After trying a number of ways to breakdown the Pantheon into families, especially given that many of the gods are spontaneous creations that aren’t tied to a given bloodline, I think that moving in that direction is an error. While I figure out how to explain how I wish to convey the elemental strength of the gods in a manner that isn’t familial, I’m going to move over to a second primal god and her direct surviving progeny: Nera, Oranna and AmaraanContinue reading
Tag: Monday Mythology
I’m kicking off the second round of Monday Mythologies with a deeper look the Fire gods. Particularly, I’ll be looking at the Family surrounding Takannas, the God of Fire and War, and his children: Ariannas, Valeas, and Kalboras. I will also include Telaxus, Marija and Maltera, Orphaned gods of the Fire Family. This week, we look at the Father, Takannas, and the son, Kalboras.Continue reading
It is done.
Well, almost. I am waiting on a little information from a friend who’s PC became, in my very first campaign, a god in his own right, stealing it from the main villain. Until i’m provided with the information relevant to creating that god in a manner both pleasing to me and to the player, I’m going to forge on ahead, diving a little deeper into the character, function, form and personality of each of the gods and accursed.
First, though, the Index of Gods.
There are a few changes I’ve made here to the initial entries of some of the gods and accursed, and their are bound to be even more. What I’ve done is create the skeleton, the character sheet, if you will, of each. Now, what I desire to do is go back through and scour each of them. I want to correct errors, move entries to where they are more appropriate, and maybe even cull portfolios all together. There are a number of concepts, both initial and detailed, that may have been either overlooked or overdone in the first pass that really need a fresh look after the pressure of creating, detailing and formulating all 33 entities in the Pantheon. This includes, but is not limited to:
- Death – There seem to be an overabundance of deities that deal with death, but in minor and subtle ways.
- Elemental Family – Each being belongs to an elemental family
- North v. South. I have a concept where the Paltonarchs are represented by more northern animals, and the Accursed by more tropical. I want to look in and flesh this one out.
- Interactions among members of the “court” – I didn’t have a place or concept about the interactions.
Many of these are, again, first or second passes that I am fleshing out even deeper and with greater accuracy. Where what I have done to date with this was to create the character sheet, I’m now looking to put more flesh and bones around it, the background, if you will. Hopefully, this endeavor will take much less time and I will be able to do multiple per week, with a goal of four each Monday, especially with GOT off air now.
Next week, I’ll start up in earnest.
Marija, God of Nature
Other Titles: Harvester, Grainkeeper, Huntmaster
Weapon: Club (Communion)
Like the other gods in this last stretch, Marija requires a tiny bit of information. He was once one of the most powerful gods, and one of the first. Spawned directly from nature, Marija was powerful from the outset. However, recently transpired events culminated in his death. He was baited to the earth by some force, none know what, and then, in powerful ritual, corrupted. Gestril was sent by Takkannas to deal with the problem, but Gestril became infected with the same corruption. during the combat. Something happened, and nearby heroes were imbued with the essence of Gestril who aided and guided them into confronting Marija. Through an epic battle, the Corrupted God was defeated, and Gestril, through his essence imbuing the killer, absorbed his domains. Now, with Marija dead, there are two separate groups of followers. Those fanatics who still worship Marija, and are being granted power from something, though no one knows what, and those who have switched over to the worship of Gestril, even though his is lost and fragmented in the ether.
Major Domains: Nature, Grains, Harvest
Minor Domains: Animals, Husbandry, Domestication
Totem Animal/Warform: Tiger ( The warform is made of flames and ash, with eyes of purple flames and stripes of black and orange flames)
Holy Symbol: A blackend, stone fist clutching an Oak Tree
Favored Appearances: When Marija lived, he favored simple, peasantish appearances. Most often, he was a strong, tanned farmer with broad, weathered features, including his hazel eyes and his sun-bleached hair. He was never extremely attractive or extremely ugly. He greeted everyone with a wide, open smile that radiated from his entire body. He exuded simple, balanced, and naturalistic life.
His female form was a similar style body, broad, strong, and without flair. She, too, had broad features, weathered and worn by the sun and years of work. Her eyes were green, and her short hair bleached blonde by the sun.
