recursal/Fanatic-Fandom huggingface dataset:
Hypnos

Hypnos is a god of sleep and was once a member of the Plutarei before the death of his adopted brother Thanatos. Thanatos was a son of Eris who was exiled from Olympus into the care of Hades. Hades placed the infant into the care of Nyx and Erebos who had recently had Hypnos. The two gods raised the adopted child as their own. Over time as the two boys grew they became nearly indistinguishable from one another, until they would be called the Twins of Nyx. They were quiet and fastidious but not particularly unpopular, yet something seemed yet to be wrong with the boy Thanatos. When Hypno came of age he brought Thanatos along with him to work, yet while both brought rest and peace, the younger also brought misfortune and the heavy hearts of mortal and god alike. Thanatos and Hypnos both had a need, both had a purpose, yet where one was rejoiced the other was shunned.

When Orcus slew Thanatos, Hypnos took his leave of the Plutarei, feeling ashamed for not protecting him.

Hypnos is calm and gentle, taking the half of mortal lives he holds in his hands with care, bringing rest and restoration with his magic.

His life has not been without further tragedy. His son Morpheus, the former king of the plane of Dream went missing long ago, never to be seen again, and since that domain became the realm of Nuada who is also gone forever.

Hypnos lives in a secluded cave called Lemnos in Dream, close to the river Lethe.
Milil

Milil was a flirtatious half-elf bard, master of lore and song the world over. He was granted apotheosis by Oghma who rewarded him with a seat in his court. He is known for his egotism, often making situations about himself and becoming bored if he can not manage this.

Milil is accompanied by two dancing hollyphants whose trumpets signal his approval of a piece of art and a cadre of songbirds that serve as his messengers. He is overly fond of calico cats and pegasi.

### Worship

The church of Milil is designed to attract bards and lovers of life, with his clerics being specialized in a specific art such as painting or culinary arts if not the bardic arts. Spellsingers and mystics also enjoy a place within his clergy.

The Harmonius order are a sect of his clergy comprised of paladins who are followed by bards who make art about their accomplishments and serve as the evangelical branch of the church.

The church teaches that the most important idea is a fully fleshed out and completed one. Life is a story that begins at birth and ends at death, so it is best to make sure that you have many peaks and valleys to round yourself out as a character.

### Relationships

Milil is close to Oghma, Deneir, and Gond.

He has been a consort of Lliira, and enjoys the work and company of Finder Wyvernspur although he can not stand Milil.

He is reviled by Cyric for a baudy ballad his church has created entitled 'The Prince of Lies and Fools (A tale of Lice and Fleas)'.

### Dogma of Milil

Life is like a song, silenced by a final chord. Work to make the world more beautiful. Do not stop a musician before their tune is played. There is no such thing as bad art if its maker rejoices in it. Encourage the creation of music and share it freely with others. Never stop training yourself in new arts.
Kukurihime

Kukurihime is a kami enshrined across Sendoru but nobody can exactly remember why. The only record of her existence is from the tale of Izanagi fleeing Yomi and sealing the path behind him. Kukurihime said something greatly insightful and Izanagi praised her for it. Unfortunately any record of what she said was for some reason stricken from all written record and any beings who do remember refuse to repeat it.
Glimmerfolk

### Abilities

Poorly Adjusted: Has disadvantage on perception checks in dimly lit areas, or obscured areas, can be blinded for extended periods by total darkness.
Geometric insight: Immune to ‘pattern’ spells like color spray and hypnotic pattern.

Nimlis: Motes of air called Nimlis circle around the glimmerfolk in groups of three. A Nimlis glows as a candle would and can keep glimmerfolk from being in the dark, but can also be extinguished at will to cast a spell. 1 Nimlis: Daze, Flare, Dancing Lights, Magic Missile2 Nimlis: Color Spray, Chromatic Orb, Guiding Bolt3 Nimlis: Mirror Image, MoonbeamExpended Nimlis take a long rest to return.

The Plane of Positive Energy is full of varied locales, from the spiritfarms to the crystal forests and rainbow pools, but a key location is the inter-planar citadel of **Hospice**.

Hospice is home to countless Good-aligned knights and creatures from different planes: martyrs and saints who have been mortally wounded are saved from death and nursed to health here by the Movanic Deva. Once in a while the relationships forged aboard Hospice have led to something greater, resulting in the creation of the radiance-blessed glimmerfolk. Glimmerfolk are raised to adulthood aboard Hospice but the outer world of the Radiant Plane is inhospitable to mortals and the constant struggle against illness and injury in the citadel becomes overly harsh. Most glimmerfolk return to the homelands of their mortal parents where they easily fit in among clergy in good-aligned churches, but some find it difficult to ally themselves with a single deity or creed of ‘goodness’ since they believe life can not be controlled or claimed by a single entity. As such they wander, searching for their own path in a multiverse where they struggle to fit in.
Gunslinger of the Wastes

The origins of the gunslinger and artificer have always been intertwined with the study of arcana, even more so for the Rangers of Acheron that roam the wastes of former Xathal. For gunslingers that have devoted themselves to the lore and study of the craft there are those who have been able to combine ingenuity with precision and skill. For a select few, their skill becomes so great that they are made versatile killing machines of high potential.

