Showing posts with label Lore. Show all posts
Showing posts with label Lore. Show all posts

Monday, September 8, 2025

Lore Book: The Edict of Deviltry

The lore book below was created to facilitate a church trial in my Ptolus campaign on the fate of the Ghostly Minstrel of the famous inn named after the spirit…

BE IT PUBLISHED THAT THE SECOND COUNCIL OF DOCTRINE DOTH DECLARE THE

EDICT OF DEVILTRY

The corruption of the arcane knows no bounds. Thus the Council of the High Priests of the Nine issues this CONDEMNATION. The believers must eschew and destroy the worshipers of fiends, hiding amongst us. They must cast down the arcane, removing that which the wizard, warlock, and occultist have profaned by their touch. The faithful must DESTROY the undead in all their forms, and loath the worshippers of the restless dead.

The rest of the document expounds on the theological grounds for the edict, and explains the doctrines of the gods.

Monday, September 1, 2025

The Book of Iron

Lore book for my Ptolus campaign...

This book is made of forged iron plates, joined by rings into a spined book. Its symbols glow with a mysterious white light, similar to the light of the moon. It is the writings of a monk named Sister Ilathira. She writes the tragic story of Mima Goldentongue, and of how her husband, Kedar Goldentongue fought the Disciples of Karcius to attempt to save her. The dark cultists kidnapped her from their inn—the Golden Boar. They sought to sacrifice her to summon their dark lord Karcius from the beyond.

Kedar Goldentongue died defending his inn from the cultists, but was unable to save his wife. However, the ritual failed, and Lord Karcius remains in the Hells. Sister Ilathira speculates that the sacrifice of the husband and wife compelled the gods to prevent the return of dread Karcius. She further notes that the cultists of Karcius are pursuing her, and seek to prevent her from recording this history.

This particular lore book was a crucial clue in an arc involving the party preventing an an over zealous order and inquisitor from exorcising the titular Ghostly Minstrel from the inn of the same name in Monte Cook’s Ptolus setting.

Monday, August 25, 2025

The Lament of Karcius

This dark tome tells of the rise and fall of Lord Karcius, said to be one of the "blessed of demons." The book purports to be the visions of those events recorded by a prophet of the "Potentates Abysmal" named Zecharn. 

Zecharn writes: "First a fiend of the tiniest variety came to me, calling itself Farnasoth. This being extracted greater and greater demands from me for the taste of forbidden knowledge." Finally a being called Jakozark, said to be "of terrible visage, horned and trailing chains with the scent of sulfur and brimstone on the air" dictated the words of Karcius after his death. Now blessed as a "dreadknight of the dark potentates" Karcius awaits his faithfuls' efforts to open a way back to the world for him to reap terrible doom against the hated followers of the Nine.

Monday, March 24, 2025

Lore Book: Battle of the Field of Blood

This lore book was written for my ongoing Ptolus game, but also establishes some of the lore regarding the mortal understanding of fiends in my own setting.

This battered, black leather book relates both a series of lists of commanders and troops in a battle said to have been waged “upon the fields of blood in the circle of envy.” The unnamed author’s descriptions decline in clarity until the latter pages which descent into utter gibberish—perhaps the last ravings of a broken mind.

The initial entries praise the “lords of the entropic hosts,” lauding the “great vision and glory” of their commander, the “cambion son of the great ascended Gnasher of Endless Bones,” a balor said to have slain “a thousand devas of the ill-begotten chorus of wailers.” 

The account of the battle lists “a hundred war chiefs of a thousand legions of the blessed hosts of chaos” arrayed against “the ill favored armies of the infernal pit.” The fallen angel, Dalferion, is noted as the head of this force, with the hell knights “Flegthas, Naras, and the dread knight Karcius” as her lieutenants at the head of these “endless, ant like hordes.”

Monday, March 17, 2025

Lore Book: The Ebon Binding

The following lore book was written for the players in my ongoing Ptolus campaign to provide some in-game lore to the players on the cult of the Ebon Hand, one of the chaos cults operating in Ptolus. 

https://pixabay.com/photos/a-book-read-literature-old-1740515/
This large tome of battered leather, with metal reinforced corners and spine seems to contain the book of scripture of the “Ebon Prince.” It speaks of an ancient ritual undertaken to “bring the Ebon one into the world that the darkness might blot out the light” and that the “holy tenebrous city might be exalted once more with tithes of blood and skulls.”

The hand of the Ebon Prince is said to have been cut off when the portal to the “realm beyond understanding” was shut by “the Iron Spike.” The only further mention of this person or entity is a reference to them being placed upon a black spike on the walls of the “desolate city thrown down in lasting shame.”

Scrawling in the last few blank pages of the book includes the words “Crimson Coil” and “Tolling Bell.” The rest is indecipherable.

Monday, December 16, 2024

Ptolus Campaign: Shurnas’ Diary

This lore book was written for my Ptolus campaign. It was found in the lair of a cultist who murdered a colleague of his who also worked at the Imperial University as a lecturer.

Shurnas’s Diary

This small notebook contains scribbles and doodles of the symbol of the Ebon Hand and the Tolling Bell. It contains entries by date. Some discuss Shurnas’ visits to the Temple of the Ebon Hand, including a garbled description of a “maze of confusion” where he found the way guided by “faith in the Ebon Hand, until he obtained its blessing.” It is unclear what this references. 

It speaks further of hearing the true word from someone called "Wuntad," and the word sounding like "the call of the Tolling Bell, signaling the passing away of this realm and the rise of the Galchutt."

Other entries complain about work and colleagues, with particular ire for someone named Uvalius. The entire grow darker in their imaginings off various modes of Uvalius' death. The most recent entry simply states "The job is finally finished," with a large stylized bell.

Friday, November 8, 2024

Lore book: Travails of Nithtari

The following lore book was written for the players in my ongoing Ptolus campaign about the story of St. Nithtari, a religious figure for the Church of the Nine in my own setting. This lore book is intended to provide some interesting stakes and information to the life cleric who is a devotee of the saint.

This slim, leather volume is handwritten, with a few sparse illuminated images in the margins of the story of Nithtari. It speaks of the village of Gravnahein in a high valley of the Stonemourn Mountains, outlining the ancestry of its rulers down to Nithtari, “the bane of the fell workings of her forefathers, and mother to rebirth.” 

It notes the parentage of “horned ones,” derived from foul consorting with fiends that led to this family, worshippers of the “Fell King of the Deep and Outer Dark.” Craven and devoted to power, Lord Karcius, uncle of Nithtari, ruled the village with an iron fist from his fortress, Fanghold. It is recounted that Karcius “knew the evil roads and caves to walk the world of devils and swear his soul face to face.” It is implied a great evil, called only “Liar of the Gibbet,” held power over Karcius, making him an evil knight, empowered but damned for eternity.

