An Invocation


DM: “I am the Dungeon Master; the final authority of this universe I have created. Only I know the perilous course which you are about to take. Danger lies behind every corner, and death can come at any time. But great treasures await those who are cunning, powerful, or lucky enough to reach it. Do you accept these risks and take up the quest?”

PLAYER: “I am Character Name, Class level or title, and/of Deed Name/Patronym etc. I will take up the quest.”

DM: “Then close your eyes, open your mind, and I’ll transport you to another realm.”

Possible Adventure Paths

I've been thinking about the Basic Game a lot lately, and I've decided to offer my players a chance to vote on the next episode. Normally, these things should be much more fluid, developing naturally in-game. However, when you have a game that meets only four times each year, its nice to be able to cut straight to the parts we all enjoy. It also helps to have ample time to design scenarios that can be completed in just a single session. So with that in mind, I've developed the following three hooks, which will be voted on next session. Each is inspired by a particular module or set of modules.

The Castle - Darius Magnus of Magnus & Sons is organizing an exhibition to Old Castle Crymere, seven miles east of Parousia. The Dwarves recently acquired the deed, but found the castle infested with monsters. The word in local taverns is that they are paying large sums for “Qualified Eviction Personnel.” Other, darker, rumors suggest that the castle is haunted by the ghost of Garcon “the Lion” Crymere. (Castle Caldwell / Ghost of Lion Castle Mashup)

The Wedding - Iwai the Elf needs someone to transport an expensive gift to the wedding of the Elf-King’s daughter. According to Iwai, the maiden is preparing to marry “the Spirit of the Mountain,” an event of supreme importance to the elves. For his gift to reach the celebration in time, someone must travel up the Chlorothon River, then travel overland through the dangerous Neverwood forest.
(Rahasia with a touch of No Dignity in Death: the Three Brides)

The Investigation - Late one night you are approached by a hooded figure. He identifies himself as Sir Glenbarren, royal spy-master and advisor to the Queen! Glenbarren needs capable and tight-lipped agents to investigate rumors that the Sanctum of Sorcery (the kingdom’s highest magical academy) has fallen to unknown forces. The mission requires the upmost discretion, but the potential reward is a favor from the Queen herself. The Sanctum of Sorcery lies many days travel to the west, in the Steppes of Nyros. (This one is using Elwyn's Sanctuary as a base, but will be quite different.)

I've talked to just one player who seemed to lean strongly toward the first option. If they go that route, I may follow that up with a Night's Dark Terror adaptation for the campaign's finale!!!

Chaz

Cinematic Duels

Dueling
A cinematic clash between two master swordsmen deserves... well more than standard D&D combat can provide. In literature and the movies, victory depends on guts, tactics, and luck - not aggregate character level. The following “dueling rules” are designed to make single combats more interactive, balanced, and satisfyingly dramatic. They be reserved for moments of appropriate dramatic tension, and then only for Fighters who are within four levels of each other. This work was largely informed by the Iajutsu rules from Oriental Adventures and is predictably deadly. Alternatively, these rules could be used for non-lethal contests, like boxing.

Cinematic Duels
Phase 1: Size em Up
Phase 2: Spar
Phase 3: Strike

Phase 1: Size em Up
A.) Each character may make an Intelligence or Wisdom Check to reveal a single fact about their opponent (Hit Die, Hit Points, Class, Strength, etc.)
B.) If the duel continues, each character chooses an Ability score against which to make their checks, and then rolls initiative.

Phase 2: Spar
A.) The character with initiative must choose one of three actions - Spar, Pass, or Strike.
B.) Sparing characters roll 1d6 each round and total the result. A cumulative d6 is added for every round after the first (2d6, 3d6, 4d6, 5d6 etc.) When a character’s total score exceeds their chosen ability, they are “bust” and the duel proceeds to Phase 3.
C.) Characters may choose to “pass” giving the active turn to the other character. When both characters “pass,” proceed to Phase 3.
D.) Characters who call for a Strike immediately suffer their opponent’s “blow.” If they survive, they may deal their opponent a “blow.”

Phase 3: Strike!
A.) When a duel enters phase 3, each character delivers a “blow” to the other for 1 damage die per total score accumulated during the Spar phase. Bust players must suffer their opponent’s blow before they deal their damage. Players who call for a strike, suffer their opponent’s blow first as well. If both players chose to pass, the blows are simultaneous. If both characters survive, they may continue the duel, resolve combat as normal, or yield.

Setting Spotlight: Neverwood Forest

Neverwood Forest (Naneth’tur)
Forming Corvinium's eastern border is the vast and primordial Neverwood. Stretching for hundreds of unmapped miles, the great forest is home to all manner of rare flora and fauna - especially demihumans and monsters. Due to the great danger, humans prefer the outskirts but when necessary to traverse the wood itself, they take the "River Road;" the winding Chlorothon River.

