Cythera Deity List

The Primal Gods

These are the two most ancient deities, Orim and Morkhaal, who have clashed since the creation of the world, and who are the patrons of the Forgotten Races.


Called the Ancient, the Pankreator, and the All Father. The primal deity of creation and overpower of Cythera. Image is of an elderly man in white robes, with dark curly ringlets and sideburns, shot with gray. Long thought mythological, he is now recognized as the creator deity by most religions. He is a Lawful Good deity of order, balance, destiny, and fate. He is venerated as the progenitor deity by Monotheism, Pantheism, and Dualism, though the three religions argue about his true nature. He is an implacable enemy of demons, undead, and Morkhaal. In the ancient past, he defeated the forgotten races of inhuman horrors that worshipped Morkhaal, and banished Morkhaal itself to the Far Realms, unable to reenter the prime material plane. Recently, Orim has withdrawn from interaction with reality to devote himself to keeping Morkhaal and its spawn trapped in the Far Realm, while handing over his portfolio to a new goddess, Rachel.

Many of the early human tribes venerated either him, Rynia, or Mhoram, but now his ancient religion is all but forgotten. He has no organized religion or priesthood, though he does work through very rare seers and prophets. His symbol is either the upraised hand with an arcane sigil in the palm, or the Orimite Tarot. His worshippers may be any lawful or good alignment, and his clerics can choose any three domains that are not racially restricted or evil. As the Pankreator of the Monotheists, Pantheists, and Dualists, his worshippers only have access to the following domains: Retribution, Protection, Law, Good, Healing, and Renewal, and may only choose two domains, though with their respective pantheon’s benefits. His paladins are very rare and few, but they possess the ability to use Smite Chaos three times per day.


The Deathwyrm, the Farspawn, the Bringer of Madness, the Tentacled Horror. Orim’s rival and enemy, Morkhaal is the primal god of chaos and evil, a patron of the undead. It represents the pinnacle of uncaring chaos, pure evil, and devouring Undeath. It was the ancient god of the Illithid, Neogi, and Aboleth, until Orim confined it to the Far Realms. It corrupted the Ythraag Serpent men, and its children, except for Mhoram, are the original members of the Talathos and it is the true ancient patron of Midia. Time and again it has been defeated by Orim, but each time it manages to engineer a comeback. Its worshippers have no common characteristics other than madness and a drive to free it from imprisonment. Its most prominent worshippers are the Faithless, so called because they are taken from other religions, tortured to madness, and forced to abandon their former religions and convert to Morkhaal’s nihilism. Its clerics must be evil, preferably chaotic evil, and devoted to its freedom and the destruction of everything. Its clerics can channel his hate and madness, making all their spells Corrupted spells at no level cost, though they are limited to level four spells or less, unless they choose to become Ur priests. Its domains are Evil, Chaos, Tyranny, Mental, Spells, Suffering, Knowledge, and Madness. Its image is eight tentacles tightly coiled around a central eye.

Recently, Morkhaal devised yet another ploy to escape the Ban of Orim. It split itself into three new divine entities. One remains Morkhaal, and the other two are Szatharaan the Tentacled Tyrant, and Kathkathraal the Lurker Between Worlds. All share Morkhaal’s goals and drives, and their religions are identical, as are all Domains and restrictions.


The God Child, the Divine Child, the Majestrix. When Morkhaal split itself into three gods to try and breach the Ban of Orim, Orim consulted with the other deities, and arrived at a solution to the problem. He would devote himself solely to keeping the new gods imprisoned. However, this required a replacement for himself. To that end, the gods chose a young girl of Midian blood named Rachel, granted her divine powers, and, as per their agreement to empower her, allowed her to choose her path to divinity. Thanks to the influence of a group of reincarnated Midian adventurers, she chose the path of Law and Neutrality. Satisfied, Orim turned over his portfolio to her to allow himself to concentrate fully on Morkhaal and its clones.

Newly ascended, and Orim’s successor, Rachel is still attempting to establish herself; though she is energetic, sincere, and trying, she is also still immature and prone to acting before thinking. She currently maintains Orim’s policies and portfolio, which sync well with her personality. Her alignment has shifted recently from Lawful Neutral to Lawful Good, and her symbol is a upraised hand surrounded by three arcane symbols in red, and blue. Her favored weapon is the mace. She appears as a young girl of twelve, clad in a white robe covered with arcane symbols in red and blue. Her worshippers can be any Lawful or any Good alignment. Since she has taken over the duties of Orim and his clergy, she gives the same granted power that he does, and she also controls the power of the Orimite Tarot.
The Elder Gods

These are the deities of the Elder races, who evolved after the devastation caused by the extinction of the Forgotten races and the rearranging of the planet’s geography caused by Morkhaal’s banishment.
Zhulthar the Black Serpent

The ancient Neutral Evil deity of the Ythraag, though he was eclipsed by Morkhaal after the Ythraag’s corruption. He is the cold, logical patron of serpents and scaly creatures, and some evil dragons venerate him, though like most of the Great Beasts they usually venerate Orim or Morkhaal. Zhulthar is now only venerated in secret in Khorem, and openly in Nharaak, the realm of the Yuan-ti. His worshippers may be any evil, and his domains are Scaleykind, Retribution, Suffering, and Evil. His symbol is a dark serpent coiled around the world. His favored weapon is the spear. He appears as a powerful humanoid with a snake head and tail. His clerics receive the feat Snake Blooded for free. Sometimes Zhulthar is considered a member of the Talathos, due to his veneration by the ancient Midians and his long association with the evil deities of that nation.

Arathel Lightbringer

Ancient goddess of the elves. Once a Lawful Good deity, when Morkhaal caused the Elder Gods to split into dual deities, she became Chaotic Good. Though not as militant as she once was, she is still a fierce protector of the elves and their interests. She is a patron of the arts, which also includes the art of war, as she is also a goddess of strategists. Her worshipers are primarily elves, which she prefers, being uncomfortable around non-elves, and she has equal clerics and druids in her clergy. Her worshippers can be any good alignment, and their favored weapon is the Elven War Bow, with which they have a +1 granted bonus to hit and damage. They may also teleport from one pool of moonlight to another once per night, as per Teleport, maximum range is 100 feet. Her domains are Light, Good, Magic, Elf, and Moon. She appears as a radiantly attractive elven maiden, and her symbol is a silver moon. She still has one loyal order of elven paladins left to her: The Knights of the Silver Moon. They receive the ability to summon Moonfire on their blades three times a day, which does +1d4 damage to evil creatures, for a number of rounds equal to their paladin level. This ability is not continuous, ie it is used at once, for up to the maximum length, not in round increments.

