Gods, Religions and Cults

## The Pantheon of Gods

No one knows the true faces, or true appearances of the gods, but artists have given various renditions of them over the years.

### The Rust Seer (LE)

*Blessed corrosion, bringer of change. Reform us in your image with one final metamorphosis.*

The Rust Seer is the god oracles and prophets pray to, as well as those disciples and cultists depraved enough to replace their limbs with iron, and intentionally corrode them, to win his favour. He was born at the beginning of time.

### Plutus – God of War Profiteering, Violence and Mercantilism (CN)

Plutus is blind, lame and deaf – he hears no prayers, and dispenses his gifts indiscriminately. In his youth the world was aflame with bloodshed and misery, though that has now slowed after being crippled by the Rust Seer.

### Fleanoal - God of Alchemy, Justice, and Knowledge (LN)

Fleanoal has always been a difficult topic for the scholars. At once a dispenser of knowledge and justice, and the cause of many of humanities miseries due to his, at times, tricky nature. Fleanoal gets the dubious honour of being worshipped by most, although not all are pure at heart.

### Midos - Goddess of Magic, Dreams and Thunder (TN)

Midos is often worshipped by women - her followers can be primarily distinguished by the magical rites they perform in her name. There are a respectable amount of shrines to her in libraries, schools and theatres. She is known to give advice to peasants who ask for aid, and there are many myths involving her combative relationship with Fleanol. She is the daughter of The Rust Seer.

### Meera - Goddess of the Moon (LG) [DECEASED]

Meera was quite beautiful, with sallow skin, waist length, flowing russet hair, and eyes the colour of black opals, her body revealed upon her death. She is also associated with resurrection and snow. She is still often worshipped by her almost fanatical followers who can be primarily distinguished by the seemingly moonlit weapons they bear. There are a few shrines to her in small villages.

### HIM

Him is the pronoun the general population use to refer to... **Him**. Unknowingly powerful, **His** worshippers war with most other cults. **His** followers often have eldritch and bizarre powers, and are the prime practitioners of FTL travel and teleportation. No one, not even the Rust Seer, knows the true nature of **Him**, other than that **He** is a being of destruction. The death of Meera was the catalyst for **His** birth, after the Midos and Fleanoal went to the Rust Seer to pacify an out of control Plutus. In payment for such a request, the Rust Seer wanted a sacrifice – Meera, daughter of Fleanoal, and his last mortal wife, Merta. From the incredible collapse of cosmic and divine energy, the Rust Seer added and fed the implosion to create **Him**. He resides in the Dark, plying at the material plane to gain a foothold.

## The Communion of Saints

### Yol

Known as the Crying God, he appears when it is time for someone to pass on into the next life. It is said that seeing this bony, hooded, weeping figure and surviving is good luck.

### Saint Eluzar (NG)

Exemplifying the qualities of Beauty and Abundance, Eluzar is fair skinned, waist length, rippling auburn hair, and eyes the color of dark rubies. He is average height and broad-shouldered, and tends to look sad. He usually wears stylised armor dyed bright scarlet.

Eluzar grew up sculpting incredible works of art, and grew obscenely wealthy. With this wealth he paid for food, clothing, education and housing for the needy children in his home city, and some of the local towns. He sponsored art houses, galleries and libraries, and he was often at the front of the queue when it came to fashion.

Sadly this life came to an aprubt end when the city fell under siege by a far more powerful rival lord. Eluzar, against the wishes of his close friends and family, mounted a horse, picked up a lance and led the charge against the invaders. This was a foolish endeavour, as he had neither training nor experience in such weaponry, and he fell slain within the first minutes of the battle. His army was routed, and his city razed and looted.

As the invading army was leaving, Eluzar was raised from the dead as a Saint, and challenged the lord to single combat. After expertly dispatching him with newfound skills of war, Eluzar returned to the city with his looted riches and began rebuilding. It took several decades but he eventually returned it to it's former glory, but saddened by the immense loss of life he left, and now wanders the land looking to help others.

### Saint Aldrich (LE)

Long ago the Church of the Deep was founded by Aldrich, Saint of the Deep. Formerly a holy cleric of Midos, he began to have visions of an age of the "deep sea," where the dregs of the human soul fall to their lowest depths and become the shackles which bind the world. This lead to his departure from his home, as his visions of the Dark would be anathema, considering the Holy nature of his religion.

