Professional Documents
Culture Documents
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
©2021 Troll Lord Games. All Rights Reserved. Castles & Crusades® is a registered Trademark of Chenault & Gray Publishing LLC, d/b/a Troll Lord
Games. SIEGE Engine™ is Trademark of Chenault & Gray Publishing LLC, d/b/a Troll Lord Games. Amazing Adventures™ is a Trademark of Jason Vey.
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copyright 2021 Troll Lord Games. All Rights Reserved.
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,
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.
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.
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
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
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
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.
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.
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
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
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.
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.
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.
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.
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.
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.
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.
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
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.
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
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
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
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
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.
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.
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’.
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.
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.
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.
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.
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.
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).