Malathos Lightbane

The Lawful Evil elven deity, now considered to be Arathel’s brother, and patron of the Dark and Blood elves. He is a disciplined deity of magic and intrigue and he expects his clerics to be cunning and relentless. He is also a patron of arts and cities, as opposed to Arathel, who prefers woodland settings. His worshipers may be of any evil alignment, and he only allows elves to worship him. His domains are Law, Evil, Magic, and Drow. His favored weapon is the Elven war spear, with which his clerics have a +1 granted bonus to hit and damage. His clerics may also Shadow Walk, as per teleport, once per day, maximum range of 100 feet. He appears as a severe, pale elf with blood red eyes, clad in armor. His symbol is a dark hand grasping the moon.

Dhurzhad World Forger

The Lawful Good dwarven deity. Once a Neutral Good god of craftsmen, his splitting into two deities made him a rigid, disciplined deity of war and crafting. He is implacable, unyielding, and unforgiving to his enemies, and he expects his clerics to be as well. He only allows dwarves to worship him, though they may be of any good alignment. His domains are Law, Good, Earth, and Dwarf. His favored weapon is the Dwarven War Axe. His clerics get +2 to hit and damage when they are reduced beneath half hit points. They lose this ability when healed over half hit points. They may also cast Stone Shape once per day. His paladins are very rare; they may invoke the ability Stone Rune once per day, gaining DR 5/- for a number of rounds equal to their paladin level. His image is of a stone dwarf, with mithril hair and eyes. His symbol is of an anvil supporting the world.

Khazar Soul Reaver

Khazar is the chaotic evil Dwarven deity of Earth, Cavern, Evil, and Chaos. His religion is one of might makes right, and is concerned with the wringing of every last drop of use out of anything before discarding it. His clerics can summon an evil earth elemental equal to their hit dice once per day, as per the rules of Summon Nature’s ally. His favored weapon is the flail, with which his clerics get +1 to hit and damage. His symbol is a fist clutching the world. He appears as a dwarf made of black iron, with steel hair and silver eyes.

Mallicia the Spell Mistress

The Malaval worship Mallicia, a lawful evil goddess of Magic, Knowledge, Evil, and Spell. If the Malaval ever had a good aligned deity, its aspect has been lost to time, to be replaced by Mallicia’s worship of arcane knowledge and might. Mallicia’s clerics may add two extra dice to any dice roll for a spell, either damage or healing. Her favored weapon is the war staff. Her symbol is the arcane eye, surrounded by the three ancient Runes of Power. She appears as a darkly beautiful Malaval woman, dressed in black and silver robes.

Selphara the Enchantress

The Selphorim worship Selphara, a lawful neutral deity of Magic, Knowledge, Spell, and Illusion. Her religion was once a mighty force for arcane might and good, but centuries of constant struggle have worn it down into the pursuit of magical knowledge and ability. Selphara’s clerics receive one Metamagic feat free of charge at first level. Her favored weapon is the mace. She has very few paladins left to her. They may exchange one Divine spell per spell level per day with an equivalent Arcane spell from the wizard/sorcerer list when praying for spells; ie they may exchange one 1st level paladin spell with Magic Missile, one second level paladin spell with Acid Arrow, etc. Her symbol is the golden ankh. She appears as a radiant celestial woman, in chain armor, wielding a glowing mace.

Zhara, the Laughing Goddess

The Halflings worship Zhara, the Laughing Goddess, a neutral good deity of Good, Family, Protection, and Halfling, Zhara’s worship resolves around getting the most enjoyment out of life, even if that enjoyment is paid for by others. Her clerics may reroll any one die roll once per day. Her favored weapons are the sling and the dagger. Her symbol is a staff intertwined with grapes and golden leaves. She appears as a lovely halfling woman, in a dress of green and gold.
Taris the Render

The other halfling deity is Taris the Render, a neutral evil deity of Evil, Halfling, Trickery, and Travel. Taris’s worship involves the veneration of warrior ferocity and survival of the fittest. His clerics receive the Scent ability free at first level. His favored weapon is the short bow and short spear. His symbol is a wolf’s head, with blood red eyes. He appears as a bare chested halfling warrior, covered with red tattoos, and with fangs instead of teeth.

Kruul the Battle Lord

The Orcish war god is the patron of all the qualities orcs admire, ferocity, courage, strength, and the ability to take what they desire from the weak. He is the chaotic evil deity of Chaos, Strength, War, and Orc. His clerics may rage per day as a barbarian of their level, per the Rage rules. They do not receive Rage powers for it, and if they take levels of Barbarian, their cleric levels stack for purposes of determining the maximum length of Rage and nothing else. His favored weapon is the broad sword. His symbol is the red sword and skull. He appears as a huge orcish warrior, covered in woad and tattoos, in black chain armor. His clerics are mortally opposed to those of Khorak and vice versa.

Khorak the Warmaster

As opposed to his eternal enemy Kruul, the goblin and hobgoblin deity is a cool, calculating god of soldiers and tactics. He expects his clerics to be disciplined, dedicated, and willing to outthink as well as out fight their enemies. He is the lawful evil deity of Law, Evil, War, and Strength. His favored weapon is the flail. His symbol is three dark eyes. He appears as a large hobgoblin in black and red plate, with three black, pupil less eyes. His clerics may execute one extra five foot step every round, at any point in their movement. This step never provokes an attack of opportunity. His clerics are mortally opposed to those of Kruul and vice versa.

The Talathos

The Talathos represents several things. They are the most ancient deities worshipped by humans, reflecting the primal, primitive, violent desires of early humanity. They are also the infamous patrons of ancient, evil Midia, the first great human empire, and its equally evil successor states, and that ancient culture reflected all of the Talathos’s penchant for pure evil, chaos, and depravity. Lastly, they are the children of Morkhaal, for the most part, and embody that mad deity’s attempts to influence mankind by spreading its chaos and madness. Their fortunes declined after the destruction of Midia and its successors, until now they are only venerated by undead Midians, the Talon, and those who idolize evil, such as the Slave Masters of Tartessos and the God-Priests of Ur-Nammu.


The Painbringer. Zalkaar is the eldest of Morkhaal’s children, and he lords that over the other Talathos. He is the Neutral Evil patron of rogue, rangers, and assassins, the Lord of Subterfuge, and he constantly schemes and plots, even against his own siblings, to keep them alert. As the Painbringer, he requires his clerics to show their devotion by receiving pain, inflicting painful tattoos and piercings on themselves, as well as torturing enemies to death on the night of the Red Moon, once every three months. His domains are Evil, Pain, Trickery, and Retribution. He appears as a young man, bare chested, in leather armor on his legs. His hair is black and wild, and he is covered with tattoos and piercings. His weapon is the razor sword, and his symbol a hand with three wounds on the palm. His clerics receive a +1d4 damage bonus against enemies that they have already wounded in combat.