The legend is unclear on the details, but notes that Nithtari saved her village from the “unholy tide of Karcius’ follies,” and achieved rebirth as an angel under the power of the “Grim Lord of the Nine.”

The book contains an invocation against evil and undeath,  which can be cast as an action, granting advantage on an attack against a fiend or undead. This property may be used once per day when holding the book in one hand.

Tuesday, August 6, 2024

My Homebrew World: The Cascades of Saints

This article is player focused lore for character creation. There will be a GM focused addendum providing additional information at some point. This article is also a bit of a work in progress, but I want my players to be able to use it (that means sorry for any blanks or more typographical errors than normally slip through this one man show).

There are many saints in the world, some obscure and relatively unknown in certain areas, others (and some we don't discuss because of that power that trumps the divine: copyright law. But I assure you that they exist too, at the game table). Saints are meant to provide a niche into which a player can shoehorn an odd cleric or archetype, while gaining the in game benefits of being associated with the Church and following the Nine rather than some other god. There is opportunity to collaborate on creating a saint for such players to follow. Given enough time, some retired or deceased characters may become saints in their own right.

St. Adelard

Title(s): The Sage, He Who Walked After Wontor
Alignment: NG
Domain(s): Knowledge, Travel
Associated Paladin Oaths: 

St. Adelard is said to have been a disciple of Wontor, so devoted that he walked the paths between worlds, seeking the great god’s knowledge. When at last he arrived at the gates of heaven, he was greeted as if by an old friend. Many followers of Wontor revere the saint and seek to emulate this journey in a spiritual, if not literal sense.

St. Adevalia

Title(s):
Alignment: 
Domain(s): 
Associated Paladin Oaths:

Story

St. Anne

Title(s): Lioness of the Faith, The Shield of Rosh-Haigar, Founder-Commander of the Holy Knights of the Nine
Alignment: LG
Domain(s): Justice, Knowledge, War
Associated Paladin Oaths: Battle, Conquest, Devotion, Eagle, Glory, Guardian, Safeguarding, Zeal

Saint Anne is a larger than life figure, said to have defended the holy city of Roshe-Haigar against some sort of great evil. The details are lost to time, but her order of the Holy Knights of the Nine makes up a major portion of the military strength the church can call upon.

St. Brirea 

Title(s): 
Alignment: 
Domain(s): 
Associated Paladin Oaths:

Story

St. Erstopholos

Title(s): Unknown
Alignment: Unknown
Domain(s): Unknown
Associated Paladin Oaths: Unknown

The story of St. Erstopholos is lost to time. Few devotees of his survive other than an isolated monastery in the mountains called the Light House of Morning Snow. Few have ventured there in many years, and none of its residents have ever come down to other settlements. What is told of the legend is that Erstopholos was martyred by the servants of a Demon Prince and his bones carried up to the monastery to be enshrined.

St. Heliodora

Title(s): The Radiant Star, Prophecier of 
Alignment: 
Domain(s): 
Associated Paladin Oaths: 

Story

St. Hurbert

Title(s): 
Alignment: 
Domain(s): 
Associated Paladin Oaths: 

Story

St. Lukricus

Title(s): Patron of Gamblers
Alignment: CN
Domain(s): Arcana, Avarice, Beer, Trickery,
Associated Paladin Oaths: Acquisitions, Mercy, Vengeance 

Unlike many Saints, Lukricus was not a cleric or a devoted follower of a deity. He was a great debaucher by all accounts, and most identified with the aspects of Culsani engaging in great excess, with none of the redeeming qualities of romanticism or love. But according to legend St. Lukricus won his salvation in a gambling contest with Cernunnos, in which he secured a promise from the god that he would ransom his soul back from the Devil Lord to whom he had lost it and grant him a place in the Heavens. Cernunnos dispatched great champions, including St. Brirea, to win back the scoundrel’s soul so that he could then rest in eternal bliss. Gamblers and those who live by fortune seek to emulate St. Lukricus’ cunning and guile.

St. Meynard

Title(s): The Scientist
Alignment: Chaotic Neutral
Domain(s): Arcana
Associated Paladin Oaths: N/A

Story

St. Navrejar

Title(s): The Reaver Priest, Northern King, Wrath of Tsovinar
Alignment: CN
Domain(s): Apocalypse, Dragon, Tempest, Ocean, Serpent, War, Wind
Associated Paladin Oaths: Ancients, Battle, Conquest, Devotion, Redemption

A devotee of Toutatis and Tsovinar, St. Navrejar was a northern raider who rose to be a jarl and a king of his people. Originally a cruel tyrant, he found religion when healed by a priest of the Church after contracting a terrible disease from the bite of a lycanthrope. St. Navrejar remained a raider, but was tempered by his experience, focusing his wrath upon monsterous peoples that raided the cities and towns of his jarldom. His tomb is in the Chapel of the Bastion at Vraugate. It is said he will rise to battle the creatures of the pit alongside Tsovinar at the end of all time. Raiders, sailors, and barbarians revere him for interceding to Tsovinar on their behalf. His followers recognize lycanthropes for bringing St. Navrejar to his rebirth, but loathe them, believing their condition is the result of the corruption of the endless Abyss and its Demon Princes.

St. Nithtari

Title(s): The Redeemed, Rebuker of Devils, The Gem Among Snakes, The Risen Angel
Alignment: LG
Domain(s): Atonement, Justice, Knowledge, Life, Light, Martyr, Mercy
Associated Paladin Oaths: Glory, Perfection, Purification, Redemption, Watchers

A tiefling woman, St. Nithtari stands as a symbol of transcendence. St. Nithtari rebuked her family in the name of the Nine. Her family were devoted disciples of Asmodeus. Nithtari was martyred by her uncle, the evil Lord Karcius, a powerful Illrigger said to have been dragged down to the Hells for his failures, but left to live on in eternal torment as a Dread Knight (Monsterous Menagerie). St. Nithtari herself is said to have so humbled Wontor that he persuaded Lucan to relinquish her soul from death and made her a Planetar angel of the Chorus of the Moon-Bathed Crescent. Thus some of her devotees revere both her aspects as a risen angel, and a martyred saint.

St. Orpheus

Title(s): Of the Iron Spike
Alignment: 
Domain(s): 
Associated Paladin Oaths:

Called St. Orpheus of the Iron Spike. Disciple of Tarin.

St. Protogonia 

Title(s): The Chained Scholar
Alignment: 
Domain(s): Knowledge, Prophecy 
Associated Paladin Oaths:

Story

St. Samira

Title(s): The Wise, Slayer of Liches, Most Holy Hierophant
Alignment: CG
Domain(s): Arcana, Travel, Speed, Trickery, Portal 
Associated Paladin Oaths: Ancients, Watchers, Zeal

St. Samira was a great wizard, trained in both the arcane arts at Uqance, the City of Mages, and a follower of Cernunnos. Samira is said to have discovered much deep magic and traveled to distant worlds searching the secrets of the Nine and the magical weave. Her final resting place is unknown, but her staff is kept in a shrine at the great Cathedral of St. Samira in Uqance, and her writings are part of the great arcane library also in the city.

