recursal/Fanatic-Fandom huggingface dataset:
Forgruu

## Forgruu

The Champion of the Continents, the World Observer, the Benevolent Beast

### Portfolio

subterranean areas, defensive fighting, and mountains

### Subdomains

Caves, Ash, Archon, Defense, Purity, Metal

### Favored Weapon

earth breaker

**Symbol**: face of a silver buffalo

One of the more bizarre dwarven deities, Forgruu is said to have been
 the very god that helped the first dwarves embrace the use of crafting
metals into armor and weapons, as well as accepting the caverns as their
 home and to distrust the sky. The Champion of the Continents is claimed
 to have helped in making the continents and the landmasses when the
world was created, using his strength to form the mountains and his
blood of magma to make some of these mountains into the first volcanoes.
 Forgruu is a kind and observant god, who teaches his followers to fight
 on the defensive until the enemy has left themselves open. He is
described in two different ways-either that of a huge buffalo made of
hardened magma, or of a dwarf with armor of stone and freshly made metal
 with a beard of magma.
Zalsha

While their sibling Senathay focuses on the celebration of life, Zalsha governs over its conclusion. When mortals meet their end, Zalsha's servitors usher their souls to be judged. Those who faithfully follow the tenets of the Road's End are allowed into Zalsha's domain. The rest are escorted to the gates of whatever reward they've earned.

Zalsha and Senathay have a great deal of overlap in worshipers, even sharing their divine realm. Where Zalsha differs from their sibling, however, is their greater focus on treatment of the deceased and on valor in combat.

Zalsha's holy symbol is a broken sword upon a stone slab.
Tarna

Where Senathay's domain covers the enjoyment of life, and Zalsha's the conclusion, Tarna covers the desire to better oneself. While celebration and battle have their places, one must work hard to live long enough for ample opportunities at both. To do this, one must learn the limits of their capabilities and work to surpass them. Whether one seeks to improve their mind or body, Tarna approves of the effort.

Tarna's church is heavily entangled in those of their siblings, and each seeks to fill a different niche in the lives of their followers. Clergy of the Teacher work to improve the lives of their fellows by offering training and education.

Tarna's holy symbol is a sword lying across an open book, much like a bookmark.
Aunt Leona

Keeper of the Inverse Spire, Auntie Antlion

**Worshipers:** Gnolls, rank-and-file soldiers.

**Symbol:** A cone pointed down, with two spearlike points at the bottom.

**Sacred Animal:** The ant

You do not matter. Not in the slightest. All are born to die, and you
 are not special. You mean nothing. Your death will mean nothing. War is
 senseless and cruel and bloody and brief—if you're lucky. You do not
control where you are sent. Some distant general does, and do you think
they care whether you live or die beyond your status as a number? All
you can do is hunker down and try to survive.

Aunt Leona, mother of Cousin Scrivven, dwells within a deep sandy pit
in the middle of a burning desert, right beside a great oasis. All that
can be seen of her are two long, sharp pincers, and she never appears to
 her followers as anything else—though she does sometimes use ants to
send messages. Aunt Leona is the goddess of savage battle, but she does
not savor it. Rather, the savage battle is something to survive. When
you see an enemy lying on the ground, do not hesitate. Mercy is for the
dead. Use the maximum possible force at just the right moment.

Now march like good little ants, and pray you aren't chosen to fill Auntie Antlion's gullet this day.
Onathano

## Onathano, the Mad Prophet

### Favored Weapon

Improvised

Onathano was once mad, and he still is. As he drove deeper into
insanity he saw life as no one else has, he saw the mind as no one else
dares. His psyche began to break down, no longer holding the form of a
human mind, and as he left humanity behind he opened his eyes, and he
SAW. Without the minds walls trapping him into a spiralling labyrinth of
 order and structure he was free to see how the gears of the mind spin,
and that gave him power. People were no longer strange, impossible to
understand creatures as they appeared to the insane. Now, he understood
them. Now, he had power over them. A lesser man may have used that power
 against them, but Onathano had no desire for power over others, and had
 no real idea of how he might use his powers for good. He no longer
understood ethics or morals or right and wrong; he was too far into his
madness for that. But he DID understand people, and he understood that
they NEED right and wrong, and he remembered hazily from his past that a
 better world was something to strive for.

So as his power grew, his madness spreading until his mind left his body
 and he transcended reality he gathered around him those pure of heart
and strong of will. Those without the power to help the world, but with
an understand of how to do so that he lacked. These became his Mad
Prophets, as madness lies in the knowledge Onathano grants, but with his
 guidance they can walk the narrow line of sanity and bring about good
in whatever ways they can.

There is no death in madness, only suffering. Onathano cannot die, only
continue on with his mind burdened with insanity for the rest of
eternity. Living with suffering is not honourable when strength leaves
you and you have nothing to look toward, so when each follower of
Onathano begins to so deep into their mind that they cannot return (as
will happen to each of them, Onathano can only guide them for so long)
it is their right to call for aide from another Mad Prophet, who must
give them a swift and merciful death. Other's who do not follow Onathano
 can also ask for this treatment, and will receive it, but only if there
 is no way back from their madness or disease. Treatment is not given by
 Mad Prophets, though they may direct the insane and terminal to those
who do have that skill.