The Seductress. Second child of Morkhaal, she plots and schemes to usurp Zalkaar. She is the Chaotic Evil patron of sorcerers and bards, and is the Mistress of Magic and Sexuality. She routinely seduces her siblings to aid her schemes, only to spurn them when she plays fickle once she has gotten what she wants. She is so seductive, she is able to do this repeatedly, making her siblings love and hate her more. She requires her clerics to have one class that casts arcane spells, and to seduce and betray one person a year to advance a goal. Her domains are Spell, Evil, Mind, and Domination. She appears as sensual dark skinned woman, with long black hair, clad in a thin robe. Her weapon is the battle staff, and her symbol is a heart dripping blood. Her clerics receive +2 divine bonus to all Charisma based skills.


The Bloodlord. Third child of Morkhaal, he is the warrior who revels in the carnage and destruction of his foes. He would seek to overthrow Zalkaar, if he were not constantly distracted by fights with other deities and their champions. He is the Chaotic Evil patron of fighters and barbarians. He is constantly quarrelling with his own siblings and encourages his clerics to challenge their clerics to prove who is the better warrior. He requires his clerics to sacrifice the hearts of defeated foes to him, and to not turn down a challenge to battle, though he encourages them to use every trick to win. His domains are Evil, War, Destruction, and Competition. He appears as a tall, battle scarred man in Midian scale mail, covered in red tattoos. His black hair drips blood, and his favored weapon is the Midian heavy blade. His symbol is a fist dripping blood. His clerics receive a +2 to hit and damage bonus in combat.


The White Lady. Fourth child of Morkhaal, she is the Neutral Evil patron of the undead, undeath and clerics. She seeks to cover the world in the stasis of undeath, and she is constantly encouraging her sibling’s clerics to embrace undeath. She is constantly scheming against her siblings to increase her status within the Talathos. She requires her clerics to not harm undead, and to sacrifice a living being to an undead cleric of her’s every month. Her domains are Death, Deathbound, Evil, and Undeath. She appears as a seductive pale skinned woman, with an irregular line diagonally across her face. The lower half is of a lovely, cold woman, the upper half a skull. Her hair is long, dark, and braided with bones. Her symbol is a skull dripping blood from its eyes. Her favored weapon is the Midian glaive. Her clerics receive the feat Lich Loved for free, but are required to slay any cleric that can channel positive energy.


The Mage King. Fifth child of Morkhaal, he is the Neutral Evil master of ancient, evil magics, and patron of wizards. He seeks to subjugate his siblings with his magical powers, but often becomes so involved with his overly convoluted schemes that they often unravel before he can accomplish anything. He requires his clerics to take one arcane spell casting class, to sacrifice one arcane item equal to their level every new moon and eclipse, and to never refuse a chance to slay a rival caster, especially sorcerers and rival clerics. He is a fierce rival of his sister Kharshis. His domains are Magic, Spell, Knowledge, and Evil. He has no favored weapon, as he scorns physical combat. He appears as a tall, young, pale man in black and red robes, with red eyes. His symbol is a bloody staff. His clerics may cast one extra arcane spell per level of spells known per day, i.e. a 1st level wizard could cast two 1st level spells a day before bonus spells.


The Betrayer. Eldest son of Zhon and a mortal female druid of Rynia, who betrayed her religion, he bears the irony of betraying his father and joining the pantheon that his father rejected. He is a fierce enemy of his father and siblings now, and he is the Chaotic Evil patron of warlocks. His new position is fragile, and the circumstances concerning his betrayal of Zhon ensure he is not trusted, even by the Talathos. This inferiority complex often drives him and his clerics to attempt grand schemes with large payoffs that may not work. He requires his clerics to befriend one person a year, and betray that trust. His domains are Evil, Luck, and Greed. His favored weapon is the short sword. He appears as a dark skinned young man dressed in leather armor covered in arcane symbols. His symbol is two daggers side by side, one inverted. His clerics receive +1d6 damage bonus when flanking a target.


The Death Lord. Not a child of Morkhaal at all, but included in the Talathos since he is one of the most ancient human deities, perhaps even the first human deity. It is ironic that he is included in the Talathos since he has always been opposed to them, especially their creations of Midia and its successor states, though he was worshipped by the early Midian tribes. He is the Lawful Neutral god of death and boundaries, and the one he enforces heavily is the one between life and death. As a result, his Death Priests seek out and destroy undead wherever they find them. His domains are Glory, Repose, Law, Purification, and Mysticism. He appears as a tall man, wrapped in a gray cloak, with a gray shawl covering his lower face. His robes are covered in tomb dust. His favored weapons are the scythe and the sickle. His clerics receive the Feat Extra Turning for free. His clerics may never become undead, and he limits the number of times they may be resurrected to three. His symbol is a gray prayer shawl covered in mystic runes.

The Talhazhon


The Pale Lord. The youngest child of Morkhaal. Once one of the Talathos, Zhon rebelled against his siblings after the destruction of Midia, disgusted at the wanton waste of an empire he had invested much time and effort in creating. Since then, he has become the patron of his own kingdom, Zhond, and started his own pantheon, the Talhazhon, or Children of Zhon as translated in Midian C. He is the Lawful Evil patron of governments, lawyers, contracts, and is the Master of Secrets. When he left the Talathos, he was a minor deity. Now, he is the patron of the archipelago nation of Zhond, as well a patron of Syrakh, City of Shadows, Master of his own pantheon, and one of the most important deities of Cythera. He is a popular god, especially among the ambitious and lawful.

Despite his alignment, Zhon is noted as being a staunch opponent of undead, and the Talathos, often bringing him into agreement with such diverse deities as the Pantheon, Orim, and Mhoram. He is unusual among evil gods for his ability to forge alliances, keep his word, and he also rewards his clerics well. He prizes loyalty highly, and rewards it well. His domains are Law, Evil, Tyranny, and Magic. His favored weapon is the razor sword. His clerics may cast Geas once per day, provided they know a secret about the subject. His clerics may also add their Charisma bonus to saves against charms/and compulsions up to three times per day. Zhon appears as a pale young Midian, in black robes, with white hair. His symbol is the white rose.


A rarity, Voxis is a mortal who ascended to godhood thanks to the efforts of Zhon. He is the patron of all who see control of nature as the path to power. His domains are Plant, Animal, and Luck. His symbol is the dark wood oak. His favored weapon is the scimitar. He appears as a young man dressed in dark green armor, with black hair and dark green eyes.


Zhon’s youngest daughter, child of Zhon and Rynia, she is the Lawful Evil Lady of the Arcane. She is the patron of those who seek magic as the path to power. Her domain is Magic. Her symbol is a red arcane rune. She appears as a radiant young woman with white hair, clad in revealing red arcane robes, with a red rose tattoo on her left breast.


Zhon’s second son, son of Zhon and Synne, he is the Dark General, Lawful Evil deity of Warfare. He is the patron god of strategists and tacticians, all who seek victory through superior ability and intelligence. His domain is War. His symbol is the marshal’s baton, topped with a black lightning bolt. He appears as an elegant young man with white hair, clad in black chain mail, with a silver rose tattoo on his left arm.