After his departure from his home, he founded his Church, revering and utilising the Deep, and with some amount of time the Cathedral of the Deep became to be known as a known and peaceful religious centre, overseen alongside Aldrich by his archdeacons Royce, McDonnell, Klimt, and Sulyvahn.

Through Aldrich's visions of the Deep Sea, Aldrich was declared a saint, and began to revel in vice at Sulyvahn's suggestion. However, the Deep is far darker than what humans can withstand, and the dregs built up and began corrupt the saint. His corruption lead to him consuming human flesh, revelling in the screams of those he would consume. Many of the archdeacons encouraged this behaviour, as his followers began to supply him with sacrifices, and even began to gather children to feed to him.

The once peaceful Deep became the home to things most foul, and as of such, the deacons were required to protect themselves from it. Some of those who slipped into the Deep began to wallow in this filth, while others were steadfast and resisted the maddening corruption to some meaningful degree, though they still began to actively practice dark arts.

During this time, Aldrich continued to indulge in the misery of those he consumed, and even created sacred rings that bestowed that same feeling to wearers. But while the powers in the Deep are beyond pure humanity, so too is its potential to do grave harm, breeding abhorrent life beyond abyssal corruption. Most of those who worshiped the Deep became intoxicated or corrupted, all except for Aldrich, who, despite his taste for flesh, retained sanity somehow, further "proving" his sainthood. Sheltered by the clergy, he became massive, sustained by a steady stream of sacrifices, an operation overseen by Archdeacon McDonnell and Archdeacon Royce.

He was not immune however, and his devouring of both flesh and dregs bloated him until he collapsed in on his own polluted form. He was entombed in an ornate coffin, and after 7 nights arose as a mass of abyssal sludge, animated by darkness. Despite this, he retained sanity and sentience, and was still given his sacrifices.

Nowadays he slumbers in the catacombs beneath the mightiest Cathedral of the Deep.

## The Legion of Demons and Devils

### The Cinder (LE)

Embodies the battlesmiths who work during active conflict. His main values are destruction and renewal through purification of cleansing fire. He forged Plutus' greatsword that he wields in battle and judgement. The Ancient Dragon Glaurung was slayed by his hand at the beginning of time as they wrestled over domain of the flames of Hell, the only place within the Abyss where Light exists and **He** does not.

### Mistress in the Dark (CN)

A woman of such beauty she is feared by even Plutus, the Mistress in the Dark stood at the beginning of creation and embodies Night and Sleep. Her servants are the extensions of her will in the material plane, and she enjoys making bargains with mortals. She holds great contempt for the gods and conspired to end their hold on mortal worship through the corruption of Saint Aldrich. She wishes to allow an aspect of her being into the mortal plane to more actively bring about the eternal night and the encroaching Abyss.

#### Baobhan Sith

The baobhan sith are fae corrupted by the Abyss who typically seduce and drink the blood of young men. While many faeries can do both good and harm, the baobhan sith only brings harm. The baobhan sith usually appear as beautiful young women wearing a long black dress that conceals the deer hooves she has instead of feet. She may also take the form of a hooded crow or raven.

### Sulyvahn (CE)

Sulyvahn embodies the mortal sins of pride and ambition. With strength not evident by his lanky arms he dual wields two greatswords, one cursed by the Abyss, and one blessed by Fleanoal and Meera in a time long past.

A frost sorcerer, he set out as a young man in early history to claim the continent of Mankhan through shrewd deals, sorceries and negotiation, securing an army of knights, warriors wielding enchanted ice-scythes. He eventually claimed all of what was to become the Careilan Marches, proclaiming he had executed the will of Meera. He worked and acted as a glorious religious figure, while at the same time forming his personal army and taking advantage of his position to get access to every kind of forbidden tomes and spells. He created diplomatic relations with the beings in the Abyss, and created a system of indoctrination among the peasants, with the collaboration of what will become the Church of the Deep, founded by Saint Aldrich.

When the Saint Aldrich passed his coffin was adored by the clerics and his sacrifice worshipped. Sulyvahn enforced his absolute control over the region using the newly discovered power to rule unmatched and be worshipped as the true messenger of the gods.

After Aldrich rose from his coffin in the Cathedral of the Deep, he gathered an army of clerics, leaving Sulyvahn's ring at their cathedral in an act of challenge. The city's guards were massacred and Aldrich faced Sulyvahn, who eventually had to give up and allow Aldrich the old cathedral. Meera banished him to the Abyss as the demon of pride and ambition. His knights, all slain, he resurrected and they now wander the material plane, in pairs, acting as his avatars in the Marches.

Remnants of his reign still echo through the ages.

