Ocean, merman,
then went to the palace of an ancient elf, who had always shown Plane: The Land of Fey
her kindness, and asked that he teach her children the art of Alignment: Chaotic Neutral
crafting weapons and armor. This, he did, and a friendship, of Temple: Underwater, vast complex of towers and coral buildings
sorts, has always been had between centaur and elf. Sacrifices: Gems of all types
Holy Days: During hurricanes
The black coat of Athenemosa is perhaps the most luxuriant Superstitions: Rope, anchors
of all the world and beyond. It glints like a silvery blue with Preferred Weapons: Spear
each move, hinting at a thousand upon a thousand colors Adage: “We breathe life and will never die.”
beneath. White hooves touch the ground gently, leaving naught Ceremony: The Abnion
but a fresh scent and delightful flowers. Athenemosa exudes Granted Abilities: Priests gain the ability to swim 20 feet faster
power and strength. Her muscular frame is gilt in a silver and than a normal merman, and when in battle against sahuagin,
gold breastplate and a helm of brilliant rhodium, the Helm gain a +1 to hit and damage. For warriors who perform their
Impenetrable. Her black hair flows from beneath her helm in duties and are favored by Trimon, they are awarded a +1 to hit
cascades covering her body and flowing in the wind when she and +3 to damage in battle against sahuagin.
GODS & LEGENDS 71
Trimon’s domain is the sea and ocean. She is a fierce lord and led the ceremony receives +1d10 hp, +2 AC, and a +3 on to
fights for control of her realms. This is a battle that has lasted hit and damage rolls.
from the beginning, and her foe is her brother, Flathin. The two Flathin and his sister, Trimon, were given dominion of the seas.
grew up in the ocean and together claimed the entirety of the They lived together and ruled together for many ages. Flathin
seas as theirs. But they disagreed on the maintenance of the grew increasingly angry at the manner in which those from the
kingdom. Trimon wanted the sea open and was engaged with land treated the oceans and made war upon them. Trimon,
those who lived upon the lands. Flathin did not agree and, over more forgiving, wanted peace with those who lived on the land.
time, decided to make those who lived on land fear the sea and And fought to stave of Flathin’s depredations of the coasts. The
thereby leave it alone. Trimon watched as this occurred and two have warred with one another ever since that day. Flathin
fought against it. This enraged her brother, and the two have wants the entire ocean to himself and his followers and is willing
fought over the dominion of the oceans ever since. to kill all who oppose him, whether above the sea or in it.
Trimon can take many forms. Her favored form is that of a Flathin is a massive creature with a large head, much like that of
merwoman. In this form, she appears as others of that kind with an octopus, with 10 tentacles that reach out to grasp and crush
only red hair to set her apart. She can call upon the Spear of all that he hates. He moves in black ink that swirls in small
the Deep at any time while a merwoman. She also takes the whirlpools, sucking those incapable of swimming fast closer
form of a great squid. This form is assumed when Trimon enters to his immense grasping mouth. Flathin settles himself atop
battle or leads her people to war. The squid stretches hundreds volcanic cones deep beneath the ocean in its coldest and most
of feet in length, and her tentacles reach thousands of feet. Her inhospitable areas, awaiting a chance to come to the surface to
strength is so great that she has pulled ships from the ocean’s destroy some ship or village or even city. He also takes the shape
surface and dragged them down to the deepest trenches where of a giant grayish eel, attacking foundered ships and devouring
neither light nor heat exists. the sailors who fall in the water.
The mermen worship Trimon, as she is their guardian, protector The sahuagin worship Flathin and are his most ardent followers.
of the seas, and leader in war. They bring to her all that she They expect little from Flathin though they make all sacrifices
desires, and in return, she protects and hides their cities and required. They heed Flathin’s call because they bear the same
gives them powers to control the beasts and animals of the deep. hatreds that Flathin does. Others who live in the oceans of the
When pressed, the mermen can call upon Trimon in battle, world worship Flathin as well. It is said there are even those who
and she aids them in all their endeavors. Most of all, though, reside on land who worship Flathin in hopes that giving him
Trimon protects the mermen from the sahuagin, who despise sacrifices will protect them from his anger. The latter is more
the mermen and seek to kill them all. close to the truth than all know, for though Flathin gives little in
The Abnion is a ceremony occurring during the first hurricane boons, he does refrain from destroying those who worship him.
of a year. As soon as the hurricane forms, mermen gather in The Karak is a ceremony performed whenever a sahuagin
the waters beneath the swirling mass above the sea. Hundreds leader decides to take their people to war. The leader gathers
and even thousands of merman will gather for this occasion. all those he wants to go with him, and they travel to a volcanic
They swim in such a manner to create a swirling whirlpool that cone. Here, they call upon Flathin and swim ever closer to the
pulls anything above them deep into the ocean. At the bottom, volcano. They continue to call upon him and swim in ever
anything that does not belong to the sea is gathered and taken tighter circles around the volcano until at least one of the
to their nearest temple for donation. sahuagin is consumed by the volcano’s heat or gaseous releases.
This person is considered a great sahuagin, and its name is
SAHUAGIN DEITIES added to that of the chief. They then go off to war.

FLATHIN
Order: Lesser
Province: Sahuagin
Plane: The Land of Fey
Alignment: Chaotic evil
Temple: In volcanic cones underneath the ocean
Sacrifices: Mermen
Holy Days: N/A
Superstitions: Dead sharks floating in the water
Preferred Weapons: Trident
Adage: ‘The sea is ours and none shall swim in it or on it but
by our whim.”
Ceremony: The Karak
Granted Abilities: After the Karak ceremony, the leader who

72 CASTLES & CRUSADES


OF THE GODS
CELTIC DEITIES ple/Tribe of Danu may have settled around Mont Ventoux.
This would be parallel to the Irish tale of the Tuatha Dé
Although never named in Continental Celtic sources outright, Dannan doing so at Conmeicne Rein, in the mountains. This
her presence is still clear under the garbled layers of Hellenized same reasoning and logic would also localize the Brythonic
and Romanized debris. This was perhaps the single, if only, uni- incarnation of them, the Plant Dôn, at Yr Wyddfa (Snowdo-
fying aspect to Celtic Europe, was the belief and stories about nia). Each one, the Celtic Olympus of the Gods, and there
the Tribe of Danona. The Chief Goddess is better known by her were surely many more across Europe as the migrants moved
Irish and Welsh incarnations, Danu and Dôn. and settled towards Galatia.
Amid the many localized deities and spirits in the many From the Irish and Welsh evidence, both Danu/Dôn and Bíle/
Celtic speaking regions of Europe were given to the popu- Beli Mawr reigned at the top of the divine family, and the others
lace the theology and belief of the civilizing and All-Powerful must answer to them. This keeps in Indo-European tradition
divine family. They appear to have been equivalent to both as the Hellentic Olympians were organized similarly, with Zeus
the Norse Æsír and the Hellenic Δωδεκάθεον or “Dodekath- and Hera at the top. In Gaul, their counterparts were docu-
eon” that ruled from Mount Olympus. Celtic scholars have mented as being Belisama and Belinos respectively. Gaming this
been strangely avoidant of the matter for most of the three should be simple, and will be, should the lists here be followed.
hundred years, possibly due to the overly complex nature Given first is the Gaulish list of the Tribe of the Danona, then
of untangling the mythology. To the Continental Celts, the the Gaelic, and followed by the Brythonic. Afterwards will be
Goddess Danona was clearly a mighty figure of divinity, as many other deities from each Celtic group and period to round
the many rivers and other sacred geographical features that out the section, to simplify the complexity.
share her name attest.
All other Gallic deities are either local, triba, or adopted deities,
Why she and her divine family were so heavily suppressed or in many cases the relations to these six (which we possess no
by the Romans and later Christians is a mystery. The many surviving stories to fully understand).
variations across the Continent that must have existed
were slowly strangled out of memory over the centuries, For a complete description and history of the following deities
and only the thinnest reminder of their legacy carried on in refer to the previously published Codex Celtarum.
the slowly changing Gallo-Roman populace. These divine
family members brought everything from the Arts, sciences,
tactics, metallurgy, to Druidism for the people, and in short
– civilized them.

To do this, they had to conquer the rough and untamed world


filled with giants and monsters beforehand. Then, once they
were established, they set about carving their own realms. In
this case, throughout Gaul, to the East, Italy, and likely Spain
too. Basing the idea on the Irish and Brythonic models, the
Gods swept in and brought peace and stability to a wild and ter-
rible land. They however, had to be displaced as well by Mortals
to inherent these wondrous benefits. The Brythonic version of
this tale is lost with only the barest fragments to hint at the
same origin story, but the Irish version is the only remaining
incarnation to give an indication of what the earlier Gaulish
tales must have been like.

Celtic speaking peoples must have had a fanatical belief in


the Tribe of Danona, for its persistence into the later insu-
lar lore and mythology remained for centuries and literature
until long after the 13th Century C.E. The mystery lies in
how could such an ancient religion, spread over thousands
of leagues, could have left minute remnants? The evidence is
there, but it requires deep research to divulge and to gather
the documentation.

Taken from an obscure French folklore source dating to the


15th Century C.E (a source which will remain unpublished at
the moment), there is some extrapolation involved to come
to the conclusion that perhaps the Continental Celts” Peo-

GODS & LEGENDS 73


THE TRIBE OF DANONA minor globe of invulnerability twice a week This ability can only
be used in battle.
DANONA – QUEEN OF THE ARTS
Name: Danona, Belisama, Minerva LUGOS – THE GOLDEN MESSIAH
Order: Great Goddess Name: Lugos, Lugoves
Province: Water, Fertility, Healing, Creativity and Visions Order: Great God
Plane: The Otherworld Province: All Skills
Temple: Aqua Minerva (Britain), Vaison-Le-Romain, Aest Plane: The Otherworld
Belisama Temple: All over Celtic Europe, in groves and temples
Alignment: Law Alignment: Law
Sacrifice: Food, Libations Sacrifices: People and animal, objects of worth, food
Holy Days: May 1st (Asssumed) Holy Day: August 1st
Superstitions: Speaking her true name of Danona, using her Superstitions: Unknown as his once wildly diverse belief was
epithet of “Belisama” The many others remain unknown eradicated in Europe
Preferred Weapons: Spear Preferred Weapons: Spear
Missionary: Creativity is Divinely Inspired Missionary: Why be equal to one, when you can as great as
Ceremony: Standing in and blessing water from a pool, stream, many?
river, lake or sea gives the cleric an additional two hit points per Ceremony: None
level to any healing spell other than heal. Granted Abilities: At 9th level, the cleric gains the ability of
Granted Abilities: At 9th level, the cleric gains the ability of holy aura once a week.
summon elemental (water) twice a week.
OGMIOS – THE TONGUE OF GOLD
BELINOS – FIRE GOD OF THE FIRMAMENT Name: Ogmios
Name: Belinos, Vindonnos Order: Old God
Order: Great God Province: Souls, Druidism, Education, Poetry
Province: Sky, Fire, War Plane: The Otherworld
Plane: The Otherworld Temple: Temples and groves
Temple: Aquleia, across Gallic Europe Alignment: Lawful Neutral
Alignment: Law Sacrifices: Animals, food, objects and libations
Sacrifice: People, Animals And Food In Fire Holy Day: November 1st
Holy Days: May 1st – Beltaine Superstitions: Unknown
Supertitions: There Were Countless To Avoid His Wrath, But Preferred Weapons: Giant Club
None Are Recorded For Posterity Missionary: The golden tongue of Ogmios shall weave honeyed
Preferred Weapons: Flaming Spear words to entice all Men alike
Missionary: Fire brings Purity Ceremony: Reciting a poem gives the cleric’s companions
Ceremony: Swinging a flaming brand overhead and singing the within 10 feet +2 to an ability check made within an hour of
praises of Belinos gives all allies within twenty feet a +2 bonus hearing the poem.
to charisma. Granted Abilities: At 8th level the cleric gains the ability of
Granted Abilities: At 8th level, the cleric, when using the antilife shell, and polymorph any object at 10th level Both abilities
ceremony above, gives all allies within twenty feet a +4 bonus can be used once a week.
to attacks and armor class for the duration of cleric’s level once
a day. MAPONOS – GOD OF YOUTH
Name: Maponos
NODENS – WAR GOD AND KING Order: Old God
Name: Nodens, Noadatus Province: Music, Youth, Sunlight, Truth, Healing, Prophecy,
Order: Great God Protection
Province: Healing, Childbirth, Water and War Plane: The Otherworld
Plane: The Otherworld Temple: Temples, shrines and groves
Temple: Holy Wells, Military Shrines Alignment: Lawful Good
Alignment: Law Sacrifices: Animals, food, objects and libations
Sacrifice: Animals, Drownings Holy Day: Unknown
Holy Days: Unknown Superstitions: Unknown
Supertitions: Lost To History Due To Never Being Documented Preferred Weapons: Spear
Preferred Weapons: Sword Missionary: The light of Truth shines from Maponos and it will
Missionary: Keep an Eye on Nodens, and He will on you at Sea drive away darkness, corruption and evil.
Ceremony: Performing a war dance before an upcoming battle Ceremony: Wearing light colored clothing and making a
gives the cleric a +2 bonus to spot checks during the combat sacrifice to of knowledge about a companion or enemy to
Granted Abilities: At 9th level, the cleric gains the ability of
74 CASTLES & CRUSADES
OF THE GODS
Maponos when it is clear and bright outside, gives the cleric +2 offering or she hunts you next.
to a wisdom check that day. Ceremony: Casting leaves into water (stream, river, pond, lake,
Granted Abilities: At 7th level, the cleric gains the ability of true etc) gives the cleric +2 to a spot check when beginning a hunt
seeing and at 9th level legend lore Both may be used once a week. or search.
Granted Abilities: At 7th level, the cleric gains the ability
OTHER GAULISH GODS – BEYOND THE SIX awaken twice a week.
Listed are the numerous deities from the Early Celtic era
ALAUNUS – GOD OF PROPHECY
with whom there is substantial documentation. Given, there
Name: Alaunus
are nearly five-hundred in total, across Europe with many
Order: Old God
redundancies, there is no room in this Codex to cover them all.
Province: Prophecy and healing
Just the essential deities are detailed for reference and quick use
Plane: All Worlds
in Game Play.
Temple: Temples and shrines
Alignment: Lawful Neutral
MATRONA – THE DIVINE MOTHER Sacrifices: Animal, food, object and libations
Name: Matrona Holy Day: Unknown
Order: Old Goddess Superstitions: Unknown
Province: Childbirth, Prosperity, Maternal Protection and Care Preferred Weapons: Unknown
Plane: All Worlds Missionary: The Great Alaunus can bring all wounds to their
Temple: Temples, shrines and groves former healed selves, and make sleeping minds view the future.
Alignment: Lawful Good Ceremony: Casting of bones and stones upon the ground before
Sacrifices: Animal, food and libations a divination.
Holy Day: Unknown Gained Abilities: At 7th level, the cleric gains the ability
Superstitions: Unknown divination once a day.
Preferred Weapons: Spear
Missionary: The Matronae will guard over those who are frail,
ALISANOS – MOUNTAIN GOD
weak and need shelter.
Name: Alisanos
Ceremony: None
Order: Old God
Granted Abilities: None
Province: Mountains/Hills at Alisia
ABEILLIO – GOD OF APPLES Plane: All Worlds
Name: Abeillo Temple: Shrines
Order: Old God Alignment: Chaotic Good
Province: Apples, Eternity, Youth Sacrifices: Food, animal, objects and libations
Plane: All Worlds Holy Day: Unknown
Temple: Temples and shrines in Gallia Aquitania Superstitions: Unknown
Alignment: Lawful Neutral Preferred Weapons: Spear or Sword
Sacrifices: Animal, food and libations Missionary: The mighty strength of Alisanos will crash down
Holy Day: Unknown upon those who dare to trespass his domain.
Superstitions: Unknown Ceremony: None
Preferred Weapons: Spear Granted Abilities: None
Missionary: When the apples ripen on the trees is when
Abeillio’s power comes to fruition. ALAISIAGAE – CELTIC FURIES
Ceremony: None Name: Alaisiagae, Boudihillia, Ricagambeda, Beda
Granted Abilities: None Order: Old Goddesses
Province: War, Battlefields, Fury
ADNOBA – GODDESS OF THE RIVER Plane: All Worlds
Name: Adnoba Temple: Temples, shrines and groves
Order: Old Goddess Alignment: Chaotic Neutral
Province: Hunting, Mons Adnoba (in the Black Forest) Sacrifices: Animal, food, object, libations and human
Plane: Mortal World Holy Day: Unknown
Temple: Temple and shrines Superstitions: Unknown
Alignment: Chaotic Good Preferred Weapons: Sword, Axe and Spear
Sacrifices: Animals, food, objects, libations and human Missionary: Across the field of battle come flying the black
Holy Day: Unknown shrouded Alaisiagae, better hope thou are not chosen as their
Superstitions: Unknown next fated target.
Preferred Weapons: Bow Ceremony: Casting dust into the air shows the cleric the
Missionary: The first prey taken down is given to Adnoba as an direction of attack in an upcoming battle, granting a +2 on the

GODS & LEGENDS 75


OF THE GODS
first attack roll. Province: Peerlessness and Expertise
Granted Abilities: At 8th level, the cleric gains the ability air/ Plane: All Worlds
water walk twice a week. Temple: Temples and shrines
Alignment: Lawful Good
ANCASTA – SWIFT FOOTED GODDESS Sacrifices: Food, animal and libations
Name: Ancasta Holy Day: Unknown
Order: Old Goddess Superstitions: Unknown
Province: River Itchin, Speed, Sacrifice Preferred Weapons: Sword
Plane: All Worlds Missionary: None, Man, God, or Giant can surpass Anvallus in
Temple: Shrines their mind, body or spirit Know this and prepare for the truth of it.
Alignment: Chaotic Good Ceremony: None
Sacrifices: Animal, food, libations and human Granted Abilities: None
Holy Day: Unknown
Superstitions: Unknown ARDUINNA – GODDESS OF THE WOODS
Preferred Weapons: Unknown Name: Arduinna
Missionary: Stand two close to the shores of the river and the Order: Old Goddess
grasping hands of the Goddess will snatch you. Province: Hunting, the Moon, and Boars
Ceremony: None Plane: All Worlds
Granted Abilities: At 6th level, the cleric gains the ability to Temple: Temples, shrines and groves in the Gallia Belgica region
move as a monk of the same level. Alignment: Lawful Neutral
Sacrifices: Animal, food, libations, objects and human
ANDARTA – BEAR GODDESS Holy Day: Unknown
Name: Andarta Superstitions: Unknown
Order: Old Goddess Preferred Weapons: Bow
Province: Bears, Strength, Victory, Health Missionary: Do you not think the animal trackways you have
Plane: Mortal World gone in the Silva Arduinna may not have been made by Arduinna
Temple: Temples, shrines and groves in Switzerland and herself before you?
Southern Gaul Ceremony: None
Alignment: Neutral Good Granted Abilities: At 6th level, the cleric gains the ability
Sacrifices: Animal and human speak with animals.
Holy Day: Unknown
Superstitions: Unknown ATEPOMAROS – HEALING GOD
Preferred Weapons: Spear Name: Atepomaros
Missionary: Never tred in the snows where the bear refuses to go Order: Old God
Ceremony: None Province: Horses and Healing
Granted Abilities: None Plane: All Worlds
Temple: Temples and shrines
ANDRASTE – GODDESS OF VICTORY Alignment: Lawful Good
Name: Andraste, Andrasta, and Andred Sacrifices: Food, libations and humans
Order: Old Goddess Holy Day: Unknown
Province: Victory, Battle, and Sacrifice Superstitions: Unknown
Plane: All Worlds Preferred Weapons: Long-Spear
Temple: Temples, shrines and groves Missionary: The health of the horse is the health of the war
Alignment: Chaotic Good band it is in.
Sacrifices: Animal, food, object and human Ceremony: None
Holy Day: Unknown Granted Abilities: At 7th level, the cleric gains the ability
Superstitions: Unknown summon animals (riding horses only) twice a week.
Preferred Weapons: Spear
Missionary: Take these prisoners, their flesh, blood and all, ARTIO – SUPREME BEAR GODDESS
Andrasta, for our victory in the battle to come! Name: Artio
Ceremony: Releasing a hare for good fortune or victory in an Order: Old Goddess
endeavor. Province: Bears, Strength, Leadership, Ferocity
Granted Abilities: None Plane: Mortal World
Temple: Temples, shrines and groves
ANVALLUS – GOD WITHOUT PEER Alignment: Lawful Neutral
Name: Anvallus Sacrifices: Animal, libations, objects and human
Order: Old God Holy Day: Unknown
Superstitions: Unknown
76 CASTLES & CRUSADES
OF THE GODS
Preferred Weapons: Claws, Teeth Missionary: The bubbling springs can heal one of ailments and
Missionary: The fury of Artio shall not be ignored ills should Borvo choose it so.
Ceremony: Rubbing bear fur against the flesh of companions is Ceremony: Pouring holy water onto the ground while in prayer
used before the granted ability below is allowed. gives the cleric and companions within a 20 foot radius +2 to
Granted Abilities: At 7th level, the cleric gains the ability to one constitution check within two hours.
make all companions within 25 feet strength attribute prime Granted Abilities: At 8th level, the cleric gains the ability
once a day. healing circle twice a week. This ability cures 4d8 point of
damage rather than the normal 2d8.
BANDUA – VICTORIOUS GOD
Name: Bandua BRICTA – GODDESS OF CURSES
Order: Old God Name: Bricta
Province: Victory, Water Order: Old Goddess
Plane: All Worlds Province: Curses, Malicious Magic
Temple: Temples and shrines in Celtiberia Plane: All Worlds
Alignment: Chaotic Good Temple: Temples and shrines in Gaul
Sacrifices: Animal, libations and human Alignment: Chaotic Evil
Holy Day: Unknown Sacrifices: Animal, food, objects, libations and human
Superstitions: Unknown Holy Day: Unknown
Preferred Weapons: Spear and Falcata Superstitions: Unknown
Missionary: Victory is assured with Bandua on one’s side Preferred Weapons: War Spear
Ceremony: While standing in a circle with hands joined, water Missionary: If one’s health or life should take a sudden downfall,
is drank by each individual in turn before the the granted ability it might be a vexation from the wiles of Bricta, know this!
below begins. Ceremony: The cleric rubs the holy symbol against a doll
Granted Abilities: At 6th level, the cleric gains the ability likeness of the intended victim of the granted ability below.
telepathic bond three times a week. Granted Abilities: At 9th level, the cleric gains the ability soul
bind once a week.
BELATUCADROS – WARRIOR GOD
Name: Belatucadros, Balatucadrus, Balaticadrus, Balatcairus, BRIGANTIA – GODDESS OF VICTORY
Baliticaurus, Belatucairus, Belatugagus, Belleticaurus, Blatucadrusm Name: Brigantia
and Blatucadrus Order: Old Goddess
Order: Old God Province: Nobility, War, Heights, Might, Law, and Healing
Province: War, Soldiers, Light Plane: All Worlds
Plane: All Worlds Temple: Temples, groves and shrines
Temple: Shrines at Hadrian’s Wall Alignment: Lawful Good
Alignment: Chaotic Good Sacrifices: Animal, food, objects, libations and human
Sacrifices: Animal, objects, libations and human Holy Day: February 1st
Holy Day: Unknown Superstitions: Unknown
Superstitions: Unknown Preferred Weapons: War Spear
Preferred Weapons: Spear Missionary: The Rights and Laws of Man are handed down by
Missionary: The soldier is protected with Belatucadrus riding Brigantia.
alongside him in battle against his foes. Ceremony: None
Ceremony: Before going into battle, the cleric steps into a pile Granted Abilities: At 7th level, the cleric gains the ability
of dung This stench triggers the granted ability below. power word stun twice a week.
Granted Abilities: At 9th level, the cleric gains the ability
repulsion three times a week. CAMULOS – WAR GOD OF CELTIC EUROPE
Name: Camulos
BORVO – GOD OF SPRINGS Order: Old God
Name: Borvo Province: War, Strength
Order: Old God Plane: All Worlds
Province: Hot Springs, Healing, and Wells Temple: Temples and shrines
Plane: All Worlds Alignment: Chaotic Good
Temple: Wells, Springs, temples, shrines and groves Sacrifices: Animal, food, object, libation and human
Alignment: Lawful Good Holy Day: Unknown
Sacrifices: Objects, food animal and libations Superstitions: Unknown
Holy Day: Unknown Preferred Weapons: War Spear
Superstitions: Unknown Missionary: Swaths of the foe will be cut down like wheat
Preferred Weapons: Spear should they stand before Camulos on the day of battle.
Ceremony: Painting Camulos’ name on either of the cleric’s arms.
GODS & LEGENDS 77
OF THE GODS
Granted Abilities: At 9th level, the cleric gains a +5 bonus to Province: Youth, Vigor, Trade, Mercantile, Wine and Pleasure
strength for two hours three times a week. Plane: The Otherworld
Temple: Temples and shrines
CATHUBODUA – WAR GODDESS OF TERROR Alignment: Lawful Neutral
Name: Cathubodua Sacrifices: Libations, animal and objects
Order: Old Goddess Holy Day: Unknown
Province: War, Nightmares, Terror, Trauma Superstitions: Unknown
Plane: All Worlds Preferred Weapons: Sword
Temple: Temples, groves and shrines Missionary: Wonderfully blessed with Cissonius” hand are
Alignment: Neutral those who follow him.
Sacrifices: Animal, libations, objects, food and human Ceremony: The cleric removes any footwear, and leaps into the
Holy Day: Unknown air or onto water.
Superstitions: Unknown Granted Abilities: At 7th level, the cleric gains the ability air/
Preferred Weapons: War Axe water walk once a day.
Missionary: The Cathubodua will glide over the battlefield
seeking the newly slain and the sight of her will send to madness COCIDIUS – THE BLOOD RED GOD
those who are not yet wounded. Name: Cocidius
Ceremony: None Order: Old God
Granted Abilities: At 8th level, the cleric gains the ability Province: War, Blood, Hunting, Woodlands, Groves and Open Fields
nightmare twice a week. Plane: All Worlds
Temple: Temples, groves and shrines
CERNUNNOS – GOD OF THE WILD Alignment: Lawful Neutral
Name: Cernunnos and Carnunico Sacrifices: Animal, food, objects and human
Order: Old God Holy Day: May 1st
Province: Sailors, Wealth, Forests? Superstitions: Unknown
Plane: All Worlds Preferred Weapons: War Spear or Sword
Temple: Temples and shrines Missionary: Beware that the Red One doesn”t thunder over you
Alignment: Neutral on his giant steed.
Sacrifices: Animal, objects, libations and human Ceremony: Smearing blood upon the cleric’s face gives+ 3 to
Holy Day: Unknown one track check.
Superstitions: Unknown Granted Abilities: At 5th level, the cleric gains the ranger
Preferred Weapons: Spear abilities survival and track.
Missionary: Bless the sailors of the Parisi who call upon
Cernunnos and need his fortunes whilst at sea. CONDATIS – GOD OF HEALING
Ceremony: Casting bless upon the intended target while calling Name: Condatis
it to awaken. Order: Old God
Granted Abilities: At 9th level, the cleric gains the ability Province: Healing, Rivers, Watery Places
awaken three times a week. Plane: All Worlds
Temple: Temples and shrines
CICOLLUS – MANLY GOD OF BATTLE Alignment: Lawful Neutral
Name: Cicollus Sacrifices: Animal, food, libations, object and human
Order: Old God Holy Day: Unknown
Province: Strength, Virility, Fecundity, War Superstitions: Unknown
Plane: The Otherworld Preferred Weapons: Spear
Temple: Temples, shrines and groves Missionary: When you need healing or protection, know that
Alignment: Lawful Neutral the confluence of waters is where Condatis can be called upon.
Sacrifices: Animal, food, libations and human Ceremony: None
Holy Day: Unknown Granted Abilities: At 6th level, the cleric gains the ability
Superstitions: Unknown control water twice a week.
Preferred Weapons: War Spear
Missionary: Cicollus bears might, and on that goes his sure COVENTINA – THE GODDESS OF THE WELL
aimed spear Where it goes, his foes are to fall. Name: Coventina
Ceremony: None Order: Old Goddess
Granted Abilities: None Province: Wells and Healing
Plane: The Otherworld
CISSONIUS – RAM RIDING GOD Temple: Temples and shrines
Name: Cissonius Alignment: Lawful Good
Order: Old God Sacrifices: Objects, food and libations
78 CASTLES & CRUSADES
OF THE GODS
Holy Day: Unknown Missionary: The Great Mare will protect the Calvary in battle
Superstitions: Unknown once they go forth Sight of her will crush their spirit and hearts.
Preferred Weapons: Unknown Ceremony: None
Missionary: Coventina aids the sick and ill in healing their most Granted Abilities: At 8th level, the cleric gains the abilities
grievous of pains. animal growth (horses only) and speak with animals three times
Ceremony: Water drawn and purified from a well or cistern is a week.
used for the granted ability below.
Granted Abilities: At 7th level, the cleric gains the ability ESUS – GOD OF STRENGTH
restoration twice a week. Name: Esus and Aisus
Order: Old God
DAMONA – GODDESS OF CATTLE Province: Strength
Name: Damona Plane: All Worlds
Order: Old Goddess Temple: Temples and shrines
Province: Cattle, Prosperity and Health Alignment: Lawful Neutral
Plane: The Otherworld Sacrifices: Animal, food, objects, libation and human
Temple: Shrines Holy Day: Unknown
Alignment: Lawful Neutral Superstitions: Unknown
Sacrifices: Food and libations Preferred Weapons: Axe
Holy Day: Unknown Missionary: Do not turn the strength of Esus against you, for
Superstitions: Unknown his temper can go both ways
Preferred Weapons: Unknown Ceremony: None
Missionary: Be thou wise and appease Damona so that you and Granted Abilities: At 8th level, the cleric gains the ability to
thine kind can have good health and a prosperous future. add 1d10 points of damage to a successful attack roll once a day.
Ceremony: Sacrificing monies or something of value allows the
cleric to know if the augury was successful or failed. GENII CUCULLATI – THE HOODED SPIRITS
Granted Abilities: At 6th level, the cleric gains the ability Name: Genii Cucullati
augury once a day. Order: Old Gods
Province: Health and Medicine
ENDOVELICUS – LORD OF SWINE GORE Plane: The Otherworld
Name: Endovelicus Temple: Shrines
Order: Andedion Alignment: Neutral
Province: Solar, Visions and Transformations Sacrifices: Animal, libations, objects and human
Plane: The Underworld Holy Day: Unknown
Temple: Temples and shrines in Celtiberia Superstitions: Unknown
Alignment: Chaotic Neutral Preferred Weapons: None
Sacrifices: Animal, objects, libation and human Missionary: The Hooded Spirits can aid those sick or needing
Holy Day: Unknown help Look to the shadows for them.
Superstitions: The blood from a freshly slain swine will aid in Ceremony: None
granting visions from Endovelicus Granted Abilities: None
Preferred Weapons: Falcata
Missionary: Bathe in the gore of a swine to divine the sight of GRANNUS – GOD OF THERMAL SPRINGS
Endovelicus to see into the future. There is no other way. Name: Grannus
Ceremony: Being in an unwashed, dirty state is imperative for Order: Old God
divination. Province: Thermal Springs and Healing
Granted Abilities: AT 7th level, the cleric gains the ability Plane: The Underworld
divination three times a week. Temple: Temples, groves and shrines
Alignment: Lawful Good
EPONA – THE DIVINE HORSE GODDESS Sacrifices: Food, libations and objects
Name: Epona, Epana and Iccona Holy Day: Unknown
Order: Old Goddess Superstitions: Unknown
Province: Horses, Magic, Mystery and Prosperity Preferred Weapons: None
Plane: All Worlds Missionary: Let the healing waters of Grannus wash over you
Temple: Temples, groves and shrines and heal up all that has wounded you.
Alignment: Lawful Neutral Ceremony: Boiling water must be poured over the cleric’s holy
Sacrifices: Animal, objects, libations and human symbol into a pool of water.
Holy Day: June 13 (Feast), and December 18 (Festival) Granted Abilities: At 7th level, the cleric gains the ability to
Superstitions: Unknown enchant a small pool of water that cures the cleric’s number of
Preferred Weapons: War Spear hit points and removes disease twice a week.
GODS & LEGENDS 79
OF THE GODS
ICOVELLAUNA – GODDESS OF THE FOUNTAIN Missionary: Never enrage Leucetios or the Divine Lightning will
Name: Icovellauna strike you from the skies.
Order: Old Goddess Ceremony: None
Province: Fountains, Health and Healing Granted Abilities: At 8th level, the cleric gains the ability
Plane: All Worlds lightning bolt three times a week.
Temple: Temples and shrines
Alignment: Lawful Good MATRONAE – DIVINE MOTHERS
Sacrifices: Food, objects and libations Name: Matronae
Holy Day: Unknown Order: Old Goddesses
Superstitions: Unknown Province: Household, Nursing, Prosperity and Comfort
Preferred Weapons: None Plane: All Worlds
Missionary: Icovellauna protects all who visit her and give her Temple: Temples, groves and shrines
offerings Alignment: Lawful Neutral
Ceremony: None Sacrifices: Animal, libations, objects, food and human
Granted Abilities: None Holy Day: Unknown
Superstitions: Unknown
IOLONUS CONTREBIS – GOD OF THE CLEARING Preferred Weapons: None
Name: Iolonus Contrebis Missionary: When troubled times come, war, famine, plague
Order: Old God and disease, the Matronae can bring peace and balance to life.
Province: Open Fields? Ceremony: Holding fruit in hand and calling upon the name of
Plane: All Worlds the Matronae, gives the cleric +2 to a constitution save.
Temple: Temples and shrines Granted Abilities: None
Alignment: Lawful Neutral
Sacrifices: Animal, libations and food MOGONS – MOUNTAIN GOD
Holy Day: Unknown Name: Mogon, Mogetios, Mogounos, Mogti, Mogont, and
Superstitions: Unknown Mogunt
Preferred Weapons: Unknown Order: Old God
Missionary: Praise Iolonus Contrebis, who watches over clearings Province: War, Might and Strength
Ceremony: None Plane: All Worlds
Granted Abilities: None Temple: Temples, groves and shrines
Alignment: Lawful Neutral
LENUS – GOD OF THE GROVE Sacrifices: Animal, food, libation, object and human
Name: Lenus Holy Day: Unknown
Order: Old God Superstitions: Unknown
Province: Groves, Mysteries, Magic Preferred Weapons: Sword, Spear or Axe
Plane: The Otherworld Missionary: Mogons is mighty, he is unbeatable and unrivaled
Temple: Groves and shrines by the other gods by other peoples
Alignment: Lawful Neutral Ceremony: None
Sacrifices: Animal, libations, objects, and human Granted Abilities: At 7th level, the cleric gains the hill giant’s
Holy Day: Unknown ability of rock throwing, but the range is only 60 feet.
Superstitions: Unknown
Preferred Weapons: Unknown MORITASGUS – CURATIVE GOD
Missionary: What is told to Lenus into his groves is kept secret Name: Moritasgus
to him only. Order: Old God
Ceremony: None Province: Healing and Surgery
Granted Abilities: None Plane: All Worlds
Temple: Temples and shrines
LEUCETIOS – LIGHTNING GOD Alignment: Lawful Good
Name: Leucetios Sacrifices: Animal, food, objects, libations and human
Order: Old God Holy Day: Unknown
Province: Lightning, Fire, Fertility and Warmth Superstitions: Unknown
Plane: All Worlds Preferred Weapons: None
Temple: Temples, groves and shrines Missionary: Each cut, set bone and mended wound can be
Alignment: Lawful Neutral aided by the powers of Moritasgus
Sacrifices: Animal, libations, objects and human Ceremony: Wrapping the cleric’s holy symbol in bandages and
Holy Day: Unknown placing it on the ground in the middle of those to be healed.
Superstitions: Unknown Granted Abilities: At 8th level, the cleric gains the ability mass
Preferred Weapons: Spear and Javelin heal once a week.
80 CASTLES & CRUSADES
NEMAUSUS – GOD OF THE SACRED WOOD
Name: Nemausus OF THE GODS
Order: Old God
MULLO – GOD OF MULES
Province: Groves, Secrets and Magic
Name: Mullo
Plane: The Otherworld
Order: Old God
Temple: Groves and shrines in Southern Gaul
Province: Burdens, Journeys, Healing, and Pilgrimages
Alignment: Lawful Neutral
Plane: All Worlds
Sacrifices: Animal, food, object, libations and human
Temple: Temples and shrines
Holy Day: May 1st and November 1st
Alignment: Lawful Neutral
Superstitions: Unknown
Sacrifices: Animal, libation, food, objects and human
Preferred Weapons: Spear
Holy Day: Unknown
Missionary: The most secret of secrets can be held in the grove
Superstitions: Unknown
of Nemausus and none other.
Preferred Weapons: None
Ceremony: The cleric outlines a 20 foot diameter circle then
Missionary: When one must take long treks, call upon Mullo to
casts sanctuary This is used with the granted ability below.
ease the burden For he will make what is heavier lighter, a great
Granted Abilities: At 8th level, the cleric gains the ability anti-
distance shorter, and the suffering less.
magic shell twice a week.
Ceremony: Loading and donning the cleric’s and companion’s
packs and blessing them with holy water. NEMETONA – GODDESS OF SACRED PLACES
Granted Abilities: At 6th level, the cleric and companions Name: Nemetona
(not more than 5) gain the ability to travel for 2 days without Order: Old Goddess
rest once a week. This ability allows the travelers to double their Province: Old Growth Forest
distance traveled and must be on foot, not mounted. Plane: The Otherworld
Temple: Temples and shrines in the land of the Treviri
NABIA – GODDESS OF THE RIVER
Alignment: Lawful Neutral
Name: Nabia
Sacrifices: Blood in the soil
Order: Old Goddess
Holy Day: Unknown
Province: Rivers, Streams and Waterways
Superstitions: Unknown
Plane: The Otherworld
Preferred Weapons: Bow and Arrows
Temple: Temples and shrines in Celtiberia and Portugal
Missionary: The crossing of the river boundary is one’s passing
Alignment: Lawful Neutral
into the border of another land or world It is best to have
Sacrifices: Animal, libations, objects and food
Ritona’s blessing.
Holy Day: Unknown
Ceremony: Turning in circles with burning incense incanting
Superstitions: Unknown
the name Nemetona.
Preferred Weapons: Unknown
Granted Abilities: At 7th level, the cleric gains the ability tiny
Missionary: Cross her rivers, and you must say the name of
hut twice a week.
Nabia to be given her blessing, or your journey will be dire.
Ceremony: None RITONA – GODDESS OF THE FORDS
Granted Abilities: None Name: Ritona
Order: Old Goddess
NANTOSUELTA – GODDESS OF NATURE
Province: River Fords, Borders and the Otherworld
Name: Nantosuelta
Plane: The Otherworld
Order: Old Goddess
Temple: Temples and shrines in the land of the Treviri
Province: Abundance, Prosperity and Nature
Alignment: Lawful Neutral
Plane: The Otherworld
Sacrifices: Animal, food, objects, libations and human
Temple: Temples, groves and shrines
Holy Day: Unknown
Alignment: Lawful Good
Superstitions: Unknown
Sacrifices: Animal, food, objects and libations
Preferred Weapons: Spear or Sword
Holy Day: May 1st
Missionary: The crossing of the river boundary is one’s passing
Superstitions: Unknown
into the border of another land or world It is best to have
Preferred Weapons: Spear
Ritona’s blessing.
Missionary: The prosperity one is given can only be granted by
Ceremony: None
Nantosuelta With a wave of her glistening hand, it can be given
Granted Abilities: At 7th level, the cleric gains the ability
and taken away.
plane shift twice a week.
Ceremony: None
Granted Abilities: At 8th level, the cleric gains the abilities ROSMERTA – GODDESS OF FERTILITY
antilife shell and antiplant shell, twice a week Name: Rosmerta
Order: Old Goddess