The river naturally divides the woods into three domains - west, south, and east. The western wood is thick with Goblins warrens, Bugbears dens, and Monstrous Spiders. The south is home to perpetually feuding Centaurs and Satyrs, and the far eastern mountains are home to tribes of fierce Elves and their allies. The trading camp of Forks lies in the middle of all three, and is frequented by all manner of strange creatures.


Places of Interest:

The Enclave (Hidden City)

When their empire collapsed in the north, scattered bands of elves came to dwell in the forest. Chief among these were the followers of Imblin, a mystic and prophet. Under Imblin, three tribes traveled to the mountains of the eastern wood and made their home in a deep secluded valley. The city in that valley is known simply as the Enclave, and it is ruled by Imblin's son, Feadral Elf-King. Feadral may well be the oldest living elf in the forest, and to the tribes, his hall Moonglow is sacred ground. Enclave elves spend time honing thier skills, especially warfare and survival skills. Every adult belongs to one of three competing sects - the magically minded Bone Dancers, the stealthy Ghost Faces, and the martial Glade Wardens. 
Feadral Elf-King's Coat of Arms
Eadropol (Temple Complex)
After the Enclave was founded, Imblin and his fellow priests went into the mountains. In an alpine boulder field, they built a temple to the forgotten gods of the elves. Though it is removed from the Enclave, the priests here are highly regarded and their counsel sought on important or spiritual matters. The high priest, called the Oracle, is said to possess the power to summon the spirit of Imblin himself. Rumors persist that great treasures from the lost elven empire lie within Eadropol's secret vaults.


Forks
A creaking river town, Forks is the center of trade within the Neverwood. It is maintained by the bandit lord, Prince Skreed.
  
Sancre-Tor
Sacred mountain of the elves, and tallest peak of the Three Sisters. The temple Eadropol lies high on its western face.

The Three Sisters
A trio of jagged peaks in the far eastern expanse of the forest. They can be used for navigation if one can get above the trees.

Setting Spotlight: Parousia

Parousia and the Rivenmark
Parousia (City) Human
Second greatest city in the Kingdom of Corvinium, Parousia is a large, walled city perched atop a hill overlooking the RĂ¯me River. The city houses some 8,000 year round residents, and swells to nearly 12,000 at the height of the summer market season. The city is ruled by Duke Gaspar Cavinato, a skillful politician and favored cousin of Queen Matilda. The Duke’s court is home to many figures of note, including the wealthy Baron Bernard Laklundy, Matron Mother Lucinda de’Martelli, merchant prince Albrecht Magnus, and the dragon-slayer Sir Vincent Argo. Life at court is complicated and treacherous, and the great families of Parousia are constantly falling in and out of favor.

Most of Parousia’s population is employed in the lumber or textile industry, with a smaller but significant number involved in mercantile and trade. This combination of manufacturing and industry creates a large, well educated middle class not seen anywhere else in the kingdom. The city is of great strategic importance, guarding the eastern border and bolstering both the northern and southern fronts. With a fortnight’s notice, the Lords of Parousia can muster 1,500 Knights and three times as many conscripts.

Law and order is maintained by three hundred professional watchmen, a contingent of Immaculates, and the duke’s own retainers and household. The King’s Law is the standard, though special attention is paid to crossbows and magic-use, both of which are patently illegal. Notable landmarks include Pavillon’s Theater, the Legendarium, the War College, the Dragon’s Eye Tavern, and the Supremus Solium. Lesser known but quite popular locally, are the Lusty Wench Tavern, the Whisper Room, and the Calvert Club. It is a widely known “secret” that a black market and smuggling ring operates from within the city’s river front.


Parousia and Environs

Places of Interest:

The Ducal Palace (Cavinato Keep)
Duke Cavinato’s personal castle is a sprawling, baroque affair, containing an armory, dungeon, and a mint. The keep is not open to the public, though the Duke holds frequent parties and soirees. It is rumored that the keep’s dungeons hold important political prisoners.

Cavinato Coat of Arms

Timber
About seven miles east of the city, Timber is a semi-permanent settlement on the outskirts of the Elfheart Forest. Timber houses nearly 1,000 people, most of whom are loggers. The camp has a rough and tumble reputation.

The River Front (Dirt Town)
About 250 people live amongst the shipyards and warehouses on the river front. Called Dirt Town by the locals, it is known for criminal activity and squalor. The stinking pub Fish Belly seems to be the center of the community.

The Rookery
A older and undesirable slum on the cities north side, the Rookery houses poorer travelers, foreigners, and demihumans. The Rookery is infamous for its itinerant population of Elves, called  Ragmen. The Ragmen adopt a childlike demeanor and attitude, and live largely at state expense.    They are frequently the target of racism and persecution.