Onathano's colours are all colours, his holy symbol is a mess of
colour forming into a rainbow, and his favoured weapons are improvised
weapons (Clerics can choose either Catch off Guard or Throw Anything as a
 free feat).
Shrvanoxdi

**Shrvanoxdi, The Woven Watcher** (Intermediate Deity)

**Domains:** Chaos, Fire, Good, Luck, Void
**Subdomains:** Entropy, Friendship, Ash, Dark Tapestry, Curse, Stars
**Portfolio:** Degredation of hidden knowledge, dying embers, meteor showers
**Favored Weapon:** Sting or Rapier

*"'That which is not dead may eternal lie, and after countless aeons even death may die.' But even when Death itself lies dead, The Watcher will remain, ensuring that their sleep is truly eternal."*

The Elder Gods aren't known for their friendly nature. Indeed, most are rather dangerous to most sane lifeforms, and the worst are outright apocalyptic in their scope. However, there exists at least one who seems to have taken a liking to the brief existences of those who reside in reality, and who has taken measures to preserve their existence in the face of others of their kind.

Shrvanoxdi speaks to mortals through the dying embers of fires, the crumbling facades of ancient monuments, and through formations of falling meteors. According to the few able to interpret such signs, Shrvanoxdi became enamored of one of the young gods (a nature deity of some sort by most interpretations), only to see their paramour cut down by others of their kind. Enraged by the act, Shrvanoxdi set itself against its fellows. Now it fights to preserve the reality that its fallen love held so dear.

Flumphs are the most common worshippers of Shrvanoxdi, though other races are not unheard of in the worship of this strange god as well. Those who worship the Woven Watcher are often guided against the cults of other Elder Gods, either to slowly disable their organizations or to guard sites "holy" to the dangerous fanatics.
Plaegius

Plaeguis is an infernal deity of poison, illness, and plagues. Credited with gifting mortals the knowledge of creating and using poison, Plaeguis revels in his students natural talent and their innate desire to use his gift on each other.

### History

A deity as old as mortal knowledge can remember, the first disease is blamed on his arrival on Maniaron. He haunted the first victims of sickness, appearing to them as a doctor attempting to heal them. In reality, he recorded the effects of illness on mortals and experimented with worse symptoms and longer effects.

As political intrigue began to infect the ruling powers of mortal kind, Plaeguis came forward with a subtle weapon for his followers to use in this cold war: poison.

Rarely seen in his "true form", he wanders quarantined zones as a
classical plague doctor, making play at healing diseases but spreading
them and worsening the symptoms with his mere presence.

His herald is an infernal, sentient virus named Xercae that twists
its host into what looks like a devil-blooded tiefling before killing
its victim in a fashion that resembles an exorcism. He is served by
clever devils, addiction devils are his favorites, and an immortal
wererat named Scab-Skin is armed with a bite that introduces diseases
like the bubonic plague to regions considered "healthy".

He has a rivalry with Hakath, as they compete for cultists. If
confronted by others in the pantheon, he plays at being an agent of
natural order, keeping populations low in crowded areas.

Arkatos and Plaegius, with little surprise, are partners in crime,
working hand in hand to maintain their political games with mortal
lives. To the trained eye, evidence of their cooperation will be cities
ruled by tyrants with districts permanently quarantined and containing
diseases that slowly kill those trapped within.
Black-Shackles

## Black-Shackles, the Trap Maker

### Domains

Artifice, Darkness, Death, Evil, Liberation

### Subdomains

Construct, Fear, Murder, Night, Revolution, Trap

### Favored Weapon

whip

**Worshippers** goblins, rogues, some kobolds, and trappers

**Symbol** bloody bear trap

**Sacred Animal** viper

**Sacred Colors** green and red

Goblins have always been weak but clever creatures. When mass numbers
 or face-to-face fighting failed, poisons and traps were the go-to.
These tricks were taught to the goblins by one of their own. At the
beginning, one of the first goblins a creator of chains and weapons also
 began to create other devices. Things like bear and rat traps were
credited to this goblin, named Black-Shackles, and as her skill grew,
other traps like pressure plates, trip wires, and blow darts were added
to protect her tribe's home.

It is said that one of her traps caught a divine spirit and as it
died, its divinity was absorbed by Black-Shackles, making her a god.
Annalise

Annalise was since time immemorial simply known as 'Annalise the Scourge, bringer of death' - she was the unstoppable force which brought down kingdoms, leveled empires - wrought misery madness and destruction in her wake where none could resist - she killed at a whim, without thought, without favor or disfavor, without mercy - less a deity than a force of nature incarnate.