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OF THE GODS
Province: Fertility and Prosperity Preferred Weapons: None
Plane: The Otherworld Missionary: May a long life and good health come to you from
Temple: Temples and shrines the blessings of Senuna.
Alignment: Lawful Good Ceremony: The cleric places decaying flowers upon the body of
Sacrifices: Animal, food, libation and objects the one to receive longevity.
Holy Day: Unknown Granted Abilities: At 8th level, the cleric gains the ability
Superstitions: Unknown to not suffer the ability penalties of age, and the ability to use
Preferred Weapons: Unknown longevity (as the potion) on another person, never the same
Missionary: Sacred and holy Rosmerta, bring us all of the needs one twice, and may be used once a month.
met and what we are missing on life.
Ceremony: None SEQUANA – GODDESS OF THE RIVER
Granted Abilities: None Name: Sequana
Order: Old Goddess
RUDIANOS – COLLECTOR OF HEADS Province: Springs and river
Name: Rudianos Plane: The Otherworld
Order: Old God Temple: Temples, groves and shrines of the Sequani
Province: Battle, Severed Heads and Savagry Alignment: Lawful Good
Plane: The Otherworld Sacrifices: Animal, food, libations and objects
Temple: Temples, groves and shrines Holy Day: Unknown
Alignment: Chaotic Good Superstitions: Unknown
Sacrifices: Human Preferred Weapons: None
Holy Day: Unknown Missionary: Heal and find solace in the waters of the Goddess
Superstitions: Unknown Sequana.
Preferred Weapons: Axe or Sword Ceremony: None
Missionary: The time comes for the foes” head to be gathered Granted Abilities: None
for Rudianos and be counted
Ceremony: None SIRONA – GODDESS OF TIME
Granted Abilities: At 9th level, the cleric gains the ability to strike Name: Sirona, Thirona and Tsirona
as with a featheredged sword (magic item) three times a week. Order: Old Goddess
Province: Time, Mortality, and the Stars
SEGAMO – BATTLE GOD Plane: The Otherworld
Name: Segamo Temple: Temples, groves and shrines
Order: Old God Alignment: Lawful Neutral
Province: Aggression and War Sacrifices: Animal, libations and objects
Plane: The Otherworld Holy Day: Unknown
Temple: Temples, groves and shrines Superstitions: Unknown
Alignment: Chaotic Good Preferred Weapons: Unknown
Sacrifices: Animal, food, libations and human Missionary: Look into the night sky and gaze into the eternal
Holy Day: Unknown stars of Sirona.
Superstitions: Unknown Ceremony: None
Preferred Weapons: Spear Granted Abilities: None
Missionary: The hooves of Segomo’s steed will ride over you if
you dare to stand in his way. SMERTRIOS – WAR GOD OF EARLY GAUL
Ceremony: Rubbing stones against the cleric’s skin for Name: Smertrios
protection before battle. Order: Old God
Granted Abilities: At 6th level, the cleric gains the ability to Province: War
sustain no damage from the first attack in a battle twice a week. Plane: The Otherworld
Temple: Temple and shrine of the Parisi and the Norici
SENUNA – GODDESS OF AGE Alignment: Chaotic Good
Name: Senuna, Sena and Senua Sacrifices: Objects, animals and libations
Order: Old Goddess Holy Day: Unknown
Province: Healing, Health and Happiness Superstitions: Unknown
Plane: The Otherworld Preferred Weapons: Club or Firebrand
Temple: Temples, groves and shrines in Britain Missionary: Smertrios” fury is magnificent but his wrath in
Alignment: Lawful Good battle is far worse.
Sacrifices: Objects Ceremony: None
Holy Day: Unknown Granted Abilities: At 6th level, the cleric’s weapon may be
Superstitions: Unknown used as a flaming weapon (magic item flaming sword).
82 CASTLES & CRUSADES
OF THE GODS
SUCELLOS – HAMMER GOD Temple: Temples, groves and shrines
Name: Sucellos Alignment: Lawful Neutral
Order: Old God Sacrifices: Animal, libation, food, objects and human
Province: Domesticity and Prosperity Holy Day: Unknown
Plane: The Otherworld Superstitions: Fire wheels, Wickermen, chariot pendants
Temple: Temples, groves and shrines Preferred Weapons: War Axe
Alignment: Lawful Neutral Missionary: The sky raging is when Taranis is battling with the
Sacrifices: Animal, libations, object and human Giants atop the mountains who refuse to be defeated.
Holy Day: Unknown Ceremony: None
Superstitions: Unknown Granted Abilities: At 8th level, the cleric gains the ability fire
Preferred Weapons: Hammer or Mallet shield twice a week Also, the cleric adds level bonus to damage
Missionary: One’s home and family will benefit from Sucellos” when fighting giants.
graciousness.
Ceremony: None TOUTATIS – GOD OVER TRIBE AND PEOPLE
Granted Abilities: At 9th level, the cleric gains the ability Name: Toutatis
smite opponent (as paladin’s smite evil, but opponent does not Order: Old God
have to be evil) once a day. Province: Tribe, People, Family and Clan, Protection
Plane: The Otherworld
SULEVIAE – GODDESS OF GOVERNING Temple: Temples, shrines and groves
Name: Suleviae, Sulis Alignment: Lawful Neutral
Order: Old Goddesses Sacrifices: Animal, libations, food, objects and human
Province: Maternal, Nursing and Households Holy Day: November 1st
Plane: The Otherworld Superstitions: Unknown
Temple: Temples, groves and shrines Preferred Weapons: Sword
Alignment: Lawful Good Missionary: The Tribe and Toutatis are one Neither can be
Sacrifices: Animal, objects and libations separated.
Holy Day: Unknown Ceremony: Blessing, then waving a small vine with thorns over
Superstitions: Unknown the area to be protected.
Preferred Weapons: None Granted Abilities: At 6th level, the cleric gains the ability wall
Missionary: If you allow the Suleviae to govern your life, it will of thorns twice a week.
improve threefold.
Ceremony: None VERBEIA – GODDESS OF BLISTERING
Granted Abilities: None Name: Verbeia
Order: Old Goddess
SULIS – GODDESS OF THERMAL WATERS Province: Curing Ailments and Healing
Name: Sulis Plane: The Otherworld
Order: Old Goddess Temple: Temples and shrines
Province: Thermal Waters of Aqua Sulis Alignment: Lawful Good
Plane: The Otherworld Sacrifices: Animal, libations, food and objects
Temple: Temple of Aqua Sulis, shrines in the Scyllan Isles Holy Day: Unknown
Alignment: Lawful Good Superstitions: Unknown
Sacrifices: Libations, food and objects Preferred Weapons: None
Holy Day: Unknown Missionary: If you are bespotted with blisters, or your skin torn
Superstitions: Curse tablets thrown into her waters can affect by sores, Verbeia can cure them all.
those named Ceremony: Making a small cut and rubbing the blood on the
Preferred Weapons: None wound site of the one being healed.
Missionary: Let the healing waters of Sulis bring the bright Granted Abilities: At 8th level, the cleric gains the ability
blessings of the Otherworld. regenerate twice a week.
Ceremony: Carving the name of a cursed individual into wood
and then burning it. VETERIAS – EXCLUSIVE GOD OF MALES
Granted Abilities: At 6th level, the cleric gains the ability Name: Verterias
remove curse, three times a week. Order: Old God
Province: Men, Status?
TARANIS – GOD OVER THUNDER Plane: The Otherworld
Name: Taranis Temple: Shrines at Hadrian’s Wall
Order: Old God Alignment: Lawful Neutral
Province: Thunder, Storms, Fire, Giant Slaying, War Sacrifices: Objects, food, and animal
Plane: The Otherworld Holy Day: Unknown
GODS & LEGENDS 83
OF THE GODS
Superstitions: Unknown Granted Abilities: At 5th level, the cleric gains the ability
Preferred Weapons: Unknown invisibility to animals once a week.
Missionary: If you are of title or rank, a male and in the Legion,
Verterias can aid you with his blessings. THE TUATHA DE DANANN
Ceremony: None
Granted Abilities: None DANAND – MOTHER OF THE GODS
Name: Danand, Danu
VINOTONUS – GOD OF THE VINEYARD Order: Old Gaelic Goddess
Name: Vinotonus Province: Maternal, Water, and Children
Order: Old God Plane: The Otherworld
Province: Vineyards and wine Temple: Shrines and groves
Plane: The Otherworld Alignment: Lawful Good
Temple: Shrines in Brigantia (Northern Britain) Sacrifices: Animal, libations, food and objects
Alignment: Lawful Good Holy Day: May 1st
Sacrifices: Animal, food, objects and libations Superstitions: Never speak of her name in its true form
Holy Day: Unknown Preferred Weapons: None
Superstitions: Unknown Missionary: Let the Mother of All bless, guide and aid you in
Preferred Weapons: Spear all you do!
Missionary: Enchanted are the vines that are touched by the Ceremony: Pouring water over one that is wounded while
hand of Vinotonus. chanting Danand’s name gives the cleric an additional two hit
Ceremony: Blessing a bottle of wine points per level to any healing spell other than heal.
Granted Abilities: None Granted Abilities: At 9th level, the cleric gains the ability of
greater restoration and guards and wards, each once a week.
VISUCIUS – THE KNOWLEDGABLE ONE
Name: Visucius BILE – FATHER OF THE MILESIANS
Order: Old God Name: Bíle
Province: Knowledge, Ravens and Secrets Order: Old Gaelic God
Plane: The Otherworld Province: War and Fire
Temple: Temples and shrines Plane: The Otherworld
Alignment: Lawful Neutral Temple: Shrines
Sacrifices: Animal, libations, objects and food Alignment: Lawful Neutral
Holy Day: Unknown Sacrifices: Animal, food, objects and libations
Superstitions: Unknown Holy Day: May 1st
Preferred Weapons: Spear Superstitions: All Beltaine festivities in general
Missionary: Visucius possesses the vast knowledge of Man and Preferred Weapons: Spear
the Gods, but only the tight beak of the raven holds it. Missionary: The Father of the Milesians, and spouse of Danand,
Ceremony: Seated on the ground, the cleric chants “He who is the forgotten sire of Éire
Possesses Knowledge” six times while holding a blank page of Ceremony: Running a weapon through fire while holding the
paper and quill. holy symbol of Bile before battle, the cleric gives all allies within
Granted Abilities: At 6th level, the cleric gains the ability twenty feet a +2 bonus to charisma.
legend lore three times a week. Granted Abilities: At 8th level, the cleric, when using the
ceremony above, gives all allies within twenty feet the benefits
VOSEGUS – GOD OF THE FOREST of sanctuary for the duration of cleric’s level once a day.
Name: Vosegus
Order: Old God NUADU – SILVERHANDED GOD-KING
Province: Forests, Groves and Hunting Name: Nuadu Airgatlamh
Plane: The Otherworld Order: Old Gaelic God
Temple: Temples, shrines and groves Province: War, Kingship, Sacrifice
Alignment: Lawful Good Plane: The Otherworld
Sacrifices: Animal, libations, objects, food, and human Temple: Shrines and groves
Holy Day: Unknown Alignment: Lawful Good
Superstitions: Unknown Sacrifices: Animal, libations, objects and food
Preferred Weapons: Bow Holy Day: November 1st
Missionary: All who are wise know that Vosegus hunts around Superstitions: Unknown
his mountain Woe to he that dares to stalk his prey. Preferred Weapons: Sword (Caledbolg)
Ceremony: Standing and studying a path for at least fifteen Missionary: Nuadu killed Streng, King of the Fir Bolg during
minutes, gives the cleric +4 on wisdom to track. the Cath Mag Tured but lost his sword arm So, he killed a king

84 CASTLES & CRUSADES


OF THE GODS
and lost his own kingship for a time, until an enchanted arm ABCAN – DWARF MUSICIAN
was made for him. Name: Abcán and Fer Í
Ceremony: Blessing and wearing a gauntlet on the right hand, Order: Old Gaelic God
gives the cleric +2 to hit bonus during the next battle. Province: Tricks, Maliciousness and Deception
Granted Abilities: At 9th level, the cleric gains the ability of Plane: The Otherworld
minor globe of invulnerability twice a week This ability can only Temple: Shrines
be used in battle. Alignment: Chaotic Neutral
Sacrifices: Animal, food, libations, objects and human
OGHMA – FATHER OF THE OGHAM Holy Day: Unknown
Name: Oghma Superstitions: Unknown
Order: Old Gaelic God Preferred Weapons: Sword
Province: Ogham, Druidism, Music and Athletics Missionary: Tread carefully over the Síd hills by nightfall You
Plane: The Otherworld do not want to disturb Abcán, or he will use his vile wiles to
Temple: Shrines and groves ruin you.
Alignment: Lawful Good Ceremony: None
Sacrifices: Animal, food, objects and libations Granted Abilities: At 7th level, the cleric gains the ability
Holy Day: Unknown mirage arcana twice a week.
Superstitions: Unknown
Preferred Weapons: Club or Ax AED – PRINCE OF THE GOOD FOLK
Missionary: Dagda could not be who and what he was amid the Name: Aed
Tuatha De Danann were it not for the Great Oghma. Order: Old Gaelic God
Ceremony: Challenging another to a race or even a feat of Province: Tragedy and Princes
strength is very pleasing to Oghma. Plane: The Mortal World
Granted Abilities: At 8th level the cleric gains the ability of Temple: Shrines
transport via plants, and polymorph any object at 10th level Both Alignment: Lawful Good
abilities can be used once a week. Sacrifices: Animal, food, objects and libations
Holy Day: Unknown
AENGUS ÓG – THE GOD OF YOUTH Superstitions: Unknown
Name: Angus Óg Preferred Weapons: Sword
Order: Old Gaelic God Missionary: Such was the awful fate of Aed mac Lír, Prince of
Province: Time, Immortality, the Otherworld, Prudence and the Daoine Sídhe, that nine-hundred years was taken from him
Magic by the vengeful Aoife.
Plane: The Otherworld Ceremony: None
Temple: Shrines and groves Granted Abilities: None
Alignment: Lawful Good
Sacrifices: Animal, food, objects and libations ÁINE – GODDESS OF RADIANCE
Holy Day: Unknown Name: Áine
Superstitions: Unknown Order: Old Gaelic Goddess
Preferred Weapons: Sword (Maralltach and Beagaltach) or Province: Agriculture, Summer, Affluence and Leadership
Spear (Gáe Buide and Gáe Derg) Plane: The Otherworld
Missionary: One’s deeds in both the Mortal World and in Tír Temple: Shrines and groves, especially Cnoc Áine
na nÓg will be seen, judged and you will be cast out or accepted Alignment: Lawful Good
by the wise Angus Óg. Sacrifices: Animal, food, objects and libations
Ceremony: None Holy Day: May 1st
Granted Abilities: At 7th level, the cleric gains the ability of Superstitions: Unknown
raise dead once a week. Preferred Weapons: None
Missionary: Dance nine times around, clockwise on Cnoc Áine
THE OTHER IRISH GODS while the sun is overhead, and her radiance will spread.
There were many, nearly as numerous as the Gauls, deities in Ceremony: Praying in the bright sunlight gives the cleric a +3
early Ireland. Mostly all were a part of, or descended from, the bonus to charisma.
Tuatha Dé Dannan in some way. Although many named deities Granted Abilities: At 5th level, the cleric gains the ability
appear to have been local and had followers who worshipped discern lies once a day, and at 8th level, the cleric gains the ability
them, most attestations of them were documented by Christian sunburst twice a week.
scribes. Ireland did not have the slight benefit of being able to
keep their own deities longer through a third-party (ie, “Rome”),
and record their names on their own terms.

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OF THE GODS
AIRMED – GODDESS OF THE HERBS Granted Abilities: None
Name: Airmed
Order: Old Gaelic God BO FIND – GODDESS OF THE RIVER
Province: Healing Name: Bó Find
Plane: The Otherworld Order: Primal Gaelic Goddess
Temple: Shrines and groves Province: Cattle, the Milky Way, and Wisdom
Alignment: Lawful Neutral Plane: The Otherworld
Sacrifices: Animal, food, objects and libations Temple: Shrines
Holy Day: Unknown Alignment: Lawful Good
Superstitions: Unknown Sacrifices: Animal, food, objects, libations and human
Preferred Weapons: Axe Holy Day: Unknown
Missionary: Many have been slain, utterly at the point of Superstitions: Unknown
spears and sliced by the edge of swords, but the song of Airmed Preferred Weapons: None
resurrected them His voice echoed within the well of Slainé and Missionary: If one visits Tobar na Segais, you might catch a
they arose. glimpse of the tragic but wise Bó Find within the waters.
Ceremony: Preparing a meal, before the ability blow is used, Ceremony: None
allows the recipient to add their constitution bonus to hit points Granted Abilities: At 6th level, the cleric gains the ability
healed. of water breathing once a day, and the ability of gauntlets of
Granted Abilities: At 7th level, the cleric gains the ability swimming and climbing (for swimming only), to only be used with
goodberry three times a week However, the berries heal 1d8 water breathing.
points of damage with this ability. BODH DERG – RED CROW KING
BADB – GODDESS OF TERROR Name: Bodh Derg
Name: Badb, Badb Catha Order: Old Gaelic God
Order: Old Gaelic Goddess Province: Kingship and Rivalry
Province: Battle, Visions and Terror Plane: The Otherworld
Plane: The Otherworld Temple: Shrines
Temple: Shrines and groves Alignment: Chaotic Neutral
Alignment: Chaotic Neutral Sacrifices: Animal, libations, food, objects and human
Sacrifices: Animal, food, objects, libations and human Holy Day: Unknown
Holy Day: Unknown Superstitions: Unknown
Superstitions: Unknown Preferred Weapons: Sword
Preferred Weapons: Axe Missionary: Trust not the jealousy of King Bodh Derg who once
Missionary: If you hear the wail before the battle-cry that is ruled for the Tuatha Dé Danann and then caused the Táin Bó
the Song of the Badb Catha Men will perish in numbers equal to Cuailgne.
wheat being harvested. Ceremony: None
Ceremony: Performing a battle dance while wearing a hideous Granted Abilities: None
mask, gives the cleric +2 to charisma for the upcoming battle. BRES, EOCHAID – THE FAIR TYRANT
Granted Abilities: At 7th level, the cleric gains the ability Name: Bres
shades and fear (must be used together) twice a week. The form Order: Old God
of the shade is in the form of a crow. Province: Agriculture
BEBINN – NOBLE GIANTESS Plane: Mortal World
Name: Bébinn, Bé Binn, Befind, Bebinnd, Befind, and Befhin Temple: Shrines
Order: Old Gaelic Goddess Alignment: Chaotic
Province: Moon, Singing and Beauty Sacrifices: Animal, food, libations and objects
Plane: The Otherworld Holy Day: Unknown
Temple: Shrines and groves Superstitions: Unknown
Alignment: Lawful Neutral Preferred Weapons: Spear
Sacrifices: Animals, objects, and libations Missionary: Never choose one who is fonder of being in charge
Holy Day: Unknown rather than a natural leader without having to think about it.
Superstitions: Unknown This was the fate of Bres.
Preferred Weapons: Unknown Ceremony: None
Missionary: Perhaps you hear the song by moonlight? That Granted Abilities: At 9th level, the cleric gains the ability mass
might be Béfind, the tall, fair one, calling to the bright light in suggestion once a week.
the night sky.
Ceremony: None

86 CASTLES & CRUSADES


OF THE GODS
BRIAN – ASSASSIN OF LUGH’S FATHER CLIODHNA – QUEEN OF THE BANSHEES
Name: Brian Name: Clíodhna
Order: Old God Order: Old Goddess
Province: Assassin Province: Beauty and Love
Plane: The Mortal World Plane: The Otherworld
Temple: Shrines Temple: Shrines and groves
Alignment: Chaotic Neutral Alignment: Chaotic Good
Sacrifices: Animal, food, libations, objects and human Sacrifices: Animal, food, libations and objects
Holy Day: Unknown Holy Day: Unknown
Superstitions: Unknown Superstitions: Unknown
Preferred Weapons: Sword Preferred Weapons: Spear
Missionary: The Sons of Tuirenn came for the father of Lúgh Missionary: Dreadful enough to hear the wail of the Bánsídh
Samildánach and had him slain Few could have done that If but even worse to meet the Queen Clíodhna
unstopped, they could have more to others. Ceremony: Singing softly and dancing gives the cleric +2
Ceremony: None charisma bonus.
Granted Abilities: At 5th level, the cleric gains alter self once a Granted Abilities: At 8th level, the cleric gains the ability geas
day, and at 7th level invisibility sphere once a week. once a week.

BRIGID – GODDESS OF FIRE CREIDHNE – BRONZE SMITH OF THE GODS


Name: Brigid Name: Creidhne
Order: Old Goddess Order: Old God
Province: Light, Nobility, Smiths, Dawn, Spring, Poetry and Province: Bronze Smithing
Fertility Plane: The Otherworld
Plane: The Otherworld Temple: Shrines and groves
Temple: Shrines and groves Alignment: Lawful Neutral
Alignment: Lawful Good Sacrifices: Animal, food, libations and objects
Sacrifices: Animals, food, libations and objects Holy Day: Unknown
Holy Day: 1st of February Superstitions: Unknown
Superstitions: There are a myriad of Brigid related superstitions Preferred Weapons: Hammer
in Ireland to the present Missionary: Never will it rust, shatter, dent or fail you, the item
Preferred Weapons: Spear made by Creidhne.
Missionary: The pure light of Brigid is the holiest of them all Ceremony: None
and no beast or man fears her that is good in heart. Granted Abilities: None
Ceremony: Throwing wood shavings in the air, the cleric calls
the name Brigid to transform. CROM CRUACH – THE BENT GOD
Granted Abilities: At 9th level the cleric gains the ability Name: Crom Cruach, Cenncroithi, Crom Cróich and Cenn
transmute metal to wood three times a week. Crom Dubh
Order: Primal God
CAILLEACH – THE GREAT GAG Province: Fertility, Harvest and Virility
Name: Cailleach and Cailleach Bhérach Plane: The Underworld
Order: Primal Goddess Temple: Shrines and groves
Province: Winter, Creation and Death Alignment: Chaotic Neutral
Plane: All Worlds Sacrifices: Animal, food, libations, objects and human
Temple: Caves, shrines and groves Holy Day: Sundays (Domhnach)
Alignment: Neutral Superstitions: Unknown
Sacrifices: Animal, food, libations, objects and human Preferred Weapons: Spear
Holy Day: December 21st Missionary: Hidden in the mists, behind all of the Gods in Éire
Superstitions: There are many surviving in Ireland, Scotland was the mysterious Crom Cruach.
and the Isle of Man Ceremony: None
Preferred Weapons: Staff Granted Abilities: None
Missionary: The seasons are guided by the mood of the Cailleach
who may be in a positive or not temper from year to year . DAGDA – THE GOOD GOD
Ceremony: Rubbing soot onto a finger, the cleric points to the Name: Dagda or Soichell?
intended victim. Order: Old God
Granted Abilities: At 9th level, the cleric gains the ability Province: Fertility, Music, Druidism, and Paternalism
finger of death once a week. Plane: The Otherworld
Temple: Shrines and groves
Alignment: Lawful Neutral
GODS & LEGENDS 87
OF THE GODS
Sacrifices: Animal, food, libations, and objects focused minds.
Holy Day: Unknown Ceremony: None
Superstitions: Unknown Granted Abilities: At 6th level the cleric gains the ability
Preferred Weapons: Club suggestion, and 9th level mass suggestion both once a week.
Missionary: Although many feared the Fomoraig, the Dagda
was only annoyed and jovial toward them. ÉTAIN – GODDESS OF THE SUN
Ceremony: None Name: Étain
Granted Abilities: At 8th level, the cleric gains the abilities Order: Old Goddess
commune and true seeing both can be used twice a week. Province: Kingship and Sunlight
Plane: The Otherworld
DIAN CECHT – HEALER OF THE GODS Temple: Shrines and groves
Name: Dian Cecht Alignment: Lawful Good
Order: Old God Sacrifices: Animals, food, objects, and libations
Province: Healing and Health Holy Day: Unknown
Plane: The Otherworld Superstitions: Unknown
Temple: Shrines Preferred Weapons: Sword
Alignment: Lawful Neutral Missionary: The true light of Kingship is that which is shone
Sacrifices: Animals, food, objects and libations from Étain.
Holy Day: Unknown Ceremony: Burning embers are thrown into the air
Superstitions: Unknown Granted Abilities: At 9th level, the cleric gains the ability
Preferred Weapons: Spear sunburst once a week.
Missionary: There is no wound, venom or suffering bad enough,
not even death, that can deny Dian Cecht his skill its might. ÉRIU-BANBA-FODLA – TRINITY OF GODDESSES OF
Ceremony: The cleric lays clean white bandages upon the IRELAND
foreheads of the wounded. Name: Ériu-Banba-Fódla
Granted Abilities: At 9th level, the cleric gains the ability mass Order: Primal Goddesses
heal once a week. Province: The Earth/Ireland
Plane: All Worlds
DONN – GOD OF THE DEAD Temple: Shrines and groves
Name: Donn Alignment: Lawful Good
Order: Old God Sacrifices: Animal, food, objects, and libations
Province: Death Holy Day: Unknown
Plane: All Worlds Superstitions: Unknown
Temple: Temple, shrines and groves Preferred Weapons: Spear
Alignment: Neutral Missionary: The Three Sisters of Éire are the land itself and
Sacrifices: Animals, food, objects, libations and human both cannot be separated One without the other is impossible.
Holy Day: Unknown Ceremony: None
Superstitions: Unknown Granted Abilities: At 7th level, when the cleric casts healing
Preferred Weapons: Sword any companions within a 10 foot radius receives the healed hit
Missionary: Everyone who perishes, who is a Gael, must pass points. The companions must be in contact with the ground
through Tech Duin if they hope to make their way onto Tír na nÓg. This ability can be used twice a week.
Ceremony: Dirt is smeared upon the face of the deceased.
Granted Abilities: At 9th level, the cleric gains the ability raise FAND – SCORNFUL GODDESS
dead once a week. Name: Fand
Order: Old Goddess
ECNE – GOD OF POETRY Province: Charms, Love, Lust and Deception
Name: Ecne Plane: The Otherworld
Order: Old God Temple: Shrines and groves
Province: Poetry Alignment: Chaotic Neutral
Plane: The Otherworld Sacrifices: Animal, food, objects and libations
Temple: Shrines Holy Day: Unknown
Alignment: Lawful Neutral Superstitions: Unknown
Sacrifices: Libations, food and objects Preferred Weapons: Spear
Holy Day: Unknown Missionary: Get not lost in Mag Mell if you should ever find
Superstitions: Unknown yourself in the Otherworld, and catch the attention of its
Preferred Weapons: Spear Queen Fand For she will play with Mortals as a child does with
Missionary: The poems of Ecne can hypnotize even the most toys it disdains.

88 CASTLES & CRUSADES


OF THE GODS
Ceremony: Praying, the cleric holds a carved doll in the LEN – SMITH OF BODB
direction of the projected image. Name: Lén
Granted Abilities: At 8th level, the cleric gains the ability Order: Old God
project image twice a week. Province: Smithing
Plane: The Otherworld
FLIDAIS – GODDESS OF THE WILDS Temple: Shrines
Name: Flidais Alignment: Chaotic Neutral
Order: Old Goddess Sacrifices: Animals, libations, objects and human
Province: Deer, Wilderness and Cattle Holy Day: Unknown
Plane: All Worlds Superstitions: Unknown
Temple: Shrines and groves Preferred Weapons: Hammer
Alignment: Chaotic Good Missionary: Woe to be the smith of Bodb who disposes of
Sacrifices: Food, objects and libations anvils, each broken, split and wasted, from misuse and begotten
Holy Day: Unknown attempts at forging great items for foul purposes.
Superstitions: Unknown Ceremony: Holy symbol in hand, the cleric scans opponent
Preferred Weapons: Spear and Bow armor for imperfections giving a +2 to an attack roll .
Missionary: A fool indeed who harms the Cattle of Flidias. Granted Abilities: At 6th level, the cleric gains the ability to do
Ceremony: None an extra 1d6 damage to metal armor and decreasing the armor
Granted Abilities: At 7th level, the cleric gains the ability class by the results of the roll. This ability may be used three
summon animals once a week. times a week.
FUAMNACH – JEALOUS DRUIDESS OF THE GODS LIR – GOD OF THE SEA
Name: Fúamnach Name: Lír
Order: Old Goddess Order: Old God
Province: Charms, Druidism and Vengeance Province: The Sea
Plane: The Otherworld Plane: The Otherworld
Temple: Shrines and groves Temple: Shrines
Alignment: Chaotic Neutral Alignment: Lawful Neutral
Sacrifices: Animal, food, objects, libations and human Sacrifices: Animal, food, objects and libation
Holy Day: Unknown Holy Day: Unknown
Superstitions: Unknown Superstitions: Unknown
Preferred Weapons: Sword Preferred Weapons: Sword
Missionary: Never test the patience or wrath of Fúamnach The Missionary: Floods, waves and disasters from the sea are Lír
Goddess” skill of the Druidic Arts is grander than those of Man. giving us warning.
Ceremony: None Ceremony: Before entering the water, the cleric swallows a bit
Granted Abilities: At 7th level, the cleric gains the ability of it.
explosive runes twice a week. Granted Abilities: At 6th level, the cleric gains the ability
GOIBNIU – THE GREAT SMITH water breathing once a day.
Name: Goibniu MACHA – HORSE GODDESS
Order: Old God Name: Macha
Province: Smithing, Immortality, Healing and Hospitality Order: Old Goddess
Plane: The Otherworld Province: Curses and Sexuality
Temple: Shrines and groves Plane: The Otherworld
Alignment: Lawful Good Temple: Shrines
Sacrifices: Animals, food, objects, and libations Alignment: Chaotic Good
Holy Day: Unknown Sacrifices: Food, objects and libations
Superstitions: Unknown Holy Day: May 1st
Preferred Weapons: Hammer Superstitions: Unknown
Missionary: If a Mortal were lucky enough to drink from the Preferred Weapons: Spear
mead made from Goibniu, they would gain the immortality of Missionary: The name Macha is synonymous with curses and
the Gods. greatness Hear it and know that.
Ceremony: None Ceremony: A cloth or wooden figurine is made and buried in
Granted Abilities: At 9th level, when taking damage that will the ground.
take the cleric below 0 hit points, a constitution save is rolled. Granted Abilities: At 7th level, the cleric gains the ability curse
If successful, a d20 is rolled and the hit point are added The twice a week.
cleric’s hit points total may only be raised to 5 hit points.