Personality: Marija was the god of agriculture and cared for many races., giving them the methods, means and training to live in a civilized society. He cared, as well, for the balance of nature and its caretakers, and was one of the most active Paltonarchs on Kasan. There were a number of races that saw him as their patron, having given them methods to survive in the darkest of times. Though he showed goodwill to all those who respected his lessons and teachings, his wrath was terrifying when roused. Nothing got him more riled than the defilement of natures spaces or the overworking of the land in any way.
Teachings: Marija was the god on the boundaries of civilization, both wrathful and giving. He taught proper land management, careful husbandry, and beneficial harvesting techniques. He believed quite sternly in the balance between the natural world, and the civilized one, creating a confusing web of rituals, observances, and taboos that kept that delicate balance. This same balance was carried over to that of the herds of sheep, elk, and other domesticated animals he watched over. Balance in all things natural can very well be considered among his prime teachings.
following on that is his insistence on humility. Taking what you need, and no more, both from other people and from the land and animals around you.
Abode: When Marija lived, his home was a great Iron forest in the middle of the Iron Marches, called the Rolling Grove, bordering on the conflicted lands in the center. Though he held no specific home, he had many places where he could shelter to sleep and to hold audience with those who sought him out.: Great halls within the trees to fit hundreds and caves and hollows large enough to fit only him.
Clergy: His priests were, and some still maintain, the main functionaries who give blessing to a harvest, a hunt, or a herd. They were also the ones who made petitions when drought, plague, famine and other tragedy befell an area. They would beseech the proper gods in the name of Marija for reprieve and perform the proper sacrifices, when necessary, to grant the good favor again. Often, the Clerics would be asked to Sanction a logging operation, mine or other expedition into the wilderness to prove that Marija was not against them.
Knightly Order: Long ago, a princess of an unknown land sought out and courted him. He was immediately smitten. She was mortal, however, and his devotion to balance required him to let her die a natural death. However, she bore him two daughters, Messara, the eldest, and Keimoa, the younger who were able to shift between a Tiger and a Humanoid form at will. Blessed by their father, they created the Wild Wardens, a dedicated force to both teaching humans respect of the natural world, and enforcing punishment when they do not.
Clerical Attire: Unsurprisingly, the god of nature prefers dull browns, russet reds and strong greens. Many of his followers wear dyed leathers with embossed leaves and plant heraldry on it, with different plants signifying dedication and position within the clergy.
Followers: Often Druids, some fighters, and many rangers were among the most devout worshipers of Marija. Now, rangers chiefly stick with the faith, relying on little more than their prowess at arms.
As with Lobos before him and Marija After him, Telaxus has a little bit of background I need to go over. He is a terrible being of evil, through and through, and for that he had a coalition of gods trap him in an ornate jambiya locked him away for, what they thought was all eternity. Instead, of course, he exerted his influence and an unknown person found the knife and brought it to the world. There, it feel into the hands of a group of adventurers who I was DMing, and through their very actions (and inaction) they freed the god of Sacrifice, torture and murder from his god-created prison. though it involved the self-sacrifice of one of the player characters, Uplik, he was resurrected by Telaxus immediately to serve as his high priest, where he has served admirably ever sense.
Telaxus, God of Sacrifice
Other Titles: Murderking, The One Who Wants Death, Bloodseeker
Major Domains: Murder, Sacrifice, Torture
Minor Domains: Punishment, Prisoners, Slaves
Totem Animal/Warform: Jackal (the warform is composed of magma and soot, with burning teeth and a tail that vanishes in the wind)
Holy Symbol: A thin, skin choker, dyed blood red.
Favored Appearances: Almost universially, the forms of Telaxus are dark, brooding and full of menace. While there are others in the pantheon who wish to be among the people of Kasan, Telaxus is not one of them. Where he walks, strife and pain follow. his curly, dark hair frames a round, dark face bearing multiple angry scars and angry read eyes. He is of average height, if not a shade taller, and his build belies not that of a warrior, but a well fed and strong farmer. He often wears a dark and long robe with a broad hood and a vest of red and black. He carries his jambiya with him at all times.