### Prerequisites

* **Proficiencies:** Must be proficient with firearms, arcana checks
* **Attack:** Must have a hit chance modifier of +6 or higher
* **Stats:** Must have 15 Dexterity and 15 Intelligence
* **Special:** Must have received training from Acheron's wasteland and survived a desperate lone stand.

### Class Features

Hit die: 1d8

Proficiencies: Exotic firearms

Each level you receive +1 level of spellcasting as if you were an artificer. This increases spell slots and spells known, but does not give any other artificer class bonuses.

#### Extraplanar Holstering

You gain the use of an extra pocket-dimension in which your weapons are easily stowed and retrieved. With a small flourish you can swap between weapons at ease. You can now force an enemy to make a wisdom save when you quickly unholster out of combat in order to gain a surprise round.

#### Effortless Reloading

Reloading your weapons is now done as a free action and is done nearly instantaneously.

#### Combat Roll

You can roll up to your full movement once per encounter as a bonus action. The area you are moving through must be open and clear. If you roll behind cover you may use an opportunity attack.

#### Runed Bullet

You can imbue a bullet with extra magic, adding an additional 1d8 force damage. This can be done (3+your Int modifier) times per day.

#### Desperate Shot

You instantly crit on a weapon strike but the weapon is permanently destroyed. You may do this once per long rest.

#### Deadeye

Once per day you can fire once on every available target within range.

#### Hailfire Cannon

You gain the use of a massive shoulder-mounted cannon that can be fired once per long rest. The cannon shoots a rocket that functions identically to a Fire Storm spell.
Krang

Krang is a Great Old One that takes the form of a massive hulking humanoid with grey and brown mottled leather skin. The beast sleeps within a gigantic mausoleum in a desert on a planetoid in the Astral Sea, it is said that he guards a treasure hoard containing the most powerful artefacts of long-dead worlds. It is said that he first emerged on the material plane of Athas.
Kagutsuchi

Kagutsuchi was a kami of flame and fire. His birth was the cause of the death of Izanami and upon returning home from Yomi, Izanagi beheaded Kagutsuchi and cut his body into seven parts. From his body sprung up eight volcanoes across Sendoru, which created the many hot springs of the land and helped make the first kilns and forges, and from his blood sprung up countless new kami.

He is still worshiped by craftsmen who consider him a martyr for his sacrifices.
Kamadan

Kamadans (sometimes known as Kamatlans) are large bestial monstrosities with the body of a jaguar or leopard, accented by serpents (complete with head) sprouting from their shoulders on either side. It is said that they were created by the ancient Sarrukh in an attempt to naturally cull displacer beasts (the two creatures are incredibly hostile to one another). Depending on the region they typically resemble the big cats found in the area, and the serpents themselves can often be variable as well. All Kamadans possess the ability to expel a powerful neurotoxin gas through glands located in the back of their throat, a powerful poison that induces sleep, while their serpent heads are always venomous, causing most bites to be fatal. Kamadans prefer to eat victims that are sleeping who they then maul/suffocate, they typically abandon corpses killed by their venom as a warning to other would-be competitors in their territory.
Nexxegar

### Bonuses

Proficiency in investigation checks on any structure made of stone, both natural and artificial.Gain bonus proficiency in any spell involving divination or earth.Nexxegar are able to meditate instead of sleeping if they so choose.

### Abilities

Dreamsight: At all times the corporeal and ethereal planes are visible to the Nexxegar, and they can tell the difference between objects in one plane or the other.Worldspeaker: When taking a short or long rest and meditating the Nexxegar can commune with the earth, casting Augury and receiving insight into their future.

The Nexxegar are also called 'Dream Dwarves' and share most features with the Dwarves, save their latent mystical abilities. They are the first race of stone to have woken from the world and are the closest to it, although they are fairly rare. The Nexxegar can speak to the world, their strongest could awaken her children. They consider the world to be a sleeping titan waiting to someday awaken herself, but that day has long been awaited and seems like it may never come.

They have few places that are their own, and not much culture to speak of, but they are often present within dwarven spaces where they function as seers, medics, and spiritualists. In Yú'é they have a temple known to the surrounding human population as **Caṭṭāna kahām̐ bhēṭnuhuncha, the place where the rocks meet.** Unlike dwarves, the Nexxegar do not often create anything physical, but merely follow the dreams to where they lead. The primary motivation for most of their kind is to follow the dream to the end of the world and back, searching forever for that which is desired of them. Rarely, however, there are those who only wish to escape the dream.

Nexxegar are contemplative and slow, sometimes considered clumsy for the lack of care they seem to show to their surroundings, but are profoundly thoughtful and exceptionally caring. As adventurers they tend towards being druids but some are clerics devoted to the world's protection and lended power by its spirit.
Karaan

Once a mortal cursed by Malar, Karaan is known as the first being to be afflicted with Lycanthropy as a Werewolf. Karaan reached apotheosis by desecrating and destroying a large swathe of holy wilderness once controlled by Ehlonna and Obad-Hai, who are his sworn enemies.

Karaan will not rest until civilization is ended and the law of beasts is returned to the lands. There are some who believe Karaan works in the shadows for the demon lord Chernovog.
Isis

Isis is a goddess of fertility among the Heliopolan Pantheon. She is most famous for resurrecting her husband Osiris in order to conceive their son Horus, who is now the leader of the pantheon Ra-Horakhty. Set, who was jealous of Osiris murdered him in cold blood, leading to Isis, Sobek, and her twin Nephthys working together to resurrect him.