Until, that is, she vanished. She announced to the world that she had found a new target, a CHALLENGE, something worthy of destruction and she set out - and for a century did not return. Until one day, she did - only it was not her. Something was different behind the bright green eyes which had seen more death than can be imagined. What returned was much weaker - but had a radiance, light behind the eyes rather than darkness and a contagious smile upon her lips. One might have suspected trickery, but all the divinations in the world could only reveal two things - that the evil known as Annalise was no longer evil, and that what had happened was unknowable. Cheerfully, determinedly, tirelessly the strange new goddess, weaker by far but perhaps infinitely wiser set out on her mission - to know, to love, to find the seeds of good in the madness of reality and set them to growing and thriving. Her 'family' as those who worship in her wake are known are as of now small as trust for what was once a scourge is hard to come by - but growing with the relentless cheerful persistence of her followers. She is, naturally, very popular with those who are attempting to step out of the darkness back into the light. Since she reappeared she seems to have moved into the orbit of Blastari, and her traveling clergy can often be seen having freindly visits with
his.

Annalise has as her holiest of cities the city of Ekata - where her
worship grows as the city takes in refugees from the fighting and misery
 that Saveanth Li and Iron town - among others in this region of chaos -
 generate. It - and she - has become a beacon for something better and
hope - even as some of the less savory of the settlements of 'evil'
still unknowingly have shrines dedicated to her old self, although they
are fading as their adherents find they have no power.
Yiv

A rogue planet drifting through the void, Yiv was once the mortal (inasmuch as such a word ever applied to her) shell of Vuni, left behind when she ascended to godhood. Though without a sun of its own, Yiv remains warm and habitable due to the immense portal to Nib-Shuggur at its core. The world itself is teaming with life (all descended from Vuni, of course), filling its surface, seas, and underworld with bioluminescent creatures beyond count.
Sarlindur

Long ago the mortal man Sarlindur held a banquet the likes of which the world had never seen. A palace he had constructed the size of a city, to house guests just as numerous. It overflowed with honey and and wine and all earthly pleasures that could be be imagined. The great banquet continued for weeks on end, drawing ever more people to its glorious halls. And it was not just mortals who came, but dignitaries from the planes beyond drawn by invitation. Some reveled in the opulence, while a few quickly departed as they were disgusted by the gross displays of excess. Sarlindur himself frequently gave speeches and toasts, but was always accompanied by a strange figure clad in black robes.

Most people were too lost in a euphoric revelry to even perceive the slow corrosion taking place. A lucky few left promptly before the way was shut, but those who took their time found the maze-like palace had no exit... and much of it now seemed to be a dank and gloomy cave rather than a rich mansion. The foodstuff of Sarlindur's great banquet proved to be nothing but empty sensation, his guests slowingly withering away to death itself... and even as they were reduced to bone they continued to toast with their great host. And beside the now skeletal visage of Sarlindur himself, death stood satisfied as more and more people delivered themselves to the waiting palace of the underworld.

Sarlindur has become the very incarnation of fatal temptation, a man who willingly abandoned life itself to embrace hedonistic pleasure and tempted countless others to follow him. Those who commit suicide hoping for something better on the other side or those who abandon themselves to hedonism in life often find themselves in these halls. For time some retain their lucidity, but in the end they all lose themselves to the eternal banquet of the dead.

Those who worship Sarlindur are often suicide cultists. They have nothing left to lose in this world, relishing the chance to finally join the great banquet in death's palace... and perhaps they might even be seated at their lord's table if they could 'convince' a few more to join them in their final pilgrimage.
Avrobus

### Notable NPCs

Grand Prince Goltan IV (LE Human Vampire Mesmerist[Cult Master]/12)Protostrator Iakos Makedon (NE Dhampir Swashbuckler/9)

Arena Master Telegu (LN Human Cleric of Arkatos/6)

Avrobus was once a small city that associated itself with the other
Good powers in the region. However, during the Cinderback Invasion of
741 A.W.E, the Varseutian dynasty, praying to Hell for guidance, staged a
 coup, and seized the city.

Present-day Avrobus is a thorn in the side of nearby Ebongrove, whose
 populace would love nothing more than to liberate the city. However,
the mountains the city is perched on, as well as the desperation with
which Avrobanians defend their city, has protected them from conquest.

Under the undead and ever-watchful eye of Grand Prince Goltan IV, the
 citizens go about their lives, knowing that even the slightest
challenge to authority leads to only one fate: being taken away in the
night, and being thrown against other dissenters in gladitorial combat,
dying for the spectacle of their fellow citizens.

And when there are no dissenters to take up the role of gladiator?

Then the people of the lowlands get taken in the night.
Telzuchin

**Telzuchin** is a fallen empire of the south that is beginning its return to power. It is known for its patron deities, Borehelos and Warissa who rose to divinity during the darkest hour of the empire and reinvigorated it. The empire currently lacks a recognized central authority.

The following settlements are known to be part of Telzuchin:

Achipa Mazci (large city) is dedicated solely to Borehelos. It is surrounded by dangerous territory and places of intrigue, and struggles to keep trade routes open.

