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Pathfinder 1E RECRUITING, Pathfinder: Wierd Frontiers (Wed., Thurs., or Fri., OpenRPG)

Arkhandus

First Post
(Edit: Recruiting is closed, found enough players on the OpenRPG forums and such. Information in this thread is out of date, but I may re-open recruitment later if anyone drops out.)

Hey there, folks! I'm considering starting up a Pathfinder campaign on Wednesdays, Thursdays, or Fridays over OpenRPG, since Reckless' PF game on that day ended several weeks ago and I miss it. :) Time slot is negotiable, but preferably around 5 or 6 pm Pacific time (8 or 9 pm Eastern) for a 3 or 4 hour session each week. If enough folks want the game to run earlier, that's okay too, but I won't start any earlier than 12 noon Pacific (3 pm Eastern, which is 9 pm GMT I think).

The campaign will be called Pathfinder: Wierd Frontiers, and you'll find out a bit about "why" later. We'll be playing on the OpenRPG Dev II server, with Blackstar or Veav as possible back-ups if necessary (Dev II is not shown in the server-list sometimes, but it is still used and can still be connected to; I have the server address for anyone who needs it). Our game room will be named the same as this campaign.

Char-Gen Rules:

Starting level (or ECL) is 6th, with 15,000 XP (fast progression) and 16,000 GP for starting wealth. You may spend any portion of your starting wealth on an item, so long as you leave some coin left for basic supplies (rations, waterskins, bedroll, backpack, belt pouch, flint and steel, etc.). You will need to buy basic supplies; your characters will be traveling A LOT and often in strange or remote places. Also, you may want to buy any important magic items right at char-gen, since you'll have little, if any, chance of picking them up during play (see below). Your PC will also have a free clothes outfit as noted in the PF Equipment chapter.

Maximum Hit Points for 1st-level, plus half the maximum from each Hit Die beyond that (or you can roll each extra HD on the game-server in front of me; choose for each HD beyond 1st-level; if you roll less than half for any given HD, then you must take half the maximum result for your very next HD). Base ability scores will be determined with Pathfinder 25-point-buy (epic fantasy). Hero points from the APG/PFRD will be used, so PCs start with 1 hero point, but I'm not sure yet if I'll allow the spells and items related to hero points (the feats are OK). Traits from the APG/PFRD will be used as well, so PCs start with 2 Traits; there are no "Campaign Traits" available in this game, and some other Traits may be renamed to fit the setting.

Any alignment (except chaotic evil) is fine, but evil PCs won't be allowed if anyone plays a Paladin. And evil PCs cannot be treacherous, self-absorbed backstabbers (chaotic neutral PCs can't be crazy, either); they have to be capable of teamwork, and must have a plausible reason for wanting to see the group's mission through to the end (even evil people tend to have some friends, family, or other loyalties). Refer to the intro at the bottom of this post.

Allowed Rulebooks/PDFs:

The Pathfinder Reference Document
Pathfinder Core Rulebook
Pathfinder Advanced Player's Guide
Pathfinder Bestiary
Psionics Unleashed
Limited material from The Tome of Secrets (Adamant Entertainment)
Various "Genius Guides to:" (SuperGenius Games PDFs)
Untapped Potential: New Horizons in Psionics (Dreamscarred Press PDF)
Various "The Mind Unveiled" PDFs (Dreamscarred Press)
Races of the Mind PDFs (Dreamscarred Press)
A few High Psionics PDFs (Dreamscarred Press)

Campaign and setting are custom, but the rules will be pure Pathfinder with a dash of 3.5 material, and a houserule here or there for any particularly broken classes, feats, etc. For instance, I'll be imposing some kind of restriction or drawback on Summoners to tone down their utter brokenness. Most characters shouldn't have any HRs to deal with; it's just a few options that I'm considering a balance-fix for. You don't need to worry about learning much of the setting, either, as it'll be fairly basic aside from the strange regions the group will be exploring and searching in their quest.

We'll be using the Pathfinder core rules, and some of the Advanced Player's Guide material included in the PFRD. And a few things from the Tome of Secrets, like races and classes, but I'll need to tweak/HR the ToS classes a bit to fix them. As well as some material from SuperGenius Games, like the Shadow Assassin, Time Thief, Races of Wind and Wing, Races of Hoof and Horn, etc. BUT MOST IMPORTANTLY, PSIONICS! Yes, this campaign will heavily utilize psionics, primarily from the Psionics Unleashed core psionics book for Pathfinder, as published by Dreamscarred Press with Paizo's input. You can find the PDF for sale easily enough on the Paizo, Dreamscarred Press, or RPGNow websites, if interested. Likewise for the SGG PDFs if interested in them.

Some other (3.5) psionics material from Dreamscarred Press will also be utilized, with some tweaks by me to adapt those bits and pieces for Pathfinder. I'm considering a minor limit on how many power points a psionic PC/NPC may have available at once; maybe double their manifester level at maximum, with the ability to refill that reserve with points from their overall total as a full-round action, maybe a minute or hour of meditation.

Now, YOU DON'T NEED TO USE PSIONICS, but it will significantly enhance play and your immersion in the game if you do use psionics in this campaign. Most notably because the party will rarely encounter magic-wielders and will rarely find any magic items beyond initial character creation, let alone any place to buy or trade for them (no magic shops; you'll only find a rare few individuals in the campaign who have a limited selection of magic items they're willing to trade away or are capable of creating). The VAST MAJORITY of non-mundane loot and market goods in the campaign will be psionic, so you'll be sorely disappointed if you expect to stock up on magic scrolls, potions, wands, staves, rods, armor, weapons, or wondrous items. Your group will be seriously hampered in some situations if they do not have any psionicists. In fact, your overall mission may well be doomed to failure if none in the group has a decent grasp on psionics.

Perhaps more importantly to many, you will have few chances to pick up any kind of magical classes beyond initial character creation; there may be a few opportunities during the campaign where you can find someone or something to train/bless/whatever you for a magical PrC, or where you could learn a magical base class from an NPC or fellow PC, and there may be a few that you could just acquire naturally (such as Dragon Disciple for any spontaneous arcane casters that have dragon-blood in their family, and some contact with dragons to awaken that draconic blood; I will likely update the gem dragons from MM2 for Pathfinder in this campaign, and metallic/chromatic dragons may show up briefly in the campaign). Prestige classes will have some kind of appropriate roleplay requirement in this campaign; not too much, but enough that they'll actually be more prestigious than just "guy with a few levels of wizard and a few metamagic feats."

Minor Houserule: The Psicraft skill will be used instead of Spellcraft for psionic matters in this campaign, so replace Spellcraft on any psionic class skill lists with Psicraft. Same function, different name. Psionics and magic are different enough that they ought to require different skills to ID accurately, and Psionics Unleashed already uses Knowledge (Psionics) for other psionic purposes, so I don't know why Psicraft wasn't used in it.

Basic Campaign Info:

The Player Characters will start out as experienced adventurers of varied backgrounds, from different countries, organized by leaders of their home countries and tasked with finding a legendary artifact from a far-off land across the sea. The continent where the PCs hail from, or at least most of them (since a few PCs might be emissaries from the other continent), has been ravaged by war and left vulnerable. And an ancient, terrible evil is rising to finish the job the wars left half-done......