Zhon’s youngest son, child of Zhon and Erayne, he is the Lawful Evil Lord of Wealth. He is the patron of those who seek power through wealth. His domain is Trade. His symbol is the abacus. He appears as a young man with dark hair, dressed in merchant’s robes trimmed with mithril, with a gold rose tattoo on his arm.

The Tulloch Sian

Though most of its senior deities have been in existence for millennia, the Tulloch Sian is a relatively new pantheon, having formed among the nature deities as a response against the better organized Pantheon, and the rise of the Talhazhon. Though Rynia is venerated as the Mother Goddess by her children and grandchildren, there is still a lot of friction and disagreement among the deities. Unlike the Pantheon, there is no universal granted power from worshiping the powers as a group.


The Earth Mother, the Green Mother, Mother Nature, she, along with Mhoram, is the oldest human deity, a neutral power representing all of the glory, power, savagery, and mystery of Nature that bewildered primitive man. She is a proud, fickle deity, as capricious as what she represents, at once cruel and nurturing. Her religion was originally widespread among primitive humans, along with Mhoram, and they appear to be the first deities to represent concepts as opposed to races. After the rise of the Talathos displaced her and Mhoram, she became associated with her most fervent worshippers, the Ruthani tribes. Many of her druids still pride themselves on having Ruthani blood.

Her religion is peculiar in its strict concept of neutrality. As Nature itself favors nor disfavors out of will, so to she expects her druids to neither favor nor disfavor of their own will; rather to accept success or failure on its own methods. The most controversial aspect of her religion, however, is her devotion to strict balance. She believes in balance in all things, and that any imbalance must be corrected by aiding the lesser side in an imbalanced situation. She doesn’t just apply this to nature, though. Her druids, for example, will aid evil if good is paramount, or work against human expansion if it threatens other races or species.

This activity tends to make her druids the targets of other religions, even to the point of goading the Pantheon to form its inquisition to root out Ruthani druidism in western lands. This belief also encourages other religions to look the other way when the Ruthani and Rynia worshipers needs aid, an action which her druids bear with almost smug humility and fortitude, knowing that narrow minded, short sighted clerics of meddling gods will never understand their actions, or why the Ruthani work so hard and thanklessly to keep balance and rectify the consequences of other gods clerics. Though her religion was constrained geographically, with the rise of the Tulloch Sian, the religion has enjoyed an upsurge in popularity, particularly in the Western Bastion, the Border Kingdoms, the Rycian Archipelago, Sian, and Ethbaar(which now has the first dedicated temple to Rynia in millennia.)

Rynia appears as a attractive, dark haired woman, with deep green eyes, and a very sensuous body covered in a light green gown. Her symbol is of a vibrant green tree, surrounded by a golden aura. Her favored weapon is the axe. Her druids must be Neutral, and can cast Summon Nature’s Ally, or any divine Summon Spell, with double HD of creatures summoned. Her Domains are Animal, Plant, Weather, Sun, and Moon. Her druids may also take a second animal companion, at half the level of their primary animal companion.


The Moon Mistress, the Red Lady, and the Queen of the Red Moon. The second daughter of Rynia, she is the Neutral Evil mistress of nature, representing all the cruelty of a Nature unfettered by civilized concepts such as mercy and compassion. She sees her function as to keep Nature inviolate and ascendant from the encroaches of civilization, a task which she and her worshippers undertake with unholy glee. She is also the patron of women, and seeks their ascendancy over men, and her male druids and clerics are few and in positions of subservience to women. Her domains are Plant, Moon, and Evil. She is one of the few nature deities to have both clerics and druids serve her. She appears as a dark haired, seductive woman, with tan skin, wearing a red gown. Her favored weapon is the scimitar, and her symbol is the red moon surrounded by four stars. Her clerics and druids may use the ability Bloodfire once per day, which is a touch attack that requires a Fortitude save, DC 10+Cha mod + level. Damage is 1d4 cold per 2 levels, 10D4 max, save for ½ damage. Her druids are also immune to any Charm or mind affecting spell cast by a male.


The Sky Huntress, the Golden Lady, the Sun Mistress. Eldest daughter of Rynia, she represents the providing aspect of Nature. She is the Neutral Good huntress who provides for her worshippers, and makes sure that they do not over use Nature’s bounty. She also teaches her clerics and druids to protect their loved ones with all the fierceness of a feral mother protecting her cubs. She occupies a unique case of being in two pantheons, as the Pantheon has inducted her, coexisting with her place in the Tulloch Sian. This allows her to play diplomat between the two groups, though often friction still occurs. Even her clerics at times argue over which is the purer faith. She is one of the few nature deities to have both priests and druids serve her.

Erayne appears as a tall, athletic, beautiful golden haired woman clad in chain and leather, wielding her mighty Sunbow. Her domains are Sun, War, and Animal. Her symbol is the sun surrounded by four stars. Her favored weapon is either the bow or falchion. Her clerics and druids may cast True Strike on any one attack three times per day. That attack also does maximum damage.


The daughter of Synne is a recent goddess, offspring of Synne and Zhon. She is the Lady of the Storm, the Neutral Evil goddess representing the indifference of weather. She appears as a radiant woman with sky blue hair and eyes that crackle with lightning, wearing a blue gown and wielding a scimitar of lightning, her favored weapon. Her symbol is three lightning bolts in a circle. Her domain is Weather.


The son of Rynia and Zhon, he represents the strength and passion of the wild. He is the Neutral god of Strength. He appears as a bare chested young man with rippling muscles and tattoos, wearing a horned helm, and wielding a red axe. His symbol is the red axe, which is his favored weapon as well. His domain is Strength.


The son of Erayne and Zhon. He represents the nobility and power of the predator, and is the Neutral Good god of the hunt. He appears as a dark haired man, clad in green and black leather, wielding a bow and twin short swords. His symbol is the white hart. His favored weapon is the long bow or short sword. His domain is Animal.


The Taelsyr(Children of Taelyn, the Cymbrian name for an ancient tribal deity of primitive humans now long forgotten) are the three Cymbrian sibling deities. Long the target of Pantheon poaching, despite having strong congregations of their own, they have thrown in their lot with the Tulloch Sian to avoid absorption into the Pantheon. They get along very well with Erayne, Barin, and Tulwyn, though friction exists between their followers and those of Rynia, Synne, and Liassa. They have both druids and clerics, though the clerics are rare, as are organized temples. Like Zhur, they resist absorption into the Pantheon by destroying statues, temples, and cutting off divine power to their followers who join the Pantheon.