GODS & LEGENDS 89


OF THE GODS
MANANNAN MAC LIR – LORD OF THE SEAS NECHTAN – PROTECTOR OF WISDOM
Name: Manannán mac Lír Name: Nechtan
Order: Old God Order: Old God
Province: The Ocean, Laws, Judgement, Enchantment, Province: Wisdom
Druidism, Battle and Academics Plane: The Otherworld
Plane: The Otherworld Temple: Wells, shrines and groves
Temple: Shrines Alignment: Lawful Neutral
Alignment: Lawful Neutral Sacrifices: Animal, food, libations and objects
Sacrifices: Animal, food, objects and libations Holy Day: Unknown
Holy Day: Unknown Superstitions: Unknown
Superstitions: Using epithets to avoid saying his name while in Preferred Weapons: Spear
the water, placing “eyes” on the bow of a boat to gain his blessing. Missionary: Few Mortals have visited either the Síd Nechtaine
Preferred Weapons: Sword and Spear or the Tobar Segais to gain the wisdom of Nechtan He won”t
Missionary: Even the mightiest will fall before the waves of seek you.
Manannán mac Lír. Ceremony: Staring into water, the cleric visualizes the target
Ceremony: Drinking from a cauldron of boiling apples, before individual.
battle, aids in the cleric’s healing in the granted abilities below Granted Abilities: AT 6th level, the cleric gains the ability
Granted Abilities: At 6th level, the cleric gains the ability air scrying, and at 8th level greater scrying. Both abilities may be used
and water walk once a day, and at 8th level regenerate three times twice a week.
a week.
NEMAIN – THE FRENZIED ONE
MIDIR – DIVINE JUDGE Name: Nemain
Name: Midir Order: Old Goddess
Order: Primal God Province: Terror and Battle
Province: Judgement Plane: The Otherworld
Plane: The Otherworld Temple: Shrines and groves
Temple: Shrines and groves Alignment: Chaotic Neutral
Alignment: Neutral Good Sacrifices: Animal, food, libations, objects and human
Sacrifices: Animal, food, objects and libations Holy Day: Unknown
Holy Day: Unknown Superstitions: Unknown
Superstitions: Unknown Preferred Weapons: Axe and Spear
Preferred Weapons: Sword Missionary: In the midst of battle, the red fury or frenzy of
Missionary: The judgement of Midir will always be wise and Nemain may strike you Better it hits you than your foes.
true, as sharp and precise as the blade of the finest sword. Ceremony: Shrieking loud as possible, the cleric spreads both
Ceremony: The cleric casts discern lies before using the granted arms out wide If the caster makes a successful charisma check,
ability atonement. the duration of awe is doubled.
Granted Abilities: At 7th level, the cleric gains the ability Granted Abilities: At 9th level, the cleric gains the ability awe
atonement twice a week, and at 9th level holy aura twice a week. twice a week.

MORRIGAN – QUEEN OF NIGHTMARES THE PLANT DON


Name: Morrígan
In Welsh the Plant Dôn or “Children of (the Goddess) Dôn” is
Order: Old Goddess
the parallel to the Irish Tuatha Dé Danann. There is little doubt
Province: Nightmares, Death, War and Fertility
these deities are the same, only muddled by sources.
Plane: The Otherworld
Temple: Shrines and groves
Alignment: Chaotic Neutral DON – MOTHER GODDESS
Sacrifices: Animal, food, libations, objects, and human Name: Dôn or Dônwy
Holy Day: October 31st Order: Old Goddess
Superstitions: Too many to list Province: Divine Waters, Healing, Nobility, Progeny and
Preferred Weapons: Axe, Spear and Sword Maternity
Missionary: It is best to have the Queen of Phantoms as one ally Plane: The Otherworld
in difficult times. Temple: Temples, shrines and groves
Ceremony: Casting a crow’s feather in the air aids in summoning Alignment: Lawful Good
the crow(s). Sacrifices: Animal, food, libations, and objects
Granted Abilities: At 6th level, the cleric gains the ability Holy Day: Unknown
summon animal (crow only), and at 8th level animal growth (crow Superstitions: Unknown
only). Both abilities may be used twice a week. Preferred Weapons: Spear
Missionary: All kings, bards and nobility of the Island of the
90 CASTLES & CRUSADES
OF THE GODS
Mighty sprang from the Great Dôn. Missionary: The brilliant, gleaming spear of Lleu Llaw Gyffes
Ceremony: Blessing a pool of water and drinking from it gives strikes into the heart of the Plant Annwfyn and banishes them
the cleric an additional two hit points per level to any healing deeper into the Underworld.
spell other than heal. Ceremony: Grasping companions by the forearms and looking
Granted Abilities: At 9th level, the cleric gains the ability of deep into their eyes to feel their expression and purity.
greater restoration twice a week. Granted Abilities: At 9th level, the cleric gains the ability of
holy aura once a week.
BELI MAWR – MIGHTY FIRE GOD
Name: Beli Mawr EUFYDD – MYSTERIOUS MAGICIAN
Order: Old God Name: Eufydd and Hefeydd Hen
Province: War, Fire and Kingship Order: Old God
Plane: The Otherworld Province: Enchantment
Temple: Temples, shrines and groves Plane: The Otherworld
Alignment: Lawful Good Temple: Shrines and groves
Sacrifices: Animal, food, libations, objects, and human Alignment: Lawful Neutral
Holy Day: May 1st Sacrifices: Animal, food, libations, and objects
Superstitions: Unknown Holy Day: Unknown
Preferred Weapons: Spear Superstitions: Unknown
Missionary: The rage and fire of Beli Mawr helped to conquer Preferred Weapons: Sword
Prydein from the armies of giants and to throw the dark and Missionary: The whims of Eufydd’s spells and enchantment
deceptive Pen Annwfn down into his realm. can alter the course of history and the world Just be on the right
Ceremony: When flourishing a weapon and entoning Beli side of those whims.
Mawr’s name before battle, the cleric gives all allies within Ceremony: None
twenty feet a +2 bonus to charisma. Granted Abilities: At 8th level the cleric gains the ability
Granted Abilities: At 8th level, the cleric, when using the of anti-magic shell, and polymorph any object at 10th level Both
ceremony, gives all allies within twenty feet a +4 bonus to attacks abilities can be used once a week.
and armor class for the duration of cleric’s level once a day.
MABON – THE CAPTURED GOD
NUDD – LORD OF THE MISTS Name: Mabon ap Madron or Mabon ap Mellt
Name: Nudd and Lludd Order: Old God
Order: Old God Province: Youth, Lightning, and Hunting
Province: War, Mist, Fog, and Sovereignty Plane: The Otherworld
Plane: The Otherworld Temple: Shrines and groves
Temple: Temples, shrines and groves Alignment: Lawful Good
Alignment: Lawful Good Sacrifices: Animal, food, libations and objects
Sacrifices: Animal, food, objects, libations and human Holy Day: Unknown
Holy Day: Unknown Superstitions: Unknown
Superstitions: Unknown Preferred Weapons: Spear
Preferred Weapons: Sword Missionary: The capture of Mabon held the world hostage, as
Missionary: The mists hold and hide Nudd, Lord over the Wall youth was slipping away from Humanity slowly.
between Worlds Ceremony: Placing a holy symbol upon the ground at the
Ceremony: When covering the body and chanting for 5 rounds, beginning of a hunt gives the cleric a +2 bonus to track for 1 day.
the cleric doubles the duration of the special fog cloud. Granted Abilities: At 6th level the cleric gains the ability to
Granted Abilities: At 9th level, the cleric gains the ability to track as a ranger of the same level, and at 7th level can commune
cast a special fog cloud 2/week that also acts as a minor globe of with nature once a day.
invulnerability within the cloud .The duration is the cleric’s level.

LLEU LLAW GYFFES – LONG ARMED CHAMPION OTHER BRYTHONIC GODS AND GODDESSES
Name: Lludd Llaw Gyffes and Lou Hen map Guidgen AMAETHON – DIVINE FARMER
Order: Old God Name: Amaethon
Province: All Skills, Light, Oaths, Purity and Holiness Order: Old God
Plane: The Otherworld Province: Agriculture, Animal Husbandry
Temple: Temples, shrines and groves Plane: The Otherworld
Alignment: Lawful Good Temple: Shrines and groves
Sacrifices: Animal, food, libations and objects Alignment: Lawful Neutral
Holy Day: August 1st Sacrifices: Animal, food, libations and objects
Superstitions: Poorly documented to be sure Holy Day: May 1st
Preferred Weapons: Spear Superstitions: Unknown

GODS & LEGENDS 91


OF THE GODS
Preferred Weapons: Spear Ceremony: Blessing food and placing it along the path.
Missionary: Work, plow and harvest the unworkable field That Granted Abilities: At 7th level, the cleric gains the ability
is the job of Amaethon, the Son of Dôn. He can outsmart the summon beasts or plants twice a week.
rough earth and Arawn Pen Annwfyn as well.
Ceremony: Placing flowers and incense upon the rough earth BLODEUWEDD – GODDESS OF FLOWERS
for future harvests. Name: Blodeuwedd
Granted abilities: None Order: Old Goddess
Province: Nature, Mischievousness and Owls
ARAWN – LORD OF THE UNDERWORLD Plane: All Worlds
Name: Arawn Temple: Shrines and groves
Order: Old God Alignment: Chaotic Neutral
Province: The Underworld Sacrifices: Animal, food and libations
Plane: The Otherworld Holy Day: Unknown
Temple: Caverns Superstitions: Unknown
Alignment: Lawful Neutral Preferred Weapons: Spear
Sacrifices: Coin, Bones Missionary: Do not trust the owl, for its eye and mind are
Holy Day: Unknown gifted by its master, the devious Blodeuwedd, who betrayed her
Superstitions: Unknown own husband Lleu Llaw Gyffes.
Preferred Weapons: Axe Ceremony: Resting on a bed of flowers allows the cleric to heal
Missionary: The crossing of the river boundary is one’s passing three hit points over night.
into the border of another land or world It is best to have Granted Abilities: At 8th level, the cleric gains the ability of
Ritona’s blessing. polymorph self into an owl once a day.
Ceremony: None
Granted Abilities: At 7th level, the cleric gains the ability plane BRAN FENDIGAIDD – THE GIANT GOD
shift twice a week. Name: Brân Fendigaidd
Order: Old God
ARIANRHOD – GODDESS OF THE SILVER WHEEL Province: Ravens, War and Kingship
Name: Arianrhod Plane: The Otherworld
Order: Old Goddess Temple: Shrines and groves
Province: Moon and Soul Harbor Alignment: Lawful Good
Plane: The Otherworld Sacrifices: Animal, food, libations, and objects
Temple: Shrines and groves Holy Day: Unknown
Alignment: Neutral Superstitions: Unknown
Sacrifices: Animal, food, libations and objects Preferred Weapons: Spear
Holy Day: Full and New Moons Missionary: Let he is leader, be a bridge
Superstitions: Unknown Ceremony: Placing a raven’s feather on the ground and
Preferred Weapons: Spear chanting gives an additional one round per level duration to
Missionary: By the light of the Full-Moon, the souls of the the granted ability below.
month’s departed await Arianrhod’s scattering of their next lives Granted Abilities: At 7th level, the cleric gains the ability
in the worlds and myriad of forms summon animal (raven) once a day.
Ceremony: None
Granted Abilities: At 8th level, the cleric gains the abilities of CERIDWEN – GODDESS OF THE CAULDRON
raise dead and reincarnate Only one of the two abilities may be Name: Ceridwen
used once a week Order: Old Goddess
Province: Magic, Secrets and Prophecy
BUCCA WYDN – GOD OF THE POBL VYAN Plane: The Otherworld
Name: Bucca Wydn, Bucca Wyn, or Bucca Bu (Boo) Temple: Shrines and groves
Order: Old God Alignment: Chaotic Neutral
Province: Health, Prosperity, Travel, Weather, and Sailing Sacrifices: Animal, food, libations, objects and human
Plane: The Otherworld Holy Day: Unknown
Temple: Shrines and groves Superstitions: Unknown
Alignment: Lawful Neutral Preferred Weapons: Unknown
Sacrifices: Food, libations and objects Missionary: For every charm and blessing by Ceridwen, three
Holy Day: May 1st times a curse will come your way. She cannot be trusted.
Superstitions: Leaving out bowls of milk and food at night, Ceremony: Boiling water in a cauldron with the material
opening front and back doors for him and his people. component allows the cleric to perform the granted ability below
Preferred Weapons: Sword Granted Abilities: At 8th level, the cleric gains the ability
Missionary: Southern warm winds blow, it must Bucca Wydn calling. enhance attribute once a day.
92 CASTLES & CRUSADES
OF THE GODS
CREIDDYLAD – GODDESS OF BEAUTY Alignment: Chaotic Good
Name: Creiddylad Sacrifices: Animal, food, libations, and objects
Order: Old Goddess Holy Day: Unknown
Province: Beauty, Lust, Jealousy, and Violence Superstitions: Unknown
Plane: The Otherworld Preferred Weapons: Sword
Temple: Shrines and groves Missionary: The forest can rise against you, should you anger
Alignment: Lawful Neutral Gwydion ap Dôn
Sacrifices: Food, libations and objects Ceremony: None
Holy Day: Unknown Granted Abilities: At 6th level, the cleric gains the ability plant
Superstitions: Unknown growth three times a week.
Preferred Weapons: None
Missionary: Never wish for the beauty of Creiddylad. Kingdoms GWYN AP NUDD – LORD OF THE TYLWYTH TEG
will tear themselves apart for you and you will find no peace. Name: Gwyn ap Nudd
Ceremony: Singing softly and viewing an area behind the cleric Order: Old God
through a mirror, gives the cleric a +4 bonus to a charisma check. Province: Nature, Forests, Hunting and the Underworld
Granted Abilities: At 7th level, the cleric gains the ability Plane: The Underworld
emotion three times a week. Temple: Shrines and groves, temple at Ynys Wydrin (Glastonbury)
until the 6th-8th Century CE
DYLAN AIL TON – SON OF THE WAVE Alignment: Lawful Neutral
Name: Dylan ail Ton Sacrifices: Animal, food, libations and objects
Order: Old God Holy Day: May 1st and October 31st
Province: The Waves of the Ocean Superstitions: Unknown
Plane: The Otherworld Preferred Weapons: Spear
Temple: Shrines and groves Missionary: The wails of the Wild Hunt means you should hide,
Alignment: Lawful Neutral or the Plant Annwfyn of Gwyn ap Nudd will hunt you down!
Sacrifices: Animal, food, libation, object and human Ceremony: Burning a small plants before starting a search or
Holy Day: Unknown hunt for divine guidance, gives the cleric +2 to a spot check.
Superstitions: Unknown Granted Abilities: At 7th level, the cleric gains the ability
Preferred Weapons: Unknown commune with nature once a day.
Missionary: Watch for the tragic wave, for it is a reminder of
Dylan ail Tôn, the Soul of the Sea HAFGAN – THE SUMMER SONG
Ceremony: None Name: Hafgan
Granted Abilities: None Order: Old God
Province: Summer, Sunlight and Prosperity
GOFANNON AP DON – DIVINE SMITH Plane: The Underworld
Name: Gofannon ap Dôn Temple: Shrines and groves
Order: Old God Alignment: Lawful Good
Province: Smithing Sacrifices: Food, libations and objects
Plane: The Otherworld Holy Day: June 21st
Temple: Shrines and groves Superstitions: Unknown
Alignment: Lawful Good Preferred Weapons: Sword
Sacrifices: Animal, food, libations, and objects Missionary: Kept in the lightless vaults of Annwfyn is the bright
Holy Day: Unknown and positive King Hafgan Freed, he will shower his light down
Superstitions: Unknown on a dark world for a time.
Preferred Weapons: Hammer Ceremony: None
Missionary: Gofannon’s sure hammer can forge anything for Granted Abilities: At 8th level, the cleric gains primeval will.
the Gods, heroes, kings and champions.
Ceremony: None IDRIS GAWR – KINGLY GIANT
Granted Abilities: At 4th level, with the use of a forge, the cleric Name: Idris Gawr
can repair non-magical armor and weapons. At 9th level, repair Order: Primal God
+1-+3 magical armor/weapons and at 12 level +4 through +5. Province: Night sky, Prophecy and Magic
Plane: All Worlds
GWYDION AP DON – TREE BORN GOD Temple: Shrines and groves
Name: Gwydion ap Dôn Alignment: Lawful Neutral
Order: Old God Sacrifices: Food, libations and objects
Province: Magic, Woodlands and Cleverness Holy Day: Unknown
Plane: The Otherworld Superstitions: Unknown
Temple: Shrines and groves Preferred Weapons: Sword
GODS & LEGENDS 93
OF THE GODS
Missionary: To know the future, you must seek out Idris Gawr INDIVIDUALS OF FAERIE
from the past in the present It is the only way.
Ceremony: None RI NA BHFIACHRA – LORD OVER RAVENS
Granted Abilities: None Name: Rí na bhFiachra
Order: Old God
MANAWYDAN FAB LLYR – SEA GOD Province: War, Ravens, Fuath, and Death
Name: Manawydan fab Llŷr Plane: The Otherworld
Order: Old God Temple: Temples and shrines
Province: The Ocean, Sorcery, Kingship and Learning Alignment: Lawful Evil
Plane: The Otherworld Sacrifices: Animal, food, libations, objects and human/faery
Temple: Shrines and groves Holy Day: October 31st
Alignment: Lawful Neutral Superstitions: Unknown
Sacrifices: Animals, food, libation and objects Preferred Weapons: Spear
Holy Day: Unknown Missionary: Wherever the raven flies, the King of Ravens will
Superstitions: Unknown espy you Join his armies or find the Cland na Dubh conquering you
Preferred Weapons: Sword and Spear Ceremony: Grabbing a handful of dirt and smearing it across
Missionary: Wise, powerful and harnessing great magic, the face, the cleric kneels, weapon in hand and calls upon
Manawydan fab Llŷr is everywhere the sea has a shore. the King of Ravens This action gives an additional 5 rounds
Ceremony: None duration for repulsion.
Granted Abilities: None Granted Abilities: At 9th level, a cleric gains repulsion 2/ week.
MADRON – GODDESS MOTHER BRENHINES O’R WRACHOD – THE WITCHES QUEEN
Name: Madron Name: Brenhines O”R Wrachod
Order: Old Goddess Order: Old Goddess
Province: Maternal Powers, Animals, and Prosperity Province: Night, Gwiddonod, Gwyllion, Battle, Blackbirds
Plane: The Otherworld And Death
Temple: Shrines and groves Plane: The Otherworld
Alignment: Lawful Good Temple: Temples And Shrines
Sacrifices: Food, libations and objects Alignment: Lawful Evil
Holy Day: Unknown Sacrifices: Animal, Food, Libations, And Human/Faery
Superstitions: Unknown Holy Day: May 1st
Preferred Weapons: None Superstitions: Unknown
Missionary: The Queen of all mothers is Madron who can Preferred Weapons: War-Axe
teach others how to run their households, raise children, do Missionary: The Witch-Queen Is Rarely Seen, Unlike Her
chores and sire their descendants. Brood It Is Wiser That Way, For If She Leaves Her Isle, It Will
Ceremony: None Be A Dark Time
Granted Abilities: None Ceremony: None
Granted Abilities: At 8th level, the cleric gains the ability of
RHIANNON – GODDESS OF HORSES AND TIME
anti-life shell twice a week
Name: Rhiannon
Order: Old Goddess BUCCA DHU – KING OF THE BAD PIXIES
Province: Horses, Nursing, Childbirth and Magic Name: Bucca Dhu or Bucca Bee
Plane: The Otherworld Order: Old God
Temple: Shrines and groves Province: Night, Darkness, Dark Pobl Vyan and Chaos
Alignment: Lawful Good Plane: All Worlds
Sacrifices: Food, libations and objects Temple: Temples, shrines and groves
Holy Day: Unknown Alignment: Chaotic Evil
Superstitions: Unknown Sacrifices: Animal, food, libations, objects and human/faery
Preferred Weapons: Sword Holy Day: October 31st
Missionary: The first chirp or song from her three birds, and Superstitions: Unknown
all sense of Time is lost Rhiannon’s power over Mortals is beyond Preferred Weapons: Spear
compare. Missionary: In dealing with the Pobl Vyan, one must be careful
Ceremony: Before riding and saddling a horse, the cleric circles and not be tricked Bucca Dhu might behind it and plotting to do
the horse while blessing it giving the cleric +2 on a dexterity evil against you instead
check while on horseback that day. Ceremony: None
Granted Abilities: At 4th level, the cleric gains the knight’s Granted Abilities: At 8th level, the cleric gains the ability of veil
horsemanship ability At 7th level, the cleric gains the paladin’s once a week This ability is used to gain followers for Bucca Dhu.
divine mount ability.
94 CASTLES & CRUSADES
OF THE GODS
GREEK DEITIES six in number on the mountainside of Mount Olympus to praise
them. The accepted and usual Twelve Gods of Olympus are such:
 Δωδεκάθεον – ‘The Twelve Gods’ or the ‘Olympians’ who rule
over Mount Olympus under the authority of their ruler Zeus Zeus
after their bloody and violent war against their rivals the Titans Hera
(Titanomachy). In the Hellenic religion, these Twelve Gods Poseidon
were the chief who dictated and measured out their mighty Demeter
power, blessings and curses to Man, magical being and all alike Athena
from high above in the skies. Apollo
Artemis
They answered to no one but Zeus, and his temper was random. Ares
On some days he would be generous and give to his gods Aphrodite
and subjects while on others he would be petty and vengeful, Hephaestus
finding reason to punish and cause those who anger him to Hermes
suffer torment. Life in Olympus was complex and filled with the Hestia
comings and goings of the Muses, Anemoi, Nymphs and others, Dionysus
sending word about the affairs of Mortals, heroes and others to
the various halls of the gods. It was never calm or peaceful in The extra deity to spare, and there is usually one, is Hestia for the
Olympus, and if it was then something was amiss. ‘Vestal Virgins’ later sacred in Rome that is counted amid the Dii
Consentes. The concept of the Twelve Gods pre-dates the Pan-
The tradition in Greece varies as to which gods were in the Hellenic religion and is in evidence across most of Greece but was
Twelve exactly, but the number was fixed. This was according altered and transformed into the later so-named deities, or their
to months in the year and to match with the zodiac in the night Hellenic counterparts by the time of the Classical Period.
sky as well. Hades was often never included, but in others he
was depending on the tradition. When the Romans adapted Although there were many other gods who visited Olympus,
Hellenic beliefs they were confused as to which ‘rules’ to stick to and even had a semi-residence there, they were never listed in
in the order of who remained in the Twelve or not. Their system the Twelve. The status of the Dodekatheon in the minds of the
was transformed into the Dii Consentes and had a similar make many peoples of Greece is sacred. The other gods serve their
up (described in this chapter). many functions, but cannot compare to those that dwell on
Olympus, whose company everyone wishes to be among in their
Six of the Twelve were male and the other women in this holy brassy halls.
arrangement, and the pious mortals made altars to them, usually

GODS & LEGENDS 95


OF THE GODS
ZEUS – KING OF THE SKY
DEMETER – GODDESS OF THE FIELDS
Name: Zeus
Name: Demeter
Order: Olympian
Order: Olympian
Province: Creator, Law, Storms, Order
Province: Agriculture, Fertility, Harvest, Law
Plane: Olympus
Plane: Olympia
Temple: Temples (Mt. Lycaios)
Temple: Groves, Shrines, Temples
Alignment: Chaotic Good
Alignment: Neutral Good
Sacrifices: Animal, Food, Objects, Libation, Human
Sacrifices: Animal, Food, Object, Libation
Holy Days: Full Moon
Holy Days: 12th-13th October
Superstitions: Too Numrerous
Superstitions: Unknown
Preferred Weapons: Spear
Preferred Weapons: Bow
Missionary: Priests
Missionary: Priestesses
Ceremony: Praying over the cleric’s weapon and holy symbol
Ceremony: A sacrifice of food or blessing a child under the
before battle or event while encanting Zeus’ name a dozen
open sky.
times, gives the cleric a +2 bonus on armor class and charisma
Granted Abilities: At 6th level, the cleric gains the ability of
for the duration of the battle or event.
commune with nature once a day.
Granted Abilities: At 7th level the cleric gains the ability of
true seeing once a day. APOLLO – GOD OF YOUTH
Name: Apollo
HERA – QUEEN OF THE GODS
Order: Olympian
Name: Hera
Province: Archery, Arts, Healing, Light, Shepherds, Sun,
Order: Olympian
Youth
Province: Childbirth, Family, Marriage, Women
Plane: Olympus
Plane: Olympus
Temple: Temples (Delos, Delphi)
Temple: Temples
Alignment: Neutral Good
Alignment: Neutral Good
Sacrifices: Animal, Food, Object, Libation
Sacrifices: Animal, Food, Object, Libation, Human
Holy Days: 7th Day Of July
Holy Days: January/February
Superstitions: Unknown
Superstitions: Too Numerous
Preferred Weapons: Bow, Sword
Preferred Weapons: Spear
Missionary: Priests
Missionary: Priestesses
Ceremony: When playing an instrument before a battle, the
Ceremony: Gazing into a mirror or still water and placing a
cleric gains +2 to armor class against any bows or crossbows.
feather or ornament into the cleric’s hair gives the cleric a +3
Granted Abilities: At 8th level, the cleric gains the ability of
bonus to charisma for day.
healing circle, 3d8 damage, three times a week.
Granted Abilities: At 7th level, the cleric gains the ability of
bronze gleam 3 times a week. ARTEMIS – GODDESS OF THE HUNT
Name: Artemis
POSEIDON – KING OF THE SEA
Order: Olympian
Name: Poseidon
Province: Animals, Chastity, Hunting, The Moon, The Wilderness
Order: Olympian
Plane: The Wilderness Of The Mortal World
Province: Earthquakes, Horses, The Sea, Storms
Temple: Groves, Shrines, Temples
Plane: The Sea
Alignment: Chaotic Good
Temple: Temples (Atlantis)
Sacrifices: Food, Objects, Libations
Alignment: Chaotic Good
Holy Days: 6th Day Of Each Month
Sacrifices: Animal, Food, Libation, Objects, Human
Superstitions: Unknown
Holy Days: 8th Day Of Lunar Month, Poseidonia Celebration
Preferred Weapons: Bow, Spear
Superstitions: Too Numerous
Missionary: Priestesses
Preferred Weapons: Trident
Ceremony: Running the cleric’s hands through vegetation or
Missionary: Priests
the soil, gives the cleric a +2 bonus to spot or track checks.
Ceremony: While holding the cleric’s holy symbol, and placing
Granted Abilities: At 6th level the cleric gains the ability to
flowers upon a horse’s back, or in calm water, the cleric gains +2
track as a ranger of the same level.
to dexterity and constitution while riding a horse or swimming
for two hours. ATHENA – GODDESS OF WISDOM
Granted Abilities: At 8th level, the cleric gains the ability to Name: Athena
control winds once a day. Order: Olympian
Province: Crafts, Wisdom, War
Plane: Olympus

96 CASTLES & CRUSADES


OF THE GODS
Temple: Temples Ceremony: None
Alignment: Lawful Good Granted Abilities: At 6th level, the cleric gains the ability of
Sacrifices: Animal, Food, Object, Libation, Human shape stone or wood twice a week, and at 8th level gains the ability
Holy Days: First Waxing Moon of stone tell.
Superstitions: Too Numerous
Preferred Weapons: Spear HERMES – THE SWIFT THIEF
Missionary: Priestesses Name: Hermes
Ceremony: None Order: Olympian
Granted Abilities: At 9th level, the cleric gains the paladin Province: Athletes, Borders, Commerce, Guide Of Souls
ability of smite evil. (Psycopomp), Messenger Of The Gods, Shepherds, Travelers
Plane: Olympus
ARES – THE BATTLE GOD Temple: Shrines, Temples
Name: Ares Alignment: Neutral
Order: Olympian Sacrifices: Animal, Food, Objects, Libations
Province: War Holy Days: 4th Day/Month, And Wednesday
Plane: Olympus Superstitions: Unknown
Temple: Groves, Shrines, Temples Preferred Weapons: Spear
Alignment: Chaotic Neutral Missionary: Priests
Sacrifices: Animal, Food, Objects, Libation, Human Ceremony: Performing a mischievous act upon another gives
Holy Days: Tuesday (‘Humera Areos’ – ‘Day Of Ares’) the cleric automatic initiative 2 times in one day.
Superstitions: Too Numerous Granted Abilities: At 6th level the cleric’s movement rate
Preferred Weapons: War Spear becomes 50 feet.
Missionary: Priests
Ceremony: Before battle, the cleric cleanses all weapons with DIONYSIS – GOD OF WILD ABANDON
holy water and a drop of blood, giving the cleric a +1 bonus to Name: Dionysus
attacks in the upcoming battle. Order: Olympian
Granted Abilities: At 7th level the cleric gains the ability of Province: Ecstasy, Fertility, Ritualized Madness, Theater, Wine,
fear once a day. Vine Culture
Plane: Olympus
APHRODITE – BEAUTY OF THE GODS Temple: Groves, Shrines, Temples
Name: Aphrodite Alignment: Chaotic Good
Order: Olympian Sacrifices: Animal, Food, Object, Libation, Human
Province: Beauty, Love, Sexuality Holy Days: End Of November/Start Of December (Dionysia)
Plane: Olympus Superstitions: Unknown
Temple: Shrines And Temples Preferred Weapons: Spear
Alignment: Neutral Good Missionary: Priests
Sacrifices: Animal, Food, Object, Libation, Human Ceremony: Any performance to impress the cleric’s peers.
Holy Days: 4th Day Of Each Month Granted Abilities: None
Superstitions: Unknown
Preferred Weapons: Spear OTHER GODS OF EQUAL IMPORTANCE
Missionary: Priestesses
Ceremony: The repeated grooming and preening of the cleric for These many deities in the Greek pantheon are not in the Twelve
hours gives the cleric a +4 bonus to charisma for a single use or act. Olympian ‘set’, but occasionly visit the mountain, or are always
Granted Abilities: At 8th level, the cleric gains the ability of in the stories on their own. They are unavoidable and essential
geas twice a week. in their own way and play a part in the whole cosmological
conception.
HEPHAESTUS – THE ARTIFICER OF THE GODS
Name: Hephaestus Without them, the many other elements, cultic activities and
Order: Olympian what made life in the Classical World as we know it simply
Province: Fire, Stonemasonry, Smithing, Technology wouldn’t be what it was at all. Most people think of the Twelve
Plane: Mount Etna Olympians as being the ‘Gods of Ancient Greece’ but their
Temple: Shrines, Temples (Moschylos) religious landscape was a complex overlay of many centuries
Alignment: Neutral and cultures, stratified and interlocked by adjoining threads of
Sacrifices: Animal, Food, Objects, Libation, Human storytelling from various disparate regions. In short, there was
Holy Days: October (Annual Celebrations) no one universal and dominate religion, not in the Hellenic
Superstitions: Unknown World, Hellenistic and definitely not in the Roman.
Preferred Weapons: Spear
Missionary: Priests
GODS & LEGENDS 97
OF THE GODS
In this section are also the many lesser beings, the Muses, Granted Abilities: At 7th level the cleric gains the ability to
Fates and more that bring the many Gods and Titans together. animate dead once a week.
The Hellenic conception of the Cosmos was envisioned fairly
detailed, when it was done so by an educated and literate mind PAN – RUSTIC LORD OF THE WILDERNESS
who documented it for us future readers, but this must not Name: Pan
be taken for granted as always being the case. The common Order: Sylvan God
person’s perspective may have varied greatly from that of the Province: Lust, Nature, Shepherds, Wilderness
scholar, priest and philosopher. Plane: Mortal World
Temple: Groves, Shrines
HADES – KING OF THE UNDERWORLD Alignment: Chaotic Neutral
Name: Hades Sacrifices: Animal, Food, Objects, Libations
Order: ‘Unseen One’ Holy Days: Spring And Summer Months
Province: Dead, The Underworld, Wealth Superstitions: Unknown
Plane: Hades Preferred Weapons: Sling
Temple: Shrines, Temples Missionary: Priests And Priestesses
Alignment: Neutral Ceremony: Playing a wind instrument gives the cleric a +3
Sacrifices: Animal, Food, Objects, Libations, Human bonus to charisma.
Holy Days: Every 100 Days His Underground Temples Are Granted Abilities: At 6th level the cleric gains the ability of
Opened Up. suggestion twice a week and at 9th level mass suggestion once a week.
Superstitions: See Nekuomankeion
Preferred Weapons: Spear EILEITHYIA – GODDESS OF CHILDBIRTH
Missionary: Necromancers Name: Eileithyia
Ceremony: Paying homage to and acknowledging the dead. Order: Hyperborian Goddess
Granted Abilities: At 8th level the cleric gains the ability of Province: Childbirth
raise dead twice a week. The ability works on the subject who Plane: Mortal World
died up to 1 week per level. Temple: Shrines, Temples (Amnissos)
Alignment: Neutral Good
PERSEPHONE – GODDESS OF THE SPRING Sacrifices: Animal, Food, Objects, Libation
Name: Kore, Persephone Holy Days: Unknown
Order: Underworld Deity Superstitions: Unknown
Province: Flowers, Spring, The Underworld, Vegetation Preferred Weapons: Na
Plane: Hades Missionary: Priestesses
Temple: Groves, Shrines, Temples Ceremony: None
Alignment: Neutral Good Granted Abilities: None
Sacrifices: Animal, Food, Objects, Libation, Human
Holy Days: Spring EROS – GOD OF LOVE AND MISCHIEF
Superstitions: Unknown Name: Eros
Preferred Weapons: Bow Order: Protogenia
Missionary: Priestesses Province: Desire, Lust
Ceremony: The cutting and burying of pretty flowers or Plane: Mortal World
vegetation gives the cleric a +4 bonus to any one strength Temple: Shrines, Temples
check during the same day. Alignment: Neutral
Granted Abilities: At 7th level the cleric gains the ability of Sacrifices: Animal, Food, Objects, Libation
word of recall twice a week. Holy Days: 4th Day Of Each Month
Superstitions: Unknown
HEKATE – QUESS OF MAGIC Preferred Weapons: Spear
Name: Hekate Missionary: Priests, Priestesses
Order: Death Goddess Ceremony: None
Province: Borders, Crossroads, Ghosts, Witchcraft Granted Abilities: None
Plane: Mortal World (Night)
Temple: Groves, Shrines, Temples APHITRITE – QUEEN OF THE SEA
Alignment: Chaotic Neutral Name: Aphitrite
Sacrifices: Animal, Objects, Libation, Human Order: Sea Goddess
Holy Days: November 30th Province: Queen Of The Sea
Superstitions: Too Numerous Plane: Oceana
Preferred Weapons: Torch Temple: Shrines, Temples
Missionary: Priestesses Alignment: Chaotic Neutral
Ceremony: Burying bones beside a road, or preferably a crossroads. Sacrifices: Animal, Food, Object, Libation, Human

98 CASTLES & CRUSADES


OF THE GODS
Holy Days: 5 , 15 , And 25 Of Each Month
th th th
HORAE – GODDESS OF TIME AND SEASONS
Superstitions: Unknown Name: Horae
Preferred Weapons: Trident Order: Goddesses Of Order
Missionary: Priests, Priestesses Province: Seasons And Time
Ceremony: When on a large body of water, a lake or sea, the Plane: Olympus
cleric casts an object of value into the water and is give a bonus Temple: Shrines, Temples
of +3 to any one check or save while on the water. Alignment: Neutral
Granted Abilities: At 5th level the cleric gains the ability of Sacrifices: Animal, Food, Objects, Libation
water breathing once a day. Holy Days: Unknown
Superstitions: Unknown
ASKLEPIOS – HEALER OF THE GODS Preferred Weapons: Na
Name: Asklepios Missionary: Na
Order: Healing God Ceremony: None
Province: Healing, Healers, Medicine Granted Abilities: None
Plane: Olympus
Temple: Shrines, Temples MORAE – GODDESS OF FATE
Alignment: Neutral Good Name: Morae
Sacrifices: Animal, Food, Object, Libation Order: Dark Goddesses
Holy Days: Unknown Province: Fate
Superstitions: Priests, Healers Plane: Unknown
Preferred Weapons: Temple: Shrines, Temples
Missionary: Healing, Medicine Alignment: Neutral
Ceremony: Placing the Asklepios upon the body of a recently dead body Sacrifices: Animal, Food, Objects, Libations, Human
and outlining it wound in mud, the cleric gains a 1d3 bonus to wisdom. Holy Days: Unknown
Granted Abilities: Using the above ceremony, the cleric has Superstitions: Too Numerous
1d3 hours to bring an individual back from death to -1 hit Preferred Weapons: Na
points. This action can be performed once a week. Missionary: Na
Ceremony: None
MUSAE – THE NINE SISTERS OF INSPIRATION Granted Abilities: None
Name: Musae
Order: Minor Deities ERINYES – THE FURIOUS ONES
Province: Arts Name: Erinyes
Plane: Olympus Order: Infernal Goddesses
Temple: Shrines, Temples Province: Pain, Torture
Alignment: Neutral Good Plane: Hades
Sacrifices: Animal, Food, Object, Libation Temple: Shrines, Temples
Holy Days: Unknown Alignment: Neutral
Superstitions: Unknown Sacrifices: Animal, Food, Objects, Libations, Human
Preferred Weapons: Na Holy Days: 5th Of Each Month
Missionary: Priests, Priestesses Superstitions: Unknown
Ceremony: None Preferred Weapons: Tongs And Knives
Granted Abilities: None Missionary: Na
Ceremony: None
KHARITES – ATTENDANTS OF THE GODDESS Granted Abilities: At 8th level, the cleric gains the ability of
Name: Kharites summon the furies three times a week.
Order: Graces
Province: Catering, Entertainment, Festivity ANEMOI – THE FOUR WINDS
Plane: Olympus Name: Anemoi
Temple: Shrines, Temples Order: Primal Gods
Alignment: Neutral Good Province: Four Winds
Sacrifices: Food, Libation Plane: Oceanus
Holy Days: Unknown Temple: Shrines, Temples
Superstitions: Unknown Alignment: Neutral
Preferred Weapons: Na Sacrifices: Animal, Food, Objects Libations, Human
Missionary: Unknown Holy Days: Unknown
Ceremony: None Superstitions: Unknown
Granted Abilities: None Preferred Weapons: Na
Missionary: Na
GODS & LEGENDS 99
OF THE GODS
Ceremony: The cleric draws the rune of the chosen wind in
the dirt and scoops a handful of the dirt and throws it into the
air. The ceremony must be performed to do the granted ability.
Granted Abilities: At 8th level the cleric gains the ability of
wind walk once a week.