But the people of the main continent haven't faced this threat before, so they have no idea how to fight it, especially with their own militaries and magical resources all but depleted. Their only hope is a legend from the eastern continent, a distant and mysterious land that sailors have only had sporadic contact with. Those sailors brought back stories from that distant land, stories that include mention of an artifact wielded by the eastern continent's ancient leaders, against otherworldly invaders eerily similar to what those on the main continent now face......

And so the leaders of the main continent's remaining countries have decided to send out many of their most-capable countrymen to scour the eastern continent for the artifact, or for any easterners with the knowledge and power to repulse the ancient evil descending upon the main continent. Your PCs will be one such group sent on the search, one of the first in fact.

The main continent used to be dominated by religious and arcane organizations, but now has only a small amount of magic still in use. Psionics has been around for a long time, but was rare among inhabitants of the main continent and there was little psionic lore available there for the past several centuries. Now psionics is making a minor resurgence on the main continent, and it has long been the dominant force on the eastern continent where the PCs will be going. Whereas many on the main continent once believed psionics to be a rare talent inherited only be a few people, recent contact with easterners has begun to spread rumors that anyone can develop such power with the right training, study, and focus, just like wizardry.

Final Notes/Suggestions:

You'll need a reasonably mixed party; some kind of frontliners, some kind of ranged attackers, some kind of scout/sneak, some kind of wilderness-guide, some kind of socialites, some kind of blaster, some kind of healer, some kind of information-gatherer, some kind of utility-person, some kind of lock-picker or door/chest-buster, and some kind of trap-disarmer or trap-springer. Ought to have some kind of psionicists among them. You will not be able to fight your way through every situation, nor sneak/talk your way through everything, either (nor can you just avoid the parts where one solution or the other doesn't work). I'm looking for about 6 players.

I will provide more-specific details on the campaign and setting when I have the time, and I'll be posting a character sheet template sometime around then as well. Everyone will need to use that character sheet template when submitting characters, and must submit them in this thread or the OpenRPG forum thread; I don't care if you use something else for your own reference and your own macros or char-gen or whatever, but I intend to keep organized notes on the entire party and their adventures, so I'm not bothering with any sheets posted on other websites, or in different formats.
 
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Oh, something important I forgot last night when typing that up. The primary reason that magical classes/items will be rare during play is that the wars on the main continent have been as much religious conflicts as territorial ones, and magic-wielders of all sorts were heavily employed by the militaries of the warring countries. So in the first few decades following the end of those wars, the people have come to resent mages, priests, zealots, and warmongers.

Wizardly libraries, bardic colleges, temples, shrines, and similar edifices have largely been destroyed or vandalized, leaving little for any new generations of mages or priests to learn from. While military academies and similar places have also been destroyed and fallen into disfavor, it's a lot easier for the remaining warriors of each country to train others directly, and less of the public resentment has been directed towards the average soldier or militiaman. Although a few decades have passed and the magical arts have slowly regained a small measure of respectability, there are still very few mages and priests remaining on the main continent to share their lore. Many magic items from the time of the wars have also been destroyed or buried, so there aren't many of them left to go around.

The World:

The world is known primarily as Mhavareth, to those on the main continent, itself called Rhivia by many of the inhabitants. Mhavareth is an Earthlike world with a yellow sun called Hevelior (or simply "the sun"; common myths of Rhivia say that Hevelior devoured the old sun, Rhisol), and a grayish moon called Lunelle (or just "the moon"). A year on Mhavareth is 280 days long, divided into 10 months of 28 days each on the Common Calender of Rhivia; each day is 24 hours long and each week is 7 days, as on Earth. The year starts with the first full moon of spring, as Lunell completes a lunar cycle every 28 days, signalling the start of a new month. The common names for the months, from first to last, are simply Spring's Start, Spring's End, Summer's Start, Midsummer, Summer's End, Autumn's Start, Autumn's End, Winter's Start, Midwinter, and Winter's End. Weekdays are simply referred to by number; Firstday, Seconday, Thirday, Fourthday, Fifthday, Sixthday, and Seventhday.

The distant continent the party will be exploring/searching is known as Azagan and very little is known about it. But I will provide a few details about it to anyone who plays a native of that continent.

The Common tongue, also called Planar Common, is widely used across Mhavareth as a trade language, brought to this world by extraplanar merchants ages ago. The Great Beyond cosmology outlined in the Advanced Player's Guide (and the PRD, under Planar Adventures) will be used in this campaign. Racial tongues are used among many nonhumans, and Druidic persists among the druidic remnants across Rhivia. Other languages used on Rhivia include:

Rhivian (the language of an old empire that once dominated much of the continent, commonly spoken in the center of the continent),
Toran (spoken by people across the Crimson Tors in southern Rhivia),
Zanji (spoken by the Zanjin people of eastern Rhivia),
Vanderglotten (used in Vanderheim and among related tribes),
Loricaean (used across the Loricaean Isles and western coasts),
Esarro (on the Esarroccan Peninsula of the southwest),
Baratti (spoken in northwestern Rhivia and across northern islands),
and Dejarim (dominant in the southern deserts and savannahs of Rhivia).

These regional languages may be selected as bonus languages for high Intelligence by any character, and humans (including half-elves and half-orcs) learn one regional language for free (in addition to Common). Non-humans may substitute one regional language for one of their race's automatic languages.

Some details on the main continent (Rhivia) will be added later.

Lands of Rhivia:

More to be added soon

Cenebrelhuin: A wood elf country spanning the Greater Fogwood forest of northeastern Rhivia, bordering some of the former Zanjinhon territories to the east and Vanderheim territories to the west, while bugbears, orcs, and trolls menace their southern border in the Lesser Fogwood. The Greater Fogwood is a massive thicket of brush, pines, oaks, and yews, so it's a great source of bowmaking and carpentry material, but also quite chilly for most of the year. The Cenebrelhuin Principality is a reclusive society of loosely-allied wood elven clans, living up among the trees and generally distrustful of outsiders, though more welcoming to elven visitors.

While their lifestyle is somewhat primitive, living in small communities lead by the elders of each family with one noble family at the head of each community (the noble families are simply those with a trace of divine heritage in their ancestry), Cenebrelhuin elves are fairly civil with one another and with any guests. They trade food, furs, and occasionally lumber or crafts for metal goods, primarily trading with other elves but occasionally gnomes, halflings, or other nature-respecting races. A few Cenebrelhuin clans make their homes near the forest's edge and have slightly greater contact with humans, but the general attitude of Cenebrelhuin is somewhat hostile to nonelven trespassers. Cenebrelhuin elves venerate Alvaryn to some extent, but also worship Mhavara and a variety of minor elven deities. Some near the border with Zanjin territories revere Morigami and practice a loose form of Zantaoism. Some in the western edges of the Greater Fogwood have taken up worship of Cayden Cailean, Erastil, Shelyn, Gozreh, Nethys, and Gorum from the Golarion pantheon.

Rhivia: This ancient empire has fallen apart and all that remains of it now are ruins and cultural elements that remain among many of its former territories, including the Rhivian religion and the Common Calendar. The empire once covered much of the main continent, itself now called Rhivia. The former capitol is Rhivalius, now a haunted ruin at the center of the continent.

Vanderheim: This sprawling expanse of scrubland, marshes, forests, and highland moors is located in north-central Rhivia and borders various other countries. Vanderheim is inhabited by human clans, known collectively as the Vanderheimers, who have no real unity or formal government. Each clan wars with others in the region and occasionally allies with a few other clans to invade other countries for pillaging and expanding their territory. They live primitively in general, but have great skill at metalworking, smithing, and smelting, so their arms and armor are quite well-made. Vanderheim clans live in wooden longhouses or peat- and sod-built huts, with stone buildings for smithies and small castles. They trade occasionally with other clans or other countries, but mostly just raid and pillage whatever they need.

