Malvoisin's Slumbering Tsar Saga Discussion [PFRPG]


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rangerjohn

Explorer
Well it looks fine for now, looks like a couple of weeks before the next step. That will just be a chest x-ray. Seems like this is a slow process.
 




Malvoisin

First Post
Here's some background for the adventure. Happy reading!

[sblock=Slumbering Tsar Background]
The northern wall of Bard’s Gate looks out over a vast river valley
disappearing into purple hills in the hazy distance. The mighty gates
fixed in that wall rarely open anymore. On the few occasions when
the north gates do open to allow entrance to the occasional merchant
caravan or especially daring traveler, they reveal a wide road, paved
with great stone flags forming a smooth and level traveling surface
striking due north for the hills. However, closer inspection reveals
the signs of a lack of maintenance, and after a few miles the road
deteriorates into little more than a wide dirt track, overgrown with
weeds and with only the occasional stone paver visible in the hard
soil. It obviously sees little travel and even less care.

Few stand atop Bard’s Gate’s north wall and gaze out upon that hazy
vista or care to think about what lies beyond those distant highlands.
Fewer still are brave or foolish enough to make the journey in that
direction. Bard’s Gate relies on its commerce from other roads in other
directions and pays no mind to the north, for to the north, beyond
the village of Taverlan and the distant purple hills and across many
leagues, lies the reminder of one of the most tragic moments in the history
of the civilized kingdoms. To those who even care to remember,
the north gate leads only to bad memories or mournful legend. To the
rest it leads to where only madmen would dare to go—the ruined city
of Tsar and the great Desolation that surrounds it.

Tsar, the great temple-city to the Demon Prince of the Undead,
stood for centuries as a bastion of evil and hate. Foul beings
of all kinds flocked to its mighty walls and found succor and
purpose within. At its heart stood the great Citadel of Orcus,
the black heart of Orcus worship on earth. Countless evils were
perpetuated in those corrupt precincts, and equally countless
wicked plots were hatched and carried out therein.

Finally the goodly kingdoms could stand the presence of this
festering boil in their midst no longer. The churches of Thyr
and Muir led a delegation of good and neutral faiths to Graeltor,
the last overking. Only with the backing of the nations’ secular
armies would the holy churches be able to erase such a blight. In
his last major pronouncement before the overthrow and fracturing
of the kingdoms into the independent nations they are today,
Overking Graeltor called for a mighty crusade to tear down the
walls of Tsar and forever end the presence of Orcus worship in
the world.

This crusader army, raised from all nations and almost every
non-evil faith, became known as the Army of Light and marched
for Tsar. In command of this army Graeltor placed his most
trusted advisor, the archmage Zelkor. Supported by innumerable
knight commanders, wizards, church patriarchs and scores of heroes
of renown, Zelkor quickly advanced his army from its staging
ground of Bard’s Gate, through Tsar’s outermost defensive
positions and into the great plain that surrounded the temple-city
itself. Flush with their many quick victories, the Army of Light
suddenly found arrayed against itself seemingly endless legions
of every sort of vile warrior-race and fell outsider imaginable
called up from all over the multiverse and lining the battlements
and fields before their redoubt—one of the greatest fortresses
and citadels ever erected in that time. The beginnings of doubt
seeped into the ranks of the Army of Light.

However, hope was not lost as the heavens opened up and
flight upon flight of angels and celestial beings descended from
on high to swell the ranks of the Army of Light. With grim determination
in both camps, battle was joined on the plain before
the gates of Tsar. The war raged for over a year, the Army of
Light advancing to the very foot of the walls and then being
pushed back by a new surge of demonic power. The disciples of
Orcus led by the Grand Cornu, Orcus’s single highest-ranking
priest on the mortal planes, threw every vile attack they could
at the Army of Light in defense of their city. Rains of horrific
fire and acid fell from the skies or belched from fissures in the
ground, great constructs crushed their foes before them, terrible
clouds of poisonous gas choked entire regiments, and heretofore
unknown plagues swept through the troops causing thousands
of horrible deaths among the Army of Light. Nevertheless the
forces of good persevered and fought on.

Finally, though the battle seemed no closer to victory, the fates
seemed to smile on the Army of Light. Unexpectedly the city
fell. In a single night the entire city virtually emptied of defenders
as they all were magically transported to a point several
miles outside the city’s walls, complete with baggage train and
mounts for many. The magical expenditure necessary to complete
this miraculous maneuver cost the Grand Cornu his very
life in sacrifice to Orcus, but the legions of the demon prince had
broken free from the Army of Light’s cordon. They immediately
took flight before the stunned Army of Light, heading south.
Zelkor and his fellow commanders were immediately suspicious
of this sudden retreat but could not afford to allow the
combined followers of Orcus concentrated in one place to escape
and spread their insidious evil again. A cursory sweep of
the city by scouts proved that the withdrawal was no ruse, so
Zelkor left one of his most powerful knights, the paladin Lord
Bishu, with a company of knights to secure the citadel and hold
it until the Army of Light could return and properly destroy it.
Then, still with a seed of doubt niggling in his mind, Zelkor ordered
the Army of Light in pursuit of the fleeing legions.
The tale of that long pursuit is an epic in and of itself. Finally
the Army of Light cornered the forces of darkness in a
forest near a rugged coastline. In anticipation of a great
victory, the forest was prematurely named the Forest of Hope.
The naming proved to be a cruel irony, for in the forest the followers
of Orcus had been preparing a great trap for years in case
just such an occasion ever arose. Both armies disappeared into
the forest. Neither ever emerged. The Army of Light was lost to
a man.