NEMESIS – QUEEN OF RETRIBUTION


Name: Nemesis, Rhamnus
Order: Goddess Of Revenge
Province: Balance, Revenge, Justice
Plane: Olympus
Temple: Shrines, Temples
Alignment: Neutral
Sacrifices: Animal, Food, Objects, Libations, Human
Holy Days: Unknown
Superstitions: Unknown
Preferred Weapons: Na
Missionary: Na
Ceremony: An item of an opponent or enemy must be burned or
destroyed giving the cleric a +2 bonus spot checks for one day.
Granted Abilities: At 9th level, the ceric gains the ability of
insanity once a week.

THANATOS – KING OF DEATH


Name: Thanatos
Order: Death God
Province: Non-Violent Death
Plane: Hades
Temple: Shrines, Temples
Alignment: Neutral
Sacrifices: Animal, Food, Objects, Libation, Human
Holy Days: Unknown
Superstitions: Unknown
Preferred Weapons: Sword
Missionary: Na
Ceremony: Using a sickle or dagger, the cleric cuts a piece of
string symbolizing the ending of one’s life.
Granted Abilities: At 4th level the cleric gains the ability of
consecrate once a day, and at 6th level, the cleric gains the ability
of atonement once a day.

HYPNOS – LORD OF SLEEP


Name: Hypnos
Order: Oneiroi
Province: Dreams, Sleep
Plane: Hades
Temple: Shrines, Temples
Alignment: Neutral
Sacrifices: Animal, Food, Objects, Libation
Holy Days: Unknown
Superstitions: Unknown
Preferred Weapons: Na
Missionary: Na
Ceremony: Sand is sprinkled in a circle and 5 candles are placed
around the circle.
Granted Abilities: At 8th level, the cleric gains the ability of
dream and nightmare each once a week. When the ceremony is
added to the granted ability, a sanctuary spell is cast as well.
100 CASTLES & CRUSADES
OF THE GODS
EGYPTIAN DEITIES large list of deities, and what little we know about them now.
Their functions in the universe or cosmos for the most part
The gods and goddesses of Ancient Egypt share many traits are not well understood, and their stories and individual spots
with other early civilizations’ deities, yet they are unique in their in the Egyptian saga of mythology are vague. The hundreds
own way. There are over 1500 deities in the various Egyptian of deities that remain mostly unknown, even to Egyptologists
pantheons, many dating to an early period before the Old today, are not covered here.
Kingdom and possibly the First Dynasty. In addition, local spirits
“Now piromis means in the tongue of Hellas “honorable and
and ancestral entities were deified and worshipped by the peoples
good man.” From their declaration then it followed, that they
or clans of various villages or territories. The majority are primal,
of whom the images were had been of form like this, and far
deities exercising their might over the harsh elements and the
removed from being gods: but in the time before these men
environment, only appeased by sacrifice and offerings, who, at
they said that gods were the rulers in Egypt, not mingling
times, swiftly turn on the mortals. Later, as Egypt grew to become
with men, and that of these always one had power at a time;
a sophisticated civilization, its concept of deities evolved. Many
and the last of them who was king over Egypt was Oros the
deities were very powerful, but also had their limits, sharing the
son of Osiris, whom the Hellenes call Apollo: he was king
universe with others.
over Egypt last, having deposed Typhon. Now Osiris in the
The Egyptian deities covered are those for which some degree tongue of Hellas is Dionysus.”
of information exists. Many have random artifacts associated
with them, and are located in very specific areas. -Herodotus, Historia, Aegyptus, 6th Century B.C.E.

Here we follow the later, more organized, unified state-run Below are two of the better known pantheons, the Pesedjet or
religion, which placed gods and goddesses into clear roles Ennead and the Khemenu, as well as the Natnatu. These are
and functions. What remains are the many deities that were followed by a host of other deities. For a complete description
prominent and still worshipped across Kemet. The major, and history of the following deities refer to the previously pub-
unique deities, are all detailed below. They are followed by a lished Codex Egyptium.

GODS & LEGENDS 101


OF THE GODS
PESEDJET – THE NINE OF ATUM Preferred Weapons: Ankh
Missionary: The Sky is Held by Shu Alone
There were several pantheons that were worshipped at different Ceremony: Releasing birds into the sky after chanting his name
times in ancient Egypt, these generally centered around the in a constant repetition.
Nine, or in Egyptian, the Pesedjet. They were portrayed, over Granted Abilities: At 4th Level grants the user the ability to
the many long years of Egyptian history, as The Great Nine, be able calm flood waters. At 6th Level gives the user the ability
The Lesser Nine, The Dual Nine and other similar iterations. to undo rushing waters or floods entirely, or do the opposite and
The nine deities in this grouping are, theologically the most call them for 6 minutes.
important to Egyptians. Such was their crucial place in the core
beliefs that the Nine remained in place long after Alexander the TEFNUT – GODDESS OF WATER, THE WATER
Great’s conquests and lingered into the Roman Era. However, Order: Great Goddess
there was rarely a unified belief in Egypt and at times, particular Province: Earth
deities reigned supreme. For instance, from the 1st Dynasty to Plane: Kermia
the 5th, the priests of Ra dominated Egypt, placing the sun cult Temple: Scattered in Upper and Lower Kingdoms
into every aspect of society. Ptah was another deity that held Alignment: Law
preeminence. Sacrifices: Burying animals alive
Holy Days: May to August (Nile flood season)
The nine are better known by the Greek name, Ennead. Superstitions: Wild dogs
Beginning with the Ennead’s formation there were several Preferred Weapons: Bows
versions of creation stories which presented variations on the Missionary: Fierce the Earth, Fierce the Beasts
deities in the Ennead. Priesthoods, which represented this and Ceremony: Waving the Goddess’ divine Uraeus and grasping at
earlier version of various pantheons competed for the attentions a writhing serpent while chanting her holy litany to the stars,
of the populace and pharaoh. It took centuries before the day or night, and doing so in a deep tone filled with wrath.
dominant group in Heliopolis took precedence. This occurred Granted Abilities: At 5th level the user is given the ability
somewhere in the 5th Dynasty. to call upon violent waters from unexpected locations (in
containers, closets, cellars, etc.) until the waters will fill the
Below is he Ennead as it was understood during the dominance chosen location and drown foes in 5 minutes’ time. At 8th Level,
of Atum. It was chosen because it seems to have been the the ability grants the user the power to do call upon the fury of
creation myth with the greatest longevity. Other deities, such as ferocious cats, house and otherwise, to attack the chosen foes
Ra and Ptah are listed as well. (the number equal to the XP Level). These felines will rip, shred
and tear them into pieces for 8 minutes.
ATUM – PRIMAL FATHER
NUT – THE SKY GODDESS
Order: Great God
Order: Great Goddess
Province: God of Order
Province: Starry Sky, Livestock
Plane: The Universe
Plane: The Firmament
Temple: Heliopolis
Temple: Across Upper and Lower Kingdoms.
Alignment: Law
Alignment: Law
Sacrifices: Unknown
Sacrifices: Unknown
Holy Days: Unknown
Holy Days: Funerary Days
Superstitions: Unknown
Superstitions: Chaos
Preferred Weapons: Khopesh
Preferred Weapons: Bladed Weapons
Missionary: Order from Chaos
Missionary: Nut’s wings give the Moon, Sun and Stars home to
Ceremony: To drink a cup of pure water on the adventure of
shine
the new moon.
Ceremony: Performing a ‘Wing Dance’, donning wings similar
Granted Abilities: At 5th level the cleric gains the ability to
to those worn by the Goddess, and half savage and half sensual,
breath underwater once a day for 10 minutes; at 10th level they
the worshipper does so with complete faith and vitality.
can walk on water once a day.
Granted Abilities: At 5th Level, Nut will grant the user
SHU – GOD OF THE SKY, THE EMPTY ONE the limited power to ward off evil for 5 minutes. This can be
Order: Great God summoned only once a week, but the Forces of Chaos cannot
Province: The Sky penetrate the holy shield (equal to 15 ft. in radius) of the
Plane: The Firmament Goddess.
Temple: With Open Roofs
GEB – FATHER OF SNAKES
Alignment: Law
Order: Great God
Sacrifices: Birds
Province: Serpents, the Earth, Quakes, Sand, Crops
Holy Days: May to August (Flooding of the Nile)
Plane: Kermia
Superstitions: Unknown
Temple: Shrines to elaborate temples
102 CASTLES & CRUSADES
OF THE GODS
Alignment: Lawful Neutral similar to that of the Goddess Isis.
Sacrifices: Food and libations Granted Abilities: At 5th Level, the User can be given back
Holy Days: Planting and harvest seasons (August to October) ALL Magic used, or Heka, for that day entirely instantly. At
Superstitions: Never maltreat serpents; never speak ill of him/ 8th Level, the User can heal back all lost HP in themselves or
the Earth. another after a lengthy 8 minute ceremony. At 10th Level, the
Preferred Weapons: Enchanted Staff rare skilled Worshipper can even bring back from the Dead
Missionary: A Silent Earth is a Dead One another person once the 8 minute ceremony is over (and a
Ceremony: A strange combination of stomping feet and loud laughter CHARISMA save is made).
and using a rattle to create a terrible noise, simulating Geb’s own.
Granted Abilities: At 6th Level, a minor earthquake will be SET – LORD OF DISORDER
created, its size 30 x 30 ft. This will throw anyone and thing inside Order: Great God
of it to the ground, shatter pottery and wooden items, disturb Province: Chaos, Strangers, Violence, Storms and Evil
animals, causing them to flee and collapsing small structures Plane: Isfet
such as homes. This will last for 6 minutes. At 9th Level, hordes Temple: Temples and shrines, typical of Egyptian design
of serpents will be summoned from the Earth and can either, Alignment: Chaotic Evil
a.) answer one question about an item/location asked by the Sacrifices: Animal, food, libation, object and human
Summoner, or b.) attack foes, causing each a 1D3 damage from Holy Days: Eclipses
bites (there are over 2D20 serpents attacking at one time). Superstitions: Unknown.
Preferred Weapons: Khopesh, Spear
OSIRIS – WESIR, GOD OF THE DEAD Missionary: Order cannot be so without Chaos
Order: Great God Ceremony: The violent sacrifice of an animal and draining of
Province: The Underworld, Life/Death, Rebirth its blood over a smoking fire, usually in the open desert at night.
Plane: Neter This while making an oath to Set as the slain beast is thrown
Temple: Elaborate temples and shrines across Egypt and beyond into the flames.
Alignment: Lawful Neutral Granted Abilities: At 5th Level, the Worshipper is given the
Sacrifices: Animals, food, libation ability to hide in the shadows and night with ease (+3) for
Holy Days: May to August (Flooding of the Nile) the duration of that night after the ceremony. At 7th Level,
Superstitions: For the most part, unknown the Worshipper can Seduce/Deceive others with a heightened
Preferred Weapons: Spear skill (+4) for the night after the ceremony is performed. At 9th
Missionary: From Death is born Life Level, the Worshipper can call upon a small, localized storm to
Ceremony: With the Crook and Flail in each hand, the chant of the create disruption, except to themselves and other followers of
Rebirth must be sang correctly as each symbol is waved in time to Set, for 9 minutes. The storm will be loud, dark, full of lightning
certain words and the body moved to the time of the words as well. and heavy rain and be a hindrance to all others.
Granted Abilities: At 6th Level the user is granted the ability
to restore limb to health. Whether this was limb was severed, NEPHTHYS – GODDESS OF HOUSEWIVES
severely wounded, burned or whatever it suffered to make it Order: Great Goddess
disabled or gone. At 8th Level, this ability can then be used on Province: Guardian over those who are Dying
another and their limb can be restored to normal in a matter of Plane: Neter
minutes after the ceremony. Temple: Across Egypt
Alignment: Neutral
ISIS – MOTHER GODDESS Sacrifices: Food, objects, animals, and libation
Order: Great Goddess Holy Days: Unknown
Province: Healing, Mourning, Magic, Nobility Superstitions: Unknown
Plane: Neter Preferred Weapons: Unknown
Temple: Kemet and beyond Missionary: Those who reach Death have little to fear
Alignment: Lawful Neutral Ceremony: Burning of incense and chanting low with eyes closed.
Sacrifices: Food and libations Granted Abilities: At 6th Level, the Worshipper is given the
Holy Days: May to August (Flooding of the Nile) ability to be immune to all fear, terror and horror based attacks for
Superstitions: Unknown over 6 minutes of time. This bravery will make them completely
Preferred Weapons: Spear immune to all spells, monster and divine based influences that
Missionary: Tragedy brings victory cause such an effect on others.
Ceremony: The Palm Leaf Dance of Isis is performed. This
can be both a solemn and wild depending on the XP Level and HARAW/HORUS – THE DIVINE HAWK, HARAW,
ability. With a Palm Leaf in hand, the worshipper, performs the HORUS, HOROS, NOPHEROS, HERUR, KEMWER,
ceremony often hiding behind it, in nearly a game of Peak-a-Boo HERU-PA-KHARED
for those present, each time revealing more of herself, as she Order: Great God
likewise is scantily clad. Heavy makeup is used on the face to be Province: Moon, Sun, Protection against the Evil Eye
Plane: All Worlds
GODS & LEGENDS 103
OF THE GODS
Temple: Temples constructed in typical Egyptian technique The worshippers of the Khemenu in Egypt appear to have been
Alignment: Lawful Good few, but enough to carry on the primal creation story and other
Sacrifices: Food, animals and libations elements. The Khemenu were a riddle within a riddle to many,
Holy Days: Unknown and might seem an outdated and even primitive Pre-Dynastic
Superstitions: Unknown religion. Those “Eight”, for the most part, will be detailed here.
Preferred Weapons: Spear, Khopesh Note that many of the deities in the Khemenu are to be found in
Missionary: The Wedjet can banish the Evil Eye other more mainstream contexts in Egypt, with slightly different
Ceremony: Donning the makeup to resemble the Wedjet, and stories theologically.
holding a uraeus, the elaborate ceremony is part dance and part
ritualistic movement, with holy chants. NUT – THE SKY ABOVE
Granted Abilities: At 5th Level, the Worshipper is given Order: Primal Goddess
the ability to ward against all curses, regardless of their origin Province: Starry Sky, Balance
(spells, divine, etc.) for up to 5 days at a time. At 7th Level, Plane: Atum
the Worshipper is granted the ability to find the source of said Temple: Temples and shrines
curse(s) and then choose to destroy it after locating it. Alignment: Lawful Neutral
Sacrifices: Unknown
NU – THE WATERY ABYSS, NUN Holy Days: Unknown
Order: Primal Goddess Superstitions: Unknown
Province: Chaos, Universal Abyss Preferred Weapons: Unknown
Plane: Isfet Missionary: The Starry Skies are the veil that hold back Chaos
Temple: Temples built in typical fashion and Order
Alignment: Chaotic Neutral Ceremony: Performing a ‘Wing Dance’, donning wings similar
Sacrifices: Animal, food and libation to those worn by the Goddess, and half savage and half sensual,
Holy Days: Unknown. the worshipper does so with complete faith and vitality.
Superstitions: Unknown Granted Abilities: At 5th Level, Nut will grant the user the
Preferred Weapons: Spear limited power to protection from evil for 5 minutes. This can
Missionary: Atum and Isfet are the Balance in the Universe summoned only once a week, but the Forces of Chaos cannot
Ceremony: Holding several black feathers, chanting low and penetrate the holy shield (equal to 15 ft. in radius) of the
slowly spinning clockwise with eyes closed, mind focused on Nu. Goddess.
Granted Abilities: At 4th Level, the Worshipper can be granted
the ability to never be lost at Sea or in the Ocean, no matter how HEH – THE GOD OF ETERNITY
vast, whether in the Mortal World or beyond. After performing Order: Primal God
the ceremony, the Goddess will guide the Worshipper to a port. Province: Eternity and Time, Longevity
Plane: Amut & Isfet
KHEMENU THE PRIMORDIAL EIGHT Temple: Temples and shrines
“The Eight”. From the earliest days in Egypt arose deities who Alignment: Neutral
were worshipped by people who held different theologies. Their Sacrifices: Unknown
concepts of the universe, and how nature, the soul and the Holy Days: Unknown
afterlife were connected were more primal, dating back to a time Superstitions: Unknown
before the Bronze Age. These beliefs shared commonalities with Preferred Weapons: Unknown
most of the peoples in the Mesopotamian and North African Missionary: Time and Eternity know no limits; why should
regions of Semitic origin. you?
Ceremony: Using a Sand-Clock and feathers, the Worshipper
In Egypt, these “Eight” gods comprised a pantheon led by Thoth performs a careful ceremony involving spinning on heels and
and not Atum and the gods that later Egyptians popularized. The humming aloud and then throwing the feathers to the wind.
Khemenu represented eternity in the first and early theology, or Then the Sand-Clock is set down and the grains flow for time.
Hehu (the “Flood” of Chaotic Creation and a deity), and the Granted Abilities: At 6th Level, the Worshipper is able to time
darkness and light from the horizon to the stars. stop momentarily. If during Combat, this is the equal to 6 Actions
by others, and perform whatever Actions of their own choosing
These deities are portrayed with the heads of serpents and frogs, until the CK deems the time is up. If not in battle, then the
and the themes of the primal flood and eternity are constant.
time is still dependent on the flow of grains in the Sand-Clock/
The Khemenu will remain in the background of Egyptian
CK’s decision. At 8th Level, the Worshipper can de-age or make
religiosity until the age of the Ptolemaic rulers. They are nearly
youthful themselves, or another, by 8 years at a time through
hidden from the general perception of the common folk and
the blessing of Heh. After this however, the Worshipper will be
the main priesthood, although many of those who compose the
greatly weakened and must rest for a day and night to regain
“Eight” possess other roles in Egyptian beliefs. The Khemenu,
strength (if they do not, they will become sick).
after centuries, is a secretive religion within a religion, apart
from the mainstream.

104 CASTLES & CRUSADES


OF THE GODS
HEHUT – THE GODDESS OF ETERNITY Temple: Temples and shrines
Order: Primal Goddess Alignment: Neutral
Province: Divine Flood Waters Sacrifices: Unknown
Plane: Kemet Holy Days: Unknown
Temple: Temples across Egypt Superstitions: Unknown
Alignment: Neutral Preferred Weapons: Quill
Sacrifices: Unknown Missionary: Knowledge is far superior than violent force
Holy Days: Unknown Ceremony: Wearing an Atef Crown, or one with the Moon
Superstitions: Unknown and Sun in contrast, and garbed in grey, the Worshipper must
Preferred Weapons: Unknown meditate for many minutes in silence uninterrupted.
Missionary: The Flood is divine and brings prosperity for all Granted Abilities: At 6th Level, the Worshipper is given the
Ceremony: The ceremony is identical to Heh’s. ability to instill calmness over all others, man or beast, around
Granted Abilities: At 5th Level, the Worshipper is given the them, in a 30 ft. radius. This will cause all sides to forget their
ability to take one small amount of food and multiply it by five animosities, past or present, and become peaceful, and not wear
times. This can be performed once a week. off anytime soon. Regardless of their alignments, the divine
influence of Thoth will be felt.
KEKUI – GOD OF DARKNESS, KEKUI, KA-KEK, KEK
Order: Primal God AMUN-RA – THE INVISIBLE ONE
Province: Night, Lord of Demons, Chaos in Darkness, Primal Order: Outside God
Darkness Province: King of the Khemenu, Life-Giver
Plane: Isfet Plane: All Worlds
Temple: Shrines Temple: Temples and shrines across Egypt
Alignment: Neutral Evil Alignment: Lawful Good
Sacrifices: Animal and Human Sacrifices: Animal, food, and libations
Holy Days: Unknown Holy Days: Unknown
Superstitions: Unknown Superstitions: Unknown
Preferred Weapons: Khopesh Preferred Weapons: Unknown
Missionary: When the Order of Light is gone, the Chaos of Missionary: The All-Seeing and All-Knowing Eye of Amun-
Darkness comes Ra cannot be questioned or evaded
Ceremony: Extinguish all lights, sing a dark melodic tone and Ceremony: A golden mask with blinders over the eyes must
light a single candle, holding it out in front. be worn with the face of the God Amun-Ra and his own eyes
Granted Abilities: At 6th Level, the Worshipper is given the glaring instead on the head of the Worshipper. Then, the
ability to See in Darkness for 6 minutes for up to 30 ft. This emotional and dramatic chants of the God sang while flaming
is able to penetrate magical, divine and normal forms of sticks of incense are held aloft.
Darkness. At 8th Level, the Worshipper can become immune to Granted Abilities: At 7th Level, the Worshipper can summon
the forces of chaos, when they are present, for 8 minutes, and the ‘Winds of Amun-Ra’ and see through them for the duration.
will be unharmed by their attacks, spells and all other forms of The range is up to 7 miles in radius and equally 7 minutes in
aggression and damage. time. Where ever these Blessed Winds carried, the Worshipper
can peer through them downward. At 9th Level, the Worshipper
KAKEK – BRINGER OF THE NIGHT is granted the ‘Breath of Life’, which can breathed into someone,
Order: Primal Goddess or an animal recently (within a few minutes to hours) dead and
Province: End of the Night bring them back to life. This Divine ability can only be used in a
Plane: Isfet number of times equal to the Worshipper’s CON/4.
Temple: Shrines
Alignment: Neutral
Sacrifices: Animal, food and libations NATNATU
Holy Days: Unknown In Egyptian, there are many words for groups of deities, in various
Superstitions: Unknown numbers and using sacred counts, but seemingly very few words
Preferred Weapons: Unknown define them all generally. As with many ancient civilizations
Missionary: The Night will end soon, so use the time carefully that developed mathematics and the sciences, Egyptians were
Ka-Kek’s Ceremonies and Granted Abilities are the same as Kekui’s. fond of categorizing.

THOTH – DIVINE MEDIATOR, IBIS There are numerous deities from ancient Egypt that are well
Order: Primal God documented and have substantial sources, and those are the
Province: Diplomacy, Literacy, Mediation, Organization, ones covered in this Codex. It would be superfluous to name
Judgement, the Moon, Science, Heka them all here without context or an idea of where they belong
Plane: Aaru in the Egyptian pantheon.

GODS & LEGENDS 105


OF THE GODS
AKERUI – GOD OF THE GATES, SEFER, DUAJ
However, the Castle Keeper chooses to use this large list of Order: Primal Gods
unusual deities in their game is up to them. Whether they are Province: Light, Darkness, Protector of the Solar Barge
kept to the rigid and conservative system that built them in Plane: All Worlds
early Egypt, or the Castle Keeper creates a system that is wilder Temple: No temples, but possible shrines in their honor.
and more diverse, with gods and men interacting more than was Alignment: Neutral
in the ancient sources, is your prerogative. Sacrifices: Unknown
Holy Days: Unknown
AANI – APE GOD Superstitions: Unknown
Order: Local God Preferred Weapons: Unknown
Province: Baboons, Bestial, Savagery Missionary: The Akerui are the Keepers of the Gates to Life
Plane: Kemet and Death
Temple: Temples and shrines across Egypt and in surrounding Ceremony: Either performed at Dusk or Dawn and by flowing
African regions water with a small ‘mock’ boat sacrifice. The Worshipper can
Alignment: Neutral sing to either the Akerui or the Duaj/Sefer Twins for the blessings
Sacrifices: Animal, food and human of Light or Darkness.
Holy Days: Unknown Granted Abilities: At 5th Level, the Worshipper is given a
Superstitions: Unknown Light of Protection during darkness, in a radius of 15 ft. lasting for
Preferred Weapons: Claws and Teeth 5 minutes. This will drive away all Beings and Monsters of Evil
Missionary: The Force of Nature is the only force that is true and Chaos Alignments on contact. At 7th Level, the Worshipper is
Ceremony: The devoted Worshipper must don the hide of an given the Darkness Glow, which works in the same manner towards
ape, usually its hands made into gloves with claws, and begin Alignments of Good. (Radius 24 ft. and duration 7 minutes).
to mimic its bestial behavior. Leaping, chest pounding and
howling aloud, the Worshipper calls upon Aani to be instilled ANUBIS – GOD OF MUMMIFICATION
with Divine savagery. Order: Great God
Granted Abilities: At 5th Level, the Worshipper can be given, Province: Lord of the Underworld
or by touch to another person, Aani’s Fury, for 5 Combat Turns. Plane: Neter
The strength will be enhanced by a +5, a mouth full of sharp Temple: Temples and shrines throughout Egypt
teeth and a hyper sense of ability and acrobatics in battle. At Alignment: Neutral
7th Level, the Worshipper transforms into a monstrous semi- Sacrifices: Animal, libations and human
Baboon being, capable of furious killing and combat, while still Holy Days: Unknown
being its own self as well. This will last for 7 Combat Turns. Superstitions: Unknown
Little is known about Aani. Mentioned less than fifty times in Preferred Weapons: Khopesh
Egyptian sources, Aani was depicted as an aspect of another god Missionary: You may avoid him in life, but in death, the Anpu
such as Thoth or Khonsu. Aani alone acted as a protector deity finds you
with a baboon head, and sometimes body, also possessing the Ceremony: Mummify a person or animal in a very lengthy and
baboon’s savagery. solemn ritual (as detailed in the Book of the Dead) to gain his
favor and attention at the very most. In the very least, wear
Depictions of Aani could be easily confused as bestial aspects of a disguise as him and do a Fire Dance, wielding a torch and
other animals. It could be safely assumed that Aani was the lord Khopesh, chanting a sacred hymn. Usually a libation of some
over baboons and similar beasts from the wilds. wine, milk or other important drink is poured over an idol of the
God sat on a stone by the flames.
ANDJETY – GOD OF VULTURES Granted Abilities: At 5th Level, the Worshipper is given
Order: Local God the Sense of the Underworld, and can smell out the pathways
Province: Rebirth, Death and Life that lead to Realm of Neter, or the tracks of those Beings and
Plane: Kemet Monsters that have come from there into the Mortal Realm. At
Temple: Temples and Shrine 7th Level, the Worshipper can call Wolves of Anpu. Over 1D6 x
Alignment: Neutral 7 wolves will arrive to serve the Worshipper for up to 7 hours
Sacrifices: Human and animal into the Night. They will understand every word and follow
Holy Days: Unknown every order to the letter perfectly and by dawn slip back into the
Superstitions: Unknown Underworld. At 9th Level, the Worshipper is granted the Voice of
Preferred Weapons: Unknown Neter, enabling them to Speak and understand everything from
Missionary: The corpses of the dead await to be fed upon by Andjety the Understand perfectly. This will last up to 9 hours at a time,
and every written word, or spoken, in the ‘hidden’ tongue used
Andjety’s Ceremony and Granted Abilities are the same as Osiris.
by the Gods of the Underworld is no longer a mystery for a time.

106 CASTLES & CRUSADES


OF THE GODS
AMUNET – SHE THAT IS HIDDEN ANUKET – GODDESS OF THE NILE CATARACT,
Order: Outside Goddess EMBRACER
Province: Not understood other than Consort to Amun-Ra Order: New Goddess
Plane: All Worlds Province: Lust, Prostitution, Pleasure
Temple: Where ever her Divine Spouse was praised Plane: Kemet
Alignment: Neutral Temple: Temples were stone structures and attended by
Sacrifices: Unknown prostitutes
Holy Days: The same as Amun-Ra Alignment: Neutral
Superstitions: Unknown Sacrifices: Animals (fish)
Preferred Weapons: Unknown Holy Days: May to August (Flooding of the Nile)
Missionary: Behind all in the Universe sits the watching eyes Superstitions: Offerings thrown to the waters, mixed with
of Amunet dance were thought to bring her blessings
Amunet’s Ceremonies and Granted Abilities are the same as Preferred Weapons: Unknown
Anubis’. Missionary: Blessed are those who partake from the loins of Anuket
Ceremony: A fish tossed into the Nile, while dancing and a
chant to Anuket, typically by women dressed in their finest
ANHUR – WAR GOD OF ABYDOS, ONE WHO
clothes and with perfume and jewelry on is the documented
STANDS FROM BEHIND
ceremony. Often, prostitutes will strip their clothes off by the
Order: New God
shores and splash the waters onto themselves as they offer
Province: Sky, War
various items into the waters to the Goddess.
Plane: Kemet
Granted Abilities: At 4th Level, the Worshipper is given the
Temple: Temples built in grand Egyptian form during the New
ability to lure or seduce anyone with ease (charisma +3). At
Kingdom
6th Level, the Worshipper is granted the ability resist seduction
Alignment: Lawful Good
and temptations by others, Divine or otherwise, with immunity.
Sacrifices: Animal and human
Holy Days: Unknown ATEN – THE HERETICAL DISC GOD
Superstitions: Pray to him before battle or incur his wrath Order: Monotheistic God
Preferred Weapons: Spear/Lance Province: Moon/Sun, Life, Health
Missionary: Few can withstand the fury of Anhur in battle, but Plane: Kemet
even fewer out of it Temple: Temples built in a unique style of his own
Ceremony: With a similar headdress of four feathers to that Alignment: Lawful Good
of Anhur’s on, and a robe and matching sandals, a lion’s head Sacrifices: Libations and food
optional, a fierce War Dance is performed with a spear. Usually, Holy Days: Unknown
the spear must have fresh blood on its tip at the end of the ritual. Superstitions: Unknown
Granted Abilities: At 5th Level, the Worshipper is given Preferred Weapons: Spear
personally, or to another, for the duration equal to their XP Missionary: Aten is the Light and Way to Life
Level in minutes blessed ‘War Armor’, granting a +3 to the Ceremony: Wearing a headdress with a Sun-Disk atop it on the
AC. At 7th Level, the Worshipper is given ‘Horrifying Visage of forehead, the Worshipper makes the solemn prayer to Aten with
Anhur’, which will cause terror on all of the foes that dare to arms and hands open.
gaze on them (CHARISMA save), and make them flee in terror. Granted Abilities: At 6th Level, the Worshipper is granted
‘Aten’s Light’, whereupon the entire body becomes a glowing and
ANPUT – JACKAL GODDESS OF FUNERALS
intense Sun-like light for up to 6 minutes of time. This glow is of
Order: Great Goddess
such power that is drives away monsters and Beings of Evil and
Province: Underworld, Death
Chaos Alignments on contact and illuminates the darkness for 30
Plane: Neter
ft. in a radius. At 9th Level, the Worshipper is granted the added
Temple: Temples and shrines
feature that ‘Aten’s Light’ can also cause lethal harm to these
Alignment: Neutral
Beings of Darkness on contact (9d10 damage within the radius).
Sacrifices: Animal, food, libations and human
Holy Days: Unknown APEP – THE DIABOLICAL SERPENT, SLITHERING
Superstitions: Unknown ONE, APEP, APOPHOS, APOPHIS
Preferred Weapons: Unknown Order: Great God
Missionary: Anput can sniff out the dead and dying and ferry Province: Chaos, Lightning, Night
them to the Underworld Plane: Isfet
Anput’s Ceremonies and Granted Abilities are the same as Anubis’. Temple: Temples and shrines
Alignment: Chaotic Evil
Sacrifices: Animals, humans, food, object and libations
Holy Days: Unknown
Superstitions: Unknown
GODS & LEGENDS 107
OF THE GODS
Preferred Weapons: Teeth BA-PEF – CRUEL GOD OF THE UNDERWORLD
Missionary: Apep shall devour the Sun of Ra and bring Chaos Order: Old God
to the World Province: Underworld, Torment, Pain, Pharaohs, Soul
Ceremony: Some form of sacrifice to a living being, whether Plane: Neter
animal or sentient being by Night, and usually during a storm. Temple: Temples
An oath is given to Apep in the process with blood libations. Alignment: Chaotic Evil
Granted Abilities: At 7th Level, the Worshipper is granted Sacrifices: Animals and people
the ability of ‘Apep’s Lightning’ (+3), covering them in writhing Holy Days: Unknown
lightning for 7 Combat Turns, when commanded or required. Superstitions: Unknown
This will envelop them with purplish-white, charged power from Preferred Weapons: Unknown
head-to-toe and cause 7d10 damage when touched by the enemy, Missionary: A Pharaoh unprotected from the Underworld
or sent to strike the foes in a 15 ft. radius. Anyone attempting finds the wrath of Ba-Pef
to attack the Worshipper must get beyond the Lightning and Ceremony: The torture and ultimately sacrifice of an animal,
likewise take damage from it in turn. At 9th Level, the Worshipper leading to its fiery death.
is immune to all serpents, and can transform into one a giant
Granted Abilities: At 6th Level, the Worshipper will be granted
illusionary semblance of one, to confuse and terrify the enemy.
‘Ba-Pef’s Agony’, which will cause a target unbearable pain and
BABI – GOD OF THE BABOONS, BABOON BULL suffering. The range is up to 6 miles, duration is up to 6 minutes
Order: Old God and the chosen victim must make a Charisma save or suffer
Province: Love in the Afterlife, Judgement these modifiers for the duration: -6 AC, -6 to all Stats, and a
Plane: Neter target for all enemy attacks.
Temple: Temples and shrines
BASTET – WARRIOR MOON GODDESS, UBASTE,
Alignment: Neutral
BAAST, B’SST
Sacrifices: Food and libations
Order: Old Goddess
Holy Days: Unknown
Province: Felines, Perfumes, Mummification, Lust
Superstitions: Unknown
Plane: All Worlds
Preferred Weapons: Khopesh
Temple: Temples in glorious style
Missionary: Babi can find one’s heart and know what lies within it
Alignment: Lawful Neutral
Ceremony: Gathering and devouring of sacred fruit with
Sacrifices: Food (fish & mice), libations (milk)
libations of fruit juice and milk over the idol of Babi.
Holy Days: Unknown
Granted Abilities: At 5th Level, the Worshipper is granted the
Superstitions: Unknown
temporary ability to see the actions or motives of others for 5
Preferred Weapons: Spear
minutes. The Worshipper can peer into the minds of chosen
Missionary: Be as swift and keen in the shadows as Bastet, or
people (who must make a Charisma save) and divulge their
as bold in the light
mindset and true purpose. At 7th Level, the Worshipper will be
Ceremony: During the day, with a cat’s mask on, a dance must
granted the ability to visualize the perfect ‘mate’ for another
be performed in the smoke of incense, using the folds of a robe
person, if they don’t already have one.
in a very fan-like manner. The mask worn with much mystery
BANEBDJEDET – RAM GOD and entertainment.
Order: Old God Granted Abilities: At 6th Level, the Worshipper temporarily
Province: The Four Souls gains the senses of a feline, with Nightvision (30 ft.) and
Plane: Kemet Advanced Hearing/Smell (30 ft.) for 6 hours. Their appearance
Temple: Temples primarily in Mendes takes on the minor features of a cat as well in this time. At 8th
Alignment: Neutral Level, the Worshipper gains ‘Ubaste’s Lust’, enabling them the
Sacrifices: Unknown power to emit a powerful perfume that seduces all who smell it.
Holy Days: Unknown The radius is only within 5 ft., but they must make a Charisma
Superstitions: Unknown save, or be completely driven by uncontrollable lust for the
Preferred Weapons: Spear Worshipper for up to 8 hours at a time.
Missionary: Let the Ram-Headed One watch over the Four
BAT – COW GODDESS OF THE EARLY DYNASTIES,
Souls within you
ONE WITH SOUL
Ceremony: Burn incense in shells with a libation of milk and food.
Order: Old Goddess
Granted Abilities: At 6th Level, the Worshipper can heal half
Province: Bovines, Starry Night
of the HP lost in one’s self or another. This ability can be utilized
Plane: All Worlds
up to six times a week, unless Banebdjedet is angered. At 8th
Temple: Temples and shrines
Level, the Worshipper is given the ability to heal all lost HP
Alignment: Neutral
back and Spell use as well.
Sacrifices: Food and libations
Holy Days: Unknown