Their homeland makes for poor farming and hunting grounds, so they inevitably go a-viking downriver into other lands for pillaging. This, of course, makes Vanderheim rather unpopular with other countries and occasionally results in massive losses for one or both sides when the clans go a-viking. Vanderheimers are capable seafarers with their longboats, and sometimes make long voyages downriver into the eastern or western oceans to explore and plunder new realms where nobody expects such an invasion. They do, however, get along well with dwarves in the hills. The leaders in Vanderheim clans are simply the best warriors, titled Jarls if they control a large territory or Laird if they control only a single town or village. Vanderheimers are tall, often burly, free-speaking humans of fair skin, blue eyes, and blond or red hair, occasionally black or brown hair from intermarriage with foreigners. The men are often quite hairy and often sport thick beards, and wear their hair somewhat long (shoulder-length hair is common, while women often sport even-longer hair; both men and women have a tendency to braid their hair to some degree).

The Vanderheim territory includes much of the coast along the inland Bitterfrost Sea, at the northwestern corner of Vanderheim. A few clans near the southern edges of Vanderheim, amidst rivers and forests, have built small cities or taken over cities left behind by the Rhivian Empire of old. These cities are ruled by Grafs, if peaceful (though even those cities have at least a defensive militia, lead by a Herzog), or a Kaiser in the case of the military city-state Archenburg. People of Vanderheim or those who've migrated elsewhere from that land speak the Vanderglotten tongue, and typically venerate the Rhivian pantheon of deities, though a few practice other religions depending on where they live, such as the Rocha clans of southeastern Vanderheim who practice Esarroccan Dualism, while a few of the northernmost tribes, calling themselves Weissdrachenvolkers, worship white dragons and draconic deities. There's also a substantial number of Vanderheim clans that have been converted over the last few centuries to worship of the Golarion deities, mostly in the central and northern reaches of the country.

Zanjinhon: The oldest of the eastern countries upon the continent of Rhivia, Zanjinhon is now but a shadow of its former glory, a small and fractured empire clinging to the last vestiges of greatness. Now surrounded by small feudal domains that once belonged to the Zanjnhon Empire, it is a war-torn coastal country that survives only on meager agriculture and a brisk sea trade with distant lands. Zanjinhon has a strong warrior tradition and strong naval tradition, but recent wars have dwindled its army down to a few hundred warriors, most of them peasant ashigaru, lead by a few dozen remaining noble samurai. The Zanjinhon navy is nothing more than half a dozen small warships now, and a dozen or so merchant vessels. The capitol city of Zanjinhon is Zantenkin Toshi, a heavily-fortified but beautiful city decorated with gold, in the eastern foothills of the Yama-no-Tenshi mountain range.

The ruler of Zanjinhon is the elderly Emperor Kaizan Hohiro, who has only one surviving heir, Kaizan Shugino, his youngest son. Shugino's older brothers and sistsrs perished in the last two wars of the region, the Kubarakonji prefecture's war of secession and the Arenogami Akujin war, in which cultists and their allies among the daimyos of what used to be southern Zanjinhon waged war on the Imperial family and their samurai, aided by conjured oni and other agents of Arenogami, in a bid to topple the empire and bring about a new age of "freedom and equality" to the region (but really just anarchy and free reign for oni to rampage in that corner of the Material Plane). The last major conflict before those was just the latest Vanderheim invasion, 20 years ago, which ended poorly for both sides.

Below the Imperial family are the few samurai families that still serve them, diminished in numbers by the many wars of recent centuries. There are also the kannushi and budoka, or priests and monks, who are considered to be of roughly equal status to the samurai but without any military or political ranks and privelages. Below them are the peasant ashigaru, families of militiamen with less wealth and less training than samurai but still quite formidable and respectable, serving under samurai commanders. Then there are the rest of the peasants, the heimin who work for a living. Honor, face, and the code of bushido are important in Zanjinhon. People of Zanjinhon and its former territories are known as Zanjin, and they speak the Zanji language. They are olive-skinned with dark hair and eyes, with a notable slant to their eyes that seems almost elven.

Zanjin peoples generally worship the Kami of the Zantao religion, but wars of the last few decades have lead many to lose some faith in the Kami. It is an animist religion and philosophy, quite different in its teachings, practices, and beliefs than the Rhivian religion (foreign deities are considered nothing more than rogue Kami to believers of Zantao). Most territory in the Zanjinhon region is mountainous or hilly terrain, though fertile from frequent coastal rainstorms. The lowlands are marshy floodplains, and forests dot the hill-country. A desert stretches across the southern plateau at the edge of Zanjin territory, where barbarians and outlaws dwell.

Organizations:

Only a few small temples and academies remain to provide formal religious or arcane training, scattered in remote places. And only a few other small organizations or academies remain to train warriors or assassins. These remaining organizations are as follows:

To be added soon
 
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Religions of Rhivia:

There are 5 major religions across the continent of Rhivia. The most-prevalent is Rhivian Pantheism, which includes the 23 major deities detailed below in the Deities of Rhivia section, as well as various lesser demigods, saints, hero-deities, archangels, archfiends, and the like.

There's also the Draconic Quiintet of 5 dragon-deities detailed in the Draconic Deities section below, venerated by dragons and other reptilian creatures worldwide, though also revered by some individuals of other races who covet the power of dragons, or who possess a little dragon blood in their ancestry.

Many people of the Esarroccan Peninsula and along the Crimson Tors follow a dualistic religion known as Dosaredios, which has slowly spread to a few pockets of civilization elsewhere. Refer to the Dosaredios Deities section below for details.

The dominant religion of eastern Rhivia is Zantaoism, primarily practiced in the Zanjin territories, and it includes worship of various minor divinities known as Kami in addition to the 9 major deities known as Gami or O-Kami, detailed in the Zantao Deities section below.

Finally, the Golarion Pantheon, as described in official Pathfinder materials, also has a small following among the northern peoples of Rhivia, as visitor deities more closely involved with a different Material Plane but meddling with Mhavareth on occasion.

Deities of Rhivia:

HEVELIOR, the Sun-Eater, the Bright Lord, Sky Tyrant
Male Greater Deity
Symbol: Golden sun-disk emanating triangular red rays, with a toothy smile but no face
Home Plane: Utopia
Alignment: Lawful Neutral
Portfolio: The sun, gluttony, ambition, rulership, victory, power, renewal
Worshippers: Druids, duelists, farmers, herders, nobles, hunters, gluttonous monsters
Cleric Alignments: LE, LG, LN, N
Domains: Law, Nobility, Repose, Strength, Sun
Favored Weapon: Bite or morningstar
The Rhivian sun-god, Hevelior, has long been worshipped on Rhivia since the middle of the ancient Rhivian Empire. Legend says that it was around that time when Hevelior rebelled against his father, Rhisol, the original sun-god of the Rhivian pantheon, and devoured the old sun-god. This is known in Rhivian legends as the Day of Dual Dawns, when the second sun rose and overtook the first, both flaring brightly and blinding many people before the first sun was consumed, leaving only the second sun to continue its arc across the sky each day. This is a holiday to Heveliori, the faithful of Hevelior, but a day of mourning for followers of Lunelle, Mhavara, and Ashalla. It is celebrated (or mourned) on the 1st day of Summer's Start, and it is said that the summer of the event was especially hot and terrible as Hevelior first asserted his new power. Smaller celebrations for Hevelior are held on the last day of Summer's End, and a more sober observance is held on the last day of Autumn's End to beseech Hevelior for enough warmth to keep the winters mild.