St. Sucro

Title(s): Ashen-faced, 
Alignment: N
Domain(s): Death, Grave
Associated Paladin Oaths: Giving Grave, Vengeance

Sucro was said to be a grave-digger in the necropolis of Rosh-Haigar. His shrine and tomb are there, though he is revered by grave-diggers and those who have suffered great loss across the lands once claimed by the Empire and beyond. Little record remains of his life and legacy.

St. Selene

Title(s):
Alignment: 
Domain(s): 
Associated Paladin Oaths:

Story

St. Tedmund

Title(s):
Alignment: 
Domain(s): 
Associated Paladin Oaths:

Story

St. Tevra

Title(s): Holy Lancer, Apprentice, Golden Crown
Alignment: CG
Domain(s): 
Associated Paladin Oaths: 

Born a poor child in Uqance, St. Tevra is said to have been cast a blessed coin by St. Tedmund as he rode through the city on his departure to slay the green worm Goavraynth. She almost spent the coin on a bit of bread and a warm drink, but instead her feet led her to a wheelwright's shop where she was apprenticed. Many years later she embarked on adventures, the details of which are lost to time, until she was knighted and made a Holy Lancer of the Order of the Nine. 

St. Valdra

Title(s): Blessed of Culsani, Cleanser of Orzberg, Patriarch
Alignment: Neutral
Domain(s): Avarice, Moon
Associated Paladin Oaths: Acquisitions

St. Valdra was a unique Patriarch of the Church by becoming an Archbishop after working through the ranks of the deaconry. A dedicated follower and cleric of Culsani throughout her career, Valdra took over the Archbishopric of Orzberg following the revelation that the clerics of the city had been corrupted by a vampire. Through this experience she was a fierce and pragmatic defender of the faith. Her fellow archbishops elected her to the Patriarchy upon the death of Horeshtus IV. She is credited for revitalizing and expanding the greatest cathedrals of the Church (though it is rumored that she did this by collecting indulgences, or payments for the sins of nobles and great merchants). Her followers dismiss any of this as hearsay, and instead focus on her expansion of the great Cathedral and monuments at Rosh-Haigar, the holy city of the Church.


Thursday, June 20, 2024

Mercenary Company Campaign: Company NPCs

Feeling inspired by the campaign concept, so I have been working on some NPCs that can provide clues or motivation to the characters to strike out in different directions. Some are inspired in part by their stat blocks, as I find interesting stats for NPCs and consider how they acquired these abilities and came to be part of the company. 

Rasp

Appearance: Dark skinned man with white hair. He has a full head of hair and a beard. Slim but strong and muscled. His shoulders stoop slightly from age. His eyes are a deep brown, but at times have twinkles that appear purple. They are deep and appear ancient beyond his years.

Roleplaying: 
  • Has a rasping voice and often coughs. 
  • Rasp is wary of strangers, but a solid drinking buddy and dice player with his trusted companions. 
  • He falls silent at times and seems in deep thought. 
  • As a sergeant, he is gruff, but looks out for his newer troops.

Background: Rasp was born in the far southern continent. As a young man he was kidnapped in a raid by mind flayers with others from his village. The illithids took him into the Astral Sea and he worked as a thrall for the colony. He was about to be implanted with a tadpole when the colony was attacked by Githyanki, who freed him. Rasp was forever changed by the near implantation though, developing psionic powers. He fought the mind flayers alongside the Gith for many years, unaged in the Astral Sea’s suspended time. Finally he returned to the mundane world through a portal only to discover his village long desolate, abandoned hundreds of years later. Rasp is over four hundred years old because of these experiences. He joined the company many years ago and has been part of it through many battles. 

Key Info: 

  • Provides hooks to the Astral Sea.
  • Info on mind flayers and githyanki.
  • Introduces psionic powers.

Stat Block: Psychic War Veteran (Planar Bestiary 5e, pg. 111)


Ram

Appearance: Ram has the head of a goat and the torso and arms of a humanoid, with the bow legs and hoofs of a goat. She has a white stripe of hair that covers the middle of her face down to her muzzle and white hair on her ears. Otherwise her hair is brown. She has brown eyes, and wears light leather armor. Ram is quite tall, standing about six and a half feet in height.

Roleplaying:
  • Ram is very talkative and friendly, always asking questions.
  • Ram out loud bleats when she disagrees with something.
  • Ram does not talk about her past and ignores questions about her unique ancestry.
  • She dislikes orcs and half-orcs.

Background: Ram is an Ovisan hunter, a member of a people living on another world that are mortal enemies of the evil grethk. The ovisan send small groups of hunters called battle flocks through portals to hunt infestations of grethk. In Ram’s case her flock arrived in a remote region of this world near a tribe of orcs. The orcs hunted a killed her flock, believing them to either be magical mountain goats or strange aberrations. Ram escaped by surviving in the woods and hills until stumbling into a settlement where bewildered halfling farmers nursed her back to health. Once she had her strength back she worked for a time as a sheep and goat herder, but then journeyed and joined the company when it arrived in a nearby region. Ram continues to hold a grudge for all orcs and their kin, and she has vowed never to leave the company with a greater dedication than even the average recruit because it is her new flock.

Key Info: 

  • Provides hooks to the grethk and other worlds.
  • Ram has knowledge of how portals function.

Stat Block: Ovisan Hunter (Planar Bestiary 5e, pg. 102)


Nivs

Appearance: Nivs is a tanned and muscled human woman, with brown hair dyed with red and orange streaks. She bears both tattoos of blue and red ink on her face and applies daubs of paint as well before battle. Her eyes are deep brown. She is of middling height and weight but is solidly built and moves with speed and grace as she fights.

Roleplaying:

  • Nivs speaks and moves confidently, acting with decisiveness in every action.
  • Nivs can be bold and often speaks in anger without fully considering the consequences.
  • Nivs carefully studies her blood hunter crafts and is a master of these mysterious arts.

Background: Nivs was trained in the mysterious ways of hemocraft from her youth by her adopted mother, a member of a blood hunter order in the Thornspire Highlands. When her order and mother were killed in the Dragonflame Rebellion, Nivs joined the company to escape the remnants of her old life and find a new family.

Key Info:

  • Nivs possesses links back to the lands of the fractured imperium and Thornspire Highlands.
  • Nivs knows the ways of the blood hunters.
  • She is an accomplished tracker and hunter.