108 CASTLES & CRUSADES


OF THE GODS
Superstitions: Unknown HATMEHIT – GODDESS OF FISH
Preferred Weapons: Unknown Order: Old Goddess
Missionary: The stars of Night are the milk of Bat for Mankind Province: Nile
Ceremony: Having a cow present, milking it with bells ringing Plane: Kemet
under star-light, and then pouring the milk on an idol of the Temple: Temples and shrines
goddess in a sacred bowl. Alignment: Lawful Neutral
Granted Abilities: At 5th Level, the Worshipper can navigate Sacrifices: Unknown
by the stars at night for up to 5 hours without complication, on Holy Days: Nile Flood Season
land, by river or sea. At 7th Level, the Worshipper can receive a Superstitions: Unknown
Water Flask of Milk for up to 7 days that is drinkable. Preferred Weapons: Unknown
Missionary: Hatmehit and Wasir will bless thee from the waters
BES – DWARF GOD OF THE HOME of the Nile
Order: Old God Ceremony: Carefully, a libation of milk is poured into the Nile
Province: Home, Positivity, Enemy of Evil, Entertainment, while humming the sacred song of Hatmehit, with eyes focused
Happiness on the waters.
Plane: All Worlds Granted Abilities: At 5th Level, blessed by the Goddess, from 5
Temple: Temples and shrines to 25 fish can suddenly arrive to the bidding of the Worshipper,
Alignment: Lawful Good for food, errands, etc.
Sacrifices: Libations and food
Holy Days: Unknown HATHOR – GODDESS OF WOMANHOOD, SEKHMET
Superstitions: Unknown Order: Old Goddess
Preferred Weapons: Axe Province: Birth, Mining, Cattle, Fertility, Music, Dancing,
Missionary: Whatever foul and ill, Bes can find and destroy it Foreign Lands and Happiness
as sure as the sun Plane: All Worlds
Ceremony: With the Sacred Axe of Bes, wood is chopped and Temple: Temples and shrines across Egypt
then burned in a pit, or home’s hearth. In its ashes are then Alignment: Lawful Neutral
poured a libation of alcohol or water in the God’s name. Sacrifices: Libations, food, objects, animals
Granted Abilities: At 6th Level, the Worshipper is granted Holy Days: Unknown
the ability to Resist Evil, for 6 minutes. With the blessing of the Superstitions: Unknown
God, no Spell, Curse, or any other magical effect can take hold Preferred Weapons: Spear
on the Worshipper. They can walk through the heart of evil Missionary: Hathor will guide her hands over your life from the
unharmed completely. At 8th Level, the Worshipper has the beginning to its end.
ability to Bring Happiness to all in a 45 ft. radius. This isn’t just Ceremony: Playing music and dancing, usually elaborately,
by their presence alone, but must be supplemented by singing, showing a feminine side and its divinity, with spinning and
musical instruments, or some other method. It will remain for whirling around.
up to 8 hours of time and those effected will remember both the Granted Abilities: At 5th Level, the Worshipper is granted
Worshipper and the God Bes. ‘Hathor’s Dance’, which creates invisible musicians who play
for 5 minutes and will cause those who listen to dance joyfully
HAPI – LORD OF THE FLOOD out of control (if they fail their Charisma save). This will make
Order: Old God them sweat, sore and pass out from exhaustion. At 7th Level,
Province: Androgyny, Vegetation, Fishes, Marshes, Nile virility the Worshipper is granted ‘Hathor’s Glee’, which will shift all
Plane: Kemet rage, anger and any aggression from those who are caught in the
Temple: Temples and shrines
radius (30 ft.) and fail their Charisma save, to a peaceful, smiling
Alignment: Lawful Neutral
opposite version. This will last for 7 minutes and instantly end
Sacrifices: Food, libations, and animals
any battles and combats.
Holy Days: May to August (Nile flood season)
Superstitions: Unknown HEDJEDJET – SCORPION GODDESS
Preferred Weapons: Unknown Order: Old Goddess
Missionary: Treat the Nile as one’s own family, and Hapi will Province: Scorpions, Nursemaids
wash you over with the cleanliness of the Nile’s prosperity Plane: Kemet
Ceremony: Food and/or libations are thrown into the fire-pit as Temple: Shrines
the Worshipper dances to a chant, usually accompanied by music. Alignment: Neutral
Granted Abilities: At 5th Level, the Worshipper can bring
Sacrifices: Unknown
virility to sterile soil, if near the Nile, by merely walking on it,
Holy Days: Unknown
and in their foot-steps plants will spring up for over 20 ft. and
Superstitions: Unknown
for over 20 minutes of time. At 7th Level, the Worshipper (and
Preferred Weapons: Spear, Stinger
up to six others) cannot drown in Nile flood waters. This will
Missionary: Would let a scorpion nursemaid your newborn
last in duration for 7 hours.

GODS & LEGENDS 109


OF THE GODS
Ceremony: Cradling scorpions and singing a lullaby, while Missionary: Follow Iah and surely you will see how regular his
setting them free one by one to the rhythm of the song. power and light will be down on the world of men
Granted Abilities: At 5th Level, the Worshipper is given the Ceremony: With the Moon present in the Night-Sky, a dance
ability to control and use the senses of scorpions. For up to 5 using music or beat and a libation which is scattered over the
hours and over 5 miles in range, utilizing the senses combined image of the God on a preferably bright stone.
of many scorpions, the Worshipper can gather the total sensory Granted Abilities: At 6th Level, the Worshipper is granted the
grasp of the servants of the Goddess. They can be controlled ability of Nightvision of 30 ft. for 6 hours.
to a limited extent, moving in the shadows and beyond normal
perception of those they spy on. IAT – GODDESS OF CHILDBIRTH
Order: Old Goddess
HEQET – FROG GODDESS OF CHILDBIRTH Province: Milk, Childbirth, Nursing
Order: Old Goddess Plane: Kemet
Province: Frogs, Heka Temple: Shrines
Plane: All Worlds Alignment: Neutral
Temple: Temples and shrines in obscure places Sacrifices: Libations, objects and food
Alignment: Chaotic Neutral Holy Days: Birthing days
Sacrifices: Animal, human, food, object and libations Superstitions: Unknown
Holy Days: Unknown Preferred Weapons: Unknown
Superstitions: Unknown Missionary: Being brought into the world, the gentle hand of
Preferred Weapons: Unknown Iat will guide you
Missionary: By dusk Heqet spins the weaves of Heka to Ceremony: Burning incense, singing and a libation on the idol.
confound Man Granted Abilities: At 5th Level, the Worshipper is given
Ceremony: Wearing an amulet of Heqet, and standing over a the ability to purify any soured milk on contact and make it
pool filled with frogs, the Worshipper recites the sacred chants drinkable. With this ability, the Worshipper can also aid the
of the Goddess, preferably when the frogs are themselves giving pregnant and make it easy and painless.
birth to tadpoles. A libation of milk is poured into the water.
Granted Abilities: At 5th Level, the Worshipper can do IMENTET – SHE IN THE WEST
wondrous leaps at 1D6 x5 normal distance in any direction or Order: Old Goddess
height for up to 5 minutes. At 7th Level, the Worshipper can Province: Wandering thirsty Dead
restore one’s own, or another, used Magic, to full, as though a Plane: Duat
Night’s sleep was had. Temple: None
Alignment: Neutral
HESAT – PRIMAL COW GODDESS Sacrifices: None
Order: Primal Goddess Holy Days: None
Province: Bulls, Divine Milk Superstitions: None
Plane: All Worlds Preferred Weapons: None
Temple: Temples and shrines Missionary: On your way to Sekhet-Aaru, the dry throat will
Alignment: Lawful Good seek the waters of Imentet. Find her tree
Sacrifices: Unknown Ceremony: With a bundle of reeds in hand, wet from the Nile,
Holy Days: Unknown the moisture is drained from them while a prayer is made over
Superstitions: Unknown the bowl as the waters drain.
Preferred Weapons: Unknown Granted Abilities: At 6th Level, a well of water will spring up
Missionary: Drink from the Beer of Hesat and the vision of the as needed from Aaru to bring unusual sustenance. One drink
Gods will be yours will last for three days for example, and saving it in a Water-
Hesat’s Ceremony and Granted Abilities are the same as the Flask will turn it to normal water. This well will only bubble up
other Egyptian Cow Deities. for 6 minutes and be gone. It will fill the driest gullet and bathe
the harshest skin and most parched person or animal instantly.
IAH – THE MOON GOD IHY – DIVINE SISTRUM CHILD
Order: Old God Order: Old God
Province: Lunar Province: Music
Plane: All Worlds Plane: Duat
Temple: Temples and shrines Temple: Shrines
Alignment: Neutral Alignment: Neutral
Sacrifices: Libations and food Sacrifices: Libations, food and objects
Holy Days: New and Full moons Holy Days: Unknown
Superstitions: Unknown Superstitions: Unknown
Preferred Weapons: Spear Preferred Weapons: Unknown
110 CASTLES & CRUSADES
OF THE GODS
Missionary: Let the Divine Child play for the Gods and his KHENTI-AMENTIU – GOD OF WESTERN FOREIGNERS
sistrum aid to calmness Order: Old God
Ceremony: With a sistrum in hand, a libation is poured in a Province: Death, Foreigners
sacred bowl to the idol, with food and other prized objects to Plane: Duat
appease the Divine Child. Temple: Shrines
Granted Abilities: At 5th Level, with the instrument being Alignment: Neutral
played, all those present will be instantly calmed down (Charisma Sacrifices: Libations, animals and humans
save) from whatever state they are in upon hearing it being used. At Holy Days: Unknown
8th Level, the Worshipper has the ability to pacify a small army (from Superstitions: Unknown
80 to 800 people) with the sistrum through the Divine power alone. Preferred Weapons: Khopesh
This ability however, can only utilized equal to the Worshipper’s Missionary: Trust in Khenti-Amentiu for the coming of
Charisma Statistic/4 times a month. Strangers from afar
Ceremony: With the idol atop a high stone or stand, libations
IMSET – GOD OF THE SOUTH and sacrifices are made in its presence, whether animal or
Order: Old God human depending on the circumstances. Torches burn and
Province: South, Mummification incense and chanting by those present.
Plane: All Worlds Granted Abilities: At 6th Level, the Worshipper the given
Temple: Shrines the ability to protect Non-Egyptians for up to 6 minutes with a
Alignment: Neutral blessing, preventing them from suffering damage, spells or other
Sacrifices: Unknown harm. In this time, no HP loss can be dealt to them in any way,
Holy Days: Unknown whether by Man, Monster or even God as they are protected by
Superstitions: Unknown Khenti-Amentiu.
Preferred Weapons: Khopesh
Missionary: Imset watches over the South as ordered by his KHERTY – GOD OF DEATH, SLAUGHTER
father Horus Order: Old God
Ceremony: An animal’s liver is placed in cloth (or a Human’s Province: Death Bringer (Pharaonic)
if possible), during a very precise ritual. Then it is placed inside Plane: All Worlds
a canopic jar and either buried, burned or thrown into water. Temple: Shrines primarily
Granted Abilities: At 5th Level, the Worshipper is granted Alignment: Chaotic Neutral
the ability to control one’s own, or another’s (Charisma save), Sacrifices: Animal, food and libations
emotions to the point of guiding them or denying an excess of Holy Days: Unknown
too much that might be harmful, etc. Superstitions: Unknown
Preferred Weapons: Axe
KEBECHET – DIVINE EMBALMER Missionary: Only the righteous and pure rulers over Kemet are
Order: Goddess chosen by the death-dealing hands of Kherty
Province: Embalming Dead Ceremony: Over a blazing fire, libations and/or animal or
Plane: Duat Human sacrifices are dealt with dramatic and dark flare, as
Temple: Shrines the dedicated follower dons a black robe and a ram’s horned
Alignment: Neutral headdress chanting the hymns to the God.
Sacrifices: Libations, food and objects Granted Abilities: At 6th Level, the Worshipper is granted
Holy Days: Unknown the ability to become ‘invisible’ to the servants (guards, soldiers,
Superstitions: Unknown courtiers, personal attendants) of the present reigning Pharaoh for
Preferred Weapons: Unknown 6 days at a time. They cannot spot the Worshipper regardless of
Missionary: When your Ba needs cool water to be rested in the what he/she does. At 8th Level, the Worshipper can only appear in
Afterlife, only Kebechet can be the one to do so the populace to the reigning Pharaoh as well, but in the dark and
Ceremony: A bowl of water in hand, sacred robes of Kebechet ominous form of the God Kherty. This is used as an omen and sign
on and moonlight overhead. Chanting mixed with specific sent by the God to the Pharaoh typically and the power is very
sacral movements targeted in directions. dramatic and meant to be on the verge of the Ruler’s own demise.
Granted Abilities: At 6th Level, the Worshipper is given
the ability to cool and purify water for others to drink, or for KHEPRI – THE MORNING SUN GOD
oneself, and soothe the Ba Soul within. This will heal all lost Order: Old God
HP instantly and/or lost Spells used in a day upon drinking. At Province: Sun, Sun Barge
8th Level, the Worshipper is granted the ability to undo curses Plane: All Worlds
through the pure cool waters of the Duat. Temple: Shrines
Alignment: Neutral
Sacrifices: Unknown
Holy Days: Unknown
Superstitions: Do not harm the scarab beetle
GODS & LEGENDS 111
OF THE GODS
Preferred Weapons: Pinchers MAAHES – LION GOD OF WAR, ONE WHO IS TRUE
Missionary: Khepri bears the Sun across the sky and without BESIDE HER, NEFTER AA EM BUBAST, NAS DINIEWT,
him, the Darkness reigns eternal WENEP SABI EM HAHI
Ceremony: Hold aloft a large candle in a holder, illuminating a Sun- Order: Old God
Disk, while donning the robes of Khepri and matching headdress. Province: War, Weather, Lotus, Captives
Granted Abilities: At 5th Level, the Worshipper is given Plane: Kemet
‘Khepri’s Sun Skin’, which causes their flesh to shine with the light Temple: Temples and shrines
and color of the Sun for 5 hours at a time. Its radius is up to 20 Alignment: Chaotic Good
ft. and will shimmer enough to drive away Beings and Monsters Sacrifices: Human, animal and libation
of Darkness and of the Evil/Chaos Alignments. At 8th Level, the Holy Days: Unknown
Worshipper is granted the ability to summon clouds of Scarab Superstitions: Unknown
Beetles, which will serve them for 8 minutes. These sacred beetles Preferred Weapons: Khopesh, War-Spear, and knife
can function as extra senses, carry objects, attack as a swarm foes, Missionary: Beware the fury of King Maahes. His blade is for
etc. skinning captives who fall under his shadow
Ceremony: Wearing a lion head and clawed gloves robes of
KHNUM – GOD OF CREATED THINGS Maahes, the Worshipper performs a War Dance around a blazing
Order: Old God fire sacrificing a chosen animal or captive, pouring libations into
Province: Womb, Newborns, and Nile Floods the flames singing the battle-song.
Plane: Kemet Granted Abilities: At 5th Level, the Worshipper is granted the
Temple: Shrines ‘Blood Lust of Maahes’, which enables the Worshipper increased
Alignment: Neutral Strength (+3) for 5 Combat Turns once they drink the foe’s
Sacrifices: Libations, and food blood in battle, and adds to their AC by +3. At 7th Level,
Holy Days: Nile Flood Season they are granted the ‘Lightning Spear of the Lion God’, which
Superstitions: Unknown will become enveloped in charged energy for 7 Combat Turns,
Preferred Weapons: Unknown adding a +7D6 damage with each attack.
Missionary: Khnum will create a new child from his wheel of
divine procreation MA’AT GODDESS OF TRUTH
Ceremony: Using raw clay and water in hand, the Worshipper Order: Old Goddess
forms a crude shape of the God Khnum and chants to it the Province: Justice, Order.
desired blessings. Plane: Duat
Granted Abilities: At 6th Level, enables the Worshipper, or Temple: Grand temples in Egyptian style
another, to float atop the Nile flood waters (and not drown) for Alignment: Lawful Good
6 minutes at a time. At 8th Level, this gives the Worshipper the Sacrifices: Libations, food, objects
ability to perform the act of a nurse-maid with ease on someone Holy Days: Unknown
pregnant. The child(ren) will be born without incident, aided Superstitions: Unknown
by the God through the Worshipper. Preferred Weapons: Feather of Truth
Missionary: Regardless of who one is, Ma’at will fall upon thee
KHONSU – GOD OF THE TRAVELING MOON, and decide your fate in the end
TRAVELING ONE Ceremony: Wielding a long, bright colored feather, and then
Order: Old God chanting aloud the sacred song of Ma’at, the Worshipper spins about
Province: Moon, Healing, Purity; (later) War in the robes of the Judge by the light of stars, Moon and candles.
Plane: All Worlds Granted Abilities: At 6th Level, the Worshipper can Detect Lies
Temple: Temples and shrines from others for up to 6 minutes, but must be in their presence.
Alignment: Lawful Good Those targeted must still require a Charisma save to resist this
Sacrifices: Libations, food and objects however. At 9th Level, the Worshipper can Sense Deception for up
Holy Days: New and full moon to 9 miles distant and 9 hours in duration. This ability allows the
Superstitions: Unknown Worshipper the power to sense the deviousness and secretive acts
Preferred Weapons: Axe of deception that might be unfolding behind their backs. They will
Missionary: The purity of the universe comes with Khonsu and ‘see’ in vague images such deeds in their mind as they are being
his moon’s light performed as flashes of visions and will have to make sense of them.
Ceremony: Before an idol of Khonsu, libations of milk, food
(bread) and prized objects are placed as holy hymns are sung. MAFDET – GODDESS OF PUNISMENT
Granted Abilities: At 6th Level, the Worshipper can heal Order: Old Goddess
wounds and severed limbs on contact for 6 Combat Turns. At Province: Punishment
8th Level, the Worshipper can purify any tainted or poisoned Plane: Duat
water or source with a touch instantly. Temple: Shrines
Alignment: Neutral

112 CASTLES & CRUSADES


OF THE GODS
Sacrifices: Libations and food MENHIT – LIONESS OF WAR, SHE WHO MASSACRES
Holy Days: Unknown Order: Outside Goddess
Superstitions: Unknown Province: Ambush/War, Slaughter
Preferred Weapons: Claws Plane: Kemet, Nubia
Missionary: Hide as you will, Mafdet will hunt you down, find Temple: Temples and shrines
your heart, take it and weight its sins Alignment: Chaotic Neutral
Ceremony: Often with a cat or mongoose present, using Sacrifices: Animal and human
a libation or food offerings, and an acted out ritual dialogue Holy Days: War Season
inserting the name(s) of the guilty party, the Worshipper Superstitions: Unknown
performs the ceremony to let the divine punishment begin. Preferred Weapons: Axe, Khopesh and Axe
Granted Abilities: At 5th Level, the Worshipper will be granted Missionary: Beware of Menhit in the shadows ready to strike
the ability of Sin on the Winds, which will cause 5D6 damage to the and devour your intestines
target when they commit specific sin for up to five times (lying,
Menhit shares the same Ceremonies and Granted Abilities as Sekhmet.
greed, murder, etc.). At 7th Level, the Worshipper is given the ability
to be in control of the Cat of Mafdet, which will haunt and follow MERETSEGER – SHE WHO CREATES SILENCE
the targeted person down for 7 weeks, day and night. This Ghost Order: New Goddess
Feline has no physical form, and will gaze through them and punish Province: Tomb Guard, Cobras, Poison
them if they commit any sins causing 7d6 damage each time. Only Plane: Kemet
a divine banishment by another Priest can rid of this cat. Temple: Valley of the Kings
Alignment: Lawful Neutral
MEHEN – SERPENT OF THE BARGE, COILED ONE
Sacrifices: Humans/Animals slain by venomous bites
Order: Old God
Holy Days: Unknown
Province: Solar Barge, Serpents
Superstitions: Unknown
Plane: All Worlds
Preferred Weapons: Fangs
Temple: Shrines
Missionary: Never break the silence at Meretseger’s sacred
Alignment: Lawful Neutral
sanctuaries
Sacrifices: Unknown
Ceremony: With a cobra in a basket and flute, the Worshipper,
Holy Days: Unknown
lures it out and then allows it to move atop them in a hypnotic
Superstitions: Unknown
dance while they chant the hymn of Meretseger in a low tone.
Preferred Weapons: Unknown
Granted Abilities: At 6th Level, the Worshipper can control 6
Missionary: Apep’s vile poison and wrath is useless against the
cobras at a time. Use their senses and abilities completely for up
power of Mehen
to 6 minutes. At 8th Level, the Worshipper can transform into a
Ceremony: Using a serpent, and letting it coil around an arm,
large cobra for 8 minutes fully.
in a flamboyant ritual, the Worshipper dances, circling a blazing
fire while throwing vials of venom into the flames and humming MIN – GOD OF POTENCY
the songs of Mehen. Order: Primal God
Granted Abilities: At 6th Level, the Worshipper is able to Province: Virility
heal any poisonous bite or poison given to another by contact. Plane: Kemet
Whether this is by a beast, Manmade or divine. Temple: Temples and shrines
Alignment: Lawful Neutral
MEHET-WARET – THE DIVINE COW
Sacrifices: Animals, food and libations
Order: Old Goddess
Holy Days: Unknown
Province: Sun and Serenity
Superstitions: Unknown
Plane: All Worlds
Preferred Weapons: Spear
Temple: Temples and shrines
Missionary: May Min bless thee so that a progeny shall spring
Alignment: Neutral
forth from thy loins
Sacrifices: Libations, food and animal
Ceremony: Completely nude, the Worshipper pours libations
Holy Days: Summer Solstice
over themselves and dances erotically to seduce and entice both
Superstitions: Unknown
the God’s attention and others nearby.
Preferred Weapons: Unknown
Granted Abilities: At 5th Level, the Worshipper is given the
Missionary: The serenity of the sun is brought by the gentle
ability to seduce others at a heightened level (+5) for equally 5
Mehet-Waret from horizon to horizon
hours. Others will find them irresistible and wish to copulate upon
Mehet-Waret’s Ceremonies and Granted Abilites share the same sight.
as Hathor.

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OF THE GODS
MONTU – HAWK OF WAR, MONTU-RA, NEITH – CREATOR OF THE UNIVERSE, SHE OF THE
Order: Old God GREAT FLOOD
Province: War Order: Old Goddess
Plane: Kemet Province: Great Flood and Creation
Temple: Temples and shrines Plane: All Worlds
Alignment: Lawful Neutral Temple: Temples and shrines
Sacrifices: Animal, food and libations Alignment: Lawful Good
Holy Days: War season Sacrifices: Libation, food and objects
Superstitions: Unknown Holy Days: Unknown
Preferred Weapons: Khopesh, axe and Spear Superstitions: Unknown
Missionary: Montu shall sweep down on your forces and feast Preferred Weapons: Unknown
on your slain as sure as the hawk does a mouse in the field Missionary: Neith brought all into this world by the Flood, and
Ceremony: Donning a hawk’s feathery headdress and a War- she can destroy all with the same means once more if she chooses
Axe, the Worshipper performs a War Dance, usually ending Ceremony: Wearing red all over, with elaborate clothing, lights
with an animal sacrifice. lit and libations to pour and food and objects to sacrifice in the
Granted Abilities are the same as Ra. flames, the Worshipper performs a complex ritual involving
both dance, song and reenactment of the Goddess’ life.
MUT – DIVINE MOTHER GODDESS, MOTHER Granted Abilities: At 6th Level, the Worshipper can Create
Order: Primal Goddess Sustenance out of nothing for 6 minutes, generating enough healthy
Province: Cat, Cobra, Cattle, Vulture, Maternal food from an empty container, perfect and ideal. At 8th Level, the
Plane: All Worlds Worshipper can Create Seeds of Life, generating whatever desired
Temple: Temples and shrines handfuls of seeds for planting, which will grow rapidly and healthy
Alignment: Lawful Neutral with limited water. These will bloom and blossom forth produce
Sacrifices: Food, libations and animals and flowers, etc as required. At 10th Level, the Worshipper can
Holy Days: Unknown Create Healing Waters, with a tap of a finger on any spot (rock, hole
Superstitions: Unknown in the earth for example) healthy water springs up and will do so for
Preferred Weapons: Unknown 10 minutes. This is as pure and divine as water could ever be in the
Missionary: The Mother of ALL watches over her children, Universe and will heal the sick and fill empty bellies.
whether Man or Beast alike, and regards them the same
Ceremony: The Worshipper will bow to the ground with the NEFERTEM – LOTUS BORN CHILD OF RA, ONE WHO
face lowered and hands lifted in submission, unmoving and DOES NOT CLOSE
silent. Fires or candles will burn. Order: Old God
Granted Abilities: At 6th Level, the Worshipper will gain Province: Youth, Dawn, Lotus
Pacify Others, all others caught in a radius of 30 ft. must make a Plane: Kemet
Charisma save or be in an instant divine submission to the power Temple: Temples and shrines across Egypt
of the Goddess for 6 minutes. This will drain all aggression and Alignment: Lawful Good
any will to harm out of others out of them. Sacrifices: Libations and food
Holy Days: Every dawn
NEHEBKAU – TWICE HEADED SERPENT GOD, ONE Superstitions: To wear the amulet of Nefertem with the lotus
WHO BRINGS TOGETHER KA Preferred Weapons: None
Order: Old God Missionary: The dawn’s light captures the innocence and
Province: Souls, Underworld beauty of Ra by the lotus and waves in the Nile
Plane: Duat
Temple: Shrines Nefertem’s Ceremonies and Granted Abilities are the same as Ra’s.
Alignment: Neutral
Sacrifices: Unknown NEKHBET – THE DIVINE ORACLE
Holy Days: Unknown Order: Primal Goddess
Superstitions: Unknown Province: Oracles, Visions
Preferred Weapons: Fangs Plane: Kemet, Mother of Egypt
Missionary: Only Nehebkau can unify the Ba and Ka in the Temple: Temples and shrines in Nekhen
Duat and none other Alignment: Neutral
Ceremony: Using a living snake or scorpion and flames, the Sacrifices: Animal, food, objects and libations
animal is cast into it as a sacrifice with a holy chant. The eyes Holy Days: Unknown
are closed and little more done. Superstitions: Unknown
Granted Abilities: At 5th Level, the poison from a specific Preferred Weapons: Unknown
creature (whichever is causing the harm/sacrificed) is then Missionary: The flight of the vulture, and the pattern of its
cured and nullified instantly from the person or beast. feathers, wings and course guide the vision set by Nekhbet
Ceremony: Wearing a vulture-feathered robe and using the
114 CASTLES & CRUSADES
OF THE GODS
Fortune Bones, the Worshipper cast the bones into the sacred Superstitions: Unknown
platter while flapping the ‘wings’ in the robes and singing to the Preferred Weapons: Khopesh, Axe and Spear
Goddess. Occasionally a libation, object, bits of food or even a Missionary: Storms will blow over the desert, and better hope
live animal is sacrificed into the flames nearby. it is going to being just rain and not blood
Granted Abilities: At 6th Level, the Worshipper can See Ceremony: Wearing a lion’s hide and claws, fiercely, the Worshipper
the Future, into 6 hours/days/months/years into the future performs a War Dance around a blazing fire with either/or an
(depending on the CK’s story), the Worshipper can peer into animal or human sacrifice tied before them. Singing and howling
certain key events, in flashes of what essentially are pivotal ‘Plot the sacred hymns to the sky, they seek fury and storms.
Points’ or NPCs that will be encountered. This could include: Granted Abilities: At 6th Level, the Worshipper gains Resist
battles, deaths, weddings, births and more. Heka, whereby, for 6 minutes, no Spells or anything of a magical
origin can harm them due to the protection of the Goddess. At
NEMTY – DIVINE BOATMAN, ONE WHO TRAVELS 8th Level, they gain Storm Follower, creating a lightning shrouded
Order: Old God cover (+3 AC) around them, which causes 8D6 damage and
Province: Boats, Underworld, Souls lasts 8 minutes and hides them from view.
Plane: Duat
Temple: Shrines primarily in Per-Nemty and Tjebu PETBA – WRATHFUL GOD OF REVENGE
Alignment: Neutral Order: Old God
Sacrifices: Libations, food, animals and objects Province: Sky, Revenge
Holy Days: Unknown Plane: Kemet
Superstitions: Unknown Temple: Temples and shrines in Akhmin
Preferred Weapons: Unknown Alignment: Lawful Good
Missionary: To cross the Nile in Neter, one needs to call upon Sacrifices: Animals, food and objects
Nemty Holy Days: Unknown
Ceremony: Casting various sacrifices into the water, the Superstitions: Unknown
Worshipper chants aloud to Nemty and then places a small Preferred Weapons: Unknown
model boat made from reeds atop the waters. Missionary: Woe to thee who incurs the wraths of Petba upon
Granted Abilities: At 5th Level, the Worshipper can find a them, for they won’t survive
location when traveling by boat or ship easily. They will be lead Ceremony: Raising an Ankh to the sky and chanting aloud,
there by the God’s divine aid, often the flight of hawks in the sky. then dramatically swinging it to the Four Directions as the
chant continues.
NEPRI – GOD OF THE GRAIN, NEPER, LORD OF THE Granted Abilities: At 5th Level, the Worshipper is granted
MOUTH Wrath of the Firmament, which enables the Sky to suffocate
Order: Primal God victims (the Worshipper chooses) for up to 5 Combat Turns.
Province: Grain/Crops
Plane: Kemet QEBEHSENUEF – LORD OF THE WEST, HE WHO
Temple: Temples and shrines REFRESHES HIS BROTHERS
Alignment: Neutral Order: Old God
Sacrifices: Food, animals and libation. Province: Mummified Dead (Intestines)
Holy Days: Planting/Harvest Seasons Plane: Duat
Superstitions: Unknown Temple: Shrines
Preferred Weapons: Scythe Alignment: Neutral
Missionary: Nepri is Lord and Master over Life and Death in Sacrifices: Unknown
and beyond the fields Holy Days: Unknown
Ceremony: Sowing seeds and pouring libations as one goes, the Superstitions: Unknown
simple song of the God is sang by dusk. Preferred Weapons: Unknown
Granted Abilities: At 5th Level, the Worshipper can grow any Missionary: None
crop in land that is deemed ‘sterile’ and ‘dead’ by the aid of the Qebehsenuef’s Ceremonies and Granted Abilities are the same
God. as Horus’.