Xoxoucayotl (large town) is a subterranean refuge that has thrived as the empire has withered.
Maleidian

**Maleidian, Goddess of Glorious Ends** (Intermediate Deity, Eldest)

**Domains:** Chaos, Death, Glory, Nobility, Rune
**Subdomains:** Riot, Revelry, Heroism, Murder, Leadership, Martyr
**Portfolio:** Impressive deaths, stories, calls to action
**Favored Weapon:** Hurlbat

*All our stories come to an end one day, sweetie. But that doesn't mean that they should be forgotten! So go out there and have your fun! I'll make sure they all remember you!*

Maleidian loves a good story, particularly those that end in death and bloodshed. The manner of death doesn't particularly matter to her, and she is equally accepting of martyrs dying in the name of a cause as she is of frenzied killers slaughtering their way through a town. She also has no qualms about talking people into performing such acts, and promises that their wonderful stories will be passed on for generations to come, preserved in exacting detail in her tomes.

Her followers tend to celebrate at any and every opportunity, and are often viewed as near suicidal in their bravery when it comes to battle. They frequently travel with adventurers of all stripes, and it's rare to see any army without at least one Maleidist tagging along, looking for their next good story.

Oddly, Maleidists are rather attentive to any and all details relating to their stories, and will often go out of their way to record the truth as best possible, leading some investigators and city guards seeking them out in order to get information about sensationalist crimes from long ago or current times.

Many suspect some sort of connection between Maleidian and Grandmother Haagni, due to their similar natures and portfolios. However, any and all inquiries about the relationship between the two gods elicits amused laughs from Maleidian, who often simply states that she won't spoil that story so easily.
Glamreal

Glamreal, the Heart Fire, Spirit of Ardor, is the god who places fire in warrior's bellies and ignites the passion of young lovers. He is the blazing beacon that inspires heroes to stand against impossible odds and the divine spark that allows athletes to press on even after the strength has gone out of their aching limbs. He is the giver of passion that continues to burn, even in the face of death.

Glamreal is an ancient deity, and not one given to explaining himself. His holy symbol is found in ancient sites around the world and there are few corners of the modern world where his worship is totally unknown, and yet little is known of his origin. Some propose that he may be related to the similarly fiery Arkesht, and some ancient texts describe him as the "elder brother" of Polyphenna, but ultimately these claims are mere speculation. Some have gone so far as to suggest that it was Glamreal who first bestowed the spark of life to the first living things, but other faiths usually deny this claim.

Glamreal's worshipers include many good-aligned soldiers and adventurers, as well as healers who work on battlefields or in other difficult situations and athletes of all stripes. He is also called upon by many of the young and love-struck seeking to kindle similar passions in the objects of their desire, but he is not a god particularly associated with marriages or building families. His priests typically dedicate themselves to healing and the protection of the innocent, and his faith is replete with tales of heroic martyrs who pushed themselves beyond any human limits in the pursuit of a worthy cause.

Glamreal's holy symbol is a human heart wreathed in flame, and his favored weapon is a javelin. In artwork he is usually depicted as a muscular man with an opening on his chest revealing his flaming heart, holding a javelin which he casts into the hearts of mortals to kindle their passion and resolve.
Kitnoss

## Kitnoss, the Ever-changing River

### Favored Weapon

Dagger

Kitnoss is a god devoted to showing the world that no matter how much it
 believes otherwise, it is always changing. However, as he is frozen
deep inside a glacier, which ironically preserves him so that he never
changes, the most he can do to influence the world is to have the runoff
 from his glacier go underground and tunnel ever-changing cave systems
from the earth. Sometimes these tunnels change with such rapidity that
people traveling through can get lost within the first minutes walk into
 a cave. The one thing which prevent Kitnoss himself from going insane
with this lack of influence on the world however, is his ability to
always know exactly how a language is changing across the planet. To
Kitnoss, the fact that languages change is proof of his belief that
since even that which the immortals have built change, why should mortal
 creations behave any differently?
Tork

Tork the Ordered

Alignment: Lawful Neutral

Favoured Weapon: Handaxe

Domains: Law, plant, animal, water, artifice

Subdomains: Toil, Tyranny, Inevitable, Fur, Growth

Tork believes that everything has a place, and should stay in that
place. He protects nature, but doesn't object to part of it being
chopped down, if it is for a good reason. Tork believes in efficiency,
and is often worshiped by farmers, who agree with his need for an
ordered, efficient life. Tork doesn't believe in slavery, but would much
 prefer it to anarchy.
Massereen

**Massereen** is a hobgoblin kingdom located in the central lands. They have been at war with the dwarven Kingdom of Kiroth for over a century, but there is currently a tenuous truce. They also neighbor the human Kingdom of Rastria.

The following settlements are known to be part of the Kingdom of Massereen:

Gokoleth (small town) is a small town situated in conquered Kiroth territory serving as a regional distribution center to ranchers.

Kesserarm (small city) is a fortress city built over the dwarven ruins of Hauruag. It serves as a bulwark against any attempts by Kiroth to reclaim their lost territory.

Iron Town (small town) is a mining town that produces raw materials for Massereen's war machine.