The shock of the loss of so many heroes, nobles, and leaders
of renown reverberated throughout the kingdoms. The overking
was overthrown in the unrest that followed. Minor wars erupted
as new factions took over old power bases bereft of their leadership.
When all was done and a semblance of peace returned,
the lands looked much more like they do today. Some said the
loss of so many was worth it for the eradication of the foul
cult of Orcus. Others said it had been a scheme concocted by the
demon prince all along to destroy his most powerful enemies
and sow hate and dissension throughout the civilized nations.
Years later when a terrible graveyard and thriving dungeon complex
devoted to Orcus was discovered in the Forest of Hope,
popular opinion agreed with the latter theory. It seemed Orcus
had not been eradicated after all, just relocated, and once again
his insidious evil began to spread throughout the lands.
For the past century some attention has been turned to delving
into the so-called Dungeon of Graves and rooting out the evil
now entrenched there. However, what remained of the temple-city of Tsar was a vast, abandoned
ruin surrounded by miles and miles of poisoned and scarred
wasteland left behind by the battling armies. It was all but
forgotten as a bad memory of despair with no value save as an
eyesore and wilderness home for strange and fearsome beasts
that moved into the desolate area. The knights of Lord Bishu,
left behind at Tsar, were likewise forgotten as they, too, were
never heard from again. In the wake of the great tragedy at the
Forest of Hope, no one thought to check into the ruins themselves,
and all who knew about this relatively small group that
had been sent to the city had perished in Orcus’s trap. The people
of the civilized nations went on with their lives with, perhaps,
a little less hope and optimism than before. Tsar was forgotten,
and the land around it shunned and remembered only as the
Desolation.

While the rest of the world looked southwards for the future,
some few remembered the distant exotic markets of the far north.
Those brave or foolish enough to try reopened the trade road
that passed through the Desolation to once again reach those
far lands. Those that survived such treks and were able to trade
the rare items they brought back made fortunes, but most who
attempted the dangerous passage died—lost to the hazards of the
Desolation. Eventually a small settlement of cutthroats and the
worst kind of profiteering entrepreneurs sprang up on the southern
fringe of the Desolation. This hole-in-the-wall known simply
as the Camp serves as a staging ground for travelers to hire
mercenary guards or fast mounts for the perilous run through the
Desolation. Likewise it serves as a point of relative safety for
those few managing to make it through from the north with or
without goods in tow, often with denizens of the Desolation in
hot pursuit. There is little to this unruly, fringe settlement, and
many meet their fates on its dirty streets without ever making it
to the Desolation. Regardless, it manages to just barely eke out
an existence serving as a stopping point for those few travelers
who dare to make the run.

Now no one but these miscreants and fortune-seekers pay any
attention to the area and then only so they can pass through the
Desolation as quickly and safely as possible. The temple-city’s
ruins are universally avoided and little thought of. Why would
anyone wish to go to almost certain death? What could still exist
in the unknown holes and broken towers of Orcus’s greatest
earthly bastion? What could lie undisturbed, awaiting some
possibly preordained time to awake in the ruins of slumbering
Tsar?[/sblock]
 

Malvoisin

First Post
Some possible adventurer hooks to consider using or adapting:

[sblock=Hooks]
1. To Boldly Go: The Desolation is a largely ignored and unexplored
wasteland where two massive armies virtually smashed themselves
to pieces. Those who have braved its depths have hurriedly
passed through studiously ignoring the battleground around them
and the ruined city it surrounds. Surely something of value remains
to be gleaned from such a cataclysmic conflict of old. In
this instance, the party, having gained enough power to attempt
it, can be one of the few to have ever tried plumbing the great unknown
that is the Desolation. Most have deemed it too dangerous
or devoid of anything of value, but there are always legends of
some great knight who fell on the battlefield clutching his powerful
sword that was never recovered or some powerful wizard
whose mighty staff disappeared in the melee and must still be
lying out there somewhere. Perhaps the party just wants to be the
first to have successfully braved the farthest corners of the Desolation
and lived to tell of it. Parties of a less lawful bent might be
interested in the rumors of burial mounds that were erected for
noble warriors who fell in battle and were interred with portions
of their riches.