Pavillon’s Theater (the Pavillon)
A point of pride for the city’s residents, the Pavillon hosts a variety of entertaining spectacles, including operas, comedies, and circuses. The theater-master is Raphael Scuvasso, a flamboyant man and favorite of the Duchess.

Office of the Marshal (Lion’s Head)
The office of the Marshal houses the city watch, as well as confiscated weapons and dangerous prisoners. Don Pascal, the Lord Marshal, is a grizzled veteran of the Troll Wars, and trusted agent of the Duke.

Legendarium
The Legendarium is a true marvel of technology. Here lies the kingdom’s only printing press and book bindery. It is owned and operated by the secretive Falco family.

War Collage
The War College of Parousia is the kingdom’s primary university. Young nobility typically spend a year or more here, studying with the college’s Maesters - all of whom are Sajustine Monks. The students here can be quite mischievous, and pranks and petty crime are common.

Dragon’s Eye Tavern
One of the oldest and most storied businesses in the city, the Dragon Eye is popular with tourists and pilgrims. The proprietors claim a variety of famous clients, and historical significance. The hero Sir Vincent Argo makes frequent appearances (for a price.) It is rumored that Argo is in financial ruin.        
Supremus Solium
A great cathedral and center for the worship of Melodia. The Supremus Solium is the most sacred temple in all of Corvinium and the site of royal weddings and coronations. The Matron Mother is a powerful figure at court, and a frequent critic of the Queen.

The Lusty Wench Tavern
Located in the Rookery, the Lusty Wench Tavern is a melting pot for the city’s stratified society. Here adventurous nobles rub elbows with fishermen, farmers, and foreigners. Almost everyone has a story or two about the Lusty Wench.

The Whisper Room
Operated by the Verite Society, the Whisper Room is one part shrine and two parts brothel. The Mistress is One Eyed Belle, rumored mistress of the Duke himself. Access to the Whisper Room requires the nomination of a current patron and a substantial donation to the society.

The Calvert Club
The Calvert Club is a prestigious and staid gentlemen’s club, where the wealthy and highborn congregate. It is frequented by some of the most powerful men in the city, and much business is conducted in its private salons. In some circles, it is rumored that the Club houses a Black Lodge of the Brotherhood.

The Hall of the Immaculates
This monastery is the home to the local order of Immaculates. The Immaculates here support the town watch as special investigators into matters spiritual and supernatural. The Archon of the order is Mathias Russ, or Mathias the Red. Though integrated into the justiciary, the order is currently out of favor with the Duke.

Magnus and Sons
A large and immensely profitable merchant company, Magnus and Sons’ headquarters is in the merchant quarter of Parousia. The company is noteworthy as one of the few successful demihuman enterprises. The elderly dwarf Albrecht Magnus is an indispensable ally of Corvinium, and regularly loans money to the royal treasury. There is some backlash directed at the successful dwarf, but Magnus has been careful to ensure his position.

Setting Spotlight: The Kraag!


The Shield-Break & the Kraag
The bleak lands of the north have harbored outcastes and monsters since the time of the elves. Little will grow in the sulphurous soil, save twisted trees and poison brambles. Only the hardiest of creatures can survive here, and  most of those lair underground. Scattered clans of humanoid monsters and evil humans form a loose khanate, ruled over by six powerful warlords. The Dark Six or Nadnarga, each claim their own domain or Helotry, with the region’s only true city considered neutral ground. Helgazad is a massive iron and stone citadel, rising ominously over the Orcgate pass. It is a natural staging point for southern raids, and is notorious for its gladiatorial arenas and slave markets. Though it has been many years since a true invasion, the shadow of the Kraag looms large over Corvinium.
  
Capital: Helgazad
Climate: Cold, dry, and windy - highly unsuited to growing crops
Inhabitants: Evil Humanoids, Dwarves, Humans, and Orcs,
Resources: Iron Ore, Rare Minerals, Slave Labor, and Stone
Ruler(s): The Dark Six

Nazzarin of the Dark Six

Places of Interest:    

Fire Mountain (Kaz’Ritzag)
A great peak and dormant volcano, Kaz’Ritzag was once sacred to dwarves and giants. It is rumored that the fire drake Shog’gaash dwells in or around the mountain.

Helgazad (Fort Doom)
Built high on the slopes of Fire Mountain, the ascent to the city is riddled with volcanic chasms and bristling barbicans. It is said that the building of the citadel claimed the lives of a million elf slaves. Beneath the city’s iron streets and towers, are countless dungeons reaching all the way to the mountain’s molten heart. It is here in the pits that Helgazad’s vast army of slaves toils to extract iron and gold from hard granite. The lord of the city is Nazzarin one of the Nadnarga and an undead sorcerer of great power. It is Nazzarin’s duty to keep Helgazad a neutral city open to all creatures of the Kraag. Nazzarin’s will is enforced by legions of evil men, orcs, worgs, and demon-blooded Malpheggi.