His female form is that of an elf, many times, with dark skin and harsh features. Her long, dark curly hair frames a face that wears a perpetual frown that bleeds into her eyes and even her posture, creating a hostile demeanor. to any and all around her. She, too, wears a dark robe, hood and vest with a jambiya on her hip at all times.
Personality: Telaxus is a violent loner, prone to lashing out at those around him but easily appeased with gifts and offerings. His favored music is the screams the the tortured and the damned, reaching his ears across the cosmos. Though he chaffs at the thought of the other gods who thought him to reckless and terrible to be free and trapped him within his prison, he does not hold the grudges deeply. Instead, he focuses on combating the Accursed and their minions in the Iron Marches. On Kasan, however, he takes a much deeper and involved interest, personally leading and recruiting his empires across the world. Though he is newly freed he has, with his archpriest Uplik, gained a strong following in some depraved parts of the world.
Teachings: Telaxus portfolio leads his followers down a dark and sinister path, one covered in the blood of others. Murder is the most basic form of worship to Telaxus, and it is the solution to all the wrongs. Do you want something someone has? Kill them. Has someone wronged you or your family? Kill them. Are there tensions between you and a noble because your sleeping with his wife? Kill them. There is no problem to Telaxus that cannot be solved with a knife between the ribs. Sacrifice, too, is dear to Telaxus, though not just any sacrifice, though it does just fine in a pinch. What pleases most is the sacrifice of intelligent members of the community for a specific goal that seems insurmountable. This piggybacks off of the previous tenant. If there is a problem, kill someone. In addition to killing for gain, he has a very miserable streak when it comes to those who are a problem. Torture, slavery and imprisonment are the favored of many forms of punishment, Telaxus does not shed tears, he sheds blood.
Abode: The Crimson Rampart is one of the foremost bastions of Paltonarch power in the Iron Marches. Both as a newcomer and an unwanted guest, Telaxus lives here, an army of chosen dead filtering both too and from the battlefields of the center of the Marches. It is here that the enemy are brought to be tortured and eventually killed for the information they contain and the deeds they have committed.
Clergy: Priests of Telaxus are not only rare, they are heavily shunned by most of society. Constantly seeking to solve problems with the blood of others, bullying and threatening murder on those who displease them and training in the art of torture has given them a fearsome and deserved reputation.
Knightly Order: The Daughters of Violence are women dedicated to the lord of murder in the most visceral way, wandering from town to town and city to city offering to solve the problems of the community through the violent and bloody solutions their lord offers. Adept at their gods handiwork, they are sometimes the last desperate hope of a failing town.
Clerical Attire: The Clerics and Priests of Telaxus wear the same vestments as their god, a long black robe with a hood and a black-and-red vest. Often they have their Choker prominently displayed but there are times when discretion is the better part of their work.
Followers: Murderers, theives, and outcasts, along with warriors of ill repute and priests who often need to sacrifice to the gods. Executioners, inquisitors and even judges sometimes follow the god of knives.
Before I get started, I wanted to say a few things about the last four gods I am going to write about. These gods: Drakken, Telaxus, Marija and Lobos are each unique, even to the pantheon, and represent either a concept that is unique, or events that transpired due to my players actions in the campaigns I have run. Each of them is going to get a short overview before I launch into the details and try to describe them.
Lobos, the God of Time, is an anomaly in the pantheon in that he is not, truly part of it the way others are. Lobos simply appeared one day, before the Godswar, and spoke his name and title, Lobos, Lord of the Inevitable. He came from beyond time itself, and spoke of residing among them, not as one of the, but of one of them. His demeanor brooked no argument, and his bearing no retort. Since that time he has fought, bleed and supported the Paltonarchs against first the rebels and then the Accursed. There are none among the paltonarchs who would say they know him well, for he has always kept his distance. Aloof and distant from even his fellows, Lobos is an enigma to all.
Lobos, God of Time
Other Titles: The Ineveitable One, The Unending, Outsider, Castellan of Nothingness
Weapon: Scythe (Domaragon – “The End of Ages”)
Major Domains: Time, Inevitability, Fate
Minor Domains: Destruction, Aging, Void
Totem Animal/Warform: Frogs (The warform is that of a black, starfilled frog with vast teeth of solidified nothingness, with eyes that see through time in all directions)
Holy Symbol: An hourglass with black sand flowing up instead of down.