2. Trail Blazers: A party of this level has many connections
gained over their career. One of these, a merchant-lord and
sometimes patron of their expeditions, has his eye on the
lucrative trade of the distant north. There are fortunes to be
made but the risks and expense are too great to make caravans
through the Desolation worthwhile. However, if a party
of proven adventurers could tame the area and open a safe
trade route, a monopoly on the new route could be established
and a fortune made by all. Maybe he wants someone to clear
the monsters out of the Desolation altogether, or perhaps he
just wants a safe route to be found that can easily be controlled
and kept secret. Either way such an endeavor has never been
successfully accomplished, but if the right group could be persuaded
to undertake the task…

3. Land Grant: Rewards come in many forms to parties of successful
adventurers, not always just heaps of gold and magic items.
For the successful completion of a recent mission a king has bestowed
upon a member of the party noble title and grant to land
at the farthest flung reaches of his holdings. The land just so happens
to be in the Desolation. The party must come to the Desolation
to try and not only bring order to the Camp but tame the
wilds of the Desolation as well in order to establish their fiefdom.
A variation on this theme is that a newly ennobled baron has just
received such a grant and needs to hire a party of adventurers to
reclaim his lands for him. Perhaps minor titles and land grants
await them if they are successful.

4. Save the Forest: If the party is of a more naturalist demeanor (druids,
rangers, barbarians, etc.) they could come to the Desolation
in order to erase the centuries-old blight from the lands. Common
wisdom says that surely some source of evil taint remains to keep
the land corrupted, so if such a taint were discovered and removed
the forces of Nature could begin their process of rehabilitating the
accursed ground.

5. Sleepless Knights: A cleric of Muir has located in the temple
archives a set of orders issued by Zelkor during the Battle of Tsar
that somehow survived and were transported back to civilized
lands. These orders detail the assignment of the paladin lord Bishu
and his company, adherents to the faith of Muir, to hold the city
of Tsar and await relief from the Army of Light. Lord Bishu was
always thought lost in the Dungeon of Graves like the rest of the
Army of Light. The fact that he never returned and the possibility
that he or some of his command may have survived for some
time at Tsar holding to their duty has ignited the church hierarchy.
What did Bishu accomplish during his time in the city? Do
his bones, surely now sacred relics of the church, still rest there
awaiting repatriation? Could he or any of his knights somehow
by the grace of the gods have survived all the intervening span of
years and man their posts still awaiting relief? The church cannot
afford to send any of its own on a possibly foolhardy mission into
unknown danger with only a small hope of success, but adventuring
parties are often known to undertake such assignments.

6. Sinister Secrets: Zelkor was not the only one suspicious of the
disciples’ sudden withdrawal from the city after the Battle of Tsar.
The record of that event is well-known and has been pondered by
many since that day. Was it all just to trap to destroy the Army of
Light at Rappan Athuk? If so why not reoccupy Tsar, a vast and
defensible temple-city along a lucrative trade route, instead of settling
for a dingy hole in the ground in some far flung forest. Could
the entire withdrawal and debacle in the Forest of Hope have been a
ruse within ruse to draw attention away from seemingly abandoned
Tsar for some other, altogether unguessed reason? Questions such
as these and more have been on the minds of the patriarchs of the
temples of Thyr and Muir for some time. Now they wish to send in
a small group to infiltrate the unplumbed ruins and discover what
sinister secret may have been kept so well for so long. This hook
works well with parties of a noble or holy content.[/sblock]
 

Malvoisin

First Post
Info on the gods of the Necromancer/Frog God campaign world:

[sblock=Deities]
Dame Torren, Goddess of the Four Winds
Alignment: Neutral
Domains: Air, Animal
Symbol: A wavy line symbolizing the blowing wind
Garb: A feathered cape.
Favored Weapons: Scimitar
Form of Worship and Holidays: Holidays celebrated by followers of
Oghma are also sacred to Dame Torren.
Typical Worshippers: Sailors, bards who play wind instruments, millers and those whose livelihood depends on the winds.

This goddess is credited with carrying the music to the ears of the faithful. She is considered Oghma’s handmaiden and is always worshipped in association with him.

Hel, Goddess of Death, Lady of Pestilence
Alignment: Neutral Evil
Domains: Evil, Death, Plant, Animal
Symbol: A face, black on one side and white on the other
Garb: Druidic garb of midnight black and snow white.
Favored Weapons: Poisoned Dagger or Sword
Form of Worship and Holidays: Rites to Hel are practiced by her worshippers during blights and plagues, likewise sacrifices are made to her by fearful non worshippers to stave off plagues and illness.
Typical Worshippers: Diseased and disease causing creatures, evil humanoids, evil druids, women, bards

Hel is known to spread disease, pestilence and plague with the wave of her hand. Any living thing in her presence withers and dies. She appears as a strange gaunt woman of both jet black and blankest white.
Diseased creatures worship her. It is said a strange cult of druidic ghouls and mummies worship her in a secret temple hidden from the knowledge of mortals, spreading their foul diseases in secrecy. Several sects of evil druids dedicated to Hel plague the land, summoning swarms of vermin and causing disease in living things. She cares for nothing other than the spread of death. Oddly, some evil
bards worship her. She resides on a plague ridden plane in Hades.