PAKHET – LIONESS OF THE DESERT, PAKHET- QEBUI – GOD OF THE NORTH WINDS
WARET-HEKET, SHE WHO SCRATCHES Order: Old God
Order: Outside Goddess Province: Winter
Province: Gory Violence, War, Storms Plane: Isfet
Plane: Kemet and Wadi Temple: Unknown
Temple: Temples and shrines and Egyptian and Wadi styles Alignment: Chaotic Neutral
Alignment: Chaotic Neutral Sacrifices: Libations, food and animal
Sacrifices: Animal, food and human Holy Days: Unknown
Holy Days: Unknown
GODS & LEGENDS 115
OF THE GODS
Superstitions: Unknown soul departs to Sah
Preferred Weapons: Unknown Holy Days: Unknown
Missionary: None Superstitions: Unknown
Ceremony: Using a cloth as a fan, the Worshipper whips it Preferred Weapons: Unknown
around wildly and hums the mysterious tune of the God, trying Missionary: When the Pharaoh dies, his souls must ascend to
to catch a breeze or the wind. Sah. If not, his life has been wasted
Granted Abilities: At 6th Level, the ability granted is Cold Ceremony: The Worshipper does the profane by dressing as the
Harsh Wind, which will last for 6 minutes and a chilly, strong Pharaoh, and ritually reenacting parts of his life.
wind (up to 6 mph) will be summoned from the Worshipper’s Granted Abilities: At 5th Level, the Worshipper is given the
hand. ability to protect the Soul of the dead Pharaoh as he passes on
to Sah in the Nightsky. No other forces, Chaos specifically, can
PTAH – DIVINE FABRICATOR harm him if this is performed.
Order: Old God
Province: Creating, Making, Artifice SATIS – WAR GODDESS OF THE BORDER, SHOOTER
Plane: All Worlds Order: Old Goddess
Temple: Temples and shrines Province: Protector against Nubia, Antelope, Love, Hunting,
Alignment: Lawful Good Power
Sacrifices: Unknown Plane: All Worlds
Holy Days: Unknown Temple: Temples and shrines in the Upper Kingdom near the
Superstitions: Unknown borders to Nubia
Preferred Weapons: Spear Alignment: Lawful Neutral
Missionary: Only through the inspiration of Ptah can one truly Sacrifices: Animals, libations, food, objects and humans
create anything Holy Days: Unknown
Ceremony: Using an ankh, and chanting Ptah’s song, the Superstitions: Unknown
Worshipper pours libations over the fire, while mixing food and Preferred Weapons: Bow
objects into the coals. Missionary: Satis watches with a careful eye Nubia, and with a
Granted Abilities: At 6th Level, the ability Engineer deadly bow will stop the invader
Magnificence is granted. This will last for 6 hours at a time, and Ceremony: Dressed as a hunter, the Worshipper, acts out the
give the Worshipper the ability to clearly envision in their minds role, and pours libations over the flames and coals before ritually
how to build something, anything that is from either mobile or firing arrows into a captured animal or human as a sacrifice.
a small local structure, from the ground up, and help others on Granted Abilities: At 4th Level, the Worshipper is given Love’s
the project. At 8th Level, they are granted Ptah’s Vision, which Shot, and can choose someone to make love another by divine
allows the Worshipper to envision and craft large scale urban influence (Charisma save in required to resist). This divine feeling
projects (for example a temple or city) and begin to undertake will be intense and can become a major event, altering history if
the project. This vision will last for 8 hours. not handled well. At 6th Level, the Worshipper is granted Hunter’s
Bounty, which will bring whatever desired animal(s), up to 6, to
RENENUTET – GODDESS OF THE HARVEST, THE the Worshipper, slain and ready as ‘gifts’ from the Goddess. At
NURSE 8th Level, the Worshipper is given Power Vacuum, which enables
Order: Primal Goddess them to choose a Magic User and drain them of their magic use
Province: Nursing entirely for 8 days, completely disabling them from all magical
Plane: All Worlds power (this includes items and artifacts too).
Temple: Shrines
Alignment: Neutral SEKER – GOD OF THE NECROPOLIS
Sacrifices: Unknown Order: Old God
Holy Days: Unknown Province: Duat, Mummification, Souls
Superstitions: Unknown Plane: Duat
Preferred Weapons: Unknown Temple: Shrines
Missionary: Even the cobra knows how to nurse. The hood of Alignment: Neutral
Renentutet shelters the newborn to suckle it Sacrifices: Unknown
Renenutet’s Ceremonies and Granted Abilities are the same as Sobek’s. Holy Days: Unknown
Superstitions: Followers wear onions to represent him
SAH – FATHER OF THE GODS Preferred Weapons: Unknown
Order: Primal God Missionary: One cannot travel the Duat without meeting
Province: Orion, Heavenly Realm where the Souls of Pharaohs go Seker, so it is best to appease him while living
Plane: All Worlds
Temple: Pyramids Seker’s Ceremonies and Granted Abilities are the same Osiris’.
Alignment: Lawful Good
Sacrifices: Anything that is necessary to ensure the Pharaoh’s
116 CASTLES & CRUSADES
OF THE GODS
SERKET – THE SCORPION GODDESS, SHE WHO Ceremony: Burning a papyrus in a holy flame-pot while reciting
CONSTRICTS THE THROAT the name of Seshat.
Order: Old Goddess Granted Abilities: At 4th Level, the ability Scribe’s Memory
Province: Scorpions is granted, allowing the Worshipper to possess a photographic
Plane: Kemet memory over anything written perfectly, down to the word.
Temple: Temples and shrines across Egypt
Alignment: Lawful Neutral SHED – THE COMMON FOLK’S GOD, SAVIOR
Sacrifices: Food, libations and animal Order: New God
Holy Days: Unknown Province: Healing, Protection
Superstitions: Unknown Plane: All Worlds
Preferred Weapons: Bow Temple: Temples and shrines across Egypt during the Aten cult
Missionary: The most lethal and venomous can be as nothing period
to the blessings of Serket Alignment: Lawful Good
Sacrifices: Libations and food
Serket’s Ceremonies and Granted Abilities are the same as the Holy Days: Unknown
other Scorpion Deities. Superstitions: Unknown
Preferred Weapons: Unknown
SEKHMET – GODDESS OF SLAUGHTER, THE MIGHTY Missionary: Shed can cast a wonderful shine of healing and
ONE protective shield over those who need it the most
Order: Old Goddess Shed’s Ceremonies and Granted Abilities are the same as Horus’.
Province: War, Desertification, Vengeance, Fury, Wrath
Plane: All Worlds SHEZMU – GOD OF WINE
Temple: Temples and shrines Order: Old God
Alignment: Chaotic Neutral Province: Wine, Oil and ink, Vengeance
Sacrifices: Animals, objects, food, libation and humans Plane: All Worlds
Holy Days: Unknown Temple: Temples and shrines
Superstitions: Unknown Alignment: Chaotic Good
Preferred Weapons: Axe, Spear Sacrifices: Animal, libations and food
Missionary: Do not anger Sekhmet, give her reason to taste Holy Days: Unknown
your blood or give her a need to be enraged, or all is lost Superstitions: Unknown
Ceremony: Wearing only blood-red clothing, the ritual begins Preferred Weapons: Axe, Scythe, Khopesh
with dancing around a bonfire and an animal and/or human Missionary: Stand not between Shezmu and his foe, or your
sacrifice, and ends with the axe or spear embedded in them. head will be in his wine press
Granted Abilities: At 5th Level, Blood Fury is granted to the Ceremony: In a bowl of grapes, with a butcher’s blade, the
Worshipper, which enables them to grow ferocious once they Worshipper chops away and chants in time with the cuts to the
taste the enemy’s blood. They gain a +3 on Strength, +3 grapes, creating juice.
AC and the claws and teeth of a lion. At 7th Level, they gain Granted Abilities: At 4th Level, Pain is Paid Back is granted to
Sekhmet’s Wrath. This ability gives them the power to create the Worshipper. An ability that is about vengeance, and once
a harsh, piercing dry wind, over 70 mph, and knock down a victim is targeted, for every point of damage they cause on
enemies and create havoc every other Combat Turn for seven. another, they to suffer it in the same way. This divine curse can
Those enemies caught in its range (35 ft.) must make a Strength only be removed by a rare intervention by the few High Gods in
save or be blown back, and all weapons scattered or shattered. Aaru.

SESHAT – SCRIBE OF THE GODS, SHE WHO IS THE SIA – GOD OF PERCEPTION
SCRIBE, SHE OF THE TWO CROWNS Order: Old God
Order: Old Goddess Province: Senses
Province: Accounting, Architecture, Astronomy, Astrology, Plane: Duat
Building, Mathematics, and Surveying Temple: Shrines
Plane: All Worlds Alignment: Neutral
Temple: Temples and shrines across Egypt Sacrifices: Unknown
Alignment: Lawful Neutral Holy Days: Unknown
Sacrifices: Unknown Superstitions: Unknown
Holy Days: Unknown Preferred Weapons: Unknown
Superstitions: Unknown Missionary: In the darkest and most impenetrable abyss, only
Preferred Weapons: Unknown Sia can find the way, and none other
Missionary: To become even a small fraction as wise as Seshat Ceremony: Wearing a complete head covering, to block nearly
would be a life fulfilled all of the senses, the Worshipper then calls upon the Goddess to
work through them from the Abyss.
GODS & LEGENDS 117
OF THE GODS
Granted Abilities: At 5th Level, the Worshipper is granted Missionary: When the populace forgets, Sopdu keeps his eyes
the ability to have one sense enhanced for 5 hours/days (CK’s on the borders to the East.
decision) to mighty levels beyond that of their kindred. Sopdet’s Ceremonies and Granted Abilities are the same as Sah’s.
SOBEK – GOD OF PHARONIC POWER, CROCODILE TAYT – GODDESS OF TEXTILES
ONE, IMPREGNATING ONE Order: Old Goddess
Order: Great God Province: Garments, Linen and mummification cloth
Province: Armies, Strength, Power, fertility Plane: All Worlds
Plane: All Worlds Temple: Shrines
Temple: Temples and shrines Alignment: Neutral
Alignment: Chaotic Good Sacrifices: Unknown
Sacrifices: Animals, food and human Holy Days: Unknown
Holy Days: Unknown Superstitions: Unknown
Superstitions: Unknown Preferred Weapons: Unknown
Preferred Weapons: Khopesh and Axe Missionary: It is best to have Tayt’s blessings, or one’s garments
Missionary: The might and fury of Sobek shall guide the hand and will be shoddy and full of holes
armies of the pharaoh, and those who stand before him will be as dust Ceremony: Using an animal, and linen for the mummification,
Ceremony: Wearing symbols of Sobek, and around a bonfire, the the Worshipper wraps as they chant to the Goddess and then
Worshipper casts food offerings and recites the holy litany of the places the finished result onto the flames.
God before sacrificing either/or an animal or human by axe or Granted Abilities: At 4th Level, the ability Clothing of Desire is
Khopesh in a bloody finale. granted, which is an illusionary effect. Lasting in duration for 4
Granted Abilities: At 5th Level, the Worshipper is granted hours, the clothing can take on the effect of any style as sought
Sobek’s Bite, that enables them to literally take powerful and after, changing their own (or another’s) original appearance (a
divine bites out of the enemy causing 5d8 damage, and its charisma save is required to see through the illusion).
duration is 5 minutes. At 7th Level, the ability of Crocodile’s
Strategy is granted, giving the Worshipper the mind to clearly TENENET – GODDESS OF BEER
see how to find the enemy’s weaknesses and defeat them, in Order: Old Goddess
small or large scale battles. At 9th Level, the ability of Strength of Province: Beer, brewing and childbirth
Sobek, giving the Worshipper a massive and sudden explosion of Plane: All Worlds
divine power. They are given a +5 Strength for a Combat Turn, Temple: Shrines
with a +5 AC, to use carefully in battle. Alignment: Lawful Neutral
Sacrifices: Libations, food and animal
SOPDET – GODDESS OF THE STAR, SHARP POINTED Holy Days: Unknown
ONE Superstitions: Unknown
Order: Old Goddess Preferred Weapons: Unknow
Province: Sirius, Nile Flooding Missionary: The fermenting in the womb is Tenenet’s presence
Plane: All Worlds as sure as her power over the fermentation over the barley for beer
Temple: Temples and shrines Ceremony: Drinking from cups the beer deemed ‘blessed’ by
Alignment: Neutral the Goddess, in a ritual that requires a mix of song and drinking.
Sacrifices: Food, libations and animal Granted Abilities: At 4th Level, Immunity to Inebriation is
Holy Days: May to August granted for 4 hours. This ability keeps the Worshipper, or
Superstitions: Unknown another chosen, unable to feel the effects of any alcohol at all.
Preferred Weapons: Unknown
Missionary: Watch for the rising of Sirius and you shall see the glimmer TUAMUTEF – GOD OF THE STOMACH, HE WHO
of Sopdet within, and thus the waters of the Nile will spring forth ADORES HIS MOTHER
Sopdet’s Ceremonies and Granted Abilities are the same as Sah’s. Order: Old God
Province: Torso/Trunk during mummification
SOPDU – GOD OF THE EAST, SHARP ONE Plane: Duat
Order: Old God Temple: Shrines
Province: East, Orion, Borders Alignment: Neutral
Plane: All Worlds Sacrifices: None
Temple: Temples in Sinai region Holy Days: None
Alignment: Neutral Superstitions: Unknown
Sacrifices: Unknown Preferred Weapons: Unknown
Holy Days: Unknown Missionary: Protect your torso so that in the afterlife Tuamutef
Superstitions: Unknown can preserve it.
Preferred Weapons: Unknown Tuamutef’s Ceremonies and Granted Abilities are the same as Horus’.

118 CASTLES & CRUSADES


OF THE GODS
WADJ-WER – GOD OF THE INNER SEA, GREAT WERETHEKAU – GODDESS OF THE CROWN, GREAT
GREEN ONE OF MAGIC
Order: Old God Order: Old Goddess
Province: Nile Delta and Mediterranean Sea Province: Crowns of Pharaohs/Queens
Plane: Kemet Plane: Kemet
Temple: Temples and shrines in early Egyptian style and forms Temple: None
Alignment: Lawful Neutral Alignment: Lawful Good
Sacrifices: Libations, animal and food Sacrifices: Libations, food and animals
Holy Days: Unknown Holy Days: Unknown
Superstitions: Unknown Superstitions: Ivory-handled knives are worn as a charm for
Preferred Weapons: Unknown her blessing.
Missionary: Travel amid the Inner Sea and you will need the Preferred Weapons: Unknown
blessings of Wadj-Wer upon thine vessel Missionary: Don the knife with a handle of pure white for the
Ceremony: Singing the holy song of Wadj-Wer to the waves, a enchantment of Werethekau
libation is poured overboard, followed by food and an animal Ceremony: Wearing a mock Pharaonic crown, the Worshipper
sacrifice. sacrifices animals over hot coals, drinks their blood and then
Granted Abilities: At 3rd Level, the ability to Calm Waters is pours libations afterward.
given. This will instantly bring peace to stormy or dangerous waters. Granted Abilities: At 4th Level, the ability Underworld
Guardian is given, allowing complete protection against the
WENEG – GOD AGAINST THE GREAT CHAOS horrors, spells and curses within for 4 days at a time. One must
Order: Old God wear the mock crown or lose the divine charm however.
Province: Guardian against the Isfet
Plane: All Worlds WEPWAWET – WAR GOD OVER SPIRITS, OPENER
Temple: Shrines OF WAYS
Alignment: Lawful Good Order: Old God
Sacrifices: Unknown Province: Pharaonic Hunting, War
Holy Days: Unknown Plane: Kemet
Superstitions: Unknown Temple: Temples and shrines across Egypt
Preferred Weapons: Unknown Alignment: Chaotic Good
Missionary: Without Weneg, the Great Chaos of the Isfet will Sacrifices: Animals, libations and food
be pure danger and threatening evil Holy Days: Unknown
Weneg’s Ceremonies and Granted Abilities are the same as Ra’s. Superstitions: Unknown
Preferred Weapons: Bow and axe
Missionary: Let the Opener of the Ways show you how it is done
WEPSET – THE SNAKE GODDESS, SHE WHO BURNS
Order: Old Goddess Wepwawet’s Ceremonies and Granted Abilities are the same as Anubis’.
Province: Foes of the Pharaoh/Wasir
Plane: All Worlds WOSRET – GODDESS OF THE COMMON FOLK
Temple: Shown in art in temples and shrines Order: New Goddess
Alignment: Lawful Good Province: Consort to Amun
Sacrifices: Unknown Plane: All Worlds
Holy Days: Unknown Temple: Temples and shrines across Egypt
Superstitions: Unknown Alignment: Lawful Good
Preferred Weapons: Unknown Sacrifices: Libations, food, and objects
Missionary: Attempt not to become a foe of the Pharaoh or the Holy Days: Unknown
venomous fangs of Wepset wait for you in the shadows Superstitions: Unknown
Ceremony: Using many snakes, the Worshipper writhes in Preferred Weapons: Unknown
them, almost in ecstasy, and considers every play bite and real Missionary: Where Amun-Ra sits and rules, so sits Wosret
one sacred, while humming the sacred litany of Wepset. Wosret’s Ceremonies and Granted Abilities are the same as Amun’s.
Granted Abilities: At 4th Level, the ability Immunity to
Serpents is given to the Worshipper. This enables the Worshipper
complete immunity to their bites and venom. At 6th Level, the
Worshipper is given the ability of Serpent’s Fang that allows them
to control the bite of up to 6 at one time for 6 hours. These can
be cobras, vipers or any other breed.

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OF THE GODS
GERMANIC DEITIES people had a direct form religion. They worshipped the trees,
sun, moon and stars and the forces of nature personified by their
Just as the Nordic Germanic peoples believed in the Æsír and gods, leaving them little need for elaboration. The spiritual
Vanír as the family of gods that populated their universe, their could gaze into the places of the world and find the presence of
continental cousins had done so in the same way. To them, the their gods, whether it was in the trickling stream waters or the
Æsír were the Ōs (plural Ēse) to the Anglo-Saxons. The Franks silent grove of trees, ominous and foreboding.
called them Ans (plural Ensî) and to the Goths Ans (plural An-
seis). Regardless of the common Germanic origin, the meaning Water, stones, wells, and other natural places were holy and
is the same in Germania, ‘life givers’, and are perceived as all touched by the gods and spirits, and all were sacred. Many peoples
being divine and supernatural in origin. Woden and his brood of Germania and the Seven Worlds did not even feel the need to
are all a part of the Ensî in the Otherworld. represent their gods by form, and did not carve or make statues or
even have gudja to serve the local community. Hofs could also be
The Germanic equal to the Nordic Vanír are not easily identi- found among the tribes, although they were few and rare.
fied in surviving mythology and lore, raising the logical conclu-
sion that that pantheon of deities were exclusive to the Nordic Many hofs were simple barn-like structures tended to by a small
nations. Theories abound to their origins in those regions, but group, while others were a massive and expensive community
perhaps the easiest and most simplified view is the assumption effort. In some communities and tribes the hof was more expen-
that the later gods of the Æsír were brought to Scandinavia by sive and grand than the highest noble, chief, or king’s hall and
contact with the Germanic peoples of the continent. What fol- palace because of the devotion to that particular deity.
lowed in their religion and tales, was a war between both groups
of gods leading to the success of Woden and his people, allowing To outside observers from the classical world, the Germanic
the Vanír to remain in power, but to a limited extent. Several peoples were perceived as being so crude that they only wor-
academic theories suppose that the wives of the Æsír were from shipped the elements, sun, and moon with no depth. This was
the other group of gods and that this was a union of peace be- the same basic view that was held by the earlier Greeks and Re-
tween the two. publican Era Romans about the Celts. The truth about the na-
ture of their worship was unknown, but it is generally accepted
that these biased outside sources are wildly exaggerated.
GERMANIC RELIGIOSITY
Among some of the most primal tribes and communities in For a complete description and history of the following deities
Germania in Middangeard, and elsewhere in the Seven Worlds, refer to the previously published Codex Germania.

120 CASTLES & CRUSADES


BADUHENNA Missionary: Priests, Priestesses
Name: Baduhenna Ceremony: Draping flowers around the cleric’s head or shoulders
Order: Matronae gives a +1 bonus to any ability check in the wilderness.
Province: Death, War Granted Abilities: At 7th level, the cleric gains the ability of
Plane: Mortal tree melding once a day.
Temple: Groves (Frisia)
Alignment: Chaotic Neutral FAIRGUNEIS
Sacrifices: Animal, Human Name: Fairguneis
Holy Days: Spring, Summer Order: Õs
Superstitions: Weapons Must Be Used If Owned. Province: Storms, Thunder
Preferred Weapons: Axe, Sword Plane: Sky
Missionary: Warriors Temple: Groves
Ceremony: Placing the bodies of the slain into trees gives a +2 Alignment: Chaotic Neutral
armor class bonus for the next battle. Sacrifices: Animal, Food, Libation, Human
Granted Abilities: None Holy Days: End Of The Month
Superstitions: Burn Wicker Effigies To Summon His Wrath
BÆLDÆG Preferred Weapons: Axe
Name: Bældæg Missionary: Priests
Order: Ōs
Ceremony: The burning of effigies of enemies, before battle,
Province: Guardian, Protecting
channels the wrath of Fairguneis and gives the cleric a + 2
Plane: Neoaxarwang
Temple: Groves, Shrine bonus to a strength check in an upcoming battle.
Alignment: Neutral Good Granted Abilities: At 8th level, the cleric gains the ability of
Sacrifices: Animal, Food, Libation call lightning once a day.
Holy Days: Unknown
Superstitions: Unknown FRAU HÖLLE OR HULDA
Preferred Weapons: Axe Name: Frau Hölle, Hulda
Missionary: Priests Order: Õs
Province: Death, Fate, Protector Over Women
Ceremony: The burning of mistletoe gives the cleric a +3 to hit
Plane: Helle
bonus on one attack in the next battle. Temple: Groves, Temple
Granted Abilities: At 6th level, the cleric gains the ability of Alignment: Chaotic Neutral
protection from arrows once a day. Sacrifices: Animal, Food, Object, Libation, Human
Holy Days: Yule
EOSTRE
Superstitions: Too Numerous.
Name: Eostre
Preferred Weapons: Spear
Order: Õs
Missionary: Priestesses
Province: Health, Fertility, Spring, Purity
Plane: Neoaxarwang Ceremony: Praying in the presence of a living woman or a woman’s
Temple: Groves, Temples, Shrines grave gives the cleric a +2 bonus to all primes before the next battle.
Alignment: Lawful Good Granted Abilities: None
Sacrifices: Animal, Food, Libation, Human
Holy Days: ‘Easter.’ FRÍGGE
Superstitions: Offerings Of Milk And Food To Appease Her. Name: Frígge
Preferred Weapons: Spear Order: Õs
Province: Chaos, Monsters, Prophecy
Missionary: Priestesses
Plane: Neoraxawang
Ceremony: Donning a white robe and dancing around a
Temple: Shrine, Temple
campfire, until late in the night makes any two ability checks or Alignment: Neutral Good
saves as prime for the following day. Sacrifices: Animal, Food, Libation
Granted Abilities: At 7th level, the cleric gains the ability or Holy Days: Friday
restoration once a day, and at 9th level greater restoration once a day. Superstitions: Unknown
Preferred Weapons: Bow
ERCE Missionary: Priestesses
Name: Erce Ceremony: Casting sand in small circles while on consecrated ground
Order: Õs
allows the cleric to act first in any two events during a day’s time.
Province: Flora, Wildlife
Granted Abilities: At 6th level, the cleric gains the ability of
Plane: The Earth
Temple: Groves, Temples divination once a day.
Alignment: Chaotic Neutral
GAUT
Sacrifices: Animal, Food, Libation
Name: Gaut
Holy Days: June 22nd
Order: Õs
Superstitions: Unknown
Province: Smithing, Progenitor, War
Preferred Weapons: Spear
GODS & LEGENDS 121
OF THE GODS
Plane: Mortal World Preferred Weapons: Bow
Temple: Groves, Temples Missionary: Priestesses
Alignment: Chaotic Good Ceremony: Praying by the light of the moon, and only when the
Sacrifices: Animal, Food, Object, Libation, Human moon can be seen, with either a bow or arrow in hand or inscribing
Holy Days: Sunday a bow into the ground gives the cleric a +2 dexterity bonus (treat
Superstitions: Offerings Are Made To Him Before Battle. as Prime). This is to be used with the granted abilities below.
Preferred Weapons: Axe, Spear Granted Abilities: At 7th level, the cleric gains the rogue
Missionary: Gudja ability hide, and pass without trace once a day.
Ceremony: Holding or attacking with an iron weapon allows
the cleric to see weaknesses in weapons, armor and metals. This NERÞÛZ
gives the cleric a +3 to wisdom checks to spot the weakened Name: NerÞūs
areas (reduces items armor class by 3). Order:õS
Granted Abilities: At 8th level the cleric gains the ability of Province: The Earth, Fertility, Purity
transmute metal to wood once a day. Plane: Neoaxarwang
Temple: Groves, Shrines, Temples
HRÊÐA Alignment: Chaotic Good
Name: Hrêða, Hruada, Hrûda Sacrifices: Animal, Food, Objects, Human
Order: Õs Holy Days: Spring
Province: Fertility, War, Victory Superstitions: Too Numerous
Plane: Neoaxarwang Preferred Weapons: Sword
Temple: Groves, Shrines, Temples Missionary: Gudja
Alignment: Neutral Good Ceremony: Sitting and meditating in the outdoors in the
Sacrifices: Animal, Food, Libation, Human presence of cattle or oxen preferably, wrapped in a clean, white
Holy Days: March sheet, gives the cleric a +4 charisma bonus when addressing
Superstitions: See Below followers/potential followers.
Preferred Weapons: War Spear Granted Abilities: At 8th level, the cleric gains the ability
Missionary: Priests of cure critical wounds once a week. This ability occurs
Ceremony: Animal sacrifices on the eve of battle bolster the automatically when the cleric is at 10 hit points or below, but
cleric’s confidence giving a +2 to hit bonus on an attack. must be in contact with the ground.
Granted Abilities: At 8th level, the cleric gains the ability of
holy aura twice a week. PERCHTA
Name: Perchta
ING, IRMIN & ISTVAE Order: Õs
Name: Ing, Irmin, And Istvae Province: Animals, Wyrd
Order: Õs Plane: Neoaxarwang
Province: Kingship, War Temple: Groves, Shrines, Temples
Plane: Neoaxarwang, Mortal World Alignment: Chaotic Neutral
Temple: Groves, Shrines, Temples Sacrifices: Food, Libation, Object
Alignment: Chaotic Good Holy Days: Yule
Sacrifices: Animal, Food, Libation, Object, Human Superstitions: See Below
Holy Days: Unknown Preferred Weapons: Sword
Superstitions: Unknown Missionary: Gudja
Preferred Weapons: Axe, Sword, Spear Ceremony: Donning a mask, symbolizing the beautiful or ugly
Missionary: Priests Frau Berchta, while praying gives the cleric a +2 wisdom bonus
Ceremony: Roughly striking their chest, grounding their in spotting enemies for the next day.
weapon and calling upon the name of the sons of Mannaz gives Granted Abilities: At 6th level the cleric gains the ability of
the cleric a +1 hit point bonus per level. This lasts for one hour summon animals, and at 7th level animal growth. Both abilities
or until the cleric takes the same amount of damage. may be used each once a week.
Granted Abilities: At 7th level, the cleric gains the barbarian
ability whirlwind attack (3 opponents) once a day. SEAXNÊAT
Name: Seaxnēat
MŪNA Order: Õs
Name: Mūna Province: Progenitor, War
Order: Mortal/Õs Plane: Middeangeard
Province: Moon, Night, Time, Temple: Groves, Shrines, Temples
Plane: Middangeard/Helle Alignment: Chaotic Good
Temple: Groves, Shrines, Temples Sacrifices: Animal, Food, Libations, Human
Alignment: Neutral Holy Days: Unknown
Sacrifices: Animal, Food, Libation, Object Superstitions: Unknown
Holy Days: New And Full Moon Preferred Weapons: Sæx Sword
Superstitions: Too Numerous Missionary: Gudja

122 CASTLES & CRUSADES


OF THE GODS
Ceremony: None Temple: Groves, Shrines, Temples
Granted Abilities: None Alignment: Chaotic Good
Sacrifices: Animal, Food, Object, Libation, Human
SINTHGUNT
Holy Days: Thursday
Name: Sinthgunt
Superstitions: Too Numerous
Order: Mortal/Õs
Preferred Weapons: Axe
Province: Curses, Enchantments, Halirūna
Missionary: Gudja
Plane: The Seven Worlds
Temple: Groves, Shrines, Temples Ceremony: Burning a great fire before a battle or storm gives
Alignment: Chaotic Neutral the cleric a +2 bonus on strength checks for a day.
Sacrifices: Animal, Food, Objects, Human Granted Abilities: At 9th level, the cleric gains the ability of
Holy Days: Walpurgisnacht whirlwind twice a week.
Superstitions: Unknown TIWAZ
Preferred Weapons: Spear Name: Hangatyz, Tiwaz
Missionary: Wælcyring Order: Õs
Ceremony: Using ash from a fire, the cleric draws the symbol Province: Law, War
of the evil eye upon the forehead and gains a +2 wisdom bonus Plane: Neoaxarwang
against charm and fear. Temple: Groves, Temples
Granted Abilities: At 8th level, the cleric gains the ability of Alignment: Chaotic Neutral
geas twice a week. Sacrifices: Animal, Objects, Human
Holy Days: Tuesday
SUNNA Superstitions: See Below
Name: Sunna Preferred Weapons: Sword
Order: Mortal/Õs
Missionary: Gudja
Province: Fire, Light
Ceremony: Announcing a verdict over a criminal in Tiwaz’s
Plane: Middangeard, Helle
Temple: Groves, Shrines, Temple name gives the cleric a +1 on charisma checks.
Alignment: Neutral Granted Abilities: At 7th level, the cleric gains the ability of
Sacrifices: Animal, Food, Libations, Object atonement once a week.
Holy Days: June 22nd WÊLAND
Superstitions: Unknown Name: Wêland
Preferred Weapons: Spear Order: Õs
Missionary: Priestesses Province: Smithing
Ceremony: During the noon sunlight, the cleric inscribes the Plane: Middangeard
image of the wolves from Helle into the dirt. This action gives Temple: Groves, Shrines, Temples
the cleric a +4 bonus to constitution saves for long and speedy Alignment: Neutral Good
travel (as judged by the CK) for one day. Sacrifices: Animal, Food, Libation
Granted Abilities: At 8th level, the cleric gains the ability of Holy Days: Unknown
wind walk once a day. Superstitions: Unknown
Preferred Weapons: Axe
TANFANA Missionary: Priests
Name: Tanfana Ceremony: None
Order: Õs Granted Abilities: None
Province: Healing, Pinewood WODEN
Plane: Middangeard/Neoaxarwang Name: Woden
Temple: Temples Order: Õs
Alignment: Neutral Good Province: Prophecy, War
Sacrifices: Animal, Food, Libation
Plane: Neoaxarwang
Holy Days: Unknown
Temple: Groves, Shrines, Temples
Superstitions: Unknown
Alignment: Chaotic Neutral
Preferred Weapons: Spear
Sacrifices: Animal, Food, Objects, Libation, Human
Missionary: Gudja
Holy Days: Wednesday
Ceremony: Griding up a pine cone and speaking Tanfana’s
name during the casting of a healing spell or hallow. Superstitions: Too Numerous
Granted Abilities: At 5th level, the cleric gains the ability of Preferred Weapons: Spear
hallow once a day. Missionary: Gudja
Ceremony: Traveling, wearing a large, floppy hat and/or an eye
ÞPÛNOR covered with cloth gives the cleric insight into his enemies. A +3
Name: Þûnor initiative bonus is given to the cleric for the duration of the next battle.
Order: Õs Granted Abilities: At 7th level, cleric gains the ability of frost
Province: Battle, Healing, Storms giant’s fist twice a week.
Plane: Neoaxarwang

GODS & LEGENDS 123


OF THE GODS
NORSE DEITIES by prayer alone, but there are many other methods used by the
peoples of Germania and the Nine Worlds that involve a greater
W ithin the hierarchy of the Nine Worlds in the universe, chance of success.
there exist at the top the divine beings, the gods, who rule
over all others. Among the gods were the two groups, the For a complete description and history of the following deities
Æsir and Vanir that ruled over the other peoples, dispenced refer to the previously published Codex Nordica.
justice, blessings, curses and other alterations to the universe
as they saw fit. These gods behaved very human-like at times,
some joyful and others dark and dreadful, but they ascended
to power rapidly and hold the monopoly on the Nine Worlds.

These gods were not alone in their control of the Nine


Worlds, the Jötnar were first to rule when the universe
consisted of the two primal worlds Múspellsheimr and Ni-
flheimr. After the Sons of Borr challenged their might and
dominion and slew their greatest leader, Ymir, this reign
was over abruptly. Jealous of this loss, the giants steamed
with jealousy and bitterness seeking a return to their former
place or the complete destruction of the Nine Worlds if
they cannot have it again.

The universe is caught in between the two forces, the gods


and giants, forever locked in a fierce battle to control the Nine
Worlds as their own. Many races and peoples unfortunately are
often the casualties in this war while others contribute and aid
either side to survive this conflict.

Much of what happens in the universe is a result of this di-


chotomy. If traced to its origins, one can find either the hand
of the gods or the schemes of the giants behind it all. This
chapter details the many gods, spirits and giants that rule
over the Nine Worlds and cause events to transpire and ad-
venturers to journey.

PAGAN RELIGIOSITY
To live in the Nine Worlds, it is impossible to ignore the in-
fluence of the gods and other powerful beings. Their hands
are dipped in everything no matter where one goes and most-
ly it isn’t obvious. It is wise to have them on one’s side when
confronting hellish and monstrous forces that seem over-
whelming and defeat likely at every turn. Praying to them
and asking some blessing or divine aid is not unheard of, but
expected. To not have the gods on ones’ side is viewed as
pure folly and foolishly suicidal.

For the common folk who do not live exciting lives of adven-
ture and danger, they wish only to have the blessing of the
divine to assist them in their crops, fertility and health es-
sentially. Offerings and prayers for these blessings are a must,
and there are many holy places that this is done.

The times of prayer/worship one gives to the gods has no limits.