Favored Appearances: Lobos, not one to stick with forms and conventions, has a single androgynous form that he uses in every interaction. He is of average height, around 5’8″ and of slender build. He has an extremely angular face, with almond shaped eyes that are completely black. Thin lips, a sharp nose and a high forehead complete the image. He keeps his long, grey-blue hair in a ponytail which often rests over his shoulder and onto his chest. He is neither muscular nor lean, though his pale grey skin often has him perceived as thinner than he is. He is never without his scythe, the great weapon that will destroy time itself at the end of days. Other than that single weapon, however, he is without personal protection or weaponry, wearing instead a peasants clothes of trousers and shirt, with an over-tunic of dark gray, hood pulled over his head to shadow his face.
Personality: Lobos is a loner, keeping his own company and preferring it that way over any. Only his followers and devoted aren’t sent away on their arrival to the Gates of Time. Few Gods, if any, are able to attend him and be welcomed among his small host. Lobos seems often distracted, his mind of in other dimensions and times, seeing both what was, what will be, and what could have been. However, once his mind is fixated on a topic or event, he becomes singularly focused, able to see with great clarity the outcome and how swiftly he can bring it about.
Teachings: There is little joy in the passing of time, and even that little bit is not celebrated by the adherents of Lobos. It is taught that all things pass into oblivion, given enough time, and that the end of all things is the fate of the world. To fight and resist that fate, that great darkness and the void beyond even the war in the Iron Marches, is folly. All things must pass through time, and all things must one day end. Lobos will be there to greet them. The only ending, the only finale, the only way out, is complete, utter and consuming annihilation.
Abode: Even among the gods, Lobos is solitary and prefers the company of himself to that of others. The Gates of Time lie the farthest back on the Paltonarch controlled side of the marches, near the western Unknown Reaches. There, it is said that he sits and contemplates the end of the world and time itself unless called upon by the other gods for aid.
Clergy: The priests and followers of Lobos are responsible for little among the civilized lands of the world, though often in the more savage areas he is revered as a second death god, next to Dagor. Temples of lobos provide no succor to the weak, the infirm or the injured, and provide no asylum or refuge for the poor and weak. Instead, they are warrior-monks, preparing their bodies and their minds for the end times. They train their minds, bodies and souls for that moment that they are pulled away, called to fight the the Last War with Lobos at the head of an army of devoted and fearless warriors. None of his warriors have ever been seen on the Iron Marchs, and it is said that He and all his followers fight a Hidden War against unknown beings of immense power. Though Lobos has seen the end, the failure of the Last War, the Gods and his devotees, he knows it is the only thing that can be done.
Knightly Order:It could be said that all of Lobos followers are a knightly order, but even among those dedicated to a cause, there are those more dedicated. The Knights of Times Eye are those fanatics. armored in dark gray and wielding great scythes of unspeakable power, they seek not to hone their bodies and minds in the rigors of a monastery or a church, but hunting those who would defy the end of time. In a similar vein to the priests of Dagor, the Knights of the Eye hate the undead, but they also hunt those who have defied time in other ways. Immortals, demons, dragons. Beings that simply live for seeming eternities. The Knights of the Eye seek them out and strive to destroy them, both as an act of devotion and as a test to their skills and prowess.
Clerical Attire: Lobos prefers neutral grays and blacks, with the rare white as an accent. Many of his agents sport a hood or color, and a white hood has become a well known symbol of the followers of this faith. Preference is not given for either robes, clothes or any other fashion, though often it is armor that has a need to be dyed, lacquered or other form of stained to denote the faith.
Followers: Few Elves take of the worship of one who hates immortal beings, though some have found their self loathing to be a great fuel for his faith. Warriors and Monks tend to gravitate to following Lobos, though few others do. Mages, sometimes, but only for as long as they can naturally live.