Moccavallo, God of Disguise and Treachery
Alignment: Chaotic Neutral
Domains: Chaos, Trickery, Diplomacy
Symbol: Mask of a blank face.
Garb: Complex masks and disguises
Favored Weapons: Shortsword
Form of Worship and Holidays: Actors and performers pray to Mocavallo before shows. Worshippers give her offerings when they have successfully disguised themselves or avoided detection.
Typical Worshippers: Doppelgangers, shapechangers, bards, actors, thieves and spies.

Moccavallo is the god of actors and spies, and those who seek to keep their identities hidden. Moccavallo’s true face is unknown even to the gods themselves. A capricious deity, Moccavallo is arrogant and untrustworthy, known to play gods against one another as it serves his needs. Moccavallo has been known on more than one occasion to steal the treasures of evil deities and the hearts of good ones, leaving both with nothing. Although not specifically evil, Moccavallo’s cult has a penchant for cruel jokes, yet actors who venerate him are known for their fantastic performances and ability to completely “become” their characters.

Yenomesh, God of Glyphs and Writing
Alignment: Neutral
Domains: Protection, Knowledge, Magic
Symbol: A gleaming silver scroll
Garb: Grey scribes’ robes
Favored Weapons: Quarterstaff
Form of Worship and Holidays: Yenomesh is worshipped through study, teaching and learning. The last day of the week is given over to quiet contemplation, and his holy ceremonies often take place in total silence.
Typical Worshippers: Loremasters, wizards, scribes, and sages, authors and historians.

Yenomesh is the aged sage of the gods. He is said to have been the first to gain knowledge of the sacred runes which brought the light of knowledge to the world. He is likewise credited with being the inventor
of language, and his priests are often fluent in many different tongues. Libraries and archives are often dedicated to this god, and many have at least one small shrine to Yenomesh.

Bacchus-Dionysus, God of Wine and Madness
Alignment: Chaotic Neutral
Domains: Chaos, Animal, Plant
Symbol: A stylized wine cup
Garb: Robes of maroon and gold denoting red and white wines
Favored Weapons: Greatclub
Form of Worship and Holidays: Indulgence and excess are sacred activities to the worshippers of Bacchus-Dionysus. The wildest celebration of the year takes place during grape harvest, in both the
early spring and late fall. These affairs last up to three full days, and are usually followed by long periods of inactivity, in which worshippers lie about and moan pathetically.
Typical Worshippers: Drunkards, alcoholics, libertines, nobles, young people, satyrs, some fey creatures and the Baccae, the chosen race of Bacchus-Dionysus.

Bacchus-Dionysus appears as a youthful well built man with curly brown hair. Rams horns spring from his brow and he is frequently dressed in a wine- (or blood-) stained toga. Bacchus-Dionysus is the god of revels and debauchery and the overindulgence in alcoholic beverages. The god’s priestesses, the Baccae, epitomize the rage and mindless violence that often comes of overindulgence. These priestesses, once
believed to have been mortal women, take on beastlike visages and tear their lovers limb from limb in orgiastic frenzies of wine and death.

Bowbe
Alignment: Chaotic Neutral
Domains: War, Chaos, Strength, Vengeance
Symbol: Crossed Sword and Hammer of Bowbe
Garb: Furs, skins and pelts over battle armor
Favored Weapons: Greatsword, warhammer
Form of Worship and Holidays: Great feasts and blood sacrifice precede battles. After battle, the treasures, arms and armor of defeated foes are offered to the god. Those that he doesn’t keep belong to the victors. His priests specialize in wild cursing and imaginative insults.
Typical Worshippers: Barbarians, raiders, reavers and plunderers.

Bowbe is the embodiment of barbarian wrath and frenzy. He appears as a mighty barbarian dressed in the pelt of Urson the Great Bear, whom he can summon to his side by tossing the pelt to the ground and calling its name. Bowbe carries the greatsword Bm’fob in one hand and warhammer Wytch-Killer in the other.
Bowbe revels in war and the slaughter of his foes. His battles against giants are legendary, as is his hatred for the undead, arcanists, lawyers, guardsmen, and most other civilized authority figures.
Unlike other gods, Bowbe aids only those who take his name in vain. Thus it is not uncommon to hear berserkers cursing their god for his indifference as readily as they curse their foes. Bowbe only grants
the raising of one of his followers if that follower immediately seeks blood vengeance against his killers. Bowbe grants no healing spells higher than 4th level.