She often sends her messages through awakened animals that are snow-white, or through bodies of moving water. She is known to give soldiers that fight in her name a single kiss that instills within the recipient a near-endless well of courage and motivation.

### Relationships

Isis was close to Ishtar and absorbed her portfolio. She is the daughter of Geb and Nut, and the sister of Thoth. She is an ally of her pantheon as well as Chauntea and Aphrodite.

Despite having working relationships, she find herself at odds with Sobek and Set, who have violent and self-serving tendencies.

### Worship

Isis is worshiped mostly by female humans and half-elves. Her clergy are expected to understand the basics of hand-to-hand combat as well as the finer points of arcane and divine magic. Her temples are designed with an open ceiling, and are meant to catch rain and divert it through complicated, often beautiful mazes of stone or wood that lead to large underground reservoirs. Her followers pray every morning before their first meal of the day, and she has two major holidays: the first is Greengrass, which is the celebration of the sowing of fields after flood season, and the High-Harvest Tide which is the celebration of the bounty of food harvested as the flood season comes to its climax.

An organization known as the Sorority of Life provides combat medic support specialists for the other military organizations of the pantheon's churches.

The Shield of the Lady is an organization of spell-swords that join adventuring parties or assist adventuring parties in order to further the agenda of Heliopolis.
Nazarn

Nazarn is a god of formal public combat and patron of arenas.

Nazarn was once a half-orc mortal who had been enslaved as a gladiator for his entire life. Nazarn was sold to Yuan-ti slavers and in their hands he eventually broke free of his chains and escaped. He met a half-giant who claimed to be a descendant of Kord and who pleaded with him to return to the arena and free his kin. Nazarn returned to his former masters, challenging their greatest champions and fighters to an all-out duel in which he was outnumbered one hundred to one. He slew every last Yuan-ti in the arena, shaming the masters and freeing the remaining slaves, turning his former chains of oppression into weapons against his captors and showing them the justice of the arena. Bearing witness to this incredible feat of strength and prowess Kord sponsored his apotheosis.

### Dogma of Nazarn

Answer every challenge with honor. Always fight at your best. Know when to work a crowd and know when to finish an enemy. Avoid dirty fighting and dishonorable tactics (unless it enhances the sport). Offer all vanquished foes an opportunity for mercy but slay those who act dishonorably. Inspire those who fight next to you and those who may come after you. Illusions, charms, and poisons are the weapons of cowards and should not be tolerated in combat.
Imix

Imix is the evil archomental prince of fire. From the center of his pyramid-like temple he rises as a humanoid pillar of flame, surveying all of the Plain of Burnt Dreams from his volcanic lair that itself rises forth from the Blazing Sea of the Plane of Fire.

Imix is powerful and rejects all who question his rule, including his own son Zaaman Rul, who he almost destroyed. It is suspected that Imix was behind the assassination of his own consort and the mother of his son.

A force is beginning to form that intends to end his rule for all time, but currently the odds are insurmountable. His greatest enemy currently is Olhydra, who seeks to extinguish his kingdom.

### Worship

Imix is worshiped in many forms. In the Rakh-swamp he is celebrated as the great purifying flame Nix'shakh, who cleanses their people of impurities, while the Efreeti in the City of Brass follow his teachings in their Mosque of Blistering Atonement. Other followers of Imix make pilgrimages to places undergoing drought and commit acts of arson in his name.
Pangu

Pangu was a primordial, hatched long ago from an egg of elemental chaos, who wandered the cosmos until he came across Nexxis.

The friendly, furry giant got the attention of Yu-Huang Shang Ti who inspected his fur for him after he complained about mites or ticks in his fur. The Jade Emperor instead discovered villages of humans, which he placed upon Nexxis. Pangu was overjoyed by the creatures, and he cradled the world and regarded it with wonder until he suddenly passed away of old age (He was not an immortal being like most primordials). His bones became mountains, his fur became plants, and all of the bits of dust he had collected from roaming the cosmos became part of the planet, as did the remaining creatures living upon his back. Beings sprung up from the mountains of bone, born of his marrow, these beings are known as Yeti.
Hanali Celanil

Hanali Celanil is an Elven goddess in the Sun Court of the Seldarine. Hanali is known to be forgiving, accepting, and calm. These traits made her particularly helpful to Corellon when the faith of the rest of the Seldarine wavered in him, securing the gods that chose to stay with him in the Sun Court. Hanali is a protector of young lovers, but is enraptured with joy over lasting love between races with the longevity of elves.

Hanali once put her own life on the line to secure love between two mortals, one being bound to Lolth as a Drow. She did battle with Lolth and her children only to be struck down, and her portfolio ripped from her. A weakened Hanali was taken on as a handmaiden to Sune for a time until she was restored to full godhood by Corellon Larethion.

### Relationships

Hanali is beloved by almost all of the Seldarine. She despises the Dark Court, Talos, Malar, Auril, Umberlee, Bane, Cyric, Talona, and Shar.