Amaaran, Accursed of Grief
Other Titles: The Laughing God, Bringer of Tears, The Dark Comfort
Weapon: Throwing Knives (Pain and Suffering)
Major Domains: Grief, Loss, Tragedy
Minor Domains: Comedy, Fear, Tears
Totem Animal/Warform: Black Cat/Panther ( The warform is made of crumbling earth and falling rocks, claws of onyx and obsidian)
Holy Symbol: A white candle with a black flame, often on a background of red
Favored Appearances: Amaaran, like most accursed, rarely takes to Kasan, and thus his favored appearances are fairly uncommon. When he walks, however, it is generally in the form of a weary human, often road worn and weeping. His clothing is tattered and dirty, and he shows the signs of a recent lack of food. His hair is shortcut and blonde, looking bedraggled and unkempt, but recently so. His unshod feet are bruised and bleeding most often, looking recently to have gone barefoot.
His Female form is a similar, wasting form of a woman, though she tends to be taller and slightly heavier-set, at least originally, and her hair is slightly longer, but could never be described as long. Both the forms have unnatural features from grief and lack of food, with their once round and joyous faces now sunken and shallow, with their angular bones starting to express themselves through the tightening skin. Both forms, as well, have the same dark grey eyes seemingly constantly clouded with tears.
Personality: Amaaran is a dark being, obsessed with the tragedy and folly of life, but also with the dark laughter and the eventual reprieve that comes from it, though he is one of the few beings, gods or accursed, left that truly take pleasure in the suffering of mortals. Being the bearer and harbinger of both grief and loss eventually eats at the compassion that once may have been there, but Amaaran shows no evidence of ever having had that compassion. His dark laughter and jokes, as well as the grief and sorrow he spreads are both merciless and unending. He spares no one, there is no reprieve, not from his dark glare.
Teachings: The philosophy of Amaaran is as dark as he is. There is no happieness that is not fleeting, there is no moment safe. Tragedy and loss strike all, and unequally. Some will have his dark gaze all their life, and others will have but a moment. There are no ways to avoid the troubles that Amaraan brings. What you can do, however, is absorb it, and let the grief and loss become part of you, weeping when needed, laughing when needed, and succumbing to the fear when needed. There is no escape, and succumbing to the grief and fear and pain is simply the final step in realizing that.
Abode: Amaaran lives in the Bleak Stronghold, sitting atop a rise of lead and rusted iron on the edges of the Accursed Territory. Its high, broken towers and thick brooding walls display the darkest of dread and most terrifying of sadness.
Cultists: In a strange twist of fate, many of the greatest playwrights and poets of Kasan are secret cultists of Amaaran, for they bring both comedy and tragedy to life in their words and through their actions. What greater way is there to spread both grief and comedy than through performances. Though they form an informal brotherhood and don’t speak often, when they do collaborate, they can write the most rending and powerful of plays. It has been said that one play that was written long ago by a cabal of Amaaran worshiper playwrights was so powerfully tragic that the first time it was performed, the entire city it was in went mad with grief and thousands took their own lives and the lives of others in a single night.
Clerical Attire/Colors: Followers of the faith wear dark grays, blacks and dull, pale whites, though they have no formal preference for robes, collars or other such formalities, they simply gravitate tot he colors of gloom and darkness. Often their entire wardrobe will be of those few tones, and they are drab and uninteresting to look at.
Followers: Poets, mostly, and playwrights. Authors and philosophers will also reach out and embrace the teachings quite readily. Warriors and rogue types have an exceptionally hard time understanding the tenants of the faith, as they encounter death of both their enemies and their friends often, and generally become inured to such grief and pain.
Hisea, Goddess of Royalty
Other Titles: The Noble, Stern Princess, Blessed Daughter
Weapon: Longsword (Authority)
Major Domains: Royalty, Authority, Political Power
Minor Domains: Negotiation, Swordplay, Conspiracies
Totem Animal/Warform: Caribu (Her Warform is composed of Lightning, Ice, Crashing Waves and Swirling mist)
Holy Symbol: Four Stars in a diamond, one red, one white, one gold and one silver
Favored Appearances: Hisea is a being of splendor and awe, a noble even among the noble gods themselves. When she walks the lands of Kasan, she is the center of attention, followed by throngs and waited on by servants. Though she is conspicuous, she is not obviously herself.