Nazzarin's Coat of Arms
  
The Orcgate (Okrog)
The principle pass through the Ramparts of Heaven, the Orcgate is occupied by the forces of Helgazad and is nearly as fortified as the city itself.

The Ramparts of Heaven
A great northern mountain range that separates the Southlands from the Kraag. It is impossible to cross, save for a few passes, and is teeming with giants, ogres, and orcs.
      
The Shield-break
The Shield-break is an area of rocky badlands and shaley hills. It forms the approach to the Orcgate Pass and is contested by the knights of Margaron and the slavers of Helgazad. The land is wild, lawless, and dangerous.

“Okja nart’Taag” (Obey or Die)  

Simple Encumbrance

In my mind, resource management and careful tracking of encumbrance are important features of Oldschool D&D. However, Basic's coin weight system is a poor way to track encumbrance for all but the most mathematical of players. To keep encumbrance in the game, but simplify it enough for people who have been drinking, I adapted (ported almost exactly) James Raggi's LOTFP encumbrance point system. It reminds me of "Diablo" style encumbrance, where inventory is a matter of slots. What I think works the best about this system is that players can simply add found items to their list as you go along, simultaneously tracking encumbrance. Well done, James. I have included the document version I made for players. Enjoy!

The Fall of House Patrof

The Fall of House Patrof: When last we discussed house Patrof, we explored the early promise and later decline of the Patrof heirs. The Dowager Queen was determined that none of her evil offspring succeed her on the throne, though she could not bring herself to arrange their deaths. Instead she turned to the Sanctum of Sorcery, and the great wizard Dædolon the Magnificent. Taking pity on the queen’s predicament, Dædolon crafted a magical prison of outside of space and time.

In this dream-scape, Dædolon and the Queen believed that her children might reflect on their evil, and mend their ways. If just one could be redeemed, then the line of Patrof could continue. With the Queen’s blessing, Dædolon set his plan in motion.

Each of the nine was lured to the family’s ancestral estate, under the pretense that an heir would be named. When all nine had gathered, Dædolon’s spell triggered, and the nine, their retainers, and the estate itself was transported to the hidden dimension.

The Queen assured the court that her children were well - in seclusion at foreign courts or universities. In time they were forgotten. 10 years passed with no word nor sign of the imprisoned princes.

*Spoiler*
The dreamlike solace of Dædolon’s prison has become a twisted nightmare. Rather than reflect on their evil, each of the nine has only become more decadent, insane, and depraved. Some no longer remember the world they left behind, while others chaff at their captivity and long to return to the world to spread misery and terror.

Character Portrait #3: Schmidty

Schmidty

Cleric (Level 2)
17 Strength (+2 bonus on Hit rolls, damage rolls, and opening doors)
15 Intelligence
15 Wisdom (Bonus Spell)
15 Dexterity (+ 1 bonus to missile fire Hit rolls, - 1 Armor Class bonus, +1 Initiative)
15 Constitution (+ 1 bonus to hit point rolls)
14 Charisma (+1 Reaction Adjustment)


Armor Class: -1 (includes Dexterity, Greathelm, Plate Mail, and Shield)
Hit Points: 7 (includes Constitution adjustment)
Money: 140 Gold Pieces
XP: 2,704

Equipment:
Backpack
Flail
Holy Symbol (Lightning Bolt)
Iron Rations (2)
Iron Spikes (4)
Lantern
Large Sack
Mirror
Oil Flask
Rope (50')
Sword
Tinder Box
Torch (6)
Wineskin

Background: Due to his experience and charisma, Schmidty is a natural leader. The Elf, Salvine is his old comrade, and Lumberjack is his nephew. No one knows how Schmidty lost his eye, or what other disfigurements his ninja hood conceals.

Character Portrait #2: Salvine

Salvine

Elf (Level 1)
16 Strength (+2 bonus on Hit rolls, damage rolls, and opening doors)
15 Intelligence (Bonus Spell)
12 Wisdom
18 Dexterity (+ 3 bonus to missile fire Hit rolls, - 3 Armor Class bonus, +2 Initiative)
16 Constitution (+ 2 bonus to hit point rolls)
11 Charisma


Armor Class: 0 (includes Dexterity, Chain Mail, and Shield)
Hit Points: 8 (includes Constitution adjustment)
Money: 130 Gold Pieces
XP: 2,804

Equipment:
Arrows (14)
Backpack
Crowbar
Grappling Hook
Iron Rations (7)
Iron Spikes (4)
Longbow
Riding Horse
Rope (50')
Spear
Sword
Tinder Box
Torch (4)
Wineskin

Background: The Elf