Erin is the eldest, the Chaotic Good Lady of Battles and protector of the community. She appears as a tall, beautiful red haired young woman, clad in blue and red chain and leather. Her face has blue woad painted on in cunning patterns. She wields a two handed sword which glows with red and blue fire. Her symbol is a red flame around an upraised sword. Her domains are Strength, War, and Luck. She favors barbarians and rangers. Her clerics and druids gain a +2 Luck bonus to all saves and +2 Luck bonus to hit and damage.


Danae is the second sister, Erin’s twin, and the Chaotic Good Lady of the Heart. She provides for the community, shielding those in need. She appears as a very attractive young woman with short red hair, clad in a simple white dress, garlanded with holly. Her face is decorated with red woad. Her weapon is the staff. Her symbol is a golden heart surround by fire. Her domains are Healing, Community, and Protection. She favors druids and clerics. Her clerics and druids gain a +2 Luck bonus to Armor class, and all saves.

Talis the Wanderer

The young brother of Erin and Danae, Talis is the Chaotic Good god of rogues and bards. He expects all his worshippers to live by their wits and charm, yet also be loyal to friends and family. He appears as a young man in red and black leather, his face covered in red woad. He wields dual short swords, his favored weapon. His symbol is a double faced gold coin. His domains are Luck, Charm, and Travel. His clerics and druids gain the feat Dodge free, as well as a +2 Luck bonus to all saves.

The Pantheon

One of the mightiest and successful religions in the world, the mighty Pantheon is now the dominant religion of the West. It is a massive collection of good aligned deities, united in purpose in opposing evil. It has formed a church that is the most powerful ecclesiastical institution in the West, and has given offshoot to Monotheism and Dualism, rival sibling religions. Its origins lie with a refugee priest of Talam Goldlord, one Osarius, who fled his homeland during the Khorem-Azhi Wars and ended up in the Savanni lands. He started a modest temple to his deity, who was slowly being eclipsed in his homelands, and soon engaged in a fierce rivalry between his growing congregation and the clerics of the Savanni goddess, Darae Song Mistress. During the height of this conflict, with brawls between his clerics and the local Darae worshippers common, he had a vision. In it, both deities confronted him, extremely angry over his actions. He was informed in no uncertain terms that the two deities were allies with each other, and that all good deities would be allied against the evil of the Talathos if it weren’t for divisive priests like him. They berated him for dividing the forces of good, when he should be seeking to unite them.

When Osarius awoke, bruised from head to toe from his divine chastisement, he was a chagrined but changed man. From that day forward he devoted himself to the principal revealed by Darae and Talam, that all good gods and their clerics should be allied against the forces of evil. By force of personality and divine authority he founded the Pantheon, guiding the religion through its birth, the formation of the Red Imperium, the Conversion Wars against the druids of Rynia, Jortun, and Byor, the Demon Wars which rallied the West against the Talon and the demons of the Dark Realm, and the foundation of the Church Lands to provide for the needs of the church. On his martyrdom at the hands of a demonic war band led by a demon lord, he left behind him a solidly established religion that would take the West by storm.

The Pantheon now stands at thirteen deities, all of varying aspects, portfolios, and powers, but all united in one purpose: to oppose evil that threatens the world, especially the ultimate evil, Morkhaal the Deathwyrm. The powers the Pantheon grant their clerics are also awe inspiring. Any Pantheist cleric may, once per day, sacrifice a spell slot of level three or higher and cast Dispel Magic against any caster of a non-Pantheist religion. If the spell is higher level than Dispel Magic, the Pantheist adds +2 per level higher than 3rd to the caster check to dispel. Any Pantheist paladin receives the feat Extra Smiting for free. Any Pantheist cleric may choose their two domains from any of the domains held by any Pantheist deity. Finally, all Pantheist worshippers, not just clerics and paladins, may add their Wisdom modifier to any save against Talathos magic or Morkhaalite magic thrice per day.

The Pantheon welcomes any Good aligned worshiper, and its symbol is five circles of alternating gold and silver, interlocked.

The deities of the Pantheon are:

Orim the Ancient

Orim is venerated by the Pantheon as the Father of the Gods, though with his withdrawal from the world this aspect of his worship is now in question, since Rachel’s Lawful Neutral alignment precludes her inclusion in the Pantheon, even though her assumption of Orim’s portfolio gives her his station. For the moment, she seems willing to allow Pantheists to draw upon Orim’s domains as Pankreator, though that may change if she feels she is not being given the respect she deserves.


Erayne occupies a rather unique position in the Pantheon. She is their newest deity, yet she also maintains her position in the Tulloch Sian, as well as a very strong, independent priesthood. While this causes no small amount of factional fighting between her sects, it also provides her with great strength as well, able to tap multiple resources, as well as playing peacemaker among various deities. Because of this, Erayne is fast becoming one of the most powerful goddesses in the world, and a patron of diplomats.

Talam Goldlord

The ancient Qamani god is the Neutral Good patron of merchants and rogues. Once his golden robed priests were the arbiters of Qamani society, but as the Azhi and Khoremite wars ripped across the lands of the Qamani, and the Syralian Empire pushed East, his priesthood declined under the pressure of foreign gods, until one of his priests, Osarius, fled West. From that point on, his fortune took a turn, as the Goldlord became one of the founding members of the Pantheon. Now, despite the fact that his worship has declined in his home lands, as a member of the Pantheon, the Goldlord is one of the more powerful gods of the West. He is the patron of the Mercantile Republic of Cyr, as well as the favorite of many western trading houses and merchant families.

The Goldlord tells his clerics that wealth allows one to buy the comforts of happiness, and is not happiness in and of itself. Wealth that gathers dust benefits no one, and he encourages his clerics to use their wealth to improve themselves and acquire more wealth. He is a great patron of adventurers, since he believes that wealth buried with the dead benefits no one, since the dead can’t spend, and the undead can’t use wealth to enjoy life. His Domains are Wealth, Trade, and Charm. His symbol is the golden coin. His favored weapon is the short sword. He appears as a tall, dark bearded man with flecks of gold in his beard. He is dressed in merchants robes, but underneath are the leather armor and sword of an adventuring rogue.

Darae Song Mistress

The ancient patron of the Savan tribes that migrated into the old Syralian Imperium, Darae is the Neutral Good patron of bards, rogues, and artists. Her creed is one of devotion to song, art, and beauty. She is noteworthy as being one of the founding members of the Pantheon. Her domains are Travel, Luck, and Trickery. Her favored weapon is the short sword. Her symbol is the silver harp. She appears as a lithe, attractive brunette woman in black and silver leather, with a silver harp and silver short sword.

Montarro the Harvest Lord

The third founding member of the Pantheon, Montarro is the ancient patron of the Zara tribe. He is the Chaotic Good lord of the harvest and farmers. His creed is one of hard work and family. His domains are Good, Family, and Craft. His favored weapon is the pike. His symbol is the gold and silver sheaf of wheat. He appears as a tall, red haired man clad in simple clothes of brown and gray.