Bazra (small town) is a minor settlement in the heartland of Massereen notable due to being the home of Nalcunda Dalrir, a mythic hobgoblin of unmatched creative talent and prowess.
Odzrzrezia

Neutral Neutral

Travel

Scalykind

Water

Earth

Nobility

Plant

Subdomains: Exploration, Saurian, Oceans, Radiation, Martyr, Decay

**Odzrzrezia, the Secret-Keeper**

Favored Weapon: Dire Flail

Odzrzrezia is one of the oldest deities of this world; in ancient
times, He was patron of the mightiest dinosaurs...but as their empires
fell, so did His, and He fell into obscurity for eons - until very
recently. Upstart mammalian explorers have finally found their ways to
His ancient holy places. Seldom do they make it back, however, as they
fall to some horrible curse or affliction hidden in the deep places of
the earth and sea where His courts once reigned. Those who do make it
back are forever changed, warped for both weal and woe in body and often
 mind as well. He does have a certain cold-blooded sympathy for these
new supplicants, however, and even those who fall to "the Wasting of
Old" are rewarded in the afterlife for their tenacity, and their service
 to Him, and to the knowledge of their own people.
Alissandra

In most matters, Alissandra is calm, collected, and methodical. When it comes to undead, however, she becomes a raving berserker, obliterating any trace of undeath she can find. For the most part, her clergy follow this pattern, working with caution and subtlety until confronted with that which their goddess most abhors, then becoming furious dervishes of holy might.

The Watching Eye's church is devoted to seeking out corruption and removing it with extreme prejudice. The Firebrand's faithful are also expected, when faced with undead, to devote all available resources to their destruction. In addition, Alissandra's church fund and run a series of asylums for the criminally insane. A surprising number of her own fallen clerics end up in such institutions. Alissandra's holy symbol is a burning stake.
Mertalish

**Mertalish**

Chaotic Evil Small Town (East)

Corruption -1; Crime -3; Economy 0; Law +2; Lore 0; Society +2

Qualities Holy Site, Superstitious

Danger 0

Government Autocracy

Population 400 (385 human, 15 other)

**Fedderick Donsa** CE Male Human Cleric of Moloh Cali 8

**Yodrum Herresh** CE Male Human Ranger 7

**Dagrin Moshley** LN Female Human Expert 8

John Doe TN Male Human Commoner 1 / Expert 1

Marketplace

Base Value 1000 gp; Purchase Limit 5000 gp; Spellcasting 4th

Minor Items 3d4; Medium Items 1d6; Major Items --

The city of Mertalish was once a bustling and happy place that
welcomed traders from far away lands. That was before the mountain awoke
 and buried the city in ash and fire. Few survived, and even fewer
remained afterwards. Those who stayed behind had their reasons, but did
not expect what was to come. A priestess of Moloh Cali named Jaurunda arrived at the settlement and decreed that the eruption was a holy sign
from her god. The town has been overrun by pilgrims of that faith ever
since, and their penchant for live sacrifice by fire has further
dampened the spirits and numbers of those who remained. Fedderick Donsa recently replaced his predecessor as the head priest in Mertalish. The
work of Moloh Cali called Jaurunda to other lands, and she left the
temple in Fedderick's capable hands.

One of the few residents of the old town that still lingers in the
ruined districts is Dagrin Moshley, a master smith renowned for creating
 enchanted weapons. She has excavated her former forge and continued her
 work here. The latent magic of the eruption, partially enhanced by the
work of Moloh Cali's priesthood, has made the crafting of flaming
weapons significantly easier. She begrudgingly does business with the
faithful of Moloh Cali, but keeps several armed guards just in case.

Yodrum Herresh is an escaped convict who is lying low in the city.
His skills make him useful to the priesthood of Moloh Cali and he
frequently abducts lone travelers on the nearby roads for use in their
ceremonies. The man is anxious about remaining in one place for too
long, but fears it may be many year before he can show his face in his
home city.

The outlying farmsteads on the south side of town were largely
untouched by the eruption, and most of the people now live in that
vicinity. They're stubborn and distrusting folks, but they begrudgingly
put up with the priesthood of Moloh Cali because their pilgrims bring a
great deal of gold to town. Those with objections have long since
removed themselves or been removed. The inner town is frequented only by
 those seeking either Dagrin Moshley's forge or the temple of Moloh
Cali. Travelers and locals stick to the south side.
Evoco

## Evoco, God of Deceit

### Subdomains

Ambush, Deception, Divine, Espionage, Protean, Undead

### Favored Weapon

Daggers

Holy Symbol: An empty circle

Evoco believes that nothing is constant, but chaos. Evoco believes
that there is no honour in war, that to succeed anything and everything
 can be done. Whether that is animating droves of undead to use as
reinforcements, or torching an enemy village to distract their nearby
armies. The unexpected is the only thing that can be expected. Magic is a
 great tool for this, whether it is summoned creatures or a wall of
flame. There can be no mercy in war.