Stat Block: Bloodhunter (Explorer’s Guide to Wildmount, pg. 284)

Saturday, June 15, 2024

Mercenary Company Campaign: A Historical Timeline

One of the important themes in the mercenary campaign concept is that of continuity. Although individual members die, the company lives on, and carries on its legacy. This timeline is not all inclusive and events might be filled into the gaps based upon player backgrounds. This is designed to be a player resource as well. It reflects knowledge that would be available to them through the Annals. It will be added to as details are uncovered in the campaign and created collaboratively.

Present Day: Company has waited in garrison at Vraugate to repel the feared ice giant raid. Its strength has been replenished by Northerners from Vraugate and the surrounding region after the losses of the march North.

18 Months Ago: After years of on and off participation in various sides of the civil conflict slowly tearing apart the Empire, the company received a contract request from the Burgomeister of Vraugate in the Northern Lands. They traversed the Desolation of Tsar, staying far from the ruins, and traversed the Mountains of the Spine. Some good troops were lost on the journey, but the company remained strong together.

Two Years Ago: The company was at the Battle of the Broken Spires, but its employer, Count Ebonshade, was on the losing side, alongside the exiled Patriarch Grimnar. Finding itself without an employer and not desired now that the civil conflict had lapsed into another uneasy peace, the company searched for new work.

Ten Years Ago: The company fought at the Storming of the Bloodshadow Citadel, beginning the current “hot” phase of the civil conflict within the Empire after the Uneasy Peace, which had lasted between the major imperial claimants and the fragmented Patriarchs of the Church for fifteen years.

Fifteen Years Ago: The company served one of the barons of the Thornspire Highlands during the Dragonflame Rebellions.

One Hundred Years Ago: The company arrived from the Southern deserts to the fractured imperium. They are said to have traveled on ships that could sail upon the sand.

Many Hundreds of Years Ago: The company participated in a defense of the City of Brass from attack by an army of Jinn and elementals from the Plane of Earth.

Mercenary Campaign: Session Zero Plan

1. Reinforce the Campaign Concept

You drive the story. Make good backgrounds that give you interesting motivations. If you hear about a place or thing you are interested in exploring you are welcome to pursue it.

The Company is everything. You are all sworn, like your troops, to put the wellbeing of the Company before all other bonds.

You joined the Company to leave your old life behind. You must pick a nickname which you are known by. Consider the following question as you build your character and backstories together: 

  • What is your nickname?
  • What is your true name? Who are your closest friends and comrades that you might have shared this knowledge with, and why did you share it? 
  • Why did you leave your old life? Are you running from something? Were you out of options? Do you have a family somewhere else that you still send your money to? Have you made a new family or found a spouse in the company? 
  • Who is an NPC from your past that is significant to you or has impacted your life?
  • Are you related by blood to any of the others in the company? 
  • What battles or wars have you fought in with your comrades? 
  • Who was the previous officer that died so you could take your position? 
  • What are your goals in life and as a leader of the company?
  • What are your darkest secrets?
  • What are your deepest fears?
  • What are you interested in discovering, exploring, or doing in the world?
  • What is a short term goal that you want to accomplish? (Pending GM approval, accomplishing this will earn you a free feat)
This campaign is designed to be a long term, player driven story. With downtime activities like recruiting troops, or long term contracts to guard a city or settlement years could pass in game. The details and ideas you come up with will help create opportunities and quests. You can always add additional details in coordination with the GM.

2. Design the Mercenary Company

The company existed long before your characters ever joined it. You will have a hand in creating it.

  • What is the name of your mercenary company?
  • What is your symbol? (You can draw something of your own or find something online for this)
  • Which heroic organization type would you like to use to represent your company? (Kingdoms & Warfare, pg. 31-64. You can reskin an organization if you like certain powers or features better and make it a mercenary company that uses elements of the theme of the organization you picked)
  • Where was your mercenary company formed? Did it originate on another world? (Your company is at least two thousand years old)
  • Why was it formed? Or is this a secret lost to time or buried in the annals?
  • What are the names of some recent commanders and officers that preceded you in leading the company?
  • Your company will start as a size one domain with a number of veteran units equal to the number of players in our campaign. These units are comprised of approximately fifty troops (exact numbers don’t really matter for warfare because it is abstracted, but if you were to raid a settlement or enemy stronghold the raiding system we would use uses more exact numbers of troops), with stats provided by the GM.

Your company has spent much time in largely human dominated lands in the last few decades and so it is less diverse, although there are some interesting members from earlier days. If you want to recruit troops of different ancestries you must set up in a suitable settlement with sufficient population and recruit for six months, paying lifestyle expenses for yourselves and upkeep costs for lodging your troops during that period. It will be treated as downtime for you to do other activities, or you can go off adventuring on your own for brief periods, along with a cost to recruit, train, and equip new members (it will be an expensive undertaking). You can recruit units faster by engaging in Intrigue against other domains opposed to your goals. However, not every conflict will use the intrigue system.

Additionally, your company currently has a treasury of eight thousand gold pieces. Fifty percent of the money made via your contracts must go to pay the troops (but otherwise you only pay upkeep if you are stationary, lodged in a settlement). The treasury may be used for gear for your officers, but any major expenses (greater than a thousand gold pieces) are traditionally voted on as a group of the senior officers. 

Finally, you must vote on your leaders (captain and lieutenant) and additional characters must choose from the other available titles:

Captain. You have been elected by the senior officers to command. The fate of the company rests on your shoulders. You are sworn to place it before your own interests and give up your life rather than doom the company. You negotiate and must honor your contracts. You gain the following ability:

On Your Feet. When an ally within 30 feet of you that you can see drops to 0 hit points, you can use a bonus action to command them to stand. They regain 1d8 hit points plus your Charisma modifier and use no movement to stand up. If an enemy is within 5 feet of them they may make an attack as a reaction. You may use this ability a number of times equal to your proficiency bonus, and must complete a long rest before using it again. Additionally, any units you command have advantage on command tests during combat.

Lieutenant. You second and support the captain in all things. Your duty is to ensure the survival of the company and lead it should the captain be required to make the ultimate sacrifice. You must also honor the terms of every contract.

Into the Breach. As a bonus action you can command an ally within 30 feet to move up to its speed and make an attack as a reaction. You may do this a number of times equal to your proficiency bonus, and must complete a long rest before using it again. Additionally any units you command in battle have advantage on their morale tests against upon being diminished. 

Company Annalist. The long tradition of keepIng the records of your company has come down to you. You gain proficiency in the History and Religion skills. If you already have proficiency in one or both then you gain expertise in the respective skill. Your studies of the lore of the company also grant you advantage on History and Religion Checks that regard the company’s history. The annals are held in a massive chest, to which you hold the only key, carried on an iron chain around your neck. The chest is guarded by the most elite veterans of your company. On your belt you carry the current annals, which is a book connected by a larger iron chain to your belt. It never leaves your person until it is full and joins the larger collection, upon which you begin writing in a new book.