Aphrodel, the Lady of Love

The fourth founding member of the Pantheon, the Chaotic Good Lady of Love is the wife of Urshas the Thunderer, the ancient Syralian god king, and thus she was Queen of the Syralian pantheon until the dissolution of the Syralian Empire devastated the worship of its deities. This changed with the foundation of the Pantheon, and her inclusion in it, which has now elevated her to a spot greater than her husband’s in the old Syralian Pantheon. She is considered to be one of the driving forces behind the Pantheon, and through her efforts, her good aligned children have joined the Pantheon.

Her creed is one of the joys of love, both physical and spiritual, and she is a patron of lovers and those who bring people together. Her domains are Good, Protection, and Charm. Her symbol is the intertwined golden roses. Her favored weapon is the staff. She appears as a devastatingly beautiful, dark haired, olive skinned woman, clad in white robes that accent her figure.

Spartak the War God

The eldest son of Urshas and Aphrodel, Spartak is the ancient Lawful Good Syralian god of warfare. He is the deity of strategic warfare and the discipline of the soldier; his creed scorns warriors who fight for honor or personal gain. Spartak holds that a soldier fights to win, and that losing with honor is still losing. His domains are War and Law. His favored weapon is any sword. His symbol is a golden Syralian-style helmet over two crossed short swords. He appears as a well muscled, dark skinned young man clad in chain and leather, Syralian style.

Alphara, the Sea Mistress

The youngest daughter of Urshas and Aphrodel, Alphara represents the mystery of the seas, and the protector of those who travel them. She is the Neutral Good patron of ships and sailors. Her Domains are Ocean and Water. Her favored weapon is the trident. Her symbol is the green trident and anchor. She appears as a green haired, blue eyed, beautiful young woman clad in scanty robes of blue and green.

Brosen the Silver Knight

One of the patrons of the Weston tribe, twin of Serena, Brosen was inducted into the Pantheon following the Demon Wars, when the religion made a great impression on the newly formed kingdom of Westford. He is the Lawful Good patron of knighthood, chivalry, virtue, and paladins. His creed is of justice, nobility, honor, equality before the law, and protection of the weak. His domains are Law, Retribution, and Nobility. His favored weapon is the long sword. He appears as a tall, silver haired man of noble demeanor, clad in silver plate armor, wielding Lawbringer, his mighty silver long sword, which is also his symbol.

Serena, the Silver Goddess

The patron goddess of the Weston tribe, twin sister of Brosen, she is the Lawful Good goddess of mercy. She tempers Brosen’s emphasis on law and order with mercy, compassion, and protection. She is the patron of peace makers and diplomats. Her creed is of kindness, gentleness, dialogue, and mercy. Her domains are Healing, Protection, and Renewal. She has no favored weapon. Her symbol is a silver chain adorned with white flowers. She appears as a fair skinned, silver haired maiden, with silver eyes, clad in white and blue robes.

Alistora the Mage Queen

The eldest daughter of Urshas and Aphrodel, she is the Neutral Good patron of magic and mages, particularly wandering mages. The life of constant study in a stuffy tower is something she leaves to the magical deities of the elder races; her love is for wizards who adventure, recovering lost lore and crafting new spells. Her domains are Magic, Knowledge, and Spell. Her favored weapon is the staff. Her symbol is a mage’s staff surrounded by blue runes. She appears as a tall, raven haired, olive skinned woman in dark mages robes.

Mardis the Earth Lord

The second son of Urshas and Aphrodel, Mardis is the Chaotic Good god of the Earth and healing. His domains are Healing, Earth, and Renewal. His favored weapon is the flail. His symbol is a hand of red stone upraised. He appears as a powerfully built, bare chested man with black hair and red skin.

Helios Sunfire

Once one of the most powerful, well known deities of the West, Helios Sunfire, the Sun Triumphant, was the chief deity of ancient Nycosia. He is the Chaotic Good deity of the Sun, War, and Fire, patron of art and cities, and foe of evil and undead. Once his temples were found all throughout the East and West, wherever Nycosian culture had touched. Now, his temples are in ruins, forgotten, as the gods of Khorem, Azhistan, and Syralia conquered Nycosian culture, followed by Pantheism’s rise, and finally, Nycosia’s embracing of Monotheism. Only in Khorem did any of his temples survive, tended by a fading priesthood and culture that clung to him as a reminder of their glorious past.

Now, his faith has new vigor. The rise of Reformation Pantheism and its rejection of the rigid, Orthodox thought that had kept new deities out of the Pantheon for centuries has invigorated the faithful, as, along with Alistora, Mardis, and Mylos, he was inducted into the Pantheon; an obvious choice since his faith more than met all Pantheist requirements. His creed is one of personal success; he expects his worshipers to try to be the best they can be, to accept all challenges as obstacles to be overcome on the path to fame and glory, and to strive for eternal renown that will live on long after they are gone. His domains are Sun, War, and Fire. His favored weapon is any sword or spear. His symbol is the sun triumphant. He appears as a well built, handsome young man in Nycosian armor, under robes of white and gold. His hair is golden fire.

Mylos the Sea King

The ancient Qamani deity of the sea and the depths, his worship, like Talam Goldlord’s, was a thing of past glories; it had been many long centuries since his green and blue robed priests had influenced Qamani society. Once the Reformists in the Pantheon were able to make their demands heard, the Goldlord sent a message to the Pantheist clerics that Mylos was an apt choice for the Pantheon. Now, the old temples in the East, in Khorem and the Qamani lands, have gained new vigor. The Chaotic Good Sea King, patron of those who sail, explore, and fight on the waves and in the depths has added more versatility to the Pantheon. His domains are Chaos, Ocean, and Storm. His favored weapon is the spear. His symbol is the azure dragon turtle. He appears as a massive dragon turtle, with a shell of blue metal, and scales of silver.


Pantheism’s offshoot and great rival, Monotheism began when the humble priest Amarius had a vision in which the Pantheist deities chose to give up their powers to form a new deity to combat evil. This new deity was called the Pankreator, and his religion, though declared a heresy by the Pantheon, is now the dominant religion of the Eastern Imperium. Monotheists are notoriously arrogant, and don’t like non-humans, as they believe the demi-human deities are jealously withholding their power from the Pankreator, weakening him in his battle against evil. The Pankreator is lawful good, and his domains are Law, Good, Healing, Renewal, Retribution, and Protection.

The same revelation of Orim as the founder of the Pantheon’s deities also shook Monotheism, as it also revealed that the Prophet Amarius got his vision of the creation of Monotheism backwards, as it wasn’t of the deities giving up their power to create the Pankreator, but Orim as Pankreator creating the deities. This view was reinforced when Torak Whitefire, the Seer of Orim, appeared suddenly at the Monotheist basilica in Nycos and ended the violent debate between the Primists, who argued that Orim was obviously the prime deity and the Pankreator, and the True Believers, who said it was a lie. Torak issued Orim’s Edict, informing the Monotheists that if they wished to continue to worship him, they had to comply with his doctrine. The True Believers who rejected this instruction where placed under Orim’s Interdiction: their priests may not cast spells higher then third level, and their paladins and other divine casters lost their abilities.