The Castle Keeper is the ultimate decider on how often the
gods intervene in the affairs of the adventurers since too much
of it can risk game balance and create a dependacy on divine
assistance. During the process of adventuring the players can
take the simple method to appealing to the gods, and that is

124 CASTLES & CRUSADES


OF THE GODS
THE ÆSIR BALDR
Name: Baldr
Chief among the gods, although recently newer in comparison
Order: Æsir
to the older Vanir are the Æsir. This large family of gods and Province: Eloquence, Invincibility
goddesses are the result of the efforts of their founder and leader Plane: Æsir
Oðin Allfather. They are kin to him and his wife Frigg, who Temple: Groves, Shrines, Temples
rule from their thrones in the gold guilt halls of Ásgarðr. Since Alignment: Neutral Good
Ymir’s slaying and the Æsir-Vanir War, the Æsir won supreme Sacrifices: Animal, Food, Libation
control of the universe uncontested since their victories. By Holy Days: Yule
blood many of the Vanir are now considered a part of the Æsir Superstitions: Unknown
and included in gatherings, feasts and other functions as family. Preferred Weapons: Sword
Missionary: Goðr
Twelve gods rule among the Æsir and fourteen goddesses with
Ceremony: Cleaning and polishing armor and weapons before combat
many others that are distantly related and connected by remote gives the cleric a +1 on charisma check leading others into battle.
means in this pantheon. But the first three gods are Oðin, Vili Granted Abilities: At 8th level during combat, once a day, the
and Vé, each a state of mind and spiritually (manic/frenzied, cleric is granted the abilities of the cloak of displacement.
conscious desire and the sacred and numinous).
NJÖRDÐR
OÐIN ALFÖÐR Name: Njörðr
Name: Oðin Alföðr Order: Æsir
Order: Æsir Province: The Seas
Province: Battle, Death, Frenzy, Healing, Runes, Sorcery, Plane: Æsgarðr
Victory, War Temple: Shrines, Temples
Plane: Æsgarð Alignment: Chaotic Neutral
Temple: Groves, Shrines, Temples Sacrifices: Animal, Food, Objects, Libation, Human
Alignment: Chaotic Neutral Holy Days: 4th December
Sacrifices: Animal, Food, Objects, Libation, Human Superstitions: Too Numerous
Holy Days: Wednesday Preferred Weapons: Spear
Superstitions: Too Numerous Missionary: Goðr
Preferred Weapons: Spear, Bow, Axe Ceremony: Immersing oneself in the waters of the sea gives a
Missionary: Goði +1 to wisdom to find safe harbors when at sea.
Ceremony: Adorning the cleric’s weapon with a raven’s feather, Granted Abilities: At 7th level, when the cleric is on or near
before a great battle, gives the cleric greater vision on the the seas, the ability of water breathing is granted daily.
battlefield. Spot checks receive a +2 bonus.
Granted Abilities: Working with the ceremony above, at 6th TYÝR
level the cleric cannot be backstabbed and flank attacks receive Name: Týr
no attack bonuses. Order: Æsir
Province: War
ÞPÓRR Plane: Æsgaðr
Name: Þórr Temple: Groves, Shrines, Temples
Order: Æsir Alignment: Chaotic Neutral
Province: Fertility, Groves, Protection, Storms, Strength Sacrifices: Animal, Food, Object, Libation, Human
Plane: Ægarð Holy Days: Tuesday
Temple: Groves, Shrines, Temples Superstitions: Unknown
Alignment: Neutral Good Preferred Weapons: Sword
Sacrifices: Animal, Food, Objects, Libation, Human Missionary: Goðr
Holy Days: Thursday Ceremony: Inscribing the rune of Týr on the battlefield gives
Superstitions: Too Numerous a +1 on any attack in an upcoming battle.
Preferred Weapons: Hammer, Axe, Spear Granted Abilities: At 9th level, once a day, the cleric gains the
Missionary: Goðr barbarian whirlwind attack ability (4 attacks).
Ceremony: The cleric’s weapon is hefted, and slammed to the
earth calling on þórr’s name. This action gives the cleric +2 on BRAGI
a strength check to move an object. Name: Bragi
Granted Abilities: At 8th level, once a week, the cleric is Order: Æsir
granted stone giant’s strength for one full day. Province: Poetry
Plane: Æsgarðr
Temple: Shrines, Temples
Alignment: Neutral
Sacrifices: Animal, Food, Object, Libation

GODS & LEGENDS 125


OF THE GODS
Holy Days: Unknown Granted Abilities: At 7th level, burning of shoe remnants
Superstitions: Unknown doubles damage in battle dealt to animals or monsters.
Preferred Weapons: Sword
Missionary: Skaldi VÁLI
Ceremony: Drinking a mug of mead and singing or playing an Name: Váli
instrument gives a +1 to a charisma check for calming a crowd. Order: Æsir
Granted Abilities: At 7th level, once a day, the cleric is granted Province: Revenge
the ability of suggestion (as the spell). Plane: Æsgarðr
Temple: Groves, Shrines, Temples
HEIMDALLR Alignment: Chaotic Neutral
Name: Heimdallr Sacrifices: Animal, Food, Objects, Libation
Order: Æsir Holy Days: Unknown
Province: Arts, Culture, Purity Superstitions: Unknown
Plane: Æsgarðr Preferred Weapons: Axe
Temple: Groves, Shrines, Temples Missionary: Goðr
Alignment: Lawful Good Ceremony: Meditation and death chant for a known enemy
Sacrifices: Food, Objects, Libations beside a fire.
Holy Days: Unknown Granted Abilities: None
Superstitions: Unknown
Preferred Weapons: Sword ULLR
Missionary: Goðr Name: Ullr
Ceremony: The cleric’s weapon is grounded, while standing under Order: Æsir
the open skies, and three sharp blasts from a horn are sounded. Province: Archery, Hunting, Spells, Skiing
Granted Abilities: At 6th level, the cleric can hear even Plane: Mortal World
a whisper within a 40 yard radius. At 9th level, hold animal/ Temple: Groves, Shrines, Temples
monster/person is gained. Only one of the three abilities may be Alignment: Neutral Good
used once a day. Sacrifices: Animal, Food, Objects, Libation
Holy Days: 1st Day Of Frost (End Of October/Start Of November)
HÖDÐR Superstitions: Unknown
Name: Höðr Preferred Weapons: Bow
Order: Æsir Missionary: Veiðimaðr Ullr
Province: Cause/Effect Ceremony: Holding a bit of bone or hide while running fingers
Plane: Ægarðr through grass, soil or snow, gives a +1 bonus to a track check.
Temple: Shrines, Temples Granted Abilities: At 8th level, the cleric gains the ability to
Alignment: Neutral track as a ranger of the same level.
Sacrifices: Food, Objects, Libation FORSETI
Holy Days: Unknown Name: Forseti
Superstitions: Unknown Order: Æsir
Preferred Weapons: Dagger Province: Diplomacy, Mediating, Speaking
Missionary: Na Plane: Æsgarðr
Ceremony: Joining groups for celebration, losing oneself in the Temple: Shrines, Temples
moment. Alignment: Neutral
Granted Abilities: None Sacrifices: Animal, Food, Objects, Libation
Holy Days: Unknown
VÍÐDARR
Superstitions: Unknown
Name: Víðarr
Preferred Weapons: Axe
Order: Æsir
Missionary: Goðr
Province: Vengeance
Ceremony: The cleric sits before the holy symbol, placed
Plane: Ægarðr
between two candles on the ground or on a table, and meditates
Temple: Shrines, Temples
before passing judgement.
Alignment: Chaotic Evil
Granted Abilities: At 7th level, the cleric gains discern lies once
Sacrifices: Animal, Food, Libations, Human
per day.
Holy Days: Unknown
Superstitions: Unknown LOKI
Preferred Weapons: Sword Name: Loki
Missionary: Goðr Order: Æsir
Ceremony: Collecting and burning of remnants of discarded or Province: Deception, Tricks
enemy’s shoes. Plane: Æsgarðr
Temple: Groves, Shrines, Temples
126 CASTLES & CRUSADES
OF THE GODS
Alignment: Chaotic Evil
Sacrifices: Animal, Food, Object, Libation, Human
Holy Days: Yule
Superstitions: Unknown
Preferred Weapons: Sword
Missionary: Na
Ceremony: Clerics of Loki work to master telling untruths to
even their companions. Lies are told to anyone who will listen
to allow them to mask emotions or truth.
Granted Abilities: At 7th level, the cleric gains polymorph self
and polymorph other. Each can be used one time a day.

THE ÁSYNJUR OF ÁSGARÐR


The Æsir are split up between the male and female, the gods
and goddesses in the upper three worlds at the top of Yggdrasil.
The Ásynjur or goddesses are as headstrong as the gods and use
their wiles and powers to change the events in the Nine Worlds
as needed. More often they use their abilities and cunning to
correct or solve problems that the Allfather might make in his
erratic and temperamental manner. None reign as supreme as
Oðin’s wife Frigg but they look up to her and follow her lead
when undermining or fixing the Allfather’s deeds.

FRIGG
Name: Frigg
Order: Ásynjur
Province: Magic, Protection Of Women, Prophecy
Plane: Ásgarðr
Temple: Groves, Shrines, Temples
Alignment: Lawful Good
Sacrifices: Animal, Food, Object, Libation
Holy Days: December 24th
Superstitions: Too Numerous
Preferred Weapons: Spears
Missionary: Gyðja
Ceremony: Clerics wear cloaks covered in falcon’s feathers and
cast divinations to see what will come to pass.
Granted Abilities: At 6th level, the ability of divination is
gained and can be used 2 times a week. At 8th level, the ability
of plane shift is gained and can be used once a week.

SÁGA
Name: Sága
Order: Ásynjur
Province: Oracular Visions
Plane: Ásgarðr
Temple: Groves, Shrines, Temples
Alignment: Neutral
Sacrifices: Animal, Food, Objects, Libation
Holy Days: Unknown
Superstitions: Unknown
Preferred Weapons: Dagger
Missionary: Gyðja
Ceremony: Casting bones to the ground before an action or
battle gives the cleric a +1 on a wisdom check (action) or
dexterity bonus (battle).
Granted Abilities: At 7th level, the cleric gains commune twice
a week.

GODS & LEGENDS 127


OF THE GODS
EIR Superstitions: Unknown
Name: Eir Preferred Weapons: War Spear
Order: Norn Missionary: Gyðja
Province: Fate (Children) Ceremony: Dancing while wearing a golden holy symbol gives
Plane: Ásgarðr the cleric +2 on charisma checks.
Temple: Groves, Shrines Granted Abilities: At 9th level, the cleric gains the use of geas
Alignment: Neutral Good once a week.
Sacrifices: Food, Object, Libation
Holy Days: Na SJÖFN
Superstitions: Na Name: Sjöfn
Preferred Weapons: Spear Order: Ásyrjun
Missionary: Gyðja Province: Love, Romance
Ceremony: Chance healing of an enemy or one unknown to Plane: Ásgarðr, Vanaheimr
the cleric. Temple: Groves, Shrines, Temples
Granted Abilities: None Alignment: Neutral Good
Sacrifices: Food, Object, Libation
GEFJON Holy Days: Unknown
Name: Gefjon Superstitions: Unknown
Order: Ásynjur Preferred Weapons: Na
Province: Agriculture, Chastity, The Earth Missionary: Skaldi
Plane: Ásgarðr Ceremony: Giving of a flower or embrace to another gives
Temple: Groves, Shrines, Temples the cleric a +1 on charisma checks. These actions are used to
Alignment: Neutral Good influence feelings of love.
Sacrifices: Animal, Food, Object, Libation Granted Abilities: At 8th level the cleric gains the use of dream
Holy Days: 1st Day Of Spring, Harvest once a week.
Superstitions: Too Numerous
Preferred Weapons: Plough LOFN
Missionary: Gyðja Name: Lofn
Ceremony: Working or attending to a small tract of land. If Order: Ásynjur
actively tending to a plant or tree, the cleric gains a +1 on Province: Marriages, Relationships
wisdom checks to determine information about an outdoor area. Plane: Ásgarðr
Granted Abilities: At 8th level, the cleric gains the ability to Temple: Shrines
speak with plants once a day, and control plants twice a week. Alignment: Neutral Good
Sacrifices: Food, Object, Libation
FULLA Holy Days: Unknown
Name: Fulla Superstitions: Unknown
Order: Ásynjur Preferred Weapons: Na
Province: Chasity, Secrets Missionary: Na
Plane: Ásgarðr Ceremony: Giving of a flower or embrace to another gives
Temple: Shrines the cleric a +1 on charisma checks. These actions are used to
Alignment: Neutral influence feelings of love.
Sacrifices: Food, Objects, Libation Granted Abilities: At 7th level, the cleric gains the use of
Holy Days: Na suggestion once a day.
Superstitions: Unknown
Preferred Weapons: Na VÁR
Missionary: Na Name: Vár
Ceremony: Anything involving gold, and clerics must wear Order: Vanir
their hair in a golden ring. Province: Oaths
Granted Abilities: None Plane: Ásgarðr
Temple: Shrines
FREYJA Alignment: Neutral
Name: Freyja
Sacrifices: Animal, Food, Object, Libation, Human
Order: Vanir
Holy Days: Unknown
Province: Battle, Lust, Wealth
Superstitions: Unknown
Plane: Vanaheimr
Preferred Weapons: Spear
Temple: Groves, Shrines, Temples
Missionary: Na
Alignment: Chaotic Good
Sacrifices: Animal, Food, Object, Libation, Human Ceremony: Sitting patiently in the presence of others and
Holy Days: 1st Day Of Spring listening for oaths and vows of others gives a +1 for listen
checks (wisdom).
128 CASTLES & CRUSADES
OF THE GODS
Granted Abilities: At 8 level, the cleric gains the use of
th SNOTR
atonement two times a week. Name: Snotr
Order: Ásynjur
VÖR Province: Manners, Wisdom
Name: Vör Plane: Ásgarðr
Order: Ásynjur Temple: Shrines
Province: Intuition (Female), Universal Secrets Alignment: Neutral
Plane: Ásgarðr Sacrifices: Food, Object, Libation
Temple: Shrines, Temples Holy Days: Unknown
Alignment: Neutral Superstitions: Unknown
Sacrifices: Animal, Food, Object, Libation Preferred Weapons: Spear
Holy Days: Yule Missionary: Gyðja
Superstitions: No Male Can Be Present During The Time Of Ceremony: Reading of a tome or scroll while holding Snotr’s
The Reading Of The Future. holy symbol grants +1 on a charisma check when addressing
Preferred Weapons: Na a group.
Missionary: Gyðja Granted Abilities: At 7th level the cleric can use true seeing
Ceremony: The cleric sits and meditates before a brazier burning two times a week.
incense. This is to be done before the granted abilities can be used.
GNÁ
Granted Abilities: At 8th level, the cleric gains the use of
Name: Gná
commune and scrying once a week.
Order: Ásynjur
SYN Province: Errands, Messages
Name: Syn Plane: The Nine Worlds
Order: Ásynjur Temple: Shrines
Province: Justice, Law Alignment: Neutral Good
Sacrifices: Food, Object, Libation
Plane: Ásgarðr
Holy Days: Na
Temple: Shrines
Superstitions: Na
Alignment: Neutral
Preferred Weapons: Spear
Sacrifices: Animal, Food, Object, Libation, Human
Missionary: Na
Holy Days: Summer Months
Ceremony: Preparation and burning of an elegant meal, 10 gold
Superstitions: Unknown piece value. Gives follower +1 on spot checks.
Preferred Weapons: Axe Granted Abilities: At 9th level, the cleric can use greater scrying
Missionary: Gyðja once a week.
Ceremony: The cleric seeks out the weak and accused and
decides if they are worthy of aid. Doing so gives a +1 bonus to
charisma when dealing with the subjects.
Granted Abilities: At 8th level, the cleric gains the use of wall
of force 2 times a week.

HLÍN
Name: Hlín
Order: Ásynjur
Province: Blessings, Charms, Protection
Plane: Ásgarðr
Temple: Shrines
Alignment: Neutral Good
Sacrifices: Food, Object, Libation
Holy Days: July
Superstitions: Unknown
Preferred Weapons: Spear
Missionary: Gyðja
Ceremony: Incense must be used while writing the god’s name
in the air and turning in a circle.
Granted Abilities: When in time of great danger or need, the
cleric may call upon this deity and with a successful wisdom
check, be granted sanctuary. In addition to the normal spell, the
cleric is also protected from spells and spell-like abilities if the
attacker fails the charisma save.

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OF THE GODS
SLAVIC DEITIES to survive the feud of the Two Brothers in this universe, however
possible, and usually they can seek the best route by the wise
The theological arrangement of the Slavic universe is not words of a shaman.
known so well, but assumed academically from the implications
by traces in folklore, myth, and archaeology. Whether Slavic The universe under the World Tree is eternally bound by the
pagan religion was influenced from its early contact from the war of the Brothers. Mortals are caught up in it regardless of
many eastern peoples neighboring it (this includes the cultures how they try to avoid it. Other cultures and their religions, if
of Asia, the steppes and Arabia) is not known, but there is an not harmonious with Svarog or Czernobog’s vision, would be
overwhelming theme of a warring between of the gods of light viewed as the enemy to the cause in this feud of the Brothers.
and dark.
Slavic belief also possessed woodland spirits that seduced
“For they believe that one god, the maker of lightning, is alone lord wayfarers, dark beings that dwelt below in the earth, a World
of all things, and they sacrifice to him cattle and all other victims; Tree, dragons, and many other familiar entities that the
but as for fate, they neither know it nor do they in any wise admit Germans, Celts, Greeks, and Romans who encountered the
that it has any power among men, but whenever death stands newly settling Slavs would not find too alien. Only the language
close before them, either stricken with sickness or beginning a war, and cultural barrier was to set them apart, aside from any
they make a promise that, if they escape, they will straightway religious differences, by the time of the arrival of the Old Slavs.
make a sacrifice to the god in return for their life; and if they
escape, they sacrifice just what they have promised, and consider The Old Slavs believed in animism, a belief that held that spirits
that their safety has been bought with this same sacrifice. They were alive in the natural world around them. Every stone, tree
reverence, however, both rivers and nymphs and some other and drop of water possessed a spirit, even if minute, whether
spirits, and they sacrifice to all these also, and they make their benign or malign.
divinations in connection with these sacrifices.”
For a complete description and history of the following deities
-Procopius, (VII. 14. 22-30) refer to the previously published Codex Slavorum.
The many other European pagan religions share in some of
this duality but many as well fall into a shadowy middle ground
where such stark contrast is uncertain. In Slavic pagan religion
this is not as vague as the dichotomy is fairly clear and the lines
are drawn out.

The Two Brothers, Svarog and Czernobog, and their strong


division between the earth and sky, light and darkness, and
life and death is well defined even through the often confusing
sources and poor documentation. There are other deities,
however, in Slavic religion that are seen as being the polar
opposites and figures of paramount importance as well. For the
sake of some clarity and definition in this codex, some position
had to be made and fixed in order to situate an otherwise poorly
defined ancient theology. This is further complicated by the
confusing passages in the limited sources about the worship
of another deity related to Svarog named Dažhbog which is
another name for Czernobog. Dažhbog was worshiped by the
Eastern Slavic groups with many variant myths (those will be
mentioned in this section).

Clearly, the Two Brothers are the most significant and most
written about Slavic deities, in both academic literature today.
They are, for the lack of a better analogy, the Christian God
and Lucifer of pagan Slavic paganism, with their own armies of
deities under their employment to serve them. Separately, they
also have spirits and other beasts and beings to aid them in their
feud since their original split as kin.

Mankind are caught in the middle of this feud. Svarog only


has the best intentions for man while his darker and ferocious
brother seeks to summon the worst side of them, or to deny
them life, etc. It has since become a spiritual battle for mankind

130 CASTLES & CRUSADES


OF THE GODS
AUSRINÉ
THE GODS OF LIGHT Name: Ausca, Aušrinė
The many gods of light flock under the influence of Svarog Order: Goddess Of Light
and his dominance. They all chiefly rule from above in Vyrjy or Province: Morning Star, Venus, Auroa Borealis.
somewhere upon the World Tree to gaze down upon mankind, Plane: Vyrjy
but more importantly to keep an eye on their foes the gods of Temple: Unknown
dark. Although their visions and ideas are always pure, their Alignment: Lawful Neutral
methods for their followers or worshipers to use are not always Sacrifices: Animal, Items And Libations.
so clear. Holy Days: Spring (April)
Superstitions: Unknown
SVAROG Preferred Weapons: Spear
Name: Svarog, Svarožič, Сварогъ, Zuarasici And Zuarasiz. Missionary: Priestesses
Order: God Of Light Ceremony: To sing a devotional under the morning star or
Province: Blacksmithing, The Sun, Fire, War. Aurora Borealis.
Plane: Vyrny Granted Abilities: at 5th level the cleric may cast produce flame
Temple: Polabia once per day as a spell-like ability, requiring no components to
Alignment: Lawful Good do so. At 10th level, the cleric may cast pyrotechnics once per day
Sacrifices: Food, Libation, Items, Human/Animal. as a spell-like ability, requiring no components to do so. Neither
Holy Days: Summer Solstice of these spells counts against the cleric’s normal daily limit.
Superstitions: He Supports The Righteous And Pure.
Preferred Weapons: War Spear, Tong And Hammer. BEREHYNIA
Missionary: Blacksmiths, Priest Name: Bereginia, Berehynia, Берегиня, And Берегиня.
Ceremony: To light a candle in the moments before dawn and Order: Goddess Of Light
contemplate the fleeting nature of light. Province: Hearth And Home.
Plane: Vyrjy.
Granted Abilities: At 5th level the cleric may once per day Temple: Home Shrine
conjure a mundane item which could normally be created or Alignment: Lawful Neutral
repaired with that toolkit and which fits within a 3-foot cube. Sacrifices: Animal, Food, Items, Libations.
This creation is non-magical, has no moving parts, and is basic, Holy Days: September
yet functional. It lasts for one hour per point of Wisdom bonus the Superstitions: Numerous Concerning The Hearth Fire And
cleric possesses. At 10th level, the object may fit into a 5-foot cube, Home.
may have moving parts, and lasts for one hour per point of Wisdom Preferred Weapons: Spear
score. Missionary: Priestesses
Ceremony: To circle any area where they are resting,
AUSTÉJA widdershins, sweeping the perimeter with a broom.
Name: Austêja Granted Abilities: At fifth level, the cleric may use sanctuary
Order: Goddess Of Light once per day as a spell-like ability, requiring no components to
Province: Bees, Household, And Fertility. cast. At 10th level, once per day, the cleric may use secure shelter
Plane: Vyrjy as a spell-like ability, requiring no components to cast. Neither
Temple: Household Shrines of these spells count against the cleric’s normal daily limits.
Alignment: Lawful Neutral
Sacrifices: Items, Libations, Food. DAZBOG
Holy Days: Zoline (Mid-August) Name: Dazbog, Daždbog, Dadźbóg, Даждьбог, Дажьбогъ,
Superstitions: Honey And Beewax Is A Sacred Gift, Forbidden Даждбог, Даждбог, Дажбог, Даждзьбог.
To Sell. Order: God Of Light
Preferred Weapons: Spear Province: Day, Light, Wealth.
Missionary: Beekeepers. Plane: Vyrjy
Ceremony: During afternoon meditations, to consume a Temple: Shapshugi
specially prepared tea made with flower petals and honey. Alignment: Lawful Good
Granted Abilities: At fifth level, the cleric may designate an Sacrifices: Animal, Item, Human, And Libations.
area where they are resting no more than 20 yards across. All of Holy Days: December 25th
the cleric’s allies within that area gain the effects of a bless spell Superstitions: Unknown
while they are in that area, for up to 8 hours. At 10th level, once Preferred Weapons: Spear, Axe.
per day, the cleric may cast create food and water as a spell-like Missionary: Priests
ability, but may feed up to 8 people instead of 3 in this manner. Ceremony: to bury a single coin at the base of a tree.
These spells do not count against the cleric’s normal daily limit. Granted Abilities: At 5th level, the cleric may conjure 1d6 gold
pieces any time they have no money and no access to money.

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OF THE GODS
At 10th level, once per day, the cleric may create a sphere of Encourage Her To Bring Rain In The Mortal World.
daylight which sheds bright light in 60 feet and dim light for Preferred Weapons: Spear
another 60 feet. The light harms creatures negatively affected Missionary: Priests
by sunlight and may be cast upon an object, thus moving when Ceremony: To dance under the spring rain
that object moves. It lasts for 1 hour. Granted Abilities: At 5th level, the cleric may cast call lightning
once per day as a spell-like ability requiring no components. At 10th
DEIVĖS VALDYTOJOS level, the cleric may cast Storm of Vengeance once per week as a
Name: Deivės Valdytojos (Verpiančioji, Metančioji, Audėja, spell-like ability, requiring no components, except that this version
Gadintoja, Sergėtoja, Nukirpėja, And Išskalbėja) of the spell allows a constitution saving throw for half-damage from
Order: Goddesses Of Light the acid rain and hail effects. In addition, after using this spell,
Province: Fate the cleric collapses, unconscious and unable to do anything until
Plane: Vyrjy they rest for 8 hours. When the cleric reaches 17th level, the spell
Temple: Unknown functions as normal in all ways and no longer exhausts the cleric.
Alignment: Neutral These spells do not count against the cleric’s normal daily limit.
Sacrifices: Animal, Food, Item, Human, Libations.
Holy Days: Unknown DZYDZILELYA
Superstitions: Unrecorded Name: Didilia, Dzydzilelya, And Zizilia.
Preferred Weapons: Human’s Lives Order: Goddess Of Light
Missionary: Priests Province: Fertility, Infants, Love, Weddings.
Ceremony: to perform a daily divination with cards, stone Plane: Vyrjy
casting, leaf reading, or the like. Temple: Gneizno
Granted Abilities: At 3rd level, once per day, the cleric may re- Alignment: Lawful Neutral
roll (or force another to re-roll) a single attack roll, saving throw, Sacrifices: Animal, Food, Item, Libations.
or ability check. The result of the re-roll must be kept, even if it Holy Days: Summer Solstice
is less desirable than the original. At 10th level, once per day, the Superstitions: Love/Intimate Related.
cleric may simply declare the result of a single attack roll, saving Preferred Weapons: Spear
throw, or ability check made by themselves or another. Missionary: Priestesses
DZIEWANNA Ceremonies: to perform weddings with handfasting, and to
Name: Devana, Dilwica, Dziewanna, Dziewona, Dziewonna, perform special benedictions over infants
Order: Goddess Of Light Granted Abilities: At 5th level, the cleric’s charisma score
Province: Beauty, Hunting, Purity increases by 2. At 10th level, the cleric may cast charm person as
Plane: Vyrjy, Nav a spell like ability, requiring no components, once per day per
Temple: Unknown point of charisma bonus they possess. This spell does not count
Alignment: Lawful Neutral against the cleric’s normal daily limits.
Sacrifices: Animal, Item And Librations.
Holy Days: February Nights GABIJA
Superstitions: Treat Wild Animals With Respect. Name: Gabija, Gafiya, And, Matka Gabia, Гафия.
Preferred Weapons: Bow Order: Goddess Of Light.
Missionary: Priestesses Province: Family And Home.
Ceremony: To engage in ritual bathing and cosmetic preparation Plane: Vyrjy
Granted Ability: At 5th level, once per day, the cleric may Temple: Home Shrine
cast purify food and drink as a spell-like ability requiring no Alignment: Lawful Neutral
components. At 10th level, the cleric may cast dispel illusion once Sacrifices: Animal, Food, And Libations.
per day as a spell-like ability, requiring no components. Neither Holy Days: First Days Of February
of these spells count against the cleric’s normal daily limit. Superstitions: Fire Has To Be Placed Beside The Bed For The
Guest.
DODOLA Preferred Weapons: Spear
Name: Didilya, Doda, Dodola, Dudulya, Paparuda, Peperuda, Missionary: Priestess
Peperuna, And Preperuša. Ceremony: To bake a specially-shaped ornament in her name and
Order: Goddess Of Light to leave a portion of food, water, and salt out for her every evening.
Province: Butterflies, Cattle, Rain. Granted Abilities: At 5th level, the cleric may cast Bless once
Plane: Vyrjy. per day as a spell-like ability, requiring no components. This
Temple: Groves spell does not count against the cleric’s normal daily limit. At
Alignment: Lawful Neutral 10th level, once per day, the cleric may curse another, either
Sacrifices: Animal, Items, Libations. by imposing -5 to all checks and saves with one ability score
Holy Days: Thursdays or imposing -5 to all attack rolls. If the victim succeeds at a
Superstitions: The Dodola Rain Dance Can Be Performed To

132 CASTLES & CRUSADES


OF THE GODS
Wisdom saving throw the curse lasts for 1 minute. If the victim Superstitions: Straw men are made and village processions are
fails their saving throw, the curse lasts for 1 week. done.
Preferred Weapons: Spear
GILTINĖ Missionary: Priests
Name: Giltinė, Mėnulė, And Mėnulio Deivė. Ceremony: To burn corn husks every autumnal equinox, and
Order: Death Goddess plant a tree every spring equinox.
Province: Death. Granted Abilities: At fifth level, once per day, cast plant
Plane: Nav growth as a spell like ability. At tenth level, once per week,
Temple: Na cast reincarnate as a spell-like ability. These spells do not count
Alignment: Neutral against the cleric’s normal daily limit.
Sacrifices: Animal, Food, Item, Libations, And Human.
Holy Days: Na JEZI BABA
Superstitions: Numerous Name: Баба-Яга, Baba Yaga, And Jezi Baba, Горска Майка,
Preferred Weapons: Tongue Vasorrú Bába, Šumska Majka, Mama Padurii, Pehtra Baba, And
Missionary: Na Gvozdenzuba.
Ceremony: To light a black candle made from the tallow of a Order: Old Goddesses
dead man at midnight. Province: Animals, Herbs, Poisons, Woodlands.
Granted Abilities: At 5th level, the cleric may cast animate dead Plane: Mortal Realm
once per day as a spell-like ability, requiring no components. At Temple: Woodland Shrines
10th level, the cleric may cast death ward once per day as a spell- Alignment: Chaotic Neutral
like ability, requiring no components. These spells do not count Sacrifices: Animal, Items, Human And Libations.
against the cleric’s normal daily limits. Holy Days: Autumn Feast
Superstitions: Numerous Depending On Nationality.
HORS Preferred Weapons: Staff
Name: Hors, Хърсъ, And Хорс. Missionary: Priestesses
Order: God Of Light Ceremony: To seek the hut of Baba Yaga under the light of the
Province: Light And Sun, full moon
Plane: Vyrjy Granted Powers: At 5th level, the Cleric gains augury as a
Temple: Kiev bonus spell every day, in addition to any other spells they might
Alignment: Lawful Good have. AT 10th level, the cleric gains confusion as a bonus spell,
Sacrifices: Animal, Item, Food, Human And Libation. every day, in addition to any other spells they might have.
Holy Days: Summer Solstice.
Superstitions: Unknown KAREWIT
Preferred Weapons: Axe Name: Karewit, Rugievit, Rugiewit, Rujevit, Rugiwit, Ruevit,
Missionary: Priests And Riuvit, Rinvit.
Ceremony: To sing a devotional under the full moon Order: God Of Light.
Granted Abilities: At 5th level, once per day, conjure a silvery Province: War
beam of pale moonlight in a 5-ft radius, filled with dim light. Plane: Vyrjy
The moonbeam lasts for 1 minute and does not move. Any Temple: Rügen
creature in the area when the beam is summoned, or who enters Alignment: Chaotic Neutral
the area during the duration, is engulfed in ghostly flames that Sacrifices: Animal, Item, Human And Libations.
deal 1d6 damage per level of the cleric on a failed Constitution Holy Days: Summer Solstice
save (half damage on a successful save). Any lycanthrope in the Superstitions: Pray In Temple Before Battle.
area immediately shifts to whichever form it is not currently Preferred Weapons: Sword, Spear And Axe.
holding. At 10th level, once per day, the cleric may cast mislead Missionary: Priest
as a spell-like ability. This spell does not require components Ceremony: To make a sacrificial offering to an icon of the deity.
and does not count against the cleric’s normal daily limit. Granted Abilities: At 5th level, the cleric gains a divine aura as
JARILO a paladin. At 10th level, the cleric gains the ability to smite evil
Name: Iarilo, Jarilo, Ярило, Jaryło, Јарило, Ярыла, Gerovit, once per day as a paladin of equal level.
And Yaryla. KRESNIK
Order: God Of Light. Name: Kresnik, Kersnik And Krsnik.
Province: Fertility, Spring And Vegitation. Order: God Of Light.
Plane: Vyrjy Province: Fire, Lightning And The Summer Solstice.
Temple: Wolgast/Havalberg Plane: Vyrjy
Alignment: Neutral Good Temple: Cape Arkona
Sacrifices: Animal, Item And Libations. Alignment: Lawful Good
Holy Days: Velja Noć (‘Great Night’) Last Night Of February
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OF THE GODS
Sacrifices: Animal, Item, Food, And Libations. LAIMĖ
Holy Days: Summer Solstice. Name: Laimė
Superstitions: Unknown Order: Goddess Of Light
Preferred Weapons: Sword, Axe And Hammer. Province: Childbirth, Fate, Luck.
Missionary: Priest Plane: Vyrjy
Ceremony: To sacrifice a serpent before a bonfire. Temple: Unknown
Granted Abilities: At 5th level, the cleric may cast lightning bolt Alignment: Lawful Good
once per day as a spell-like ability. They require no components, Sacrifices: Animal, Item, Food, Libations.
and this spell does not count against their normal daily limit. At Holy Days: Summer Solstice
10th level, assume the form of a stag once per day. While in this Superstitions: A Cuckoo’s Call Is A Negative Change Of Fortune.
form, the cleric keeps their intelligence, wisdom, and charisma Preferred Weapons: Spear
scores and hit points. Their speed increases to 40 feet per round, Missionary: Priestesses
and they gain Strength 17, dexterity 18, and constitution 16. Ceremony: To make a single, important choice by some random
They may also make 3 attacks per round: two with their hooves measure (drawing a card, casting a die, drawing a rune, flipping
for 1d6 damage, and one with their antlers for 1d10 damage. a coin, etc.)
Their antlers deal double damage to supernaturally evil Granted Abilities: At 5th level, once per day, call upon fate.
creatures such as demons and devils. At 10th level After the cleric or anyone else makes any attack roll, ability
check, or saving throw Roll 1d6 and 1d8. If the d6 comes up
KUPALA 1-3, subtract the result of the d8 from the roll. If the d6 comes
Name: Kupala, Kupalo-Da-Mavka, Kupała, Купала, Купайло. up 4-6, add the result of the d8 to the roll. At 10th level, the
Order: Goddess Of Light cleric gains divination as a bonus spell each day in addition to
Province: Herbs, Lust, Midsummer. any other spells they have prepared.
Plane: Vyrjy
Temple: Sventetit LAUMĖ
Alignment: Chaotic Good Name: Laumė
Sacrifices: Animal, Food, Libations. Order: Goddess Of Light
Holy Days: Купалле ‘Kupala Night’ (24th June) Province: Animals (Bears Dogs, Goats, And Mares), Labor.
Superstitions: Unknown Plane: Vyrjy
Preferred Weapons: Spear Temple: Unknown
Missionary: Priests/Priestesses Alignment: Lawful Neutral
Ceremony: To dance naked under the midsummer moon. Sacrifices: Animal, Item, Food And Libations.
Granted abilities: At 5th level, cast charm person as a spell- Holy Days: Summer Solstice
like ability once per day, requiring no components. This spell Superstitions: Laziness Will Anger Her.
does not count against the cleric’s daily limits. At 10th level, the Preferred Weapons: Axe And Spear
cleric may once per day recall any spell they have already cast Missionary: Priestess
that day as though it has been newly prepared. Ceremony: Engage in additional difficult chores for at least an hour.
Granted Abilities: At 5th level, the cleric’s strength increases
LADO by +2. At 10th level, the cleric’s constitution increases by +2.
Name: Lada And Lado. These bonuses may raise the cleric’s abilities above 18.
Order: Goddess Of Light.
Province: Beauty, Harmony, Love, Merriment, And Youth. MATI SYRA ZEMLYA
Plane: Vyrjy Name: Mat Zemlya, Mati Syra Zemlya, And Matka Ziemia.
Temple: Arkona Order: Primal Goddess
Alignment: Lawful Good Province: Earth And The Elements.
Sacrifices: Animal, Item, Food And Libations. Plane: The World.
Holy Days: June 29th. Temple: Na
Superstitions: Unknown Alignment: Neutral
Preferred Weapons: Spear Sacrifices: Animal, Item, Food, Human And Libations.
Missionary: Priestess Holy Days: June 4th.
Ceremony: To present oneself humbly and request the blessings Superstitions: Burying Wine, Bread And Other Prized Items/Food
of the goddess or god. In The Ground For Her During The Four Seasons For Blessings.
Granted Abilities: At 5th level, the cleric may bless another Preferred Weapons: Na
once per day, allowing the recipient any time over the next 24 Missionary: Priests.
hours to re-roll any attack roll, save, or ability check, keeping Ceremony: To dig a hole and insert one’s hand up to the wrist,
the better of the two. At 10th level, once per day, the cleric may asking for the goddess’ blessing and confessing one’s sins.
remove curse as the spell. Granted Abilities: At 5th level, once per day, cast shape stone
or wood as a spell-like ability, requiring no material components.

134 CASTLES & CRUSADES


OF THE GODS
At 10 level, once per day, cast stone tell as a spell like ability.
th
spell-like ability. This spell requires no material components. At
These spells do not count against the cleric’s normal daily limit. level 10, once per day, cast nightmare as a spell-like ability. These
spells do not count against the cleric’s normal daily limit.
MOKOŠ
Name: Mokoš, Мóкошь, And Mokosh. MARZYANA
Order: Primal Goddess Name: Mara, Moréna, Marmora, Marzyana, Maržena, And Mora.
Province: Childbirth, Fate, And Work Order: Goddess Of Light
Plane: The World Province: Harvest, Livestock And The Seasons.
Temple: Na Plane: Vyrjy
Alignment: Neutral Temple: Pan-Slavic
Sacrifices: Animal, Item, Food, And Libations. Alignment: Lawful Good
Holy Days: Spring Equinox And Summer Solstice. Sacrifices: Animal, Item, Food, And Libations.
Superstitions: Rocks Are Carven To Represent Her. Holy Days: March 21st (Banishment)
Preferred Weapons: Na Superstitions: Numerous
Missionary: Priestesses Preferred Weapons: Spear
Ceremony: To spin threads at a loom in the name of the goddess Missionary: Priestesses
Granted Abilities: At 5th level, once per day, render a common Ceremony: To make a poppet in her image, dressed in white
woman or child (with no character levels) invulnerable to harm and decorated with the remnants of last season’s harvest.
for 24 hours. At 10th level, the cleric may choose one woman Granted Abilities: At 5th level, the cleric gains the druid’s
within her line of sight. That woman (who may be another nature lore and woodland stride abilities. At 10th level, once per
player character) may cast the cleric’s spells for her so long as day, the cleric may commune with nature as a spell-like ability. This
she remains within the cleric’s line of sight. spell does not count against the cleric’s normal daily maximum.