The Current Annals. This book contains your and recent annalist’s writings. The book is a mundane item, but contains great significance for the company. You should give your life before losing it or the other annals. While you maintain the book you may inspire your companions with a story from the company’s past, granting you and each of your companions one use of Inspiration each. Additionally, you can inspire one of the units you command in a warfare battle, granting them one extra attack on their first activation. These abilities can only be used again after you take an extended rest (one week conducting no other downtime activity other than recording recent events and studying the annals), and they may not be used more than once a month. Should you ever lose the annals your troops have disadvantage on all attacks during warfare battles until the annals are retrieved. If they are destroyed your company is broken and you lose all your units. You must undertake a great quest to restart the annals and the company in a new form.

Company Banner-bearer. The company banner has the power to motivate your troops and officers to accomplish heroic feats. You gain the feature below:

Rally the Troops. As a bonus action you may inspire your one of your fellow officers of your choice by waving the flag, granting them an extra attack on your turn. You may do this a number of times equal to your proficiency bonus, but must complete a long rest before doing so again. The banner is mounted on a pole which functions as a mundane spear, but it has the light property, allowing you to benefit from dual wielding if you choose to use another weapon in your other hand. The spear lacks the thrown property though, and cannot be used as a ranged weapon. Additionally, when you command troops in a warfare battle each unit you command is inspired by your example and the banner, granting them advantage on their first attack of their first activation of the battle. This benefit may only be used again after you complete an extended rest of one week, and may not be used more than once a month.

3. Considerations for Characters

Characters can be extremely diverse, but the themes mentioned above should be kept in mind so you don’t create a character that is incompatible with the campaign concept.

You should keep in mind that you will need a party balanced for all types of play including: combat, dungeon delving, social and political intrigue, warfare, exploration, and survival. Depending on your goals you could engage with all types of play, and your party should attempt to cover all these bases. The list of party roles from RPGBot may be helpful in making these choices; the author notes that not all of these can be covered by most parties, but that some members can cover multiple roles:

  • Blaster - Area of effect abilities
  • Controller - Control battlefield movement or crowds of enemies 
  • Defender - Protects squishier party members
  • Face - Social interactions 
  • Healer - Provides healing
  • Scholar - Provides knowledge skill proficiencies 
  • Scout - Infiltrates and/or finds traps
  • Striker - Powerful at single target damage or disabling 
  • Support - Provides buffs and debugging capabilities to help other members
  • Utility Caster - Provides non-combat aids to travel or knowledge, normally through spellcasting

Your characters are veteran warriors and adventurers. The characters and their retainers are the primary spellcasters in the company (other than a few NPCs from your ranks that the GM may introduce). Your characters will begin at fifth level for this campaign.

Don’t over-stress about these decisions. If you find your character unsatisfactory after a few sessions we can easily kill them off, or have them elect to leave their senior officer position to step back into the rank and file. One of your retainers or a totally new character can be promoted in their place.

3. Introduce the Character Options

Player’s first stop should be my list of default player options, which includes all approved class and subclass options. It also includes the basic ancestries. For this campaign only one player may choose an ancestry from my rare ancestries list.

4. Review Additional Systems that will Impact Character Choices

This campaign will use the rules from Uncharted Journeys for long travel, which assign specific roles to different party members on a journey. Certain character types fit certain roles better, so keep this in mind while creating your characters (GM will provide the book and rules for reference). Additionally, if you were to capture or purchase a ship we will use additional ship rules which similarly assign different roles to characters, and those will be provided for reference too. Finally, you will derive certain mechanical benefits from your company officer roles, which you should have in mind from step two.

5. Build Characters and Create Backstories

Based on your work above and answers to the questions, create your fifth level character and work with other players and the GM to integrate your backstories together. The GM can answer questions about the setting and might work with you to create new locations and details from your characters’ background. Every character will have the bond: You are sworn to the company, and will defend it and complete its contracts above all other concerns—even your own life.

Because we are starting at higher level, characters will have 500 gp plus 1d10 x 25 gp, one uncommon magic item, and normal starting equipment for your class and background. They can spend the gold on additional mundane equipment during character creation.

7. Pick Retainers and Create Backstories 

Your retainers are the junior officers of the company. Each player will pick two retainers who work for them. They will be roleplayed by the GM, but run by players in combat. Players can pick one of their retainers to accompany the party at a time on adventures. You can swap this retainer out whenever it makes sense narratively (normally when you return to wherever your company is bedded down to take a rest in safety. The same rule applies if the party gets into an encounter when with their troops, because the other retainers are occupied leading the rank and file in potentially fighting their own encounters too. Retainers are also intended to be an easily promoted replacement character should yours die, so keep this in mind when picking them.

Develop a background for your retainers, using the same questions that you did for your characters and put these details in the format of the universal NPC template from Justin Alexander.

Format:

Name: Self explanatory.
Appearance: A physical description of the retainer (in addition to this, find a piece of art work if you can for a token)
Roleplaying:
  • This is two to three brief bullet points.
  • They each describe different personality traits or attitudes.
  • Maybe include one distinctive mannerism that they do.
Background: This is narrative and provides a brief description of the character’s past, answering the question posed above.
Key Info:
  • These are bullet points of important information or roles the retainer has.
  • Perhaps they are in charge of your spies.
  • Or are in charge of your scouts.
  • Or training your troops.
  • Perhaps they are a surgeon or chaplain.
  • Or a ritual healer.

The retainers available are found in Strongholds & Followers, Flee Mortals, and The Illrigger and they reflect the core game classes and subclasses from the Player’s Handbook, Xanathar’s Guide to Everything, and the Illrigger subclasses. Additional retainers made to represent other classes or the additional subclasses from the player options list will need to be custom made by the GM, so if you are interested in one in particular then just let the GM know what type of character you are interested in having as a retain let so they can build it.

8. Introduce the Scenario: Contract of Vraugate

Your current contract has brought you through the Desolation of Tsar and the Mountains of the Spine to the Northern Lands, where the stars dance alongside shimmering rainbow lights in the night. Your latest contract is to guard the small city of Vraugate from the predations of a clan of ice giant reavers and their ice goblin minions. The summer has been spent in indolence, but the attack has come on a cold night as the weather has begun to turn. It is the last chance of the season for the ice giants’ longships to raid the city before their passage is barred by the ice of winter. You need only repulse their assaults and you will at last have completed the contract and receive your final payment of fifteen thousand gold pieces, a massive boon to your treasury. What will your next moves be? You will decide if you can survive this battle.