In the fifty years since, Monotheism has adapted their liturgy, so that they now worship Orim in his aspect as Pankreator. The True Believers lurk underground as Ur Priests, making a guerrilla war upon the Church, but their influence is limited. Unfortunately, sharing Orim as a deity has not healed the rift between Pantheism and Monotheism. The Monotheists still insist that since Orim is the prime deity, worshiping his children as deities is a grave sin. They only venerate the other deities as angels of Orim, a view the Pantheon violently rejects. Following Rachel’s ascension, the God-child sent Torak Whitefire back to inform the Monotheists that she was handling Orim’s affairs. She informed them that they could still worship Orim as the Pankreator, but that she would be answering the prayers. Monotheism has yet to formulate a doctrinal response to this change.

The symbol of Monotheism is the blue arrow in a circle. Monotheist clerics may swap out any one of their actual domains for another Pankreator domain when they prepare their spells for a day. Monotheist paladins gain the free ability Smite Infidel three times per day. It works exactly as Smite Evil, except it applies to any non-Monotheist worshiper.


Another Pantheist offshoot, Dualism shares many traits with Monotheism and Pantheism, but diverges in that it accepts evil, in particular the Talathos and Morkhaal, as the equal of the Pankreator, and that humans, by choosing one side or the other, will decide the conflict. Dualism is the dominant religion of the Qaddanni Caliphate. Dualist clerics otherwise worship the Pankreator as the Monotheists do, and choose their domains from the Pankreator’s list.

Dualism’s world view was not even remotely damaged by Orim’s Revelation, as his relentless opposition of Morkhaal the Deathwyrm made it obvious to the Dualists that he indeed was the Pankreator. They were even more pleased that now it gave them a name for the Ultimate Evil, and they happily hunt down anyone who worships the Talathos, the children of Morkhaal. They still quarrel with Monotheism and Pantheism as heretics who have lost sight of the true nature of the conflict, and like Monotheism they only venerate the Pantheon deities as angels. Unlike Monotheism, they have accepted Rachel the God Child fully, venerating her as Orim’s child, and supporting her worship fervently.

Dualism’s symbol is a bisected circle, half black, half white. Dualist clerics receive the ability to use a Metamagic feat as a Sudden Meta-magic feat three times per day. Dualist paladins may using Staggering Smite three times per day. The save is a Fortitude save, DC 10+paladins Charisma modifier+ paladin level. Failure staggers the target for 1d4 rounds.

Other Deities

Zhur the Fire Lord

Considered the paramount deity of the East, patron of Azhistan and the Tarim Empire, the Fire Lord is the Chaotic Good deity of Sun, Air, Fire, Magic, and War. Once a mortal paladin, his service to Orim in helping to defeat a plot of Morkhaal to escape led Orim to reward him with deity status, the first mortal to obtain that position. His religion is a mystical, warrior religion, one of constant struggle against evil. His worshippers venerate fire and air as pure elements, which are in the realm of the spirit, while earth and water are scorned as base elements, which tie the soul to the mundane world. As a result, his clerics are often fire walkers, or air dancers, and require their dead to be either exposed to air, or cremated. Conversely, burial in earth or water is blasphemous, and travel by sea is considered ritually polluting, to be cleansed by an appropriate fire ritual. His faith has alliances with many fire and air elementals, djinn, and even efreeti will favor his clerics, despite alignment differences, though the aid they provide is minimal.

A large number of his clerics are multi classed cleric-elemental sorcerers, or cleric-paladins. His paladins may be chaotic good. His favored weapon is the scimitar. His symbol is the fiery eye. He appears as a man with flame red skin, with fire for his hair and beard, clad in golden plate armor, wielding his burning scimitar Firecloud. His clerics and paladins receive fire resistance 10 at first level. His clerics and paladins may also use Fiery Smite three times per day, as Smite Evil except it does half fire half holy damage. His clerics may also rebuke fire and air elementals for free, as if they had the feats.

A heretical sect within Zhurism, founded by the magus Wolf-Eye, venerates all elements as being necessary for harmony and balance. This sect has gained popularity among the wandering magi and paladins of western Zhurism, near the City of Crypts, while orthodox Zhurism has maintained its hold on the East. There is also friction between Zhurism and the Pantheon, which has often tried to incorporate Zhur into the Pantheon. These attempts have always resulted in the destruction of the statues of Zhur added into these temples, as well as in other omens of the Fire Lord’s displeasure, leading to a withdrawal of the inclusion.


Khalirani is the Chaotic Good patron goddess of Rajavaya, patron of Water, Earth, Family, and Magic, and the enemy of Zhur, once her husband and now her rival. Once a minor deity, when the Tarim Empire overran northern Rajavaya, Zhur was enamored of her charms, and proposed a marriage, to signify a union of their cultures. It lasted less than one stormy millennia, and when the two deities separated from philosophical and theological differences in an orgy of fiery destruction and watery ruin of joint temples, it was obvious the two were bitter enemies now.

Khalirani’s religion is a mystical, warrior religion, one of constant struggle against evil. Her worshippers venerate water and earth as pure elements, which are in the realm of the spirit, while fire and air are scorned as violent elements, which tie the soul to the mundane world. Her clerics are often mystics who withdraw from the world to contemplate earth and water. Their dead are either entombed, or consigned to the waters of the sacred rivers of her homeland. Travel by air is considered polluting, requiring purification rituals in water to cleanse the soul. Her faith has many alliances with water and earth elementals, even marid and shaityn. She also has several sons and daughters who make up her pantheon in Rajavaya.

Khalirani appears as a dark skinned, dark haired, three eyed woman in supple leather and chain armor. She has four arms, each wielding a scimitar, her favored weapon. Her symbol is the three eyes of water, earth, and spirit. Her clerics receive cold resistance 10 at first level. They also receive water breathing as a supernatural ability. They may rebuke earth and water elementals as if they had the feats.

The Northern Gods

The cold lands of Jotunheim host some of the most savage climates on Cythera, and its gods reflect the harsh nature of the land, being grim, violent deities concerned with fates and wyrds.

Grymme Old Father

Grymme the Old One emphasizes everything the Northmen expect from their deities. He is a grim, ice laden figure, sitting on his throne of blackened wood, staring into the three fires of fate. He assigns a doom to all on their birth, and expects them to struggle on despite it. He does not reward pleas for aid or mercy, for he expects his followers to stare their doom in the face. He is the Neutral God of Air, Knowledge, War, and Rune. His symbol is the raven, and his favored weapon is the battle axe. His druids and clerics may cast Doom as a supernatural ability 3 time per day.