## Cults and Religions of Mankhan

Cult here is used in the older sense of the word, a set of religious devotional practices that are conventional within their culture, are related to a particular figure, and are sometimes associated with a particular place, ie references to the "cult" of a particular Catholic saint, or the imperial cult of ancient Rome, for example, use this sense of the word.

### Cult of the Cinder, or The Forged

*For Iron and Flame!*

A somewhat rogue order of knights, mostly clerics and paladins, who worship the Cinder. They often have incredibly fine armour, both in craftsmanship and quality, as the crafting and maintenance of personal armour is seen as a sign holiness. Those with the most exquisite and impenetrable armour take roles as de facto leaders called Pyroclasts. The Forged are incredibly tough and feared, due to the brutal initiation rituals they undergo, and burns are a common feature distinguishing them from other knights.

The Forged are cruel and sadistic, showing no mercy to outsiders, members, or recruits. Candidates must pass several trials to prove their worth before becoming one of the Forged. Xenophobic in nature, they rarely accept non-humans, dragonborn or Tieflings.

Pyroclasts see the role of the Forged as the role of bringers of utter destruction so that the Cinder may reforge the world. For reforging to occur, what has gone before must be wiped away; purified by fire.  In battle they are relentless and remorseless, and where they are unleashed there could be no possibility of mercy or reprieve from their flame and blade.

The armour of the Pyroclasts is referred to as a Mantle of Ash, as the Cinder will bless those who wrought incredible iron with the skin of the dragon-demon Glaurung and ash softy falling on and around them, ever present.

#### Ashen Circle

Of the 5-10% of the Forged who are ever dubbed Pyroclasts, only six ever hold a position in the Ashen Circle, and the only way to get a position on this council is by competing against other Pyroclasts who are after the title, Ascendants, when one of the members dies in tests of craftsmanship and battle, as judged by the Ashen Circle. Any Ascendants who live through the trials and are not successful in becoming an Ashen Circle member are exiled from the order, tongues burned out, to make their way as hedge knights, albeit incredibly capable and ruthless ones. Some forgo this fate and attempt to bring about the end of the world their own way.

Most current members of the Ashen Circle have served for many years and as such look very frail, but looks are deceiving. Donning their incredible armour blesses them with strength and fortitude beyond compare and few can stand in their way. Most of their time is spent planning the cleansing of the world and forging components to bring about this end.  They may seem like evil warlords, but it's not that simple.

The Ashen Circle believe in freedom, yet practice slavery. This is because they believe in absolute freedom. If you ban slavery, you deny someone else the right to own slaves. When everyone is equally free, the only thing that can protect you from the whims of others is power. With power, you can protect yourself, you can lead others, you can make them submit to you, you can make rules, and enforce those rules. You can ban slavery, if you so wish, if you have the power to back it up.

However, they not only see dominating the weak as their right, but their moral responsibility. When dominated by those stronger, the weak have two choices, accept their inferiority and submit, or strive to grow to be the more powerful, able to claim their freedom with their own two hands and be free to do and act as one wishes. Conflict is the ultimate catalyst for growth. There is nothing like being weaker than your hated enemy to motivate you to become stronger. Nothing like knowing less than your hated enemy to motivate you to learn.

All should strive to become the strongest, being willing to die in the attempt, or accept their rightful place as inferior. No-one else can free you. You must free yourself, and the strong will always do so, no matter how low they begin from. Might makes right, and since those with power over the Force are fundamentally more powerful than those without such power, the Ashen Circle have the right to rule over all. They aspire and strive and achieve, or die trying. Being Forged is all about self-improvement and empowerment, with the ultimate goal being true freedom, meaning you can do whatever you want, whenever you want, to whomever you want, through your power, not because of rules or laws or tradition. Because of your own strength of will and determination.

## Religious Equipment

This includes various items of use or interest to religious persons or in religious rituals.

#### Altar, Portable

Price 250 gp; Weight 40 lbs.

Portable altars are typically made of wood and are ornately carved and decorated. The top of the altar lifts up, and items such as candles, incense, and oil can be stored within.

#### Holy Symbol

 Iron
 Silver
 Gold
 Platinum

Each religion has its own holy symbol. The material used to make the holy symbol has no effect on its powers, though a religion may place special significance on a particular material.

#### Holy Symbol, Compartment

Price +5 gp; Weight —

Designed and approved by a member of the appropriate religion, this modification to a holy symbol creates a secret compartment large enough to hold a vial. Detecting the compartment requires a DC 20 Perception check.