Her Favorite form is female, that of a glorious and beautiful elf, with long, chocolate colored hair and pale, almost alabaster skin. She has the typical sharp and high angled features of a elf, though her eyes are an uncharacteristically black color. She wears regal clothing of woven gold and silver, decorated with thousands of tiny gems of every color imaginable. These gems are sewn into the dress specifically to evoke d different colors from every angle.
Her male form is cloaked in gold, silver and gems as well, with a curly crown of bright red hair. His manicured and flawless beard is both curly and red as well, with green eyes that pierce straight to men’s souls. He is strong and well built, but conceals it beneath his finery.
Both forms carry her sword Authority with them at all times, and both are masters in its use.
Personality: Hisea is aloof and cold, distanced from her fellow Paltonarchs almost all of the time. She believes firmly in the rights of the Paltonarchs to rule as they must and feels complete disdain for the accursed. She dreads the day that she will be called upon to negotiate with the cursed beings, and does not truly know how she will be able to complete the task. To that end, she has set into motion a great and widespread plot to, at the very last moment, if all goes wrong and she is forced to negotiate, slay the Accursed that come. She understands and respects the many levels of power and manipulation that is required on the prime plane, as well, where she takes and active interest in the affairs of nobility. When Kings and Nobles speak of their divine right to rule, it is to her they are beseeching.
Teachings: Hisea is a very cold and powerful goddess, and her teachings represent that. She teaches that those in power are in power with her consent, and those that seek to change the established venues of power directly defy her. However, once those people are in power, she once again gives her blessing to them, begrudginly. Their power, while earned in a terrible way, is still legitimate. Do not be heartless, however, and negotiate in good faith. When the uprisings are crushed and the people see their place in life, it is a faithful execution of the agreed upon terms that will bring the land to stability, where your authority can rightfully reign supreme.
Abode: Hisea lives in the Court of Brilliance, a grand and magnificent court in both senses, surrounded by trees with glorious silver leaves and spectacular bark of gold. It is here that many of the gods will gather in their spare time, but it also here that they come to have their grievances heard. Here, Oranna and Hisea both pass their judgement on the doings of the Paltonarchs. It is here that the Oath of Vengeance was spoken.
Clergy: On Kasan, the Clerics of Hisea are advisors and seers for the great nobility of the world. They speak with the voice of their Goddess, and woe be to those who do not heed her word. The clerics have little to do with any of the common folk, and rarely step foot ouside of their circles of power, where they can command influence and arrange for events to happen as they ought.
Knightly Orders: Hisea has an order of Knights pledged to her service that are deicated to the execution of the needs of the royalty of the lands they exist in. These Praetorians Swear their allegiance to the King of Queen of the land, and serve them unquestioningly, even to the death. In lands with just and benificient rulers, the Praetorians are turned to for assistance and succor. In lands with vile dictators and terrible overlords, the Praetorians are the stoic and unfeeling fist of the rulers.
Clerical Attire/colors: The Attire of the Clergy is simple, though expensive. They cover themselves in pale blue or white robes, and accent it with solid gold studs along the sleves and down the sides. Those with even more wealth to flaunt embroider gemstones in their holy symbol on the back, front and hood of their orante robes.
Followers: Many of Hiseas followers are Nobles, Kings and Beurocrats, though there are a few warriors who are dedicated completely to the cause of swordplay above all else.
Salphan, Accursed of Dreams
Other Titles: Dreambreaker, Doomweaver, King of the Unknowable
Weapon: Shortbow (Thought Piercer)
Major Domains: Dreams, Nightmares,Mystery
Minor Domains: Revelation, Honesty, Whispers
Totem Animal/Warform: Owl (His warform comprised of Fire and Ash)
Holy Symbol: A Yellow, Clawed hand holding a lidless eye between its thumb and forefinger
Favored Appearances: Salphan prefers the company of those he deems educated and perceptive enough to understand his messages and whispers. To that end, he most often adopts the form of a scholarly elf with generally angular features, graying hair and golden-yellow eyes.The robes that Salphan wears are a dull, pale yellow and are so voluminous as to conceal all most all of his physical form. His hand, as well as his face, are able to be seen clearly. Both forms he takes has the face as the focal point, each exemplifying the most primal and basic concepts of each. The man has a large, powerful forehead and a heavy, dominating brow, much more like a human than an elf. His nose is broken, bent, and flattened, and his deepset eyes glow with vigor and life. The Female has a thin face, with high cheekbones and large, wide eyes shaded with dainty eyebrows and a small, thin forehead. Both have thin, dainty hands best used for writing, with little use for weapons.