She is allied with Eilistraee, Cyrrollalee, Isis, Lliira, Lurue, Milil, Bast, Sharindlar, Sheelya Peryroyl, Sune, and Tymora.
Nanna-Sin

Nanna-Sin is a former deity and member of the Zigguraxian Pantheon. They were cloaked always in blue light and were impossible to affect with most magic spells or natural phenomena before their death.

They were killed in the invasion of Zigguraxis, but after centuries were resurrected by Asmodeus who accepted Nanna-Sin's portfolio from Enlil in exchange for resurrecting them as an immortal being. He hides in Elysium with Enlil, while occasionally using his abilities to transform into a Dragon Turtle and wreak havoc on evil-doers in the Material Plane.
Othuyeg

Othuyeg is a Great Old One who took the form of an eyeball surrounded by tentacles, said to corrupt the ground it walked upon. He is supposedly sealed within the center of a city made of pure gold, sunken deep beneath the surface and now lost in the cavernous underdark. There are those still who search for the city and its treasure, believing the legends of Othuyeg to be merely stories to prevent the weak from obtaining the great riches.
Orthon

Orthons are high-caste devils who are used as enforcers and elite soldiers by the Dukes of Hell. They appear as muscular ogres with large tusks. They have thick hides like that of a rhino, bolstered often by metal plates which are surgically welded to their bones (an exceptionally painful process).

While they are considered more simple-minded, only one with a death-wish would openly say so, and those who employ them ensure they are well-rewarded for their services. An elite unit of ten Orthons led by a Malebranch is a terrifying spectacle, said to be able to destroy full legions of lesser celestials before losing a single devil.

While most Orthons find themselves conscripted in the forces of the Nine Hells armies (useful in the eternal Blood War), others have chosen to go in business for themselves, fulfilling contracts as bounty hunters and assassins. There are few who can demand as high a price, even in a place like Sigil, for the prowess of a blooded and battle-tested Orthon.
Gray Dragons

Gray dragons are among the rarest of the chromatic dragons, having been the result of a century of tanar'ri experiments on the material plane that were then left in the ruins of their former worldly domains. The abandoned dragons were later blessed by Tiamat with natural acid weapons as a reward for loyalty.

Gray dragons, also known as Fang dragons, are covered in bony plates and have spikes at several spots on their heavy exterior, particularly along their heads. They have spurs at the end of their heels and scythed blades at the end of their tails. Their eyes are a piercing orange or red. Their wings are heavily muscled and stunted, making them poor fliers, preferring to live in caves in temperate mountain biomes and fight in close-quarters. They typically seal their lairs with boulders or fallen trees to keep large creatures from stumbling in while they are away, and then hunt for their preferred meal- the flesh of intelligent creatures. Gray dragons mate for especially short periods since cohabitation tends to lead to one of the dragons' deaths. Wyrmlings are cared for by a single parent (often the father) until they are able to hunt their own food (usually a dwarf or halfling).

Gray dragons are temperamental and prone to fits of uncontrollable violence. They use their small collection of languages to try to negotiate their way out of conflict, but often both creatures in the conversation fall victim to the dragons' lack of self control.
Nola

Nola is a deity that takes pride in helping mortals by redirecting the sun's rays to where they are needed most. She works in concordance with her lover Vogan to ensure that water and light is evenly distributed and harvests are bounteous.

### Relationships

Nola reveres her creator Uvot above all others. She and Vogan are the parents of Breeka, and through Uvot's blessing Nola was able to create Xanag.
Half-Elves

Half-elves are, as the name suggests, half human and half elven and due to their parentage they share traits from both, such as longevity and the ability to grow facial hair. Much like humans they tend towards neutrality in alignment and they are likely to adapt to the culture in which they are raised. While half-elves are used to the idea that they have no culture of their own, Morthea was widely made up of both Half-elves and Half-orcs and was ruled by a diverse senate of both until the recent coup d'etat after its teleportation.
Giants

The Giants are an exceptionally diverse group of humanoid races with their main similarities being their relation to either Annam All-Father or Gaea and their exceptional size. The first and primary races of Giants are the Titans, of which there are several different races. The races are tracked by their distance from the titan bloodline and formerly would have been sorted by race into the Ordning, which the Giant Pantheon has now dismantled.

### Titans

* Jotuun
* Hecatoncheires
* Other Lesser Titans

### True Giants

* Storm Giants
* Cloud Giants
* Fog Giants
* Fire Giants
* Frost Giants
* Stone Giants
* Mountain Giants
* Hill Giants
* Ettin

### The Giant-Kin

* Cyclopes
* Firbolg
* Fomorians
* Ogres
* Oni
* Verbeeg
* Voadkyn
Kuebiko

Kuebiko is an earthly kami who inhabits the body of a scarecrow. While he cannot move of his own accord he is always watching and listening, and as such he has learned many things over millennia. Kuebiko is a being of immense knowledge and those who successfully find him and show sufficient need are said to be able to ask him for help.
Nintra Siotta

Nintra Siotta is an Archfey and was one of the Unseelie Court, serving the Queen of Air and Darkness unfaithfully. Nintra was the self-proclaimed princess of the Court. As an arrogant and immature leader she demanded more and more power, and through her mastery of shadow magic she was able to control shadow-glass, a type of crystallized essence of the shadow-weave that she remade her own body with. Along with her zealous devotees she created a warband of followers made of shadow-glass and in battle she would run with them, tearing their enemies apart with sharpened claws, poisoning them with shadow-magic, and extinguishing all life with the power of negative energy.