MORANA MYESYATS
Name: Mara, Marzanna, Marena, Morana, And Mora. Name: Myesyats
Order: Dark Goddess Order: God/Goddess Of Light
Province: Death, Nightmares, And Winter. Province: Moon And Night.
Plane: Nav Plane: Vyrjy
Temple: Pan-Slavic Temple: Woodland Grove
Alignment: Chaotic Neutral Alignment: Neutral
Sacrifices: Animal, Item, Food, Human, And Libation. Sacrifices: Animal, Item, Food And Libations.
Holy Days: 21st March Holy Days: New Moon
Superstitions: Effigies Burned Superstitions: Unknown
Preferred Weapons: Na Preferred Weapons: Spear
Missionary: Witches Missionary: Priest
Ceremony: To make an effigy of the goddess and burn or drown Ceremony: To cast a specially prepared spear at the moon while
it in a river. calling for the deity’s blessing.
Granted Abilities: At level 5, at will, with a successful unarmed Granted Abilities: At 5th level, cast light as a spell-like ability,
melee attack, the witch deals 1d6 cold damage. At level 10, once a number of times each day equal to the cleric’s Wisdom bonus
per day, the witch may cast cloak of dark chaos as a spell-like ability. (minimum 1). At 10th level, when the cleric creates light in this
This spell does not count against the witch’s normal daily limit. manner, they can choose to have any number of creatures within
the sphere of light take 2d10 cold damage plus the cleric’s level.
MAROWIT A charisma saving throw halves this damage, and the damage is
Name: Marowit only suffered once, at the moment the light is summoned.
Order: God Of Darkness
Province: Dreams, Nightmares, And Sleep. OŹWIENA
Plane: Dreams Name: Oźwiena
Temple: Household Shrine Order: Goddess Of Mayhem
Alignment: Chaotic Evil Province: Echoes And Gossip.
Sacrifices: Animal, Item, Food, And Libations. Plane: Vyrjy And Nav
Holy Days: Fall Equinox Temple: Na
Superstitions: Give The Idol Tokens Or Offerings To Keep Alignment: Chaotic Neutral
From Having Nightmares. Sacrifices: Animal, Item, Food And Libations.
Preferred Weapons: Spear Holy Days: Velja Noć (‘Great Night’) February 28th
Missionary: Na Superstitions: Whispers In The Wilderness Keep Her From
Ceremony: To make offerings of food, drink, and tokens before Knowing Secrets.
sleep, and to pronounce a malediction upon an enemy’s dreams. Preferred Weapons: Spear
Granted Abilities: At level 5, once per day, cast scare as a Missionary: Priestesses
GODS & LEGENDS 135
OF THE GODS
Ceremony: To shout gibberish until the cleric’s voice goes hoarse. PERUN
Granted Abilities: At level 5, once per day, the cleric has an Name: Perun
aura of truth and can force any creature within 15 feet of her to Order: God Of Light
truthfully answer any question put to them unless they succeed Province: Archery, Axes, Eagles, Fertility, Hammers, Fire, Law,
at a Charisma saving throw. This effect lasts for 10 minutes. At Oak Trees, The Sky, Storms, Wagons And War.
level 10 the cleric may cause any creature she affects by her Plane: Vyrjy
truth aura to be affected as by the fear spell. Creatures affected Temple: Kiev
in this way gain a charisma saving throw to resist as normal. Alignment: Lawful Good
Sacrifices: Animal, Item, Food, Human And Libations.
PEKLENC Holy Days: June 21st
Name: Peklenc Superstitions: Oath Swearing Before His Statues.
Order: Underworld God Preferred Weapons: Axe.
Province: Fire, Judgement, Souls, And Wealth. Missionary: Priests.
Plane: Nav Ceremony: To ritually destroy an effigy of a serpent in a fire.
Temple: Household Shrines
Alignment: Chaotic Neutral Granted Powers: At 5th level, the cleric is immune to poison.
Sacrifices: Animal, Food, Items, Human And Libations. At 10th level, the cleric gains call lightning as a bonus spell, in
Holy Days: Velja Noć (‘Great Night’) February 28th addition to any other prepared spells they might have, every
Superstitions: Tending To Fires Sloppily Will Encourage The day. Further, the cleric can at any time “swap out” any prepared
God’s Wrath. spell of third level or higher to cast call lightning.
Preferred Weapons: Sword Or Axe.
Missionary: Priests. PEREPLUT
Ceremony: To ritually build and tend a fire for at least 1 hour. Name: Pereplut
Granted Abilities: At 5th level, the cleric may force one Order: Goddess Of Light
creature to re-roll a saving throw against a spell the cleric has Province: Drinking And Luck.
just cast, keeping the worse of the two rolls. 10th level, the cleric Plane: Vyrjy
may attempt to smite evil as a paladin once per day. Temple: Shrines In Taverns
Alignment: Chaotic Neutral
PERCUNATELE Sacrifices: Animal, Items, Food And Libations.
Name: Percunatele, Perkunatele And Perkūnėlė. Holy Days: Winter Months
Order: Goddess Of Light Superstitions: Drink From A Ram’s Horn
Province: Thunder Preferred Weapons: Spear
Plane: Vyrjy Missionary: Priestesses
Temple: Pan-Baltic Ceremony: To consume a horn of ale or mead, specially prepared
Alignment: Lawful Neutral in the goddess’ honor.
Sacrifices: Animal, Food, Item And Libations. Granted Abilities: At 5th level, the cleric can cast purify food
Holy Days: Spring Equinox and drink at will as a spell-like ability with no limit. At 10th level,
Superstitions: Unknown the cleric gains create food and water as a bonus spell in addition to
Preferred Weapons: Spear And Axe. any other spells they have prepared. In addition, they may “swap
Missionary: Priestesses out” any prepared spell of level 3 or higher to instead cast create
Ceremony: To burn incense made from thunderstruck wood, food and water. Finally, this version of the spell creates a strong
and beat a drum while shouting her praise. beer or mead of the cleric’s preference instead of water. Any who
Granted Abilities: At 5th level, the cleric may create, once per consume this food and drink can choose 1 hit die worth of hit
day, a stunning thunderclap. Each creature within 10 feet of the points but must sleep for 8 hours immediately thereafter.
cleric takes 1d6 sonic damage per level of the cleric, and must
succeed on a constitution saving throw or be stunned and unable PIZAMAR
to act until the end of their next turn. Creatures who cannot Name: Pizamar
hear are immune to this attack. At 10th level, the cleric may cast Order: Goddess Of Light
Storm of Vengeance once per week as a spell-like ability, requiring Province: The Arts
no components, except that this version of the spell allows a Plane: Vyrjy
constitution saving throw for half-damage from the acid rain and Temple: Unknown
hail effects. In addition, after using this spell, the cleric collapses, Alignment: Lawful Neutral
unconscious and unable to do anything until they rest for 8 hours. Sacrifices: Animal, Item, Food And Libations.
When the cleric reaches 17th level, the spell functions as normal Holy Days: 29th June
in all ways and no longer exhausts the cleric. These spells do not Superstitions: Unknown
count against the cleric’s normal daily limit. Preferred Weapons: Spear
Missionary: Priestesses
Ceremony: To stand on an elevated platform and beat one’s
136 CASTLES & CRUSADES
OF THE GODS
breast in sorrow while singing a lament. Sacrifices: Animal, Item, Food And Libations.
Granted Abilities: At level 5, the cleric gains the power to Holy Days: Unknown
create. They may shape earth, metal, stone, or wood once per day. Superstitions: Unknown
This ability in all other ways functions as the shape stone or wood Preferred Weapons: Axe, Sword And Spear
spell, but may also affect earth or metal, and the resulting creation Missionary: Priests
is always of fine artistic craft instead of crude. At level 10, the cleric Ceremony: To say a prayer to an elaborate effigy of the deity.
gains the ability of major creation, as the spell, once per day, without Granted Abilities: At 5th level, the cleric may cast shape wood
the need for material components. Neither of these abilities count or stone as a spell-like ability, requiring no material components,
against the cleric’s normal prepared spell limit. once per day. At 10th level, the cleric may cast scrying once per
day as a spell-like ability, requiring no material components.
PODAGA These spells do not count against the cleric’s normal daily limits.
Name: Podaga
Order: God Of Light POREWIT
Province: Farming, Fishing And Hunting. Name: Porewit
Plane: Vyrjy Order: God Of Light
Temple: Unknown Province: Beekeeping
Alignment: Neutral Good Plane: Vyrjy
Sacrifices: Animal, Item, Food, And Libations. Temple: Charenza, Rugia
Holy Days: Spring Equinox And Fall Alignment: Neutral Good
Superstitions: Unknown Sacrifices: Animal, Item, Food And Libations.
Preferred Weapons: Axe Holy Days: Spring Equinox.
Missionary: Priest Superstitions: Unknown
Ceremony: To offer a benediction over the freshly killed carcass Preferred Weapons: Spear
of a beast taken during the hunt. Missionary: Priests
Granted Abilities: At 3rd level, the cleric may track as a ranger Ceremony: To consume a teaspoon of honeycomb, specially
of their level. At 10th level, the cleric may pass without trace at will. prepared and blessed, while burning a beeswax candle.
Granted Abilities: At 5th level, the cleric may cast goodberry
POLDUNICA as a spell-like ability. They may cast this spell a number of times
Name: Poldunica equal to their wisdom bonus (minimum of once per day). At
Order: Goddess Of Darkness 10th level, the cleric may cast summon swarm as a spell-like
Province: Blight And Disease. ability. They may cast this spell a number of times equal to their
Plane: Nav wisdom bonus, and it always results in summoning a swarm of
Temple: Unknown bees. Neither of these spells counts against the cleric’s normal
Alignment: Chaotic Neutral daily limit of prepared spells.
Sacrifices: Animal, Item, Food, Human And Libations.
Holy Days: April RADIGAST
Superstitions: Her Touch Causes Death. Name: Radigast, Radagast, Radigost, Redigast, Riedegost, And
Preferred Weapons: Touch. Radogost.
Missionary: Priestesses/Witches Order: God Of Light
Ceremony: to burn the rotting carcass of an animal along with Province: Council, Hosts And Hospitality.
rotting vegetation. Plane: Vyrjy
Granted Abilities: At 5th level, the cleric gains the ability to Temple: Radegost
cast bane as a spell-like ability. They may use this ability once Alignment: Lawful Neutral
per day per point of Wisdom bonus (minimum 1). At 10th level, Sacrifices: Animal, Item, Food And Libations.
once per day, the cleric may blight an area with a 10-foot radius. Holy Days: 10th November
If the target does not succeed at a charisma saving throw, they Superstitions: Unknown
suffer 1d6 damage from the cleric as their vitality and moisture Preferred Weapons: Axe And Spear
drains from their body. Success halves the damage. Magical Missionary: Priests
plants or plant creatures suffer -5 to saving throws, while Ceremony: To host a ceremonial meal for at least 3 others,
mundane or nonmagical plants simply die. including a benediction in Radigast’s name.
Granted Abilities: At 5th level, the cleric may cast sanctuary
PORENUT as a spell-like ability. They may use this ability once per day
Name: Porenut per point of Wisdom bonus (minimum of once per day). At
Order: God Of Light 10th level, the cleric may cast secure shelter as a spell like ability,
Province: Unknown once per day. Neither of these spells counts against the cleric’s
Plane: Vyrjy normal prepared daily limit.
Temple: Charenza, Rugia
Alignment: Neutral Good
GODS & LEGENDS 137
OF THE GODS
RUGIEWIT cleric never suffers ill effects from doing so, as long as they sing
Name: Rugiewit, Rujevit, Руевит, Ругевит, Руђевид, And a benediction to Rod.
Rugievit. Granted Abilities: At 5th level, the cleric may cast bless as a
Order: God Of Light spell-like ability. They may cast this spell once per day per point
Province: War of wisdom bonus (minimum once per day). At 10th level, the
Plane: Vyrjy cleric may cast summon magical beasts or fey once per day as a
Temple: Rügen Island spell-like ability. These spells do not count against the cleric’s
Alignment: Chaotic Neutral normal daily limit.
Sacrifices: Animal, Item, Food, Human And Libations.
Holy Days: April 15th SAULE
Superstitions: Offer Broken Weapons To Statue. Name: Saulé, Saule
Preferred Weapons: Axe, Sword And Spear. Order: Goddess Of Light
Missionary: Priest Province: Light And Sun
Ceremony: Same as Perun Plane: Vyrjy
Granted Abilities: At 5th level, the cleric gains a holy aura as Temple: Pan-Slavic
a paladin. At 10th level, the cleric may cast banishment once per Alignment: Lawful Good
day as a spell-like ability. This ability does not count against the Sacrifices: Animal, Item, Food And Libations.
cleric’s normal daily prepared spells. Holy Days: Summer Solstice
Superstitions: Numerous
RAGANA Preferred Weapons: Spear
Name: Ragana Missionary: Priests
Order: Dark Goddess Ceremony: To sing a prayer to Saule at dawn and dusk. Clerics
Province: Childbirth, Fertility, Menopause, Mentration, must also keep a non-venomous green serpent as a pet.
Winter, And Women. Granted Abilities: At 5th level, the cleric gains a familiar as
Plane: Nav though they had cast summon familiar, but with no need to cast
Temple: Unknown the spell. This familiar is always the cleric’s pet serpent. At 10th
Alignment: Chaotic Evil level, once per week, the cleric may cast sunburst as a spell-like
Sacrifices: Animal, Item, Food Human And Libations. ability. When the cleric reaches 15th level, they may cast sunburst
Holy Days: Winter Months once per day instead of once per week. These spells do not count
Superstitions: Ice Or Frost Gathered On Hair Is ‘Blessed’ By against the cleric’s normal daily limit of prepared spells.
The Goddess.
Preferred Weapons: Na SAULĖ MEITA
Missionary: Witches Name: Saulė Meita
Ceremony: To perform a ritual representing mating with the Order: Goddess Of Light
goddess, involving bloodletting. Province: Beauty In The Universe
Granted Abilities: At 5th level, the cleric gains a familiar as Plane: Vyrjy
though they had cast summon familiar, but there is no need to Temple: Unknown
cast the spell; the familiar simply arrives one night and alights Alignment: Lawful Neutral
on the shoulder of the cleric. This familiar is always an owl. At Sacrifices: Animal, Item, Food And Libations.
10th level, the cleric may cast summon monster once per day, and Holy Days: Summer Solstice
always summons a succubus (or multiple succubi, depending on Superstitions: Unknown
hit dice) to their aid. Neither of these spells counts against the Preferred Weapons: Na
caster’s normal prepared spells per day. Missionary: Priestesses
Ceremony: To sing a lament for the fate of victimized women
ROD under the night sky.
Name: Rod, Род, Рід Granted Abilities: At level 5, the cleric may cast either light,
Order: God Of Light darkness, or bless as spell-like abilities. They may cast these spells
Province: Omniscent once per day per point of Wisdom bonus (minimum once per
Plane: Vyrjy day) in any combination they choose. Thus, a cleric with a
Temple: Pan-Slavic +3 Wisdom bonus may cast bless 3 times, cast each spell once,
Alignment: Lawful Good or what have you. At 10th level, once per day, the cleric may
Sacrifices: Animal, Item, Food, Human, And Libations. rebuke a single attempt to harm her or another person. When
Holy Days: 23rd Of December this ability is invoked, the perpetrator of the harm suffers any
Superstitions: Too Numerous To List. negative effects of the effort instead of the victim. This applies
Preferred Weapons: Axe And Spear. whether the effort is an attack, a spell, or even an attempt to
Missionary: Priests And Priestesses poison a victim. Any negative effects on a single victim rebound
Ceremony: To rest within a fairy circle whenever possible. The upon the perpetrator of the harm instead of affecting the victim.

138 CASTLES & CRUSADES


OF THE GODS
SAMOVILA Preferred Weapons: Axe And Spear
Name: Samovila Missionary: Priests
Order: Goddess Of Light Ceremony: To feed a fire with specially-prepared, sacred moss.
Province: Bears And Wildlife. Granted Abilities: At 5th level, the cleric gains a familiar as
Plane: Vyrjy though they had cast summon familiar, but they need not cast
Temple: Woodland Shrines the spell. The familiar simply appears. At 10th level, the cleric
Alignment: Neutral Good gains plant growth as a bonus spell in addition to any other
Sacrifices: Items, Food And Libations. prepared spells they may have. In addition, the cleric may “swap
Holy Days: 25th Of October out” any spell of 3rd level or higher to instead cast plant growth.
Superstitions: Never Harm Animals Or She Will Show Her Wrath.
Preferred Weapons: Claws And Teeth. SRECA
Missionary: Priests And Priestesses Name: Sreca
Ceremony: To spend one hour ritually tending to nature in Order: Goddess Of Light
some form. Province: Fortune
Granted Abilities: At 5th level, once per day, the cleric may Plane: Vyrjy
cast summon animals as a spell-like ability. This spell does not Temple: Unknown
count against the cleric’s normal daily prepared limit. At 10th Alignment: Lawful Neutral
level, the cleric gains the druid’s totem shape ability as a druid Sacrifices: Animal, Item, Food And Libations.
of their level (3 forms, able to assume each form 1/day, and Holy Days: Unknown
advancing as the cleric advances). Superstitions: Unknown
Preferred Weapons: Spear
SIEBOG Missionary: Priestesses
Name: Jibog, Gibog, Siebog, Sibog, Shibog, Zhibog, Zibog Ceremony: To sing a devotional to the goddess under the rising sun.
Order: God Of Light Granted Abilities: At 5th level, the cleric gains the bard’s
Province: Love And Romance exalt ability as a bard of the same level, and the ability
Plane: Vyrjy increases as the cleric does. At 10th level, the cleric gains the
Temple: Pan-Slavic bard’s exhort greatness ability of a bard of the same level. In
Alignment: Lawful Neutral both cases, the only difference between bardic versions and
Sacrifices: Animal, Item, Food And Libations. granted abilities is that instead of issuing an inspiring speech
Holy Days: Summer Solstice or song, the cleric instead issues a benediction of fortune
Superstitions: Unknown from the goddess.
Preferred Weapons: Spear
Missionary: Priests STRIBOG
Ceremony: To create a ritual contract of devotion with the god, sign Name: Stribog, Стрибог, Стрибогъ, Strzybóg
it, and burn it that the smoke carries the contract to the heavens. Order: God Of Light
Granted Abilities: At 5th level, the cleric may cast suggestion Province: Directions And Four Winds
once per day as a spell-like ability. This ability does not count Plane: Vyrjy
against the cleric’s normal daily limit. At 10th level, once per day, Temple: Pan-Polish
the cleric may oathbind any who swear an oath in their presence. Alignment: Neutral Good
For each day those who swear the oath fail to pursue or abide by Sacrifices: Animal, Item, Food And Libations.
it, the oath-sworn suffer 3d6 points of damage. This damage does Holy Days: 21st Of June
not heal until the oath-sworn makes amends for failing to uphold Superstitions: Numerous
their oath. The effect only ends if the oath is to accomplish a Preferred Weapons: Axe, Spear And Sword
single, completable task. Thus, an oath to be a dutiful husband Missionary: Priests And Priestesses
is for the life of a relationship. An oath to achieve and return a Ceremony: To diy with one’s back to the wind and conduct a
stolen object ends when the item is returned. divination ritual with stones, cards, dice, or any other method.
Granted Abilities: At 5th level, once per day, the cleric may
SILINIEZ cast detect thoughts or locate object as a spell-like ability. At 10th
Name: Siliniez, Šilinytis level, once per day, the cleric may cast either scrying or find the
Order: God Of Light path as a spell-like ability. These spells do not count against the
Province: Vegetation cleric’s normal prepared daily limit.
Plane: Vyrjy
Temple: Unknown SUDICE
Alignment: Neutral Name: Rojenice, Sudice, Sudicky, Sudzenici, Sojenice
Sacrifices: Animal, Item, Food And Libations. Order: Fate Goddesses
Holy Days: Spring Equinox Province: Fate
Superstitions: Unknown Plane: Vyrjy
Temple: Pan-Slavic
GODS & LEGENDS 139
OF THE GODS
Alignment: Neutral Plane: Vyrjy
Sacrifices: Animal, Item, Food And Libations. Temple: Rügen Island
Holy Days: Spring Equinox Alignment: Chaotic Neutral
Superstitions: Numerous Sacrifices: Animal, Item, Food, Human And Libations.
Preferred Weapons: Loom Holy Days: Summer Solstice
Missionary: Priestesses Superstitions: Numerous And Largely Unknown.
Ceremony: To cast the runes every day and interpret the signs they give. Preferred Weapons: Axe And Sword
Granted Abilities: At 5th level, once per day, the cleric may Missionary: Priests
allow (or force) one character, monster, or NPC to re-roll a Ceremony: To conduct a divination ritual by throwing dice.
check, save, or attack roll. The result of the re-roll must be kept, Granted Abilities: At 5th level, the cleric designates one
even if it is worse. At 10th level, the cleric may also once per day character (which may be themselves) every morning. Once
simply declare the outcome of any one check, save, or attack roll within the next 24 hours, that character can choose to
before the roll is made. After the roll is made, however, it must lie automatically succeed on any attack roll, saving throw, or ability
(unless the cleric orders a re-roll). Fate is fickle that way. check, reflecting a flash of premonition regarding the event in
question. At 10th level, the cleric gains divination as a bonus
SUDZ spell, in addition to any other spells they may have prepared.
Name: Sudz In addition, the cleric may “swap out” any prepared spell of 4th
Order: God Of Light level or higher to instead cast divination.
Province: Destiny
Plane: Vyrjy TAWELS
Temple: Pan-Slavic Name: Tawels
Alignment: Neutral Order: God Of Light
Sacrifices: Animal, Item, Food And Libations. Province: Crops And Vegatation
Holy Days: Unknown Plane: Vyrjy
Superstitions: Anyone Born When He Throws Gold In His Temple: Unknown
Palace Are Destined To Become Wealthy In Life Later. Alignment: Neutral
Preferred Weapons: Axe And Spear. Sacrifices: Animal, Item, Food And Libations.
Missionary: Priests Holy Days: Spring Equinox And Fall Harvest
Ceremony: To cast the runes and interpret their results. Superstitions: Unknown
Granted Abilities: At 5th level, the cleric rolls 1d6 and 1d4 Preferred Weapons: Scythe
every morning. If the d6 comes up 1-3, they subtract the result Missionary: Priests
of the d4 from all attacks, saves, and checks they make for the Ceremony: To ritually tend to and care for plant life, whether a
rest of the day. If the d6 comes up 4-6, the cleric adds the result garden or a copse of trees or flowers in the woods while traveling.
of the d4 to all attacks, saves, and checks they make for the Granted Abilities: At 5th level, the cleric gains sanctuary as a
rest of the day. At 10th level, once per day on a single successful bonus spell in addition to any other prepared spells they might
hit, the cleric’s favored weapon can deal damage as a doubling have. In addition, they can “swap out” any spell of 1st-level or
cube. If a doubling cube is not available, roll a d6 for damage higher to instead cast sanctuary. At 10th level, the cleric gains
and consult the table below for damage dealt: commune with nature as a bonus spell in addition to any other
prepared spells they might have. In addition, they can “swap
Result Damage out” any spell of 5th level or higher to instead cast commune
1 2 with nature.
2 4 TRESKA
3 8 Name: Treska
4 16 Order: Goddesses Of Darkness
Province: Chaos
5 32
Plane: Nav
6 64 Temple: Unknown
Alignment: Chaotic Evil
This ability works for the cleric and the cleric only. It cannot be
Sacrifices: Animal, Item, Food, Human, Libations.
passed to another, and must be declared before damage is rolled.
Holy Days: Unknown
Superstitions: Stay True And Honorable Or The Treska Will
SVETOVID Exploit The Weaknesses.
Name: Svetovid, Svantovit, Sventovit, Svitovyd, Svyatovit, Svyentovit, Preferred Weapons: Spears.
Svetovid, Suvid, Svantevit, Svantevid, Svantovit, Svantovít, Svantovid, Missionary: Witches
Swantovít, Sventovit, Zvantevith, Swiętowit, Sutvid, Svevid And Vid. Ceremony: To attempt to undermine the relationships or
Order: God Of Light emotional state of another.
Province: Fertility And Prosperity. Granted Abilities: At 5th level, the cleric can once per

140 CASTLES & CRUSADES


OF THE GODS
day compel another to attack anyone the cleric chooses if VA-KUL
the compelled creature fails at a Charisma saving throw. A Name: Va-Kul
compelled creature will continue to attack the target until Order: Goddess Of Light
subdued in some way or the target is destroyed. At 10th level, Province: Water
the cleric gains emotion as a bonus spell in addition to all other Plane: Vyrjy
spells they have prepared. In addition, they can “swap out” any Temple: Pan-Slavic
spell of 4th level or higher to instead cast emotion. Alignment: Chaotic Neutral
Sacrifices: Animal, Item, Food, Libations.
TRIGLAV Holy Days: Unknown
Name: Triglav, Триглав, Troglav Superstitions: Never Enrage Her Or Flood And Related
Order: Gods Of Light Disasters Will Incur From Her Wrath.
Province: Prophecy And Purity Preferred Weapons: Sword
Plane: Vyrjy Missionary: Priestesses
Temple: Pan-Slavic Ceremony: To engage in ritual bathing
Alignment: Lawful Good Granted Abilities: At 5th level, the cleric gains water breathing
Sacrifices: Animal, Item, Food, Libations. as a bonus spell, in addition to any other spells she has prepared.
Holy Days: 2nd August In addition, she may “swap out” any prepared spell of 3rd level
Superstitions: Statues Are Blindfolded In Gold From The Sins or higher to instead cast water breathing. At 10th level, the cleric
Of Man. gains wall of water as a bonus spell, in addition to any other
Preferred Weapons: Axe, Spear And Sword. spells she has prepared. This spell behaves in all ways as a wall
Missionary: Priests And Priestesses of force but is instead made of impenetrable water. In addition,
Ceremony: To drape a cloth over the head of an idol of the she may “swap out” any prepared spell of 5th level or higher to
deity and pray to it while variously holding it to the sky, on the instead cast wall of water.
ground, and in a hole.
Granted Powers: The cleric may choose one ability at 5th level VARPULIS
and 10th level from either Perun, Svarog, or Dazbog. Once Name: Erishvorsh, Erisvorsh, Erivorsh, Warpulis, Varpulis
chosen, these abilities can never be changed. Order: God Of Light
Province: Demon/Monster Slayer, Storms
TRISHNA Plane: Vyrjy
Name: Trishna Temple: Pan-Slavic
Order: Goddess Of Death Alignment: Lawful Neutral
Province: Cemetaries, Corpses And Death Sacrifices: Animal, Item, Food, Libations.
Plane: Nav Holy Days: Summer Solstice
Temple: Graveyards. Superstitions: Unknown
Alignment: Neutral Preferred Weapons: Axe
Sacrifices: Animal, Item, Food, Human And Libations. Missionary: Priests
Holy Days: Unknown Ceremony: To prepare protection from evil, or when possible
Superstitions: Never Desecrate The Dead Or Cemetaries, Or to prepare magic circle against evil, or when possible to prepare
Her Wrath Will Follow. banishment. The cleric must prepare all spells possible from this
Preferred Weapons: Touch list to complete the ceremony.
Missionary: Priests Granted Abilities: At 5th level, the cleric gains the Primeval
Ceremony: To conduct a benediction and blessing over the body Will of a 6th level Barbarian. Thereafter, the cleric has the
of a deceased, or, in the absence of any deceased, to conduct a Primeval will of a barbarian of their level. At 10th level, the
benediction for the dead in general. cleric gains the Paladin’s ability to Smite Evil as a paladin of the
Granted Abilities: At 5th level, the cleric turns undead as a same level.
cleric three levels higher than their own (thus, a 5th level cleric VELES
turns as an 8th level cleric, etc.) At 10th level, the cleric can, Name: Велес, Велесъ, Вялес, Weles, Veles, Волос, Влас, Власий
once per day, automatically destroy any number of undead Order: God Of Darkness
whose hit dice do not exceed her own (thus, a 10th-level cleric Province: Gods, Oaths, War
can destroy up to 10 HD worth of undead). The cleric chooses Plane: Nav
which undead are affected first. Intelligent undead are entitled Temple: See Below
a Wisdom save to resist; if they resist, the undead instead suffer Alignment: Lawful Evil
damage equal to twice the cleric’s level. Sacrifices: Animal, Item, Food, Human, Libations
Holy Days: Velja Noċ (‘Great Night’)
Superstitions: Numerous
Preferred Weapons: Axe, Spear And Sword

GODS & LEGENDS 141


OF THE GODS
Missionary: Priests And Witches ZIRNITRA
Ceremony: To pronounce a malediction against Perun and all of Name: Zirnitra
his followers, and to conduct a bloodletting ritual upon oneself as an Order: God Of Light
offering to Veles representing the drawing of poison from one’s veins. Province: Blessings, Enchantments
Granted Abilities: At 5th level, the cleric gains a familiar Plane: Vyrjy
dragon exactly as though they had cast summon familiar, but Temple: Na
the spell does not need to be cast, and the familiar is always Alignment: Neutral Good
a familiar dragon. The dragon simply appears one night at Sacrifices: Animal, Items, Food And Libations
midnight and alights upon the cleric’s shoulder. At 10th level, Holy Days: Unknown
the cleric gains dragon shadow as a bonus spell in addition to any Superstitions: Wearing His Symbol Brings His Blessings.
other spells they have prepared. In addition, they may “swap Preferred Weapons: Sword
out” any spell of 5th level or higher to instead cast dragon shadow. Missionary: Wizards
Ceremony: To conduct a detailed arcane ritual using high
ZARIA quality trappings such as golden or copper bowls, an ash wand,
Name: Zaria, Zora, Zaria, Zarya, Zory, Zore, Zvezda, Zwezda marble mortar and pestle, and the like.
Order: Goddess Of Light Granted Abilities: At 5th level, the cleric may choose any
Province: Beauty, Dawn, Morning first-level wizard spell. This spell becomes a cleric spell for
Plane: Vyrjy you, and you also gain it as an additional, prepared bonus spell
Temple: Pan-Slavic every day in addition to other spells you have prepared. At
Alignment: Lawful Neutral 10th level, the cleric gains shadow evocation as a bonus spell in
Sacrifices: Animal, Item, Food, Libations. addition to other spells they have prepared. In addition, they
Holy Days: 10th Of November may “swap out” any spell of 5th level or higher to instead cast
Superstitions: Unknown shadow evocation.
Preferred Weapons: Spear
Missionary: Priestesses ZISLBOG
Ceremony: To conduct ritual bathing at dawn, or to participate Name: Cilsbog, Zislbog, Zilsbog
in temple “divine wedding’ rituals. Order: Goddess Of Light
Granted Abilities: At 5th level, the cleric may cast charm Province: The Moon
person as a spell-like ability once per day per point of Wisdom Plane: Vyrjy
bonus (minimum once per day). At 10th level the cleric may Temple: Pan-Slavic
speak seductively to a number of creatures equal to her level or Alignment: Neutral Good
less, forcing them to make a Charisma saving throw. Creatures Sacrifices: Animal, Item, Food And Libations.
who fail this saving throw are affected as by the hypnotism spell, Holy Days: Spring Equinox, Summer Solstice
except the effect’s duration lasts as long as the cleric continues Superstitions: Unknown
to speak. Preferred Weapons: Na
Missionary: Priests
ZŽEMYNA Ceremony: To sing a hymn to the goddess under the moon.
Name: Žemyna Granted Abilities: At 5th level, once per day, conjure a silvery
Order: Earth Goddess beam of pale moonlight in a 5-ft radius, filled with dim light.
Province: Cycle Of Renewal The moonbeam lasts for 1 minute and does not move. Any
Plane: The World creature in the area when the beam is summoned, or who enters
Temple: Pan-Slavic the area during the duration, is engulfed in ghostly flames that deal
Alignment: Neutral 1d6 damage per level of the cleric on a failed constitution save
Sacrifices: Animal, Item, Food, Libations (half damage on a successful save). Any lycanthrope in the area
Holy Days: Spring Equinox, Summer Solstice, Fall Harvest immediately shifts to whichever form it is not currently holding. At
Superstitions: Never Plow Until The First Storm Appears. 10th level, once per day, the cleric can emit an aura of moonlight
Preferred Weapons: Na which sheds dim light in a 30-foot radius and lasts for a number of
Missionary: Priests rounds equal to the cleric’s level. All enemies of the cleric within
Ceremony: To ritually sacrifice a rooster, which is then cooked the moonlight are affected as though faerie fire was cast upon them,
and consumed along with quality beer. and all allies see their weapons deal double damage to lycanthropes
Granted Abilities: At level 5, the cleric gains create food and as though they were silver. Weapon and faerie fire effects last for up
water as a bonus spell in addition to any other prepared spells. to 1 minute after the moonlight effect ends.
In addition, they may “swap out” any spell of 3rd level or higher
to instead cast create food and water. At 10th level, the cleric ZORYA
gains neutralize poison as a bonus spell in addition to any other Name: Jitřenka, Zorya, Zvezda Danica, Zvezda Dennitsa,
prepared spells. In addition, they may “swap out” any spell of 4th Zorya Utrennyaya, Zwezda Dnieca, Zvezda Zornitsa, Gwiazda
level or higher to instead cast neutralize poison. Poranna, Rannia Zorya, Zornica, Zornička

142 CASTLES & CRUSADES


OF THE GODS
Order: Goddess Of Light Granted Abilities: At 5 level, the cleric gains cure serious
th

Province: Dawn, Solar Cycles wounds as a bonus spell in addition to any other spells she has
Plane: Vyrjy prepared. In addition, she may “swap out” any prepared spell of
Temple: Pan-Slavic 3rd level or higher to cast cure serious wounds. She may also “swap
Alignment: Neutral out” a 1st-level or higher prepared spell to cast cure light wounds.
Sacrifices: Animal, Item, Food, Libations. At 10th level, the cleric gains heal as a bonus spell in addition to
Holy Days: Unknown any other spells she has prepared. In addition, she may swap out
Superstitions: Pray Each Dawn To Her. any prepared spell of 6th level or higher to instead cast heal.
Preferred Weapons: Na
Missionary: Priests ŽVAIGŽDĖS
Ceremony: To burn incense and candles at the coming of the Name: Žvaigždės, Zvaigzdes
dawn while reciting a prayer to the goddess. Order: Goddesses Of Light
Granted Abilities: At 5th level, the cleric may cast light a number Province: Planets
of times each day equal to their Wisdom bonus (minimum one Plane: Vyrjy
time). At 10th level, once per week, the cleric may cast sunburst as Temple: Pan-Slavic
a spell-like ability. When the cleric reaches 15th level, they may cast Alignment: Neutral
sunburst once per day instead of once per week. These spells do not Sacrifices: Animal, Item, Food, Libations.
count against the cleric’s normal daily limit of prepared spells. Holy Days: Unknown
Superstitions: Unknown
ZYWIE Preferred Weapons: Na
Name: Razivia, Siva, Sieba, Živa, Živena, Żywie Missionary: Priests
Order: Goddess Of Light Ceremony: To conduct a divination ritual underneath the stars.
Province: Fire, Healing And Health The nature of this ritual is unique to the cleric and could be
Plane: Vyrjy cards, dice, runes, tea leaves, etc.
Temple: Elba Valley Granted Abilities: At 5th level, the cleric gains clairaudience/
Alignment: Lawful Good clairvoyance as a bonus spell in addition to any other prepared
Sacrifices: Animal, Item, Food, Libations. spells they have. In addition, they may “swap out” a prepared spell
Holy Days: 25th Of October of 2nd level or higher to instead cast clairaudience/clairvoyance.
Superstitions: Unknown At 10th level, the cleric gains contact other plane as a bonus spell
Preferred Weapons: Na in addition to any other prepared spells they have. In addition,
Missionary: Priestesses they may “swap out” a prepared spell of 5th-level or higher to
Ceremony: To burn incense and ritually prepare healing salves instead cast contact other plane (though the creatures contacted
and unguents for the day. may not respond favorably to being constantly harassed).

GODS & LEGENDS 143


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