Personality: Salphan is quite generous, but he is also fond of mystery and the act of discovering what that mystery means, sometimes providing in strange and mysterious ways which no one understands until after the fact. He loves mystery, but knows nothing about the future, which leads many of his nightmares and dreams to be about discovering the truth about oneself or the past. He is extremely interested in seeing how the current races and peoples handle the truth of the past, where they come from, and what they are meant to be. Quiet, calm and collected, he is the smartest of the hotheads that are the Accursed, and though he speaks rarely, his counsel is often heeded when he does.
Teachings: Salphan teaches that the greatest of revelations comes from learning the truth and understanding the mystery beyond something. The key to these revelations and truth are gleaned from the nightmares and dreams that one experiences, as they are truly the greatest expression of ones inner self. Using these dreams and interpreting them to the highest standards of intellectual pursuit is the quickest and strongest method of empowerment. However, there is much to be feared in dreams and reality, and what some embrace, others fear. Nothing is quite so feared as knowledge that others do not understand, be wary of those who confuse your knowledge with the capacity and desire to do harm
Abode: Salphan lives on the edges of the Accursed lands in the Iron Marches in the Nightmare Spire, a black and bronze edifice of his own construction. the grounds of the spire are an intricate garden of basalt, rust and lead in a thousand razorsharp configurations with only one true path through.
Cultists: The Cult of Salphan hide their true nature not because they believe they are doing anything wrong, but because they find themselves, in their eyes, wrongly persecuted. Interpreters of dreams and nightmares are seen as doing accursed work, and those who experience those same dreams and nightmares are of ill portent themselves. The cultists, however, see themselves as doing the right thing and helping the common person, or perhaps a king or noble of some sort, to more completely understand themselves. Few see the benefit of using the accursed for this type of assistance, but their knowledge and ability to interpret these messages has lead them to be the most accepted of the Accursed Cultists, a terribly held secret within almost all lands.
Knightly Orders: There is a secret society of Warriors of Salphan, the Dreamstriders, who have learned to go into dreams and exist in them for short times. In the Waking World simple minutes have passed, but the dreamstriders have existed for lifetimes in the realm of the dream. In the Dream Relm, however, they seek out the dreams and nightmares of others in order to expand their knowledge and power of the great movers and shakers in the Waking world. Dreams are dangerous places, and they have scoured thousands on thousands and transformed into extremely skilled warriors.
Clerical Attire/colors: Salphans colors are a somber, dull yellow and an iron gray, typically taken together as Iron and Topaz. His followers will almost always wear a single topaz of some sort, often carved into a vague eye, somewhere on their person. Those who flaunt his worship wear a single earring featuring the Iron Eye and Topaz.
Followers: Mages, Clerics and some wiley bards are those who lean furthest to Salphans worship, and the majority are from those professions. Oracles, Soothsayers and other prophets also can end up worshiping him, though it is his ability to know the truth that they seek from him, not the actual future sight itself.
Maltara, God of Disease
Other Titles: Brother Bloat, the Lord of the Flies, Pestilent King
Weapon: Callused Fists
Major Domains: Disease, Recovery, Constitution
Minor Domains:Weeding out the weak, Anatomy, Carrion
Totem Animal/Warform: Great Lizard/Monitor Lizards (The Warform is composed of Stone, Wind, Lightning and gems)
Holy Symbol: A bloated, pustule covered tongue with a rusted nail piercing it.