The Contract of Vraugate is a challenging combat scenario with multiple dilemmas designed to demonstrate to you that you can’t solve all the problems in this campaign and that your choices have consequences. It will also allow you to synergize and develop your tactics as a group of powerful characters. Additionally it will provide several tutorial scenarios for the warfare system so that you can gain more familiarity with it.

Thursday, June 13, 2024

My Homebrew World: The Heavenly Choruses of Angels

The servants of the good and neutral deities of the Nine, the Heavenly Choruses of Angels are a strictly hierarchical ordering of certain classes of celestial. Some chaotic deities maintain their own chorus in addition to the general choruses.

This article is a work in progress, but I am putting it up for the benefit and collaboration of my players.

The Heavenly Choruses

The Chorus of Blazing Glory

The Chorus of Blazing Glory is the body of the Seven Archangels in service to the Nine. The evil gods have their own retinues of fiends. These angels are Solars, but may possess distinctive and powerful abilities.

Ceraman

Title(s): The Timekeeper of the Heavens, Judge of the Nine
Alignment: Neutral
Domain(s): Balance, Clockwork, Justice, Prophesy, 
Associated Paladin Oaths: Watchers

Ceraman is said to guard the sanctum of time, protecting its flow and seeing that it remains in proper order. The location of the sanctum is unknown, even to the gods for they know that Cernunnos or Culsani might cause irreparable damage in a moment of jest or spite. Demons seek to destroy the passage of time, throwing the universe into chaos like the infinite Abyss, while devils desire to use the power to subjugate all free creatures to their will and corrupt their souls. Ceraman only emerges to act as the neutral arbiter of justice on behalf of the Nine. It is said he was the judge when Asmodeus was cast out of the heavens.

Dalquiel

Title(s): The Doorkeeper, Guardian of the Way
Alignment: Lawful Good
Domain(s): Grave, Mercy, Travel
Associated Paladin Oaths: Ancients, Devotion, Guardian, Safeguarding, Silence, Watchers

Dalquiel is the angel who oversees and guards souls on their journey to the afterlife in the upper realms with the Nine. He is constantly in struggle and working to counter the schemes of fiends that would steal or divert these souls on their path and send them to the lower realms to become tortured thralls in the legions of the damned. 

Eda

Title(s): The Waves and the Wind, Storm of the Endless Stars
Alignment: Chaotic Good
Domain(s): Arcana, Portal, Speed, Tempest, Travel, Void
Associated Paladin Oaths: Elements, Thunder, Sanity, Silence

It is said Eda lives at the center of a storm that exists simultaneously on all worlds and planes. That she represents a singularity of chaos held in control by direction of the gods, else much of creation would be undone. 

Lakratel

Title(s): The Light in Darkness, Commander of the Hosts of Glory, Master of the Choruses, Archangel of the Armies, The Radiant Marshall
Alignment: Lawful Good
Domain(s): Apocalypse, Dragon, Justice, Knowledge, Light, Martyr, Order, 
Associated Paladin Oaths: Battle, Conquest, Eagle, Glory, Purification, Radiance

Lakratel is the leader of the armies of the Nine, and leads their eternal war against the powers of darkness on all worlds. He is ever present in history and legend at the forefront of the armies and battle during each epoch. It is said he fought alongside Asmodeus before the betrayer’s fall from grace. Lakratel has no tolerance for betrayal after this, and casts out or destroys any traitorous angel in the many hosts.

Mivi

Title(s): Tamer of the Song, Composer, Trumpet of Creation and Apocalypse 
Alignment: Neutral Good
Domain(s): Apocalypse, Creation, Mercy
Associated Paladin Oaths: 

Revered as the great muse by many bardic colleges and troubadours, Mivi is said to have been born in the gods’ song of creation and will sound the trumpet signaling the end of all things. 

Nakrav

Title(s): The Grower, Lover of Life
Alignment: Chaotic Neutral
Domain(s): Life, Nature
Associated Paladin Oaths: 

Nakrav sees to all green and growing things drawing upon the elemental energies of Caturix for growth. He is a gentle defender of plants and animals, revered by some Druidic circles who do not worship old or forgotten gods as a nature deity.

Rindriaze

Title(s): The Executioner of the Gods, The Angel of Death
Alignment: Lawful Neutral
Domain(s): Apocalypse, Death, Grave, Judgement, War
Associated Paladin Oaths: Balance, Battle, Conquest, Justice, Silence, Vengeance

Rindriaze is the weapon of the gods against evil. She is known in many cultures, and in other aspects is worshiped as a deity in her own right. She dispatches vindicators and other angelic servants to slay the foes of good when their efforts exceed the bounds decreed by the gods. Why certain evil beings are allowed to live on is a mystery known only to her and the gods.

Chorus of the Moon-Bathed Crescent

The Chorus of the Moon-Bathed Crescent is the order of Planetars that serve the Solar Archangels in the Chorus of Blazing Glory and the Nine Gods. It is said that there are nine hundred and ninety nine members of the Chorus of the Moon-Bathed Crescent. When a member dies, the Archangels select a member of the Chorus of Innumerable Stars that is advanced to the Chorus of the Moon-Bathed Crescent. These angels can intercede for mortals, and a sampling of those most well known to the Church is provided below:

Narkesi

Title(s): Demon Hunter, Bolt of Truth
Alignment: Chaotic Good
Domain(s): Demonology 
Associated Paladin Oaths: 

Narkesi is an Angel dedicated to destroying demons, hunting them across the planes, and studying their ways to destroy them. She leads a cohort of lesser angels that follow this path and guides mortals that walk the fraught path that skirts of the edge of madness by studying and attempting to destroy the power of demons.

Nithtari

Title(s): The Redeemed, Rebuker of Devils, The Gem Among Snakes, The Risen Angel
Alignment: Lawful Good
Domain(s): Atonement, Justice, Knowledge, Life, Light, Martyr, Mercy
Associated Paladin Oaths: Glory, Perfection, Purification, Redemption, Watchers

A tiefling woman, St. Nithtari stands as a symbol of transcendence. St. Nithtari rebuked her family in the name of the Nine. Her family were devoted disciples of Asmodeus. Nithtari was martyred by her uncle, the evil Lord Karcius, a powerful Illrigger said to have been dragged down to the Hells for his failures, but left to live on in eternal torment as a Dread Knight (Monsterous Menagerie). St. Nithtari herself is said to have so humbled Wontor that he persuaded Lucan to relinquish her soul from death and made her a Planetar angel of the Chorus of the Moon-Bathed Crescent. Thus some of her devotees revere both her aspects as a risen angel, and a martyred saint.