Dre’uain The Lame, God of Craft and Smiths
Alignment: Neutral
Domains: Earth, Creation, Fire, Knowledge
Symbol: Three interlocking cog wheels which can be separated or connected by those worshippers who know the trick of the blessing
Garb: Crafters outfit
Favored Weapons: Warhammer
Form of Worship and Holidays: Worshippers sacrifice one masterwork per
year. Late summer crafts festivals, earth-quakes and volcanic eruptions also spur additional sacrifices to Dre’uain
Typical Worshippers: Humans, dwarves, gnomes, halflings

Dre’uain appears as a clubfooted gnome with strong but fine-fingered hands. His flame-red hair and beard always appear singed. He has a
long nose and piercingly curious eyes, and wears a black soot covered
apron. Considered by many to be one of the first deities, Dre’uain embodies the creative mind and its ability to fashion unique objects
and devices. Dre’uain is honored by creators, inventors, smiths, architects and other craftsfolk of all races.

Freya, Goddess of Love and Fertility
Alignment: Neutral Good
Domains: Animal, Good, Healing, War
Symbol: Falcon
Garb: Robes and cloaks of white, trimmed with white fur
Favored Weapons: Longsword, longbow
Form of Worship and Holidays: Harvest moon feast and before large hunts
Typical Worshippers: Human females

Freya is a lesser goddess of love and fertility. She is also the leader of a great band of women warriors known on some planes of existence as Valkyries. Freya represents fertility in all its forms. On this plane, Freya represents the cycle of death and rebirth. She is a goddess of the coming harvest as well as a goddess of sexuality and procreation.
Her beast is the falcon, though she is fond of the winter wolf and the stag. She appears most frequently to her worshipers as a beautiful human woman dressed in robes and a cloak of winter wolf fur, though she occasionally appears as a huntress in leather armor with sword and
bow, or as a warrior in shining mail and glowing sword. She can take the form of a falcon — or any other bird — at will, as well as the form of a huge winter wolf.

Gromm the Thunderer
Alignment: Chaotic Good
Domains: War, Air, Water, Destruction
Symbol: Lightning Bolt
Garb: Metal armor
Favored Weapons: Mace, maul or warhammer
Form of Worship and Holidays: Violent thunderstorms herald holy days for this wild deity. Worshippers pound drums and make violent noises in imitation of their god’s thunderbolts.
Typical Worshippers: Barbarians, bards, cloud and storm giants, those
who live in regions with harsh or unpredictable weather.

Gromm is a barbarian god, worshipped by those who both fear and respect the fury of nature. He also counts mercenaries and adventurers
among his followers, for these are also often at the mercy of the
weather.
Gromm is powerfully guilt, his eyes crackle with electricity and his golden beard and hair glow and spark. He bears a great two-handed
mace called Thunderstroke.
His traditional enemies are the fire and frost giants, with whom his most fanatical worshippers — the cloud and storm giants war incesantly. Gromm’s fortress is guarded by a band of 50 celestial storm giants, and it is said that he actually created the storm
giant race.

Hecate, Goddess of Evil Magic
Alignment: Lawful Evil
Domains: Law, Evil, Magic, Knowledge
Symbol: A half silver disk representing the setting full moon
Garb: Fashionable togas of the most expensive cut and material, generally in black.
Favored Weapons: None
Form of Worship and Holidays: Priests and Wizards who venerate Hecate do so beneath the full moon with sacrifices of blood and magical items as the moon sets.
Typical Worshippers: Wizards, Women, Wali HecateAssassins, Lawful evil hags, witches, and crones.

Hecate is the goddess of evil magic. She appears as a beautiful woman flanked by numerous hell hounds, her favored creature. The setting moon is her symbol. She requires sacrifices on the full moon. Her priests are normally accompanied by hell hounds sent by their
goddess to guard her temples. Clerics of Hecate have a special rapport with the beasts, allowing a chance to control them as they would undead. Hecate is a jealous goddess, capricious and quick to anger. One of her greatest priestesses, Akbeth, is imprisoned in Rappan Athuk. She resides in a floating castle in the Nine Hells.

Kamien, Goddess of Rivers Streams and Springs
Alignment: Neutral
Domains: Water, Travel
Symbol: A fish riding upon three wavy lines upon a green copper amulet.
Garb: Clerics of Kamien dress in robes of turquoise, brown and azure with bracelets and anklets of blue.
Favored Weapons: Javelin or Shortspear
Form of Worship and Holidays: Spring and fall floods bring sacrifices to Kamien to ensure that rivers to not rise too high. At midsummer, Kamien’s followers gather at rivers to appeal to her to keep them flowing.
Typical Worshippers: Women, nymphs, sprites and other water creatures,
boatmen, bargemen and fishermen.

Kamien is the embodiment of springs, streams and rivers, appearing as
a woman with skin like silvery rippling water, or as a great silvery
scaled fish. Bargemen and fishermen who ply her waterways toss coins
into streams, fountains and brooks to ensure safe passage and plentiful catches. She's considered to be the mother of nymphs and sprites and is a member of the Court of Fey.