Hevelior's body is said to be the sun itself, but he can also manifest another form when desired, that of a tall, muscular, humanoid man with swarthy skin, rippling hair of reddish-gold flames, eyes of pure gold, pearly white teeth, and handsome but severe appearance. He is always seen or depicted with a broad smile, but often in a smug, mocking, or threatening manner, and occasionally in a mirthful or benevolent style. He wears minimal robes of molten gold, along with a necklace made from some of his father's ivory bones. Hevelior wields a flaming gold morningstar in battle, called Heatdeath, embedded with spikes made from Rhisol's ivory bones.

Hevelior himself is worshipped as the bringer of light and warmth, vital to agriculture, hunting, and herding due to his role in keeping plants alive and growing. He also wards off some of the horrors of the dark and cold like Rhisol once did, providing succour from undead, lycanthropes, and other creatures who fear the light of day or who lose their power during the day. He also promises renewal and rebirth for the worthy, but harsh retribution to all who wrong him and his faithful. Hevelior is a patron god of feasts and endorses gluttonous behavior, helping others hunt or harvest plentiful food near times of feasting. Hevelior is also the patron god of noble families, their privelages, ceremonies, honor, and laws, particularly those of royalty. Other leaders also seek his favor before many endeavors.

Priests of Hevelior must be noble-born and are never given divine gifts by him unless they have the blood and upraising of nobility or royalty. Heveliori priests oversee many noble and royal ceremonies, including duels. Hevelior's priests often help build, manage, and guard granaries or other food-storage facilities so their communities will have enough to eat. They also guard and scribe legal documents, as well as scribing and delivering royal proclamations, besides guarding nobles and royals themselves and serving as dueling proxies in some cases. Adventuring Heveliori might seek out lost royal treasures or might simply be seeking power and prestige for themselves.

Clerical vestments are white togas with varying amounts of cloth-of-gold trim or gold accessories depending on the individual's rank within the Heveliori church, though small or moderate amounts of red are also favored by some. Priests of Hevelior go by the rank of neophyte when studying and preparing for higher duties, then acolyte after passing certain tests to become a full-fledged priest, flamen after becoming an accomplished and recognized champion of the church abroad, archon after becoming the confirmed (and thoroughly-tested) head of a shrine or temple, hierarch if they pass the harsh trials for regional leadership, and finally primarch if they become leader of the entire Heveliori church. There are also minor and major sub-ranks for all below the primarch, such as acolytes major who manage other acolytes and neophytes. Heveliori priests pray at dawn.

LUNELLE, the Moon Maiden, the Mourning Virgin, Night Queen
Female Greater Deity
Symbol: Gray moon-disk with a 4-pointed, undulating, black star at the center
Home Plane: Limbo
Alignment: Chaotic Neutral
Portfolio: The moon, darkness, mourning, reflection, insanity, change, rain, storms
Worshippers: Druids, farmers, herders, widows, virgins, rebels, thieves, lycanthropes
Cleric Alignments: CE, CG, CN, N
Domains: Chaos, Darkness, Liberation, Madness, Weather
Favored Weapon: Claw or starknife
This moon goddess of Rhivia has had a mixed history and was once considered quite respectable for worship, while those blessed with Lunelle's divine gifts were once viewed with awe and reverence. She was the favored daughter of Rhisol, and was a reflection of him in many ways. Lunelle was also briefly betrothed to the original Rhivian god of night and winter, Noctavian. It is said that before Rhisol's death, all lycanthropes of Rhivia were noble, majestic, blessed creatures with Lunelle's favor, while creatures of the dark were once fearful of her moon's light. Once Rhisol was devoured by Hevelior and Noctavian was slain by Ravik, Lunelle fell into an insane, mournful rage and lashed out, causing all kinds of mayhem, even for her treacherous brother Hevelior. Her rage was spent quickly, however, and she looked for other ways to spite Hevelior and Ravik, as well as those who did nothing to save Rhisol or Noctavian.

Now Lunelle is seen as the source of madness and depression in others, spreading her own misfortune, and she is the patron goddess of lycanthropes and other creatures who dwell in the dark or hunt at night. She has become the queen of darkness and no longer protects people from anything that goes bump in the night. Goddess of the moon and stars, she also holds some small dominion over portents and astrology, but Lunelle is also the patron goddess of other mourners, virgins, and innocent maidens, often sympathizing with such people and lending them some aid (or occasionally, the release of a swift death). She is revered by thieves and rebels for her dominion over night, darkness, and change. Lunelle is fickle now and manipulates the weather, conjuring storms whenever her mood sours, and rain is said to be Lunelle's own tears. Farmers and herders offer prayers to her whenever they need rain or to beg for the end of monsoons. Lunelle is also associated with mirrors and other reflective surfaces.

Lunelle is the moon itself, but also manifests a second, humanoid form when desired. Her humanoid form appears to be a tall, graceful, beautiful woman with a regal bearing. She has pearly skin, flowing hair composed of absolute darkness, robes of flowing silver and starry voids, but dull eyes of pure gray, black claws for fingers, and rotten black fangs for teeth. Dark mists issue forth from her mouth when she speaks, and she often speaks in babbling near-nonsense, acting unpredictably. When she fights, she forms a jagged, flickering blade from the spark of a newborn star, a starknife called Dying Ember, which darkens and crumbles to dust after use.

The faithful of Lunelle are known as Lunellans and they're fairly rare, generally distrusted by most folk in polite society, but her priests often attend funerals and provide what comfort they can to the bereaved, even paying for the funerary services and burial when they show up (so it's considered terribly rude to mistreat or reject them when they attend a funeral, despite the Lunellans' otherwise poor reputation in civilized lands). Lunelle's priests also assist farmers at times and some run orphanages, asylums, monasteries, or nunneries, where the abandoned, disgraced, hopeless, or insane can find some solace. Some are thieves or otherwise part of a criminal organization. Her priests are known simply as brothers or sisters, without rank, though generally the most-experienced or most-gifted ones manage her temples and other establishments. Lunellan priests wear simple robes of black and gray, often with hoods, veils, or both, and sometimes adorned with the peculiar star-pattern of her holy symbol. Lunellan priests pray at nightfall or midnight.

MHAVARA, the Earth-Mother, the Green Lady, Mother Nature
Female Greater Deity
Symbol: Green disk with a white halo, an 8-pointed red star above, and a blue drop below
Home Plane: Purgatory
Alignment: Neutral
Portfolio: The elements, nature, seasons, stability, eternity, rebirth, the cycle of life
Worshippers: Druids, rangers, farmers, herders, hunters, widows, undertakers, fey, plants
Cleric Alignments: CN, N, NE, NG, LN
Domains: Air, Animal, Earth, Fire, Repose, Plant, Water, Weather
Favored Weapon: Sickle
The primary creator and nature-deity of the Rhivian pantheon, Mhavara is the even-tempered mother of Hevelior, Lunelle, Ashalla, and Calistrianna, as the wife of the former sun-god Rhisol. While she mourns her husband's death, Mhavara is much more subdued than most of the other deities, and has deeper insight into the nature of reality as one of its primary creators. She teaches that the world is eternal and that all things pass with time, even death itself, giving way to new life and new order. Death and change are necessary for life and growth, and her faithful believe firmly in reincarnation, even for dead gods. Mhavara is both harsh and gentle, depending on the time of year, encouraging balance and moderation, but not stagnation or indecision.