Herik the Beast Lord

Eldest son of Grymme, Herik is the Lord of the Hunt and Master of Beasts. He is the Chaotic Good god of War, Animal, and Strength. He appears as a dark haired, one eyed warrior in scale and animal furs, wielding twin axes. He expects his followers to imitate and respect the animals that provide them with life. His druids may be Chaotic Good, and they can shape change three extra times per day. His favored weapon is the hand axe, and his symbol is two crossed axes.

Ymir the Foe Hammer

Youngest son of Grymme, Ymir is the lord of berserkers, bards, and warriors. He is the Neutral Good god of War, Strength, and Storm. He appears as a massive blonde warrior, cheerful of demeanor and fond of ale, wenches, singing, and tale telling. His favored weapon is the war hammer. His symbol is the Kronyr, his mighty war hammer that contains the fury of the storm. His druids may cast Shocking Grasp as a sorcerer of their level three times per day.

Syfys the Golden Lady

Wife of Herik, and daughter of the Giant King Granash Firebeard, Syfys represents the female authority that keeps the men of the North able to wage war. She is the Neutral Good lady of Family, Strength, and Protection. She appears as a beautiful golden haired warrior maiden, clad in tight golden scale armor, wielding a silver sword. Her symbol is the half moon. Her favored weapon is the broad sword. Her druids may lay on hands as a paladin of their level.

Byor the Winter Lord

The Ice Giant of the North is the savage patron of the Oslov tribes of the east, and of many giants. His druids control his society through fear of the wrath of nature, particularly the storms of ice that sweep down from the north, and the frost giants that follow behind the storms. They placate Byor’s thirst for blood by offering up the hearts of sacrificed warriors. He is the Chaotic Neutral lord of Ice, War, and Chaos. He appears as a huge frost giant, with hair and beard of blue ice, wielding a massive battle axe of blue steel. His symbol is a blue heart. His favored weapon is a battle axe. His enemy is Herik the Beast Lord, who stole Byor’s granddaughter Syfys and wed her. His druids may cast ice storm as a sorcerer of their level once per day.

Jortun the Destroyer

Ancient god of the tribes that overthrew Syralia, Jortun is another great rival of the Oldfather. Though his primary worshippers, the Merovani are gone, he still has a strong following of Gothi, as well as many of the peasants of the Eissenreich and Volmannreich. He is the Chaotic Neutral god of strength and savagery, and he expects his druids to sacrifice lots of blood from captured warriors to him, at his sacred oaks. His worship is opposed by the Pantheon. He appears as a huge warrior with red hair and a bloodstained beard, wearing a wolf head helmet and dressed in bear skins. His druids may rage as a barbarian of their level. His favored weapon is the axe, his symbol is the red axe and white shield. His domains are Strength, Chaos, War, and Retribution.

Granash Firebeard

Another ancient enemy of Grymme, son of Byor the Winter Lord, Granash is the deity of giant folk. He appears as a huge fire giant, clad in black mail, with hair and beard of fire. He devours the hearts of his enemies, roasted in the fires of his domain, and his expects his druids to do so as well. His druids add 1d6 fire damage to all melee damage. He is the chaotic neutral good of Strength, War, Fire, and Chaos. His favored weapon is the maul, and his symbol is a pair of burning eyes. He is a particularly fierce enemy of Herik the Beastlord, who stole Granash’s daughter away and married her.

Khorvus the Dark Hunter

Another giant and evil human deity, Khorvus the Dark Hunter represents those who hunt because they love to kill. He cares nothing for food or survival, only the thrill of the chase and the kill. He appears as a hill giant with black skin, clad in armor of human leather. He wields a great bow called Man Killer, and a falchion. He is the Neutral Evil god of Animal, Strength, and Suffering. His favored weapon is the falchion and long bow. His symbol is a dark eye on the moon.

Tythis the Chaos Monger

Tythis is an example of a good idea gone wrong. Once a mortal rogue, he managed to win deity-hood in a contest of chance, when he managed to acquire the Orimite Tarot briefly before Orim reclaimed it. He demanded compensation, and Orim said he would grant one request. Tythis wished that he would be made a deity, so that no one could ever tell him what to do again. Orim informed Tythis that being a deity often meant even more restrictions than one would expect, so Tythis demanded to be completely random and independent. Orim granted his wish, and now Tythis is perhaps one of the most frustrated and irritable deities ever. He is devoted to chaos and randomness for its own sake, to the point that he needs a proxy just to interpret his nonsense ramblings and contrarian wishes. His followers, the Chaos Dancers, spread such randomness and discord that they are actively hunted by most religions. His clerics have a flat 50% chance off spell failure, simply because he has angered so many other deities that they actively intervene to undermine his powers and abilities.

Tythis is the Chaotic Neutral deity of Chaos and Luck. He appears as a non descript human, clad in harlequin clothes of changing hues. He talks in random gibberish and rhymes, and he has no organized religion. His symbol is constantly changing. Currently, it is a red and purple star. His priests may use any weapon. His clerics may cast Confusion once per day as a sorcerer of their level. His clerics also may cast Protection from Law 3 times per day.

Khestros the Unknown

Khestros is a odd deity, as no one can actually determine if he really exists. Three centuries after the founding of Pantheism, a wandering cleric from Arles named Amandine de Recard, started preaching that Khestros had contacted him, furious that he, a major deity, had not been invited into the Pantheon. The Pantheist hierarchy could not determine if such a deity even existed, and his worship was declared a heresy at the Council of Milagro. Since then, Khestros worship has spread underground, a god of rebels, heretics, and the disenchanted, proclaimed by his followers as the supreme deity, seeking to overthrow everything and form a new order. Since Khestros worshippers have full access to clerical spells and domains, something is granting them power. Khestros is portrayed as a hooded figure in gray robes. He is the Neutral god of Mentalism and patron of anyone opposed to the current order. His clerics may choose any one other domain to complete their domains. His symbol is a broken chain. His favored weapon is any mace. His clerics may Smite Infidel once per day.

The first human deity, she was unique among the early deities of primitive humans as she represented the concept of being human, all the dynamism, adaptability, creativity, and boundless ambition that defines humanity, as opposed to Orim, Mhoram, and Rynia, who represented primal concepts. Yazara was worshiped intently by the earliest human tribes, but was eventually displaced among the Midians by the Talathos, and among the Ruthani by Rynia. At some point in Midia’s early history, she was defeated and imprisoned by the Talathos, and her worship and memory faded. She was the Goddess of humanity, and her domains were Family and Protection.

The Beggar God
Also referred to as the God of Ashes, he is a apocalyptic god that has arisen in the past century among the Gray Wastes. His followers, known as Beggar Priests, spread the gospel of the end of times and despair across the Gray Wastes. Most cities ban their worship, and the Order of the Circle, the Tarak Nomads, and the Talathos tend to hunt them down.


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