Evoco was once a human conscripted into an army under a very
honourable general. The general had the army march through a forest, and
 some forward scouts spotted an ambush laid by the enemy. The general
refused to slip around them and ambush them, instead he and the rest of
the army marched right into it. Evoco tried to flee from the massacre,
but the general saw him attempt to sneak away, even though he used magic
 to help his escape. That general killed Evoco personally. Evoco's sheer
 willpower made him ascend to the heavens and become a god, teaching
that there can be no mercy in war.
Quingala

Quingala is an ancient deity; she has existed since the time of Gor Makon, and her worship occurred even in the days of the Cyclopes Empire. Quingala preaches cooperation amongst all for the benefit of all, not out of societal obligation but because it is the right thing to do. This message has always been popular among the lower classes, and today a goddess once worshipped only by nomadic tribes is revered across the world by those seeking to ensures the survival of the whole.
Eosshorm

## Eosshorm the Devourer

### Subdomains

Demodand, Kyton, Plague, Fortifications, Solitude, Dragon

### Favored Weapon

Two-Bladed Sword

In life Eosshorm was a dragon born of great avarice, and he built for
 himself a stronghold that he filled with treasures and servants. The
great citadel of Eosshorm was one of the finest cities in the world, its
 economy consisting of exactly one thing: tribute flowing to the mighty
dragon king. Nothing of value was permitted to leave the city, and no
trader dared approach Eosshorm's domain. Cities that failed to provide
sufficient tribute were annihilated, and vast swaths of land surrounding
 the domain of the dragon were turned to ash.

When Eosshorm finally died his spirit could not rest. He could feel
the plunder of his wealth by his so-called "loyal" followers, and he
lashed out from beyond the grave. A wave of death passed across the
citadel and few managed to escape their dead master's wrath. Eosshorm's
great citadel was reduced to an empty ruin, and the dragon's spirit was
left to guard it for all eternity. Few worship the cursed wyrm, but
there are always those attracted by the tales of his great power... and
wealth. Others are drawn to the aspect of his death - of pitiless spite
against those who would undermine one's legacy.
Nescifent

**Alignment:** Neutral Evil (Cannibalism)

**Domain 1:** War (Blood)

**Domain 2:** Animal (Feather)

**Domain 3:** Darkness (Moon, Night)

**Domain 4:** Death (Murder)

Favored Weapon: Net

Holy Symbol: A Raptor talon dripping with blood

Nescifent is an Archfey who venerates nocturnal predators -
particularly owls. She's usually worshiped by Evil Druids, Evil
Nature-inclined Clerics, and Evil Fey. Her ever-grueling campaign of
darkening civilization's light is the staple of Her order's priorities.
Though civilized races are her enemy, the death of animals and other
creatures of nature caused by her campaign don't usually warrant any
regret from her; a casualty of war is a sacrifice worth the cause. Like
many nocturnal predators, Nescifent favors ambush tactics, as well as
using a prey's weakness against them. Nescifent also encourages her
followers to consume the flesh of their kills, which is meant to
embolden them with the spirit of the hunter.
Vesivlod

## Vesivlod, the Sunken Baron

### Subdomains

Caves, Decay, Espionage, Fur, Metal, Tactics

### Favored Weapon

Heavy Pick

Vesivlod is one of the eldest gods, a child of Maniaron formed deep
within the earth. His lands beneath the surface have survived the
constant wars that ravage the surface because Vesivlod, more than any
other god, knows when to hide, forsaking greater power for the comforts
of home.

Many a would-be-conqueror has sought to take his lands, only to find
themselves lost and broken in the Underdark, their army taken apart by
the very soil itself.

Vesivlod is depicted as an anthropomorphic mole holding a pick. His
sacred colors are brown and rust. He has few venerated clerics, and is
instead prayed to by those who seek to make a desperate defense.
Feira

An especially popular Goddess in the colder areas of the warm,
Feira's favor is indicated by a warm hearth, good food, and a safe place
 to sleep. She is the guardian of hosts; the words of power that she
provides helps them keep their guests safe, and the warming heat of her
fire makes them comfortable. Travelers also say prayers to her when
setting up camp for the night; those who she favors finds that their
campfires feel just a little more homely than they usually do. Smoked
meat is considered to be a gift from her to mortals; food prepared via
heat that remains just as good a month from now as it does today.

Her holy symbol resembles a roaring fireplace, though its lines form a protective rune.
Vergoshin

Long ago a coincidence of magic and nature gave birth the a strange plant in a wretched swampland. This plant was predatory, but when it devoured its prey it ensnared not just the body but the mind and soul as well. For the longest time this plant lived a simple predatory existence in those swamps, devouring animals and gaining only the most rudimentary of intelligence. Then one day, an unlucky human knave fleeing from justice stumbled into the plant's territory. He was taken by surprise and easily incapacitated.

As the plant devoured the man, it became self-aware. With one meal it had learned and gained so much... and a new hunger awoke inside of it. It wanted to learn more. The plant left the swamp and situated itself in the very city the human had fled. The plant took a name for itself - Vergoshin - and sought out servants to carry out its whims. It carefully balanced its insatiable hunger and ambition. It gained wealth and political power.

When Vergoshin was ready, it and its minions turned on the city in a single sudden orgy. Vergoshin gained ten thousand of souls that day, and began its long ascent towards full divinity. It would move on to new hunting grounds, but this time it would have a much more difficult time. Vergoshin was known now, its actions having caused a great disturbance that could not be ignored. Champions and heroes sought out the monster responsible... and they too would be devoured by it. Vergoshin always was one step ahead, identifying threats and acquiring the resources to destroy them.