Mhavara's body is the world itself, and Rhivians named the world Mhavareth after her, but she also manifests a humanoid aspect at times. In her humanoid aspect, Mhavara is a stout, earthy, matronly woman with dirt-encrusted dusky skin, blue-green pools of water for eyes, cloudy hair, a fiery tongue, and robes of plantlife complete with flowers and thorns. She wields a sickle in her rare clashes with other deities, a weapon that constantly changes between different elemental forms and materials, called Nature's Fang.

Followers of Mhavara are referred to as Mhavarans and are most often farmers, herders, or others who make their living off the land. Shrines of Mhavara are found in practically every farming community across Rhivia, excluding a few places where other religions are dominant. Temples to the goddess are quite rare, however, and her priesthood is quite scattered with little hierarchy. Her priests are usually druids or rangers, and even Mhavaran clerics are little different. Their ranks are simply those of the world's druidic order, which is itself simply divided into aspirants (priests in training), initiates (the average priests), heirophants (the senior priests who have acquired significant divine magic from Mhavara), and the arch-heirophant who holds limited leadership over the entire druidic and Mhavaran order.

Priests of Mhavara wear simple robes of brown or gray, with some sort of decorations incorporating red, white, blue, and green. Heirophants tend to wear more color than initiates, and the arch-heirophant wears a distinctive living crown of green, slightly thorny vegetation with flowers of red, white, and blue, the artifact Crown of Nature bestowed upon the first arch-heirophant by Mhavara herself. Mhavaran priests pray at dawn, noon, or dusk (their choice upon initiation into the order).

ASHALLA, the Life-Giver, the Guardian, Lady of Mercy
Female Greater Deity
Symbol: Upright golden scepter entwined by flowering vines, in front of a silver shield
Home Plane: Nirvana
Alignment: Neutral Good
Portfolio: Life, mercy, defense, security, nature's bounty, natural beauty
Worshippers: Druids, rangers, fighters, alchemists, farmers, herders, hunters, guards, wardens
Cleric Alignments: CG, LG, N, NG
Domains: Animal, Good, Healing, Plant, Protection
Favored Weapon: Quarterstaff
The Rhivian goddess of pure good, Ashalla is daughter of Rhisol and Mhavara, as well as the former betrothed of Hevelior. Mother of Paladia, Vanigor, Gabridea, and Oramina, she broke off her ties with Hevelior after he betrayed Rhisol. Ashalla is a forgiving and benevolent goddess, but she stands firmly against evil and wickedness, so she refuses to associate with Hevelior after his betrayal and murder of Rhisol.

RAVIK, the Blood-Reaper, the Ravager, Lord of Death
Male Greater Deity
Symbol: Scythe dripping blood, superimposed over a humanoid skull
Home Plane: Abaddon
Alignment: Neutral Evil
Portfolio: Death, sacrifice, vengeance, pillaging, opportunism, vice
Worshippers: Barbarians, fighters, rogues, thieves, assassins, raiders, soldiers
Cleric Alignments: CE, LE, N, NE
Domains: Death, Destruction, Evil, Trickery, War
Favored Weapon: Scythe
This Rhivian god of death and wickedness is the antithesis of Ashalla, her arch-enemy and a foe of nearly all other goodly or neutral deities. However, he maintains loose ties with Hevelior, whom he partially corrupted into betraying Rhisol and devouring the old sun to take its power (though Hevelior was always prideful and ambitious), as well as Surekkal, whom Ravik spawned from a shred of Lunelle's essence after battling her and some of Noctavian's lingering essence after Ravik betrayed and slaughtered Noctavian. Ravik himself was born of Noctavian's essence as the old god of night and winter split off the worst part of himself in the deal for Lunelle's hand in marriage. Before the ceremony, however, Ravik took form and slew his unwitting creator from behind, reaping Noctavian's divine essence and tearing the weakened god asunder. Ravik took on more of the slain god's power for himself, though some scraps were salvaged by Lunelle instead. Ravik has consorted with Calistrianna and spawned other evil deities.

PALADIA, the Lady of Laws, the Just, Perfect Knight
Female Intermediate Deity
Symbol: Golden scales balancing a longsword and a rune-covered tablet
Home Plane: Heaven
Alignment: Lawful Good
Portfolio: Paladins, justice, honor, truth, laws, perfection, family, righteousness
Worshippers: Paladins, fighters, monks, guards, soldiers, judges
Cleric Alignments: LG, LN, NG
Domains: Community, Good, Law, Protection, War
Favored Weapon: Longsword
Description forthcoming

GORIN, the Forge-Father, the Hammer, Stone Sentinel
Male Intermediate Deity
Symbol: Iron hammer striking a gray stone anvil, flames spraying from the impact
Home Plane: Heaven
Alignment: Lawful Good
Portfolio: Forgework, stonework, mining, strategy, tactics, honor, dwarves
Worshippers: Paladins, fighters, smiths, jewellers, miners, guards, dwarves
Cleric Alignments: LG, LN, NG
Domains: Artifice, Earth, Fire, Law, War
Favored Weapon: Warhammer
Description forthcoming

VANIGOR, the Resplendant Champion, the Glorious, Proud Master
Male Intermediate Deity
Symbol: Burly golden man standing atop a mountain, with blue and silver lance raised
Home Plane: Nirvana
Alignment: Neutral Good
Portfolio: Athleticism, might, challenges, hope, glory, vanity, destroying evil and ugliness
Worshippers: Barbarians, bards, fighters, monks, athletes, leaders, paramours
Cleric Alignments: CG, LG, N, NG
Domains: Charm, Glory, Good, Nobility, Strength
Favored Weapon: Lance
Description forthcoming

HALIYANE, the Wayfarer, the Extravagent, Lady Luck
Female Intermediate Deity
Symbol: Winding trail of gold coins leading to a blue-crescent horizon, against a circular green field
Home Plane: Nirvana
Alignment: Neutral Good
Portfolio: Trade, prosperity, fortune, travel, exploration, support, vigor, halflings
Worshippers: Rangers, rogues, merchants, gamblers, explorers, couriers, halflings
Cleric Alignments: CG, LG, N, NG
Domains: Community, Good, Luck, Protection, Travel
Favored Weapon: Handaxe
Description forthcoming

ALVARYN, the Artful Dodger, the Harmonious, Dream Duelist
Male Intermediate Deity
Symbol: Hazy, pale-green swordsman wearing a billowing, blue cape
Home Plane: Elysium
Alignment: Chaotic Good
Portfolio: The arts, music, song, dance, finesse, subtlety, dreams, archery, fencing, sailing, elves
Worshippers: Bards, fighters, rogues, entertainers, artisans, sailors, scouts, skirmishers, revelers, elves
Cleric Alignments: CG, CN, NG
Domains: Air, Chaos, Good, War, Water
Favored Weapon: Rapier
Description forthcoming