Mirkeer, Goddess of Shadows and the Night
Alignment: Neutral Evil
Domains: Evil, Shadow, Magic
Symbol: A black glove
Garb: Anything black
Favored Weapons: Dagger
Form of Worship and Holidays: Mirkeer’s worshippers pray to her in dark rooms while masked and blindfolded. Her altars are carved of black stone, and nights with a new moon are considered her sacred time.
Typical Worshippers: Thieves, assassins, evil wizards and sorcerers, those who make their living in darkness.

Mirkeer is the daughter of Hecate and serves as her mother’s messenger and personal assassin. As beautiful as her mother and equally
cruel, Mirkeer is the mistress of shadows and can control shadows with a thought. Venerated by assassins, evil rogues, and dark magicians, her
cults are always secretive and well-hidden.

Muir, Goddess of Virtue and Paladins
Alignment: Lawful Good
Domains: Law, Good, Protection, War
Symbol: Blood-red upraised sword on a white background
Garb: White wool robes with a upraised sword and hand in red
Favored Weapons: Longsword or Bastard sword
Form of Worship and Holidays: Regular worship and fasting on the eve before known battle or before confirmation or promotion of the ranks of
the faithful.
Typical Worshippers: Humans and paladins

Muir is the sister of Thyr. While he represents law and peace, she represents the martial valor necessary to make that peace a reality. As such, she is the goddess of paladins. She is often depicted as a dark-tressed maiden warrior in shining mail with an upraised (often
bloodstained) sword. She is noble and single-minded of purpose. The tenets of her worship include honor, truth and courage. A great order of paladins known as the Justicars are sworn to her service.
Muir expects self-sacrifice, humility and charity as well as unswerving loyalty. Her standards are extreme and she quickly turns her back on any who fail to live up to them. Those who maintain her standards, however, may become Justicars, a prestige class of paladins
imbued with even greater holiness.
Her symbol is a blood red uplifted sword on a white background, symbolizing her endless fight against evil. Her worshipers must be
lawful good, and only clerics of Muir may ordain Justicars.
The falcon is her sacred animal. She is the tireless foe of all evil creatures and undead, demons and devils in particular are her sworn enemy.

Note, God of the Harp
Alignment: Neutral Good
Domains: Good, Travel, Luck, Protection
Symbol: A tiny amulet carved in the shape of a harp
Garb: Travelers Clothes
Favored Weapons: Dart
Form of Worship and Holidays: Note is worshipped in association with his companion, Oghma.
Typical Worshippers: Halfling, gnome and dwarven bards.

Note, God of the Harp, is a diminutive deity who serves as the bodyguard and herald of Oghma. Frequently he appears in the guise of a magical talking harp, while at other times he appears as a handsome
halfling or gnome clad in traveling clothes. Note frequently serves
as a comedic foil in Saga’s but also has a serious side, especially when it comes to defending Oghma or the world’s halflings, gnomes and
dwarves.

Oghma, God of Song and Bards
Alignment: Neutral Good
Domains: Creation, Good, Travel, Knowledge
Symbol: Harp
Garb: Priests of Oghma dress in performer’s garb.
Favored Weapons: Longsword, Sling
Form of Worship and Holidays: Musical concerts and public performances
before audiences. New Year’s Eve, Midsummer, Midwinter.
Typical Worshippers: Musicians, composers, dancers and poets, humans, elves, halflings.

Oghma, the God of Song and Bards is an ancient deity, credited with shaping the first sounds into song, recording of the earliest sagas of gods and mortals, and giving dance and music to mortals. Oghma appears
to his followers in the guise of a handsome traveling minstrel, bearing a finely-crafted harp (a demigod in its own right known as Note) and attended by a beautiful flute player, his handmaiden, Dame Torren of the Four Winds. Oghma frequently finds himself at odds with
Moccavallo and Sefagreth, both of whom compete with him for followers. Oghma seldom enters battle, except to defend himself with his mighty singing and dancing longsword Tune, preferring to pelt foes with thathlen balls hurled from the sling Harmony.

Orcus, Demon Demon-Lord of the Undead
Alignment: Chaotic Evil
Domains: Chaos, Evil, Death, Destruction
Symbol: Wand of Orcus
Garb: Black cowl and robe ensemble
Favored Weapons: Ornamental Heavy Mace (spiked or skull-tipped)
Form of Worship and Holidays: Day of the Dead (Late Fall), Nights of blood red and horned moons. Worship usually involves grave robbery and the animation and conscription of the newly dead to the forces of evil.
Typical Worshippers: Monsters, Undead and Evil Humanoids