Chorus of Innumerable Stars

The Chorus of Innumerable Stars is composed of countless Devas comprising the Heavenly Legions. They serve the Archangels and Chorus of the Moon-Bathed Crescent. These angels do not generally act as intercessors on behalf of mortals, but will appear as messengers of more powerful Choruses. Their armies are said to be organized in tens and hundreds and twenties in their legions and cohorts, and fight alongside the gods from the beginning of time to the present and until the end of time. Other angelic beings like Valkyries also make up specialized cohorts of the Chorus of Innumerable Stars.

Chorus of the Flaming Blaze of Dusk

The Chorus of the Flaming Blaze of Dusk is unlike the other Choruses. It is the Chorus of angels that have had their physical form destroyed, but their immortal spirit has not been destroyed. These angels appear like shining spirits of light in the image of their physical bodies, and dwell in the heavens. They can still defend the heavens alongside their living comrades, but are confined to their world, and their souls can be destroyed forever by magical weapons.

Chorus of the Silent Grave

These are the followers of Dalquiel, who bring the dead and dying to the afterlife and guide them upon their path through the worlds to their eternal rest. They are solemn and quiet in aspect. Angels, celestials of all types, and chthonic scions are all part of this chorus.

Chorus of Fallen Glory

This Chorus is not often spoken of, but is the term to reference those angels that betrayed the Heavenly Legions and fled into the Hells after Asmodeus, along with all fallen angels until the present. These are the worst of traitors and most bitter enemies of the gods. Their names are secret and often not known by the Church for the good of all mortals. It is whispered that some of these have become devils and demons through twisted and dark magic. 

Wednesday, May 29, 2024

Homebrew World: Seven Truths

To give players an idea of what my setting is about, and help guiding them as far as themes I enjoy during character creation I created the following list:

1. The World is Wide and Untamed. Maps won’t always be exact and the places between settlements are dangerous, haunted by great beasts and mystical monsters. Only the bravest travel between settlements and few have travelled across continents. Monsters exist in the wilderness and don’t care if they are overpowered for your party’s level—you may need to run.

2. There is Great Darkness in the World, but Where There is Darkness There Arise Heroes. There is real evil, and horrors from the void and realms of nightmares in the world. But, your character can literally reshape the world. Their actions determine history, changing reality with every choice. The goals you create and discuss with the GM become reality in this world, and can change it for the better.

3. Politics and Choices Drive Conflict. Your character’s affiliations and beliefs shape the world. The world has been shaped by an empire that now only seems to exist in name. Great heroes and villains can seize power and gain influence in the far flung fiefdoms, remote villages, and most cosmopolitan cities. Criminal, political, religious, and economic groups vie for power and need to be engaged with, otherwise their choices will still affect you.

4. Blank Spaces Need to be Filled In. There’s still plenty of room in the world. Your ideas for a village, an organization, or whatever to fill in a character backstory are welcome. There may be something that exists, or maybe you can help create that lore. You just need to ask to find out.

5. Gods, Angels, Demon, and Devils are Real. There are great forces for good and evil, fighting for the eternal souls of mortal beings. Mortals have the ability to choose what and whom they serve. There still exists ambiguity and moral complexity, meaning celestial and fiends are more complicated than they might first appear.

6. There are Infinite Worlds, and You Can Go to Them. There are many worlds, where the gods and angels live, along with demons, devils, and all manner of beings. Part of adventures in this world is discovering the secret portals, hidden paths, magical machines, and arcane lore that allows you to walk between worlds and explore the wider universe.

7. If it Exists in Roleplaying Games, There’s Probably a Place for it Here. Most concepts and ideas can be included in the world if you express that you are interested and are willing to work with the GM to modify them to fit the setting and style.

Sunday, May 26, 2024

My Homebrew World: The Nine Gods

I really enjoy developed lore about the deities and cosmology of my fantasy worlds. It may be from reading the Belgariad as a kid or any number of fantasy series, but the idea of clerics and paladins choosing a god and fighting evil—or maybe being evil from a different point of view because of their fanatical beliefs—is intriguing. 

This post is intended for players. I will provide a GM only addendum eventually which will include secrets and potential adventure hooks. Gods from other materials can be incorporated by considering them an aspect or a different name for a similar deity, much like we see in real world history. Gender and other details may be swapped, but you can often treat them as literally being the same as other gods not included here.

You may also notice that at the time this is published originally that there remain many blank spaces for associated angels and saints. This is because those articles have not been written yet. Once they are up I will add the names and link to the respective articles.

The Nine

The Church worships the Nine as a collective. Thus the Church acknowledges all Nine in its iconography—and expressly prohibits any appeals to the Dark Ones. However, largely the Church encourages appeals to the Cascades of Saints or the Heavenly Choruses of Angels for intercession on the petitioner’s behalf to the Nine, which is why most clerics of the Church have patron Saints or Angels that they venerate. There are still however those who beseech one or more of the Nine directly.

Toutatis

Title(s): The Warrior, The Chief of Warlords, Master of the Noble Hunt
Alignment: CG
Domain(s): Hunt, Knowledge, Nature, War
Associated Paladin Oaths: Ancients, Battle, Conquest, Devotion, Eagle
Associated Angels: 
Associated Saints: St. Navrejar, St. Tevra 

Toutatis is the warrior deity of the pantheon of the Nine. Devotees of Toutatis are often martial-types, or warrior paladins, or even rangers or barbarians that wander the deep woods and high peaks. Toutatis the patron of many warrior angels and saints, and their respective orders. But his worshippers may also be found in deep groves or in mountain hollows open to the sky as well as in stone temples and citadels.


Lucan

Title(s): The Gentle Sleep, The Resting Grave, Change and Decay, The Grim Lord, Gaoler of Afterlives, The Jailer
Alignment: N
Domain(s): Grave, Darkness, Death, Demonology, Life, Peace, Corruption, Vermin, Repose
Associated Paladin Oaths: Devotion, 
Associated Angels: Dalquiel
Associated Saints: St. Nithtari

Lucan represents the inevitability of death. He not evil, rather Lucan represents the natural consequences of life and magic. He abhors the undead, liches, and others who prolong their lives through unnatural means. Lucan also represents the inevitable decay that exists in the duality of life and growth progressing into corruption, decay, and death. His followers seek to destroy the undead, specializing in hunting necromancers and those who would disturb the sleeping dead. He hates the followers of Orcus and demons in general for meddling with the order of the universe. Lucan is said to reside in the realm of shadows that mirrors the mundane world where he sends souls on their way to the outer realms. Other souls linger in the shadow plane, endlessly waiting for release from whatever holds them bound to it and the material plane.