GABRIDEA, the Lovely Trickster, the Sorceress, Lady Caprice
Female Intermediate Deity
Symbol: Square-cut ruby with violet feminine eyes and a subtle smile
Home Plane: Elysium
Alignment: Chaotic Good
Portfolio: Love, beauty, mystery, mirth, fickleness, games, schemes, magic, gnomes
Worshippers: Bards, rogues, sorcerers, jesters, tricksters, courtiers, gnomes
Cleric Alignments: CG, CN, NG
Domains: Chaos, Charm, Good, Magic, Trickery
Favored Weapon: Dagger
Description forthcoming

SUREKKAL, the Discordant Dreamer, the Anarchist, Herald of Chaos
Male Intermediate Deity
Symbol: A chain in the midst of shattering, held at both ends by shadowy hands
Home Plane: Limbo
Alignment: Chaotic Neutral
Portfolio: Anarchy, rebellion, dissent, freedom, deception, manipulation, theft
Worshippers: Bards, rangers, rogues, anarchists, revolutionaries, thieves
Cleric Alignments: CE, CG, CN, N
Domains: Charm, Chaos, Liberation, Luck, Trickery
Favored Weapon: Flail or heavy flail
Description forthcoming

CALISTRIENNE, the Wailing Witch, the Fury, Thunder Banshee
Female Intermediate Deity
Symbol: Dark cloud striated by lightning and swirling wind, with furious red eyes
Home Plane: Limbo
Alignment: Chaotic Neutral
Portfolio: Thunder, wind, natural disasters, bitterness, fury, havoc, wandering
Worshippers: Barbarians, druids, rangers, rogues, pirates, the scorned
Cleric Alignments: CE, CG, CN, NG
Domains: Chaos, Destruction, Strength, Travel, Weather
Favored Weapon: Greatclub
Description forthcoming

MAGARYX, the Stoic Scrivener, the Arcanist, Guardian of Lore
Male Intermediate Deity
Symbol: An open scroll covered in violet runes, flanked by silvery golems
Home Plane: Purgatory
Alignment: Neutral
Portfolio: Magic, divination, understanding, cleverness, invention, math, reason, ego
Worshippers: Alchemists, bards, sorcerers, wizards, artificers, scholars, architects, clerks
Cleric Alignments: CN, LN, N, NE, NG
Domains: Artifice, Knowledge, Magic, Rune, Trickery
Favored Weapon: Quarterstaff
Description forthcoming

INAHARI, the Spore Child, the Orphan, Sun Princess
Female Intermediate Deity
Symbol: Small yellow spark, amid a black tunnel speckled with fungal blooms
Home Plane: Purgatory
Alignment: Neutral
Portfolio: Light, mutual aid, loss, desperation, misunderstanding, fungi, life from death
Worshippers: Rangers, rogues, hermits, orphans, the poor, farmers, fungus creatures
Cleric Alignments: CN, LN, N, NE, NG
Domains: Community, Healing, Plant, Repose, Sun
Favored Weapon: Unarmed strike
Description forthcoming

FARADOR, the Strict Lord, the Enforcer, Absolute Magistrate
Male Intermediate Deity
Symbol: A bronze fist gripping the bottom of an iron square, with 4 crossbars
Home Plane: Utopia
Alignment: Lawful Neutral
Portfolio: Discipline, structure, tradition, oaths, order, hard work, control, strength
Worshippers: Fighters, monks, soldiers, knights, rulers, bureaucrats, laborers
Cleric Alignments: LE, LG, LN, N
Domains: Law, Nobility, Protection, Strength, War
Favored Weapon: Unarmed strike or heavy pick
Description forthcoming

ORAMINA, the Handler of Fates, the Visionary, Divine Prophet
Female Intermediate Deity
Symbol: Orange, feminine eye gazing out from a misty field, with horses for eyelashes
Home Plane: Utopia
Alignment: Lawful Neutral
Portfolio: Prophecy, planning, quests, sojourns, racing, beasts of burden, civility, duty
Worshippers: Oracles, rangers, advisors, quartermasters, stablemasters, teamsters, equestrians
Cleric Alignments: LE, LG, LN, N
Domains: Animal, Community, Knowledge, Law, Travel
Favored Weapon: Shortbow
Description forthcoming

BHARABZEEL, the Silver-Tongued Devil, the Dominator, Red Tyrant
Male Intermediate Deity
Symbol: Scimitar slashing down on several small, cowering, bloody humanoids
Home Plane: Hell
Alignment: Lawful Evil
Portfolio: Domination, pride, exploitation, contracts, toil, coercion, torture, hobgoblins
Worshippers: Fighters, monks, rogues, tyrants, overseers, negotiators, torturers, hobgoblins
Cleric Alignments: LE, LN, NE
Domains: Evil, Law, Nobility, Trickery, War
Favored Weapon: Scimitar
Description forthcoming

LAHURIAS, the Foul Mistress, the Wretched, Shadow Sovereign
Female Intermediate Deity
Symbol: A seemingly-fanged cave-mouth, the dark maw speckled with tiny green eyes
Home Plane: Hell
Alignment: Lawful Evil
Portfolio: Envy, disease, poison, scavenging, theft, skulking, spying, sabotage, traps, shadows, caves, extraction, oozes
Worshippers: Assassins, bards, rangers, rogues, grimlocks, duergar, deep dwarves, deep gnomes
Cleric Alignments: LE, LN, NE
Domains: Artifice, Darkness, Earth, Evil, Law
Favored Weapon: Slam or whip
Description forthcoming

SHEKESHNARETH, the Entropic Lord, the Disintegrator, Soul Collector
Male Intermediate Deity
Symbol: Greatsword lying on its side, atop a burning corpse
Home Plane: Abaddon
Alignment: Neutral Evil
Portfolio: Sloth, gluttony, entropy, decay, corruption, execution, power, ruin, ambushes, bugbears, gnolls
Worshippers: Barbarians, bards, fighters, rogues, sorcerers, wizards, executioners, bugbears, gnolls
Cleric Alignments: CE, LE, N, NE
Domains: Death, Destruction, Evil, Fire, Magic
Favored Weapon: Greatsword
Description forthcoming

TETHARIEL, the Wicked Mistress, the Gatherer, Lady of Illusion
Female Intermediate Deity
Symbol: Profile of a beautiful woman's face, exhaling a cloud concealing a hazy dagger
Home Plane: Abaddon
Alignment: Neutral Evil
Portfolio: Lust, greed, secrets, seduction, debauchery, treachery, surprise, clouds, illusion, spiders, scorpions
Worshippers: Barbarians, bards, fighters, rogues, dark elves, ettercaps, aranea
Cleric Alignments: CE, LE, N, NE
Domains: Air, Charm, Evil, Knowledge, Trickery
Favored Weapon: Dagger
Description forthcoming

REVEKSOR, the Rampant Demon, the Brute, Lord of Slaughter
Male Intermediate Deity
Symbol: Eight bloody, crossed battleaxes in a circle
Home Plane: The Abyss
Alignment: Chaotic Evil
Portfolio: Ruthlessness, recklessness, hatred, deceit, rampages, brutality, goblins, orcs
Worshippers: Barbarians, fighters, rogues, goblins, orcs
Cleric Alignments: CE, CN, NE
Domains: Chaos, Evil, Strength, Trickery, War
Favored Weapon: Battleaxe
Description forthcoming