Growing more contentious with the Queen of Air and Darkness, she felt that her queen would never give her the authority or power she deserved in the Feywild. Through divination, Nintra was provided with an omen she believed showed her path to ascension, which involved enslaving kingdoms in the prime material iteration of Faerun. Nintra made her pass at a mortal kingdom, was thwarted, and was imprisoned by their court mages with assistance from her Queen, to a heavy tome which was to be her eternal prison.

Using what force she could muster, she finally managed to contact a team of adventurers in the late 4th age. Nintra Siotta convinced the adventurers that freeing her would help liberate the fey from the Queen of Air and Darkness (unbeknownst to all involved, the Queen herself had been dead for eons). Breaking the seal on the book attracted members of the Gloaming, along with vampiric eladrin, and Death Slaads. All parties saw something to gain either from keeping Nintra imprisoned, releasing her, or from studying the actual runes of her prison, which was believed to house some of the vestigial power of the Queen and very advanced shadow magic. Nintra was eventually freed by the adventurers, who learned of their mistake when she attempted to slay them. The prison was damaged by the battle that ensued, but Nintra was soon defeated and incapacitated after a bloody battle. Through the assistance of an order of lorekeeper bards, the book was rebound and she was returned to her former prison, hidden once again.
Mornach

Mornach is a powerful Archfey and was long ago considered the God-Queen of the Heliopolan Pantheon, who knew her as Neith. She is associated with the river that breaks through dunes and wastelands, the mother of the oasis. She is considered a hidden power to the Heliopolans, as her biggest moves have been made behind the scenes.

### History of Neith

Neith, as an Archfey and goddess found herself dissatisfied with the state of chaos within the original creation and felt compelled to do something about it, creating places within chaos where life could thrive and finding uses for destruction and construction to create true balance and symmetry. Neith brought together the forces of many varying gods and goddesses to create the first version of what would be the Heliopolan pantheon, bringing together Tefnut, Shu, Hapi, Bes, and Thoth among others, priming them to work together to create a better and more perfect multiverse. It was through her leadership that the roots of the pantheon fully took form, and as she guided them she found the others looked to her as Queen, as Mother. This was not the place she wanted, but for the time being it stuck. When she discovered a young Amun-Ra, a beautiful and perfect being borne of pure stardust. She took the boy in as her own and raised him, priming her pantheon to look to him as their future king, which indeed did come to pass. While she was able to finally take her hands from the reins of leadership, she still did carry great authority as Ra continued to look upon her for guidance.

Amun-Ra found himself able to predict small glimpses into the future through dreams, and it was his mother who was his confidante when it came to these visions. By these sessions, decisions were made of great import, the promotion of Set against Apep, the separation of Nut and Geb, and ultimately the choice of a successor to Ra himself, when the God-Pharoah saw his own death within Zigguraxis.

In between Mornach bore her own son, Sebekar with Set, who later abandoned her with cold indifference in the interest of pursuing his rivalry with Horus.

It was through this tumultuous time of chaos, the sight of her adopted son's death, the image of her own son being twisted by his father's influence, that she took Sebek and returned to the Feywild, becoming Mornach, the Mourning Mother of the Endless River.
Gerðr

Gerðr was the Jotuun wife of Freyr, and he wooed her for many months through the use of his squire Skirnir and by the trials of her father, Elebrin Liothiel. Gerðr lived with Freyr in Ysgard for many years and Freyr gave Skirnir his magic sword in order to pay him for bringing her to him. When the Ragnarok came, Skirnir was nowhere to be seen and Freyr would have had need for his sword. Gerðr fought on the battlefield herself and lived, but could not save him.

Gerðr took upon herself Freyr's protection of human realms, while also tracking down Skirnir and ending him for his cowardice in the face of the destruction of the Ysgardians.

### Worship

Gerðr occupies a similar role to Freyr, protecting humans and especially royalty, so many of his worshipers now follow her. As a Jotuun of exceptional power she also has a following among certain giants, who hold her in such high regard that they have forsaken the Ordning and instead prefer to live in human lands.

It is not uncommon for human royals in Northern Enterris to take special care in the preparation of altars and shrines to Gerðr.

Every harvest her followers host great feasts in her honor, and in turn she is said to increase the bounty of the harvest in the following year.
Moradin

Moradin is the harsh and discerning patron of the dwarves and the chief of their kind. Moradin is the pillar upon which dwarven society was founded upon and their ingenuity would not be possible if not for his influence as a supporting figure. Whenever a new craft is made and whenever the dwarven realms are safe, it is Moradin who is to thank.

### Worship

Worship of Moradin is commonly done on the nights of crescent moons inside of forges and workshops (which are often run by his clergy). The ceremonies they hold often involve the burning of incense and the rhythmic pounding of hammers on steel.

The higher level disciples of Moradin are called upon for a special mission: to annihilate the orcs and destroy the followers of Gruumsh. This has created a very tense relationship between the Dragon Empire and the dwarves for their sympathy to the expanded chiefdom of Tovaar.

There is a greater order known as the Hammers of Moradin that are devoted to slaying larger threats- fiends, undead, even the occasional wyrm or dragon. The Hammers dispatch anything evil that threatens the dwarven realms.