Cernunnos 

Title(s): The Cunning, The Stranger, The Gambler, Master of Lies, Weaver
Alignment: CG
Domain(s): Arcana, Avarice, Labyrinth, Travel, Speed, Trickery, Portal, Void
Associated Paladin Oaths: Acquisitions, 
Associated Angels: 
Associated Saints: St. Lukricus, St. Samira

Cernunnos is a trickster god, and although he is good at the core, can be capricious. He is also a god of travelers, and those who entrust their lives and fortunes to chance, like gamblers. Cernunnos is described in myths as often playing tricks on the other gods or seeking to engage them in riddles. Sphinxes and similar creatures often are said to be descended from Cernunnos due to this predilection. He also is said to be the grandfather of the fey lords and ladies, and to animal spirits, all creatures that display cunning and cleverness. Many rogues revere him for these traits. Cernunnos also represents the shifting nature of magic and it is said that once when he transformed into a spider he woven the threads of magic that crisscross the universe, acting as a fount of arcane magic, particularly for those who study ley line magic.


Caturix

Title(s): Father of Dust, Flamebringer, The Tempest, The Wave
Alignment: CN
Domain(s): Creation, Life, Light, Air, Fire, Earth, Nature, Tempest, Water, Wind
Associated Paladin Oaths: Ancients, Battle, Eagle, Elements
Associated Angels: 
Associated Saints: 

Caturix is an old god, perhaps older than the others, and represents the power of the elements. The Inner Planes and the building blocks of the universe were created by him. Though the various jinn of these planes have differing stories about their creation and lineage these may be references to various aspects of Caturix. He may also be linked to many sorcerers gifted with elemental magic. He is also worshiped under various names by druidic circles.


Brigid

Title(s): The Hammer, Anvil of Truth, Master of all Makers, Exalted Artificer, The Chains of Eternity 
Alignment: LN
Domain(s): Avarice, Creation, Clockwork, Forge, Light
Associated Paladin Oaths: Acquisitions, Devotion, Eagle, 
Associated Angels: 
Associated Saints: 

Brigid is the smith and armorer of the gods. She is a versatile crafter, capable of working all mediums, and is thus a patron of creation, art, and innovation. Even some bards worship Brigid, desiring that their lays be as fine and cunningly wrought as her weapons and precious gem-set treasures. The dwarves and elf’s hold Brigid in high regard, although they know her by many other names. It is said she takes her materials from the Inner Planes to ensure the greatest purity from Caturix material creations. She also is said to inspire inventors and artificers of all types. She is said to have forged the chains that prevent fiends and celestials from running rampant across the planes, requiring them to be summoned by manipulation of her chains and Cernunnos’ magical weave.


Tsovinar 

Title(s): Lady of the Four Winds, The Breathe of the World, The Glittering Dragon, She of Might and Terror, The Appointed Destroyer, The End of All Things
Alignment: CN
Domain(s): Apocalypse, Arcana, Dragon, Knowledge, Tempest, Nature, Ocean, Serpent, War, Wind
Associated Paladin Oaths: Battle, Conquest, Eagle, 
Associated Angels: 
Associated Saints: St. Navrejar

Tsovinar is sister to Tiamat. In ancient times their battles tore the sky and sent wind and wave flying, destroying all in its path. Until Tiamat was cast into the Lower Realms and bound. Tsovinar is revered by all good dragons, no matter what the shade of their scales, but is often considered the mother of gemstone dragons. Those who seek the might of dragons or to emulate them are often followers of Tsovinar. She is a powerful god of storms, often worshipped by sailors and travelers desiring good weather. It is said that when the world reaches its true end, if it is not consumed by some evil deity in a terrible apocalypse, that Tsovinar will heed Lucan and Wontor’s command to end the world, retiring it from all violence and blood that is waged and spilt upon it, and giving it eternal rest from the evil of mortals.


Culsani 

Title(s): Fairest, Beauty of the Dew and Dusk
Alignment: CN
Domain(s): Avarice, Beauty, Wine (Beer), Moon, Nature 
Associated Paladin Oaths: Acquisitions, 
Associated Angels: 
Associated Saints: St. Lukricus

Culsani is a goddess most identified with love and loss of inhibition. She is worshiped by festival and party-goers, but also is particularly highlighted at weddings and other events marking the possibilities of a new beginning. She also is said to love the gardens in moonlight, garnering her the devotion of many nature and moon focused clerics. While not evil, she can be unpredictable and cruel with her beauty and quick wit. 


Tarin 

Title(s): The Silvered Dragon, The Dragon Emperor, Unyielding 
Alignment: LN
Domain(s): Arcana, Judgement, Justice, Balance, Dragon, Mountain, Order, Serpent, Speed
Associated Paladin Oaths: Battle, Conquest, Devotion, Eagle, 
Associated Angels: 
Associated Saints: St. Orpheus

Tarin is the third of the three dragon gods, consort and nemesis to both Tsovinar and Tiamat. He is the rock of the mountains, unyielding against the storms of the others. Revered by good dragons of all types and those who admire dragons, Tarin is stubborn in dispensing justice and order. He cannot tolerate creatures of disorder and is said to dislike Cernunnos intensely..


Wontor 

Title(s): The One-Eyed God, Father Time, Raven-Eyed
Alignment: LG
Domain(s): Arcana, Life, Knowledge, Apocalypse, Creation, Civilization, Martyr, Portal, Prophecy 
Associated Paladin Oaths: Ancients, Ascetics, Battle, Conquest, Devotion, Eagle, 
Associated Angels: 
Associated Saints: St. Adelard, St. Nithtari, 

Wontor is often said to be the leader of the gods. This may or may not be true, but at the least he is renown for his knowledge and power. He is said to be gifted the power of making and unmaking and will be there at the world’s end. Often depicted as missing an eye, he is said to see the bridge between worlds. Those who seeks knowledge and magical power, tempered by wisdom and good are seekers of Wontor.


The Dark Ones

Chergoth

Title(s): The Dark One
Alignment: CE
Domain(s): Apocalypse, Avarice, Hunger, War, Corruption, Darkness, Death, Demonology, Madness, Void
Associated Paladin Oaths:
Associated Angels: 
Associated Saints: 

Chergoth may be a mask of various demon lords, primarily Orcus. Or he may be a distinct entity, ruling the lower realm of Gahenna. He is generally recognized as distinct from Asmodeus, who is largely ignored in the theology of the Nine, although its clerics will not dispute the existence of the King of the Hells.

Tiamat

Title(s): The Dark Serpent
Alignment: LE
Domain(s): Apocalypse, Avarice, Darkness, Dragon, Serpent, Tyranny
Associated Paladin Oaths:
Associated Angels: 
Associated Saints: 

Called the dark serpent, the goddess Tiamat is sister to Tsovinar and sometimes consort, most time enemy of Tarin. Her battles with these other gods are legendary. Legend say that Tiamat is bound in chains by the gods, but her loyal followers seek to restore her and lift her up to rule over the Nine.

Lore Book: The Edict of Deviltry

The lore book below was created to facilitate a church trial in my Ptolus campaign on the fate of the Ghostly Minstrel of the famous inn nam...