Favored Appearances: Maltara tends to walk the world rarely, and when he does it is an ill tiding among many of the peoples of Kasan. Were he travels, disease and death follow, and many do not survive his presence. Those who do describe a particularly horrifying form. His hair is falling out in great patches on his head, leaving the rest of it a patchwork of short dark hair and scabs. His wide, flat face is covered in rashes and blisters, his bloodshot eyes bulge from his head, his teeth are rotten and his breath fetid. The skin on his arms and legs split, oozing a viscus type of ichor that slides down and drips from his fingers and lingers in his footprints. coughs punctuate his sentences and breaths, spreading his captured diseases. His body, no matter the outward signs that it should be on deaths door, is fit and strong. His callused fists are hard as bone and the arms are muscular enough to do significant damage with them. His legs easily gobble up the land in long, powerful strides and grant him surprising agility for a person in his condition.
both forms have the same basic appearance, though he walks the world as a human in his female form and as a halfling in his male. In both forms his preferred garment is that of the robe of his priesthood, a brilliant green and bone. When trying to pass undetected, he walks with the hood up and quietly, though his coughing breaks through. When embodying a plague to walk the lands, he walks with the cowl down, his brilliant yellow eyes betraying his diseased Nature.
Personality: Despite all his appearances and the suppositions many have about him, Maltara is a jovial being. He enjoys talking the finer points of the merits of civilization, the best methods of recovery from illness, and how best to stave off an early grave. Pleasant and charming though he is, he is relentless in his pursuit of a better and stronger world, as he sees it. He desires to infect the world with all the plagues that he can create and foster, so that only the strong survive to worship him. He is ruthless to those he feels are weak, however, and feels no pity or mercy when they die or fail, doing his best to expedite it whenever possible. He does this, as one would expect, through a series of diseases, set up in an order that tests every possible angle of weakness and vulnerability. Those who approach him and survive this ordeal become his most chosen servants. Those who do not are discarded, dying a miserable and terrible death.
Teachings: The body is the door to the soul, and the soul must be strong in order to prevail in this terrible world. You cannot expect the world to be kind to you, so you must be unkind to it back. Maltara is both the god of diseases and the god of recovery from disease, so it is in his ultimate control over who lives and dies from his disease. Most times, however, he will leave it up to your body to determine your fate, and if you were young, old, or infirm, it is extremely likely that you will perish. This is done to make the world a stronger place, one where disease is all pervasive but everyone is strong enough to fight it off.
Abode: Maltara lives in the Deep Fens, on the border with the Accursed territory of the Iron Marches. His army of hearty soldiers and strong, disease ridden veterans are the front line in the battles against the Accursed. Maltara takes a very specific pride knowing that, many times, it is simply him and his hand picked warriors standing between the Accursed and the complete annihilation of the Paltonarchs.
Clergy: The Clerics of Maltara tend to the ill and dying, watching over them when their families will or cannot. Though their god may not assist the diseased, he has no problem with his clerics taking his recovery aspect of his portfolio to heart. What does not kill one, only makes them stronger. Many of his clerics are immune to the plagues that wash over the land, having been exposed to them many times over, though they also tend to breath out the very corruption they seek to save in others. As carriers and healers, they function ans the perfect vessel of paradox as their master. Most Churches of Maltara are located well outside of the towns and cities they serve, keeping their deathly services far from the population at large.
Knightly Orders: The Contagion Legion is a strong and powerful warrior cult centered on the Malataran principle of hearty constitution and infection. The order seeks out orphans and trains them riggorusly in the ways of a strong body, and then when they are strong and fit enough, they expose them to the myriad of contagions that they harbor. Those we are weak either die or are exiled, and In their weakened condition, many of even those who survive to be exiled perish. Those strong enough are welcomed into the legion and are sent on missions vital to the god of Blight.
Clerical Attire/colors: The Clerics of Maltara prefer to wear the colors of their god, a simple and vile green color that evokes illness and bile. These clothes are often trimmed in a bone and cream color around the wrists and cowl, along with parallel stripes running down the center of the chest. Additionally, at the highest of ranks, they will pierce their tongue with a shortened nail to show their dedication to the god. Many die, but those who live are the most vaunted of priests.
Followers: Most of Maltaras followers are priests, able to hold disease at bay or even be completely immune to it. There are a few barbarian tribes and warrior cultures who worship disease, but they are few and far between.