DELURINAE, the Lady of Wrath, the Tempest, Sea Witch
Female Intermediate Deity
Symbol: Kraken flailing about with three tridents
Home Plane: The Abyss
Alignment: Chaotic Evil
Portfolio: Wrath, fear, devastation, pillaging, sadism, suspicion, brinksmanship, seafaring, pirates, sea monsters
Worshippers: Barbarians, fighters, rogues, pirates, torturers, raiders, krakens, sahuagin
Cleric Alignments: CE, CN, NE
Domains: Animal, Chaos, Destruction, Evil, Water
Favored Weapon: Trident
Description forthcoming
 
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Draconic Deities:

DRACOVA, the Wyrmfather, the Elemental Scourge, Dragonking
Male Greater Deity
Symbol: Front view of a flying dragon, exhaling a cone of fire, lightning, icicles, mist, and rocks
Home Plane: Purgatory
Alignment: Neutral
Portfolio: Dragonkind, reptilians, fertility, supremacy, gems, unbridled natural forces
Worshippers: Druids, rangers, sorcerers, dragons, lizardfolk, troglodytes, kobolds
Cleric Alignments: CN, LN, N, NE, NG
Domains: Air, Animal, Earth, Fire, Magic, Nobility, Plant, Water
Favored Weapon: Bite or unarmed strike
Description forthcoming

RUKARRMAKOR, the Dragon of Devastation, the Wicked Wyrm, Ravenous Hunter
Male Intermediate Deity
Symbol: Rampant black, red, and white dragon, devouring a fleeing mammoth
Home Plane: The Abyss
Alignment: Chaotic Evil
Portfolio: Black dragons, red dragons, white dragons, hunger, hunting, torture, wanton destruction
Worshippers: Black dragons, red dragons, white dragons, lizardfolk, troglodytes, kobolds
Cleric Alignments: CE, CN, NE
Domains: Chaos, Destruction, Evil, Fire, Strength, Water
Favored Weapon: Bite or kukri
Description forthcoming

PARUZZEKRION, the Dragon of Domination, the Storm Serpent, Opulant Overlord
Female Intermediate Deity
Symbol: Blue and green dragon prowling along the ground, trailing lightning, exhaling smoke
Home Plane: Hell
Alignment: Lawful Evil
Portfolio: Blue dragons, green dragons, plotting, subtlety, deviousness, oppression, wealth
Worshippers: Blue dragons, green dragons, lizardfolk, troglodytes, kobolds
Cleric Alignments: LE, LN, NE
Domains: Air, Earth, Evil, Law, Trickery, War
Favored Weapon: Claw or falchion
Description forthcoming

SENEVORIX, the Dragon of Wisdom, the Shining Serpent, August Lord
Male Intermediate Deity
Symbol: Glittering, sleeping dragon of bronze, gold, and silver
Home Plane: Heaven
Alignment: Lawful Good
Portfolio: Bronze dragons, gold dragons, silver dragons, couatls, wisdom, grace, resplendence
Worshippers: Bronze dragons, gold dragons, silver dragons, couatls, lizardfolk
Cleric Alignments: LG, LN, NG
Domains: Air, Fire, Good, Knowledge, Law, Water
Favored Weapon: Claw or spiked gauntlet
Description forthcoming

GANATERRAX, the Dragon of Revelry, the Merry Wyrm, Melodious Dragonet
Female Intermediate Deity
Symbol: A dancing dragon of brass and copper, splashing wine from a jug
Home Plane: Elysium
Alignment: Chaotic Good
Portfolio: Brass dragons, copper dragons, lillends, freedom, the arts, humor, revelry
Worshippers: Brass dragons, copper dragons, lillends, lizardfolk
Cleric Alignments: CG, CN, NG
Domains: Charm, Chaos, Earth, Fire, Good, Liberation
Favored Weapon: Bite or unarmed strike
Description forthcoming



Dosaredios Deities:

DOMIRRODIOS, the True Lord, the Holy One, Supreme God
Male Greater Deity
Symbol: A rearing white stallion silhouette against a red-orange sun, with two crossed sabers behind
Home Plane: Nirvana
Alignment: Neutral Good
Portfolio: Good, light, righteousness, mercy, life, creation, prosperity, the sun
Worshippers: Bards, druids, fighters, swashbucklers, farmers, merchants, crafters
Cleric Alignments: CG, LG, NG, N
Domains: Animal, Glory, Good, Healing, Plant, Protection, Sun, War
Favored Weapon: Saber (scimitar)
Description forthcoming

DIABORROSA, the Defiler Queen, the Defector, Corruptor
Female Greater Deity
Symbol: Drawn bow and arrow, piercing a heart that bleeds black, against a gray moon
Home Plane: Abaddon
Alignment: Neutral Evil
Portfolio: Evil, darkness, treachery, corruption, the moon, disasters, ruin, theft
Worshippers: Barbarians, bards, fighters, rogues, assassins, thieves, bandits, spies
Cleric Alignments: CE, LE, NE, N
Domains: Charm, Darkness, Death, Destruction, Evil, Trickery, War, Weather
Favored Weapon: Shortbow (any)
Description forthcoming



Zantao Deities:

MOEGAMI, the Mother of Creation, the Divine Phoenix, Sun Empress
Female Greater Deity
Symbol: Red sun-disk with a spiky yellow halo, and a rampant white bird in the center
Home Plane: Heaven
Alignment: Lawful Good
Portfolio: Fire, heat, light, magma, the sun, forges, creation, leadership, honor, courtesy
Worshippers: Alchemists, artificers, fighters, monks, paladins, nobles, artisans
Cleric Alignments: LG, LN, NG
Domains: Artifice, Fire, Glory, Good, Law, Nobility, Sun
Favored Weapon: Unarmed strike
Description forthcoming

KAGEGAMI, the Father of Discord, the Shadow Terror, Moon Emperor
Male Greater Deity
Symbol: Black orb dripping crimson blood
Home Plane: The Abyss
Alignment: Chaotic Evil
Portfolio: Darkness, shadows, the moon, deception, stealth, envy, lust, greed, pride, rage
Worshippers: Barbarians, fighters, rangers, rogues, sorcerers, wizards, assassins, thieves
Cleric Alignments: CE, CN, NE
Domains: Charm, Chaos, Darkness, Evil, Madness, Trickery, War
Favored Weapon: Short sword
Description forthcoming

MIZUGAMI, the Sister of Storms, the Wanderer, Rainbringer
Female Intermediate Deity
Symbol: Frothing, blue-white waves crashing upon a beach, carrying a shark aloft
Home Plane: Limbo
Alignment: Chaotic Neutral
Portfolio: Water, cold, ice, rain, snow, storms, fickleness, seafaring, trade, freedom
Worshippers: Barbarians, rangers, rogues, seafarers, merchants, farmers, fishers, bandits
Cleric Alignments: CE, CG, CN, N
Domains: Chaos, Liberation, Travel, Water, Weather
Favored Weapon: Spear (any)
Description forthcoming

YAMAGAMI, the Paragon of Strength, the Steel Guardian, Mountain Father
Male Intermediate Deity
Symbol: Four adjacent mountain peaks of gray and white
Home Plane: Utopia
Alignment: Lawful Neutral
Portfolio: Earth, mountains, caves, stone, metal, crystal, mining, strength, endurance, persistance, discipline
Worshippers: Fighters, monks, laborers, soldiers, mountaineers, jewellers, athletes
Cleric Alignments: LE, LG, LN, N
Domains: Earth, Law, Protection, Strength, War
Favored Weapon: Bastard sword
Description forthcoming