The greatest heroes of Moradin in history have been granted the use of his Soulhammer.

### Relationships

Moradin has a friendly relationship with the leaders of the Elven and Gnomish pantheons and is only an ally to Gond, Kossuth, Torm, and Tyr but mostly through tactical advantage. He is opposed to the gods of the goblinoids, orcs, evil giants, and the banished dwarven gods, whose names are not to be uttered.

### Acts of Moradin

Moradin's first act as a god is said to be the banishment of the Duergar and Derro deep underground. Beyond that, his avatars have been known to appear and vanquish entire armies to protect the dwarves.

### Dogma

Moradin is the creator, the father, the maker of dwarves. Honor his principles in moral drive and hard work. Wisdom is mined from life but tempered by experience. Work to advance the dwarven race in all things you do. Lead your community and honor your ancestors in support of the Soul-forger.
Grankhul

Grankhul is the bugbear deity of hunters and rogues and most bugbears credit him with teaching their people the art of stealth. Grankhul is said to have a very short temper and has supposedly murdered other deities that tested him.

### Relationships

Hruggek is the leader of bugbear deities and his leadership is not questioned by the others, even though they rarely take orders from him directly. Grankhul has a good relationship with Skiggaret yet mostly keeps to his own followers.

### Worship

Grankhul's devotees are masters of stealth, subterfuge, and hunting. Grankhul's followers are sure of their abilities to the point of arrogance which may be earned based on the reputation of bugbear assassins. The other functions of Grankul's clerics include feeding the members of the warbands and performing acts of sabotage and guerrilla warfare.
Kord

Kord is the god of athletics and he takes this to heart. He is always training, always fighting, and always working to encourage others to do the same. He is concerned about being a good role model and tries his best to lead by example. That example usually involves eating meat, punching things, and then running a marathon. Kord has been known to break down in periods of hedonism and excess.

### Relationships

Kord wants to punch most evil things in the windpipe, but most of all he wants to punch Asmodeus and Tiamat. Kord supposedly has many mortal children due to his periods of pleasure seeking. He has a strained relationship with his mother, Syrul and his father, Phaulkon.
Iakhovas

### History of Iakhovas

Iakhovas was an ancient wereshark whose shark form was that of a megalodon. According to legend he was one of the first humans to roam the world and had been given the gift of returning to the sea by Umberlee. Iakhovas and Umberlee were softened by one another's presence, growing to love each other, despite the fact that Iakhovas was a mortal, for a while their love seemed to be enough. Iakhovas was brave, strong, and willing to fight for others, helping the young Sekolah free the sahuagin from the giant clamshell their people had been trapped in for centuries.

Umberlee suddenly was needed as the Dawn War began, the young goddess was torn away from her love and he was left to contend with himself for a while. He decided he would see what the land-dwellers were living like, so he brought his riches from the sea and settled on land where he created a house. That house became a mansion, then a palace, and around him sprouted a village, then a city, then a kingdom which was his to control.

He was corrupted by this new power. He inspired war between kingdoms, he pillaged and looted the inhabitants and their rulers, abducted their women into his harem which soon numbered over a hundred. He was gluttonous in all things and envious of everyone. Umberlee watched on, but cared not as long as his heart was still her's. He conspired to make her jealous by pretending to fall in love with one of his harem, a jealous and naive Umberlee succumbed to the trick and slew the girl, much to the delight of Iakhovas.

Realizing she had been deceived and feeling hurt, she lashed out at the wereshark, tearing his eye from its socket and crushing the side of his skull with the attack, holding back just enough not to kill him she retreated.

Iakhovas would dwell on the incident for many years, collecting countless magic items and creating an armory which he would one day use to take down Umberlee. When the day came he found his preparation was woefully insufficient, for while he grew in strength so had she. She effortlessly crushed his bones, bled him into the sea, and scattered his belongings across the four corners of the material plane.

### Return

For the next six hundred years his belongings would be fought over and his remains further buried beneath the tides, until a Malenti exile discovered a trail of clues that led her to a lava tunnel deep underwater where a one-eyed human had been trapped. She freed Iakolah, who was gracious to his savior, helping her become a leader of sahuagin society despite her deformities. Iakhovas and his Malenti would return to the realm of Sekolah, who welcomed them as general and high priestess. The two created an alliance with pirates, sahuagin, morkoth, and newly created weresharks that laid siege to the coasts of the material plane before leading a final siege on the realm of Tefnut. This siege was highly successful but attracted the ire of Anhur, who refused to hold back his anger and stormed the Nine Hells, entered the realm of Sekolah and slew Iakhovas once and for all.
Hoenir

Hoenir is one of the Aesir that supposedly gave humans the gift of reason. He was a student of Mimir until he was given to the Vaenir as a captive after the war between the two factions of Ysgardians. After Mimir's death Hoenir was lost and during the Ragnarok Hoenir succumbed to madness, slaying warriors on both sides with impunity.
Gobogeg

Gobogeg is a great old one of immense power, said to resemble a pillar of overlapping alien flesh with a giant cyclopean eye at the end of its mass.