In the hours before Vergoshin moved to devour a second city, a demigod challenged the monster. Vergoshin had never faced such a powerful foe before, and surely could not win in a straight fight... but the cunning beast had lain a trap against such an unexpectedly powerful foe, and this demigod too was devoured. Vergoshin, now a demigod itself, turned on the city and tens of thousands more sated its hunger.

Vergoshin no longer threatens the mortal world, having attained more than enough power to rise to a full divine stature. Yet its legacy lives on in the cults and ruins it left behind. Many a greedy and ambitious soul worships this cunning and evil plant god, and other strange outsiders have flocked to its side. Despite some tales of Vergoshin leaving behind mortal progeny, all evidence suggests that this creature was unique, a cosmic mistake of nature.
Aposarpha

The followers of Aposarpha are an odd lot. They teach that all dead things should remain so, and that their remains should be left exposed to the elements, that his messengers may bear souls away in the light of the sun. So it is that they are poorly regarded in most civilized areas, as they object to burials; all manner of foul curses and nicknames are levied against the disciples of the Collector of Carrion, who endure with quiet dignity.

As they are so committed to the dead remaining dead, Aposarpha's adherents are among the most aggressive opponents of the undead. Here, too, they run afoul of most others who also seek the elimination of the abomination of unlife -- they will strike down a ghoul, vampire, or zombie and drag the fallen foe to the nearest sunlit location. Twice-dead bodies are even more unpopular than the once-dead, especially when on display.

Vultures, hyenas, various beetles, and truly all scavenging beasts are sacred to Aposarpha, for their toil gradually clears away the dead, and they convey the souls of sentient beings to their master.
Warissa

When the great southern Telzuchin Empire collapsed many centuries ago, much of its territory fell into anarchy or outright ruin. Cities were reclaimed by the jungle, and only the capital remained as a final vestige of a glory now lost. Under the rulership of a council of demigods known as "the Vigil" the city of Telzuchin survived countless existential threats. Yet beneath a veneer of unity, the fractures in the loyalties of the council were growing with two dominant camps forming around Borehelos and Warissa.

Borehelos advocated for a restoration of the old empire, to reclaim the glory lost. Militarism, tribute, and vassalage play heavily into his plans. The restocking of the empire's vast army of slave labor to build monuments and public works to rival those of the old empire are of equal importance. Warissa advocated to abandon the folly of old and build towards the new. Ingenuity and invention will allow the new Telzuchin to transcend the old and create a better society - and a better world - than existed before.

Although united by their common desire to ensure the safety and prosperity of Telzuchin, Borehelos and Warissa have fundamentally different visions that have lead to strife and division amongst their people. Telzuchin society remains locked in a constant struggle between it two governing philosophies. Thus far the many ruins surrounding Telzuchin have served as an adequate reminder of the folly of civil war, and the balance of power is constantly shifting. However, the imperial throne has remained empty for over a century now as no one has been able to obtain the necessary unanimous vote of the vigil membership to take the throne.

The nature of the ruling Vigil has changed as well, with Borehelos and Warissa having both ascended beyond demigod status and becoming the patron gods of Telzuchin. What legacy awaits them - and their people - remains to be seen.
La

La is an odd being. It first entered the Material Plane out of a wish to bring light to the dark of night. Its moons cannot burn like suns, but still they shine as best they can. La looked upon its contribution and realized it was not enough. Mortals still feared the night, and for good reason. La decided to bestow another gift to the mortal races to give them the strength to stand in defiance of the dark. It took the essences of powerful beasts and wove it into willing humanoids, creating the first lycanthropes. However, Khaivara, greatest of La's enemies, did something unexpected: She twisted La's gift into a curse that warped the mind and made it infectious through violence. Not every strain fell to her influence, but all were forever changed. There was a new kind of monster in the dark, and La had a hand in its creation.

Nowadays, La's church focuses on teaching survival skills and respect for nature, as it is vital for a functioning world. They also work to redeem any lycanthropes suffering from their affliction, and it is rumored that the Silver Torch created wolfsbane for this very purpose. La's worshipers have a strong enmity for Khaivara and Nescifent and their followers, and have generally neutral relations with Grashar's faithful. Laz' relationship with Boundans is a complicated one, tending towards tolerance with varying amounts of disapproval.

La's holy symbol is a full moon radiating four crescent moons.

The four most common appearances La has been known to adopt are a white koi with a black spot on its head, a white-scaled fish-man, a woman in a flowing white dress, and a mass of silver light. White, silver, and green are the favored colors of La's faithful, and the koi and the rabbit are both considered sacred to the Silver Torch.
Thurgog

**Thurgog**, a Chaotic Evil deity locked far beneath the earth where
it builds unfathomable war machines in preparation for The Final Battle.
 Its most common holy symbol is an iron golem's head framed by a spiked
gear, although many variations exist, using various styles of helmets or
 the heads of other metal-based golems (although a particularly odd
sect, widely considered heretical by most of Thurgog's cultists, want to
 make his holy symbol a yellow-orange mushroom for some reason...). His
favoured weapon is the siege engine (any will do). Thurgog is primarily
worshiped by cultists who wish to bring on The Final Battle, and to be
on what they believe will inevitably be the winning side. Thurgog's
domains (and subdomains) are Artifice (Construct), Chaos (Demon, Riot),
Earth (Metal, Radiation), Evil (Demon), and War (Tactics). In a few
hundred years, Thurgog will be released from his prison and summoned to
the world after the first successful testing of the Absalom Project.
Mavhereth