SHINIGAMI, the Estranged Lord, the Gatekeeper, Marsh Warden
Male Intermediate Deity
Symbol: Green-runed stone archway with an iron portcullis, held up by a bogged skeleton
Home Plane: Abaddon
Alignment: Neutral Evil
Portfolio: Death, the underworld, marshes, gateways, passage, barriers, runes, renewal
Worshippers: Fighters, rogues, wizards, guides, travelers, guards, assassins, thieves
Cleric Alignments: CE, LE, NE, N
Domains: Death, Evil, Repose, Rune, Travel
Favored Weapon: Quarterstaff
Description forthcoming

HEIGENGAMI, the Mother of Fields, the Harvest-Princess, Silk Empress
Female Lesser Deity
Symbol: A tanned woman in white silk robes, standing amid rushes and rice
Home Plane: Purgatory
Alignment: Neutral
Portfolio: Plains, fields, roads, small plants, agriculture, family, fortune, opportunism
Worshippers: Fighters, rogues, mercenaries, farmers, gamblers, merchants, nobles, overseers
Cleric Alignments: CN, LN, N, NE, NG
Domains: Community, Luck, Plant, Travel
Favored Weapon: Kama
Description forthcoming

KAZEGAMI, the Lord of Wind and Thunder, the Enigma, Windsinger
Male Lesser Deity
Symbol: Several arrows in flight, crossed by lightning, against a cloudy field
Home Plane: Elysium
Alignment: Chaotic Good
Portfolio: Air, wind, mist, power, mystery, entertainment, celebration, inspiration
Worshippers: Rangers, rogues, sorcerers, wizards, artists, entertainers, geisha
Cleric Alignments: CG, CN, NG
Domains: Air, Chaos, Good, Magic
Favored Weapon: Longbow (any)
Description forthcoming

MORIGAMI, the Tamer of Beasts, the Forest Maiden, Wise Huntress
Female Lesser Deity
Symbol: Green-robed woman wielding an axe, riding atop a prowling tiger
Home Plane: Nirvana
Alignment: Neutral Good
Portfolio: Forests, large plants, growth, animals, life, hunting
Worshippers: Fighters, rangers, healers, woodsmen, carpenters, cavalrymen, hunters
Cleric Alignments: CG, LG, NG, N
Domains: Animal, Good, Healing, Plant
Favored Weapon: Battleaxe
Description forthcoming

ARENOGAMI, the Lord of the Wastes, the Master of Secrets, Void Seeker
Male Lesser Deity
Symbol: A sphere with a brown lower half and a gray upper half
Home Plane: Hell
Alignment: Lawful Evil
Portfolio: Wastelands, deserts, emptiness, the void, stillness, silence, secrets
Worshippers: Fighters, monks, rogues, wizards, spies, thieves, assassins
Cleric Alignments: LE, LN, NE
Domains: Destruction, Evil, Knowledge, Law
Favored Weapon: Heavy mace
Description forthcoming
 

Please use this format when submitting character stats (just copy and paste the form).

Pathfinder: Wierd Frontiers Character Sheet:

Character Name: XXXXXXXXXXXXXXXXX
Race: XXXXX , Alignment: XX , Patron Deity: XXXXX
Class Levels: XXXXXXXX
Character Level: 6 , XP: 15,000 , Next Level: 23,000 total
Age: X yrs., Height: X ft. X in., Weight: X lbs., Male/Female: M
Eyes: XXXXXXX , Hair: XXXXXXX , Skin: XXXXX
Languages: Common

Strength XX (+0), Dexterity XX (+0), Constitution XX (+0)
Intelligence XX (+0), Wisdom XX (+0), Charisma XX (+0)

HP / Maximum: XX / XX , Nonlethal: 0 , DR: 0/X , SR: 0
AC: 10 (+0 Dex, +0 dodge, +0 size, +0 armor, +0 shield, +0 natural, etc.)
Touch AC: 10 , Flat-Footed AC: 10
Fortitude +0 , Reflex +0 , Will +0 , Initiative +0, Hero Points: 1

Base Attack Bonus: +0
Melee: +0 (+0 BAB, +0 Str, +0 size)
Ranged: +0 (+0 BAB, +0 Dex, +0 size)
Combat Maneuver Bonus: +0 (+0 BAB, +0 Str, +0 size)
Combat Maneuver Defense: 10 (+0 BAB, +0 Str, +0 Dex, +0 size)

Favored Class: XXXXX (+0 HP, +0 skill ranks)
Size: Medium , Space: 5 ft., Reach: 5 ft., Speed: 30 ft.
Type (Subtype): Humanoid (XXXXX)
Racial Ability Score Adjustments: +0 X , +0 X , -0 X , -0 X
Other Racial Qualities: X
Advanced Traits: X

Feats: XXXXX

Skills:
XXXXX +0 (0 ranks, +0 ability, +0 class, +0 other, -0 armor)
XXXXX +0 (0 ranks, +0 ability, +0 class, +0 other, -0 armor)
XXXXX +0 (0 ranks, +0 ability, +0 class, +0 other, -0 armor)
XXXXX +0 (0 ranks, +0 ability, +0 class, +0 other, -0 armor)

Platinum Pieces: 0, Gold Pieces: 16,000 , Silver Pieces: 0 , Copper Pieces: 0
Load: 0 lbs., Light: 0 lbs., Medium: 0 lbs., Heavy: 0 lbs.
Maximum Load: 0 lbs., Push/Pull: 0 lbs.

Gear:
XXXXX (0 GP, 0 lbs., basic details)
XXXXX (0 GP, 0 lbs., basic details)
XXXXX (0 GP, 0 lbs., basic details)
XXXXX (0 GP, 0 lbs., basic details)
XXXXX (0 GP, 0 lbs., basic details)
XXXXX (0 GP, 0 lbs., basic details)
XXXXX (0 GP, 0 lbs., basic details)
XXXXX (0 GP, 0 lbs., basic details)
XXXXX (0 GP, 0 lbs., basic details)
XXXXX (0 GP, 0 lbs., basic details)

Weapon and Armor Proficiencies: XXXXX
Other Class Features: XXXXX

Spellcasting Class: X , Caster Level: X , Concentration: +0
Spell Save DC: 10 + level (list ability here)
Spell Slots: X 0-level, X 1st-level, X 2nd-level, X 3rd-level, X 4th-level,
X 5th-level, X 6th-level, X 7th-level, X 8th-level, X 9th-level
Prepared Spells: X
Spells Known: X

Manifesting Class: X , Manifester Level: X , Concentration: +0
Power Points / Maximum: XX / XX , Power Save DC: 10 + level (list ability here)
Powers Known: X

Appearance:
XXXXX

Background/Personality:
XXXXX

Notes:
XXXXX

Attacks:
XXXXX +0 melee for 1d8+0 damage (20/x2 critical, reach 0 ft.)
XXXXX +0 melee for 1d8+0 damage (20/x2 critical, reach 0 ft.)
XXXXX +0 melee for 1d8+0 damage (20/x2 critical, reach 0 ft.)
Unarmed strike +0 melee for 1d3+0 damage (20/x2 critical, reach 0 ft.)
XXXXX +0 ranged for 1d8+0 damage (20/x2 critical, increment 0 ft.)
XXXXX +0 ranged for 1d8+0 damage (20/x2 critical, increment 0 ft.)
XXXXX +0 ranged for 1d8+0 damage (20/x2 critical, increment 0 ft.)
 
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Into the Woods

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