Gobogeg was once summoned to the material plane by the ancient sarrukh, who had not anticipated the ruin he would bring to the planet. Quakes ravaged the lands as the supercontinent ruptured and tore itself to pieces and the new continents drifted apart. As Gobogeg's horrible power tried to twist the world upon itself, erasing all life from its surface, he was banished by an invocation of the four primordial Lords, Grumbar, Akadi, Istishia, and Kossuth, who sent Gobogeg to a realm of Carceri where he could no longer enact horrors upon the multiverse.
Maglubiyet

Maglubiyet is the chieftain of the Goblinoid Pantheon but no longer has full control over his domain. Maglubiyet, who had once displaced the original Goblinoid creator-gods, very much sees himself set to potentially lose his portfolio.

He is a military leader prized for his cunning and iron will that had nevertheless become a prisoner of Bane before being 'freed' by Gruumsh. Maglubiyet was cast from his home of Clangor in Acheron and held in Bane-Hold where his portfolio was usurped, but now he sits again in Clangor, wondering what his new overlord will demand of him. Gruumsh, who had formerly held Clangor in Bane's name, now holds it in his own name after Bane's attempt to betray him.

Gruumsh and Maglubiyet had, long ago, had an alliance when they invaded the Zigguraxian Pantheon's realm. It was the Battle Lord who tasted the blood of gods first in this war when he killed Enki with a spear. There is some hope among the goblin gods that their period of subservience will give way to respect again, but Maglubiyet believes he may need to take that respect by force or die trying.

### Worship

Worship of Maglubiyet is performed almost exclusively through battle or ritual blood sacrifice. It is tradition to use an axe or hatchet to bleed the neck upon an altar or carved symbol representing the god and his most devout followers believe that it is urgent to sacrifice as much as possible in order for him to come out ahead of Bane and Gruumsh.

Maglubiyets clergy practice shamanism and receive messages from him in the form of portents and omens. his goblinoid followers call themselves Sons of Maglubiyet (including the women, as there is no gendered speech in goblin).

### Relationships

Maglubiyet was tolerant of the other goblin deities and allowed them to live in Clangor to keep an eye on them, but was always suspicious of an uprising and always keeping an envious eye on their portfolios. He was incredibly surprised when the uprising came from an outside threat.

He hates Bane and Gruumsh for the domination of both his home and his portfolio and he fears he does not have much time left.

He is hated by nearly every god, good and evil that has ever met him or had the displeasure of encountering his closest followers in the field of battle or just in passing.
Olympian Pantheon

The Olympians leave a record of every deed they have done, from leaving behind their step a bountiful harvest, to bringing thunder as they walk. The Olympians are gods that uphold the balance between nature and civilization, gods who wish to raise up mortals to one day become gods themselves through great acts of heroism, while avoiding the pitfalls of hubris and arrogance.

### Major Gods

* Zeus
* Hera
* Aphrodite
* Apollo
* Ares
* Artemis
* Athena
* Demeter
* Dionysus
* Eris
* Hades
* Hecate
* Hephaestus
* Hermes
* Hestia
* Nike
* Pan
* Poseidon
* Tyche

### Lesser Deities

* Aeolus
* Boreas
* Notus
* Eurus
* Zephyrus
* Typhon
* Hypnos
* Persephone
* Thanatos
* Horkus
* Herakles
* Python
* Ophion
* The Fates

### Demigods

* Echidna
* Phonos
* The Furies
Jermlaine

Jermlaine are tiny fey creatures that resemble lumpy and hideous goblins and are close cousins to gremlins. Jermlaine are incredibly small and possess no particular physical qualities that make them impressive or formidable in any way, yet are thought of as a bane to those who travel underground due to their often malicious behavior. They have small spears and swords the size of toothpicks although these couldn't do much more than prick the skin of a full-sized humanoid. Jermlaine are territorial, taking out their frustrations on those who decide to set up camp or mine in their domains, coming out when undetected to sabotage tools and equipment, occasionally using traps and restraints to capture a fully-grown humanoid unaware (often while sleeping). Jermlaine travel in groups of 10-60 which is perhaps their only advantage in battle, but even so an amateur mage can easily snuff out an entire colony of the blighters in a single snap. The Jermlaine unilaterally have the magical ability to speak with rats.

So rarely can creatures so impotent be so incredibly malicious at the same time, but the Jermlaine are both in equal measure, in no small part due to their worship of Pyremius.
Kotoshironushi

Kotoshironushi is a kami of tactical genius who has excellent foresight, knowing exactly when surrender is the right option. A son of Ōkuninushi, he was one of two sons asked by Takemikazuchi to surrender control of Sendoru, the terms of the surrender were ones he accepted immediately and then he went to 'fish and retire'.