In the beginning before the world's formation, a war was waged between the old gods and Mavhereth. The gods were busy with Creation, and so did not see the Destroyer before it was too late. Mavhereth sought to bring an end to the gods' works, for if he loved anything, it was the darkness and ruin of oblivion. The ancient wyrm devoured the worlds the gods made and set ablaze those he could not. As the smoke filled the cosmos, the gods finally set aside their works and fought Mavhereth over control of Creation. Overpowered, Mavhereth could not be killed or destroyed, so the gods forced the Destroyer to become their most perfect creation, the world of Maniaron. The gods then created life on this world to serve as Mavhereth's chains, for as long as their was life on this world the Destroyer could not escape and return to his ways.

Enraged but unable to return to his preferred form of a world-sized draco-lich, he instead withdrew into himself, constantly testing the bonds of his "prison". His struggles take the form of the mightiest and most devastating of volcanoes. His direct influence in these displays of destruction is shown in a presence of unique undead in the afflicted regions. Known as Ashen Walkers, those killed in volcanoes rise again as undead with powers over fire.

Cults that venerate Mavhereth arise wherever survivors of volcanoes are found. Humans, kobolds, undead, and dragons are all found amongst Mavhereth's faithful. Worship to the Destroyer is based on the cycle of active volcanoes, and the ceremonies take place near or in inactive volcanoes. Sacrifices are tied onto a pyre shaped like a mountain, then the high priest casts a fire-based spell into the center of the pyre, lighting the fuel first, then burning the sacrifices. These sacrifices are to the Destroyer, hoping to revive the volcano so as to spread destruction once again. There is sometimes a second ceremony, where the cultists then coat themselves in the ashes of sacrifices and cut themselves with obsidian daggers, mixing the ash and the blood into a bowl the priests then use to create artifical Ashen Walkers. The contents of the bowl are consumed by a chosen target, who is then transformed into an Ashen Walker.

Unable to take his proper form, Mavhereth is found in visions and art
 as erupting volcanoes or a boiling malevolence deep beneath the earth.

He is served best by a powerful draco-lich named Tuochazur, a black dragon lich that started several of the Destroyer's cults.

Mavhereth is enemies with any and all gods who preserve creation and
nature, but holds those deities who were present at the beginning of
Creation completely abhorrent. He is friends with no god or demon,
seeking the destruction of all things.
Mizodahvvar

Good

Healing

Destruction

Knowledge

Trickery

Vermin

Subdomains: Redemption, Restoration, Catastrophe, Memory, Thievery, -

**Mizodahvvar, the Reedemer in the Ruins**

Favored Weapon: Tri-Bladed Katar

In life, Ravvhadozim was a heartless tomb-robber who cared nothing
for the value of the artifacts he looted beyond whatever gold they could
 fetch him today. One fateful day, however, he bit off more than he
could chew - he went deep into an ancient ruined library-crypt, and
disaster struck, trapping him inside under tons of rubble. Surely, it
seemed, his ways had caught up with him, and he was condemned to a slow,
 miserable, and lonely death - but something strange happened: His
pitiful whispers for help met, quite unexpectedly, with answers from the
 insects and arachnids of the tomb. They approached his broken body,
brought him a steady train of crumbs, lichens, and dewdrops to feed him,
 nested around his twisted joints and battered head to make him more
comfortable, laid eggs in his open wounds so their larva would keep them
 clean of infection, and bit by bit over the course of years, worked to
free him of his prison of rubble. He emerged from that already a changed
 man, for he had witnessed unmistakably the miracle of altruism for the
first time in his life - but that paled in comparison to what lay ahead
for him. He was free of the fallen rubble at last, yes - but now he
remained trapped in this library-crypt, and with no understanding of *why* or *how*
 these common tomb-vermin had done so much for him. He begged them to
free him from the tomb, to lead him back to the surface, but it seemed
the best they could do (all they *knew how to do*, in fact) was
continue to feed him. He wandered the library-crypt, looking for his own
 way out...and for the first time, was forced to view the relics around
him as more than something to sell. He perused the library, and learned
of its contents, and eventually learned of the ancient archmage who had
been buried here. More than that, he learned the archmage's secrets: his
 magical theory, his generous worldview, and his belief that even the
smallest had it within them to become the greatest...even to godhood.
The old archmage never achieved this, but millennia after his death, a
small-minded tomb-robber named Ravvhadozim, who'd sought only after his
worldly wealth, learned to unravel his final mysteries and finally did -
 but HE was no longer Ravvhadozim. He was Mizodahvvar, no longer a small
 man who knew the price of everything and the value of nothing, but a
god born of the strength of the small and the power of the intangible,
an eternal champion of knowledge and of the weak - for that is how, He
learned, one becomes GREAT.