Orcus is a demon prince with — surprisingly enough — many human worshipers. He has a strange fascination with humans and their desire for power, possibly because it is this very flaw that causes them
so frequently to seek that which he controls: power over death. Orcus is the lord of all undead and he resides in the Abyss in his Palace of Bones surrounded by a legion of vampires and liches. Evil, ruination
and wanton destruction are his only goals. He is most often depicted as a bloated ram-headed, bat-winged monstrosity with cloven-hoofed goat legs. He wields the “Wand of Orcus,” a legendary skull-tipped obsidian rod that is rumored to slay any living thing it touches.
Though mostly worshiped by the monstrous races, the ranks of Orcus’ human worshipers are swelling, as Orcus grants his followers power in large, liberal doses. It is not uncommon for Orcus to give relatively low-level priests command of vast numbers of undead to do his bidding.
His symbol is either a demonic ram-headed skull (the most common), a representation of himself seated on his throne, or a depiction of his skull-tipped wand. His priests favor heavy, dark hooded robes and ornamental maces stylized to represent his skull-tipped wand.

Sefagreth, God of Commerce, Trade, Cities
Alignment: Neutral
Domains: Luck, Travel, Diplomacy, Trickery
Symbol: Compass rose
Garb: Elaborate robes of blue, a color often associated with diplomats.
Favored Weapons: Rapier
Form of Worship and Holidays: The founding days of cities are considered holy days to Sefagreth, regardless of when they occur.
Typical Worshippers: Aristocrats, merchants, seafarers and caravan masters.

Sefagreth is a handsome deity popular among aristocrats, diplomats, tradesmen and courtiers. The father of cities and founder of trade, Sephagreth is a deity whose primary concern is the creation and maintenance of wealth and good relations between cities. Sefagreth is
therefore considered a neutral party who aids in disputes among the gods, and counts diplomats among his followers.
He disdains combat, preferring to use argument and rhetoric, and allowing others to do the fighting.

Set, God of Evil and the Night
Alignment: Lawful Evil
Domains: Law, Evil, Knowledge, Death
Symbol: Black Ankh of Set
Garb: Kilt, sandals and ceremonial head-dress(beast mask), Black Ankh of Set.
Favored Weapons: Cobra staff, Spear of Darkness, poisoned weapons
Typical Worshippers: Evil power-seeking humanoids, evil monks, assassins

Set is a greater god, worshipped on many planes in many forms. He most often appears as a scaled humanoid with the head of a jackal. He is utterly dedicated to the orderly spread of evil and oppression.
His symbol is the coiled cobra, though any snake can be used to represent his power. His temples are filled with enormous serpents, always poisonous. His skin is poisonous to the touch. Organized groups of assassins are known to be dedicated to his worship. His priests
carry staves worked on one end into the head of a cobra. The cobra head is normally tipped with steel fangs coated with poison. His clerics also often carry a stylized black spear, representing the Spear of Darkness he carries. Many of his worshipers tattoo themselves
with serpents or cobras. Set makes his home in the Nine Hells.

Thursis, God of Battle
Alignment: Neutral Evil
Domains: War, Death, Destruction, Evil, Magic
Symbol: Four envenomed arrows arranged in an “X”
Garb: Armor anointed in the blood of enemies.
Favored Weapons: Composite Longbow, Battleaxe
Form of Worship and Holidays: Beheading of prisoners upon the eve of battle and the ceremonial cremation of the fallen afterwards. Thursis’ most holy day falls in early June, the traditional start of the military campaign season.
Typical Worshippers: Warriors, mercenaries and warlords.

Thursis as a powerfully-built red haired man driving an iron chariot drawn by a team of four fiendish warhorses. His chariot glows with hellfire and is adorned with the animated heads of his fallen enemies which moan incessantly. Thursis wear spiked plate armor of archaic design which glows a sickly green. His cursed arrows are said to afflict his enemies with a variety of infections and demonic fevers which render them unable to defend themselves. Thursis is not so much
worshipped as respected and feared, for he has been known to abandon faithless followers in the midst of battle, even going so far as to aid their enemies.

Thyr, God of Law and Justice
Alignment: Lawful Good
Domains: Good, Healing, Law, Knowledge, Protection
Symbol: Silver cross on a white field
Garb: White robes trimmed with silver, purple or gold — the colors of kingship
Favored Weapons: Light or Heavy Mace
Form of Worship and Holidays: Last day of every month, on the last holy day of every year is set-aside for non-royalty to have their grievances heard.
Typical Worshippers: Humans, Royalty

Thyr is the god of wise and just rule. He is normally depicted as a wizened king seated on a great throne holding a rod of kingship in one hand and a chalice of peace in the other. His principles are justice, order and peace.
He represents proper and traditional rule and as such was once worshiped (at least in name) by all human royalty. He is the embodiment of the enlightened human caste system where each person has a fairly-determined role in a lawful society intended to create the greatest good for the greatest number. His symbol is a silver cross on
a white field, symbolizing the upturned cross-haft of his sister’s sword, which he thrust into the earth to end the gods’ war. Upon seeing the blood of so many gods shed, Thyr foreswore the use of swords and his priests, for this reason, may not use bladed weapons. Many favor reinforced rods, similar to light maces, modeled after Thyr’s own rod of kingship. The noble eagle and lion are his sacred creatures.