While fishing is something he still partakes in, he did not live the life of seclusion he expected. When during Sendoru's golden age the Empress decided to invade Gojose, he became her vizier at Amaterasu's request and led her to victory. Now he is the steward of Ebisu, for even a god of luck and prosperity could use advising, and a well-made plan is more likely to be blessed by luck.
Nehushta

Nehushta was the best artificer of the primordials, so keen was her eye that she could make adjustments on her own body and had adorned herself with all manner of gears and gadgets, blades and plates. She was murdered when the dragons betrayed the primordials, but her worshipers believe that her clockwork heart still beats somewhere in the planes and they pray to her for ingenuity and creativity. The stories of her craftsmanship and ingenuity have inspired many other artificers towards the arts of making golems, and may have inspired the creation of the Warforged.
Hades

### Favored Weapon/ Artifact

The Stick of the Last Walk, The Cap of Invisibility, The Chariot of Fourfold Delivery

### Patron of

The Resting Dead

Hades is the God of Death, the first and final, it is he who calls the reaper and mortal and immortal alike fear his call. Unlike other gods who have devoted themselves to death Hades is not an evil god, to the contrary he is passive and neutral in his decision of who is to live and die, but his presence is considered a constant threat to many and those who worship him overwhelmingly do so in the name of fear. Hades was one of the original Gods who destroyed the first Titans in the Titanomachy.

Hades was once known as the God of Earth before he discovered his true calling, with his brothers Poseidon and Zeus ruling the Sea and Sky respectively.

### Realm

Hades is the servitor of the entire realm of Hades, named after himself, which is considered a plane of evil that is neither lawful nor chaotic, but of necessary evils that maintain balance. In more recent eras the plane has fallen plague to an infestation of Daemons, and of visitors from the Plane of Endless Battle and Hades has retreated further into the lands of Pluton, guarding the doors of Olympus from evils and ensuring from his throne that balance is maintained through the use of his closest servant which is known to many as The Reaper. The position of the Reaper has changed hands more than once, but the original was Thanatos, borne of members of Hades' court in Pluton. His current Reaper is known only as the Raven Queen and she had taken the position from Nerull.

### The Court of Hades

Hades keeps a select few at his side in Pluton and is especially sympathetic to the Gods of Olympus, who at times have had problem children whom he was willing to take in. While some of these children became beloved by the God of Death, many others became sources of regret. The members of the Court of Hades call themselves the Plutarei. Helya, the child of Loki was one member of the Plutarei who exceeded his expectations, leading to her receiving the kingdom of Niflheim to rule as she saw fit.

### Persephone

One of the most reviled acts of Hades was his kidnapping of the daughter of the goddess Demeter known as Persephone, although it seems that most of this was staged and Persephone was in actuality complicit in the abduction, and bound herself to Hades by eating a pomegranate from a tree in Pluton, much to her mother's dismay. During the months of winter in Keragos Persephone is sent to Pluton to be with her husband at Zeus's behest, but during the rest of the year they are separated, much to the dismay of both parties.
Ogres

Ogres are lumbering brutes. They are generally lazy and unimaginative, although they have more layers than expected and as a whole are not completely unintelligent, with some being rather civil and cunning if properly motivated. Most, needless to say, are not known for those qualities. Ogres are hearty, being able to easily adapt to nearly any location and survive on nearly any diet (provided they can get raw meat at least once a month).

Ogres were originally organized into clans based on patriarchal ancestry (and some still are) but most of their clans have been ravaged by the influence of warlords, dragons, and giants, who were further up in the Ordning. Ogres are often treated as expendable and as fodder, their family units were destroyed, and they have been outright exploited for their strength and durability. Ogres lead harsh lives, follow largely uncaring gods, and are almost all forced to make ends meet as scavengers, mercenaries, or bandits, although there are some among them who have achieved status as mages.

They are close cousins to the Oni and have loose relations to Trolls by Vaprak's blood. Ogres are supposedly the progenitor race for the Merrow. Several half-breed races exist as offshoots from Ogres, namely the Ogrillon and Half-Ogres.
Outer Gods

A court of timeless beings at the center of infinity, eternal and involved in all things and yet completely removed from the greater universe. The Outer Gods and their progeny the Great Old Ones are the former rulers of the multiverse, who have since been removed, usurped, and locked away. Their leader is Azathoth, the Blind Idiot God.

* Abhoth, the Protean Mass
* Aiueb Gnshal, the Eyes Between Worlds
* Aletheia, the Undying Truth
* Azathoth, the Blind Idiot God
* The Blackness from the Stars, Darkness Incarnate
* Cloud-Thing, the Secret Soldier
* C'Thalpa, The Internal One
* Daoloth, Parter of Veils
* Ghroth, the Harbinger
* Ialdagorth, the Devouring Darkness
* Kaajh'Kaalbh, Lord of Eternal Torment
* Lu-Kthu, the Brood-mother
* Mlandoth and Mril Thorion, the Alpha and the Omega
* Nyog'Sothep, Magnum Innominandum
* Ngyr-Korath, the Ultimate Abomination
* Nyarlathotep, the Crawling Chaos
* Nyctelios, the Slumbering Giant
* Olkoth, the Coming Despair
* Shabbith-Ka, the Purple Disintegrator
* Shub Niggurath, the Black Goat
* Star Mother, the Stirring Evil
* Suc'Naath, the Mindless
* Tru'Nembra, the Angel of Haunting Melodies
* Tulzscha, the Green Flame
* Ubbo-Sathla, the Unbegotten Source
* Uvhash, the Blood-mad God of the Void
* Xa'Ligha, the Vulnerable
* Ycnàgnnisssz, Pet of Azathoth
* Yhoundeh, Mate of the Tall Man
* Yibb-Tstll, Mother of the Dream
* Yidhra, the Dream Witch
* Yog-Sothoth, the Watcher at the Gate
* Yomagn'tho, the Feaster from the Stars