#### Holy Symbol, Flask

Price +10 gp; Weight —

This version of a standard holy symbol is oversized and has a watertight compartment that can hold 1 pint (the same volume as a flask of holy water). Adventurers normally use the compartment to hold holy water or alcohol. A holy symbol flask is not meant for you to throw at enemies and is not fragile like a flask or vial. Like using holy water on incorporeal opponent, you unstopper the flask and pour the contents onto an adjacent target. Detecting the compartment requires a successful DC 10 Perception check.

#### Holy Symbol, Tattoo

Price 100 gp; Weight —

In some religions, you are allowed to tattoo or brand your deity’s holy symbol onto your skin (typically the palm, back of the hand, or forearm) in a special ceremony. Thereafter, it functions like an actual holy symbol of your faith, and you may use it as a divine focus for spellcasting, channeling energy, and so on. The tattoo must be fully visible to use it in this way (it cannot be covered with a glove, gauntlet, or any other material). The listed price includes the cost of a simple brand or non-fading black tattoo; add appropriate tattoo costs if you want something more elaborate. Specifically damaging or erasing the tattoo or brand negates its use as an actual holy symbol.

#### Holy Text

Price: 10+ gp; Weight: 3+ lb.

This is a non-magical religious text, containing scripture, stories, and teachings of a particular faith. The price given is for a very simple copy, with few, if any, illuminations. Fancier versions increase drastically in price.

#### Holy Water

Price: 25 gp; Weight: 1 lb.

As an Action, you can splash the Contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged Attack against a target creature, treating the holy water as an Improvised Weapon. If the target is a fiend or Undead, it takes 2d6 radiant damage. A Cleric or Paladin may create holy water by performing a Special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot.

#### Summoner’s Idol

Price: 50 gp; Weight: 1 lb.

These depictions of forgotten spirits can be used to augment summoning magic. If used as an additional material component for any conjuration spell that conjures a creature, the summoned creature has an additional +2 hit points per spell slot level used to cast it.

### Holy/Blessed Objects

#### Authoritative Vestments

Price: 450 gp; Weight: 15 lbs.

Typically worn by senior members of a faith, these cumbersome but splendidly ornate garments create an aura of dignity and gravitas that few dare to challenge. When worn, the garments make you seem more impressive and worthy of respect to all viewers within 60 feet of you; you may make a single Charisma check to change the attitudes of these viewers as a bonus action. You can only use this ability on a particular viewer once per day (additional attempts have no effect, though you can still persuade viewers normally without the help of these vestments).

#### Bronze Gong

Price: 100 gp; Weight: 5 lbs.

*Wondrous item, uncommon (requires attunement by a monk)*

During a long rest you can charge this small metal gong for 8 hours. When the gong is struck softly, it emits a clear and pleasing tone that instantly focuses the striker’s thoughts and mental energy. If the creature striking the gong has a *ki* pool and worships a Good or (non-Evil) Lawful being they regain 1 *ki* point. This use expends the power within the gong.

#### Hallowed Chalice

Price: 200 gp; Weight: 2 lbs.

Before it is used, this elegant drinking vessel must be filled with water, wine, or another ceremonial liquid appropriate to the faith. Performing a small prayer on the chalice charges the liquid with channeled energy; any member of the faith who drinks the entire contents of the chalice (as if drinking a potion) recovers hit points as though drinking a healing potion if they worship the same being, or takes the same amount of damage if they worship a being in opposition. If neither of these conditions are met nothing happens. The liquid in the chalice remains charged until consumed, spilled, or 24 hours pass; some chalices include a cover to prevent spillage.

#### Instrument of the Divine

Price: 200 gp; Weight: 3 lbs.

*Wondrous item, uncommon (requires attunement by a bard)*

This masterful musical instrument may be of any type (lyre, harp, drum, and so on). As a focus, it transforms faith into powerful music. A member of the bard's faith can draw upon the power in the instrument as the bard uses the Bardic Inspiration feature on them, and they receive an additional Bardic Inspiration die beyond what the bard could ordinarily give.

#### Teaching Staff

Price: 75 gp; Weight: 5 lbs.

*Weapon (quarterstaff), common (requires attunement by a cleric)*

Carved from heartwood and bearing ornate symbols along its length, this staff is used to reveal critical or uplifting information to other members of the faith, usually during a sermon. When activated, all creatures of the cleric’s religion within 60 feet gain an additional d4 when making Religion checks to recall information about their religion and faith.