Tsathogga, Demon Frog God
Alignment: Chaotic Evil
Domains: Chaos, Evil, Water, Destruction
Symbol: Likeness of the Frog God, Carved in Soapstone
Garb: Green and violet robes, if any.
Favored Weapons: Any that slash, cut and are wickedly curved, as well as ropes or nets
Form of Worship and Holidays: Too gruesome and perverse to describe even by Necromancer Games Standards
Typical Worshippers: Aberrations, Tsathar, Sentient Frogs, Evil Water Monsters, The Violet Brotherhood

This foul frog-demon cares less about the machinations of men and power than he does about obliterating light and life with slow, oozing sickness and decay. He is the viscous dark evil bubbling up from beneath the surface; the foul corruption at the heart of the earth. Making his home on the plane of Tarterus at the mouth of the vast
swamp of filth deposited by the river Styx as it flows out of the Abyss, Tsathogga’s main form is of a colossally bloated humanoid frog with spindly, elongated limbs and fingers. His corpulent body exudes all manner of foul humors and fluids, which leak into the vile swamp
in which he lies. He has positioned himself so that all of the slime and filth from the river Styx feeds into his gaping, toothy maw. He never moves and rarely speaks other than to emit an unintelligible shrieking.
Tsathogga commands a host of evil creatures—notably evil aberrations and his own vile frog race, the tsathar. Thousands of fawning tsathar servants continuously bathe his body in fetid slime from the evil
swamp, awaiting the divine bliss of being randomly devoured by him. His
hatred of light and lack of human worshipers (though there are a few notable exceptions) mean that he is little known to surface races. He has few organized centers of worship and no standardized holy symbol — each worshiper choosing its own way to best depict his deific vileness. Occasionally, tsathar priests of Tsathogga on this plane sculpt a small likeness of him out of foul chunks of solid waste from Styx that harden into a vile green substance similar to soapstone when takenfrom that plane. Such items are prized as holy relics.

Tykee, Goddess of Luck and Good Fortune
Alignment: Chaotic Good
Domains: Good, Luck
Symbol: A Wheel of Fortune
Garb: Golden robes and courtiers attire, symbolizing good fortune and success.
Favored Weapons: Whip
Form of Worship and Holidays: Gamblers call upon Tykee constantly, and any day when someone wins big is considered a holy day for this goddess. Her worshippers make sure to donate a portion of all winnings to the Church of Tykee.
Typical Worshippers: Gamblers, rogues, bards, and all those who live risky lives revere this deity.

Lady Luck wears many guises. She embodies good fortune, and is praised during winning streaks and big wagers. She is also appealed to by losing gamblers, in the hope that she will eventually favor them. Other strokes of good fortune such as good harvests, unexpected pregnancies, financial windfalls and similar events are also sacred events to Tykee and her followers. Her temples are usually quite prosperous, as especially lucky gamblers often give part of their winnings to the goddess.

Vanitthu, God of the Steadfast Guard
Alignment: Lawful Neutral
Domains: Law, Protection, War, Healing
Symbol: A gray shield emblazoned with a stylized black fortress tower
Garb: A gray tabard with a black tower sigil
Favored Weapons: Spear
Form of Worship and Holidays: Prayers are often said to Vanitthu at the start of sieges or by guardsmen prior to heading out on the beat.
Typical Worshippers: Barristers, judges, guards, professional soldiers, military officers and nobles.

Some claim that Vanitthu is the son of the great god Anumon; others go so far as to say that Vanitthu is yet another aspect of the great god (this schism has caused considerable conflict within the faith). In either case, Vanitthu is the embodiment of martial perfection, law, the strength of the state, and the punishment of the guilty. A grim and resolute deity, Vanitthu is always shown bearing a spear made of
lightning, and a polished mithril shield. He often appears to his followers on the field of battle, especially to those engaged in or defending against sieges.

Zadastha, Goddess of Love
Alignment: Neutral Good
Domains: Good, Diplomacy, Healing
Symbol: A wreath of pink and red roses
Garb: Gowns and courtiers’ outfits
Favored Weapons: Longbow
Form of Worship and Holidays: The expression of love in all its forms is considered one of the most faithful things that worshippers can do; many of Zadastha’s followers tend to be overly exuberant in their declarations, often to the embarrassment of their would-be lovers. The faith’s most holy time is Lovers’ Day, the first bloom of early spring.
Typical Worshippers: Poets, romantic authors, chivalrous knights, bards who perform songs of love and hopeless romantics of all stripes. This faith is particularly popular among lovelorn students and teenagers.

Zadastha the Beautiful is the goddess of true love. Her gaze is said to bring forth love even in the cruelest of hearts and her perfume to cause lustful thoughts to fill the mind of any being.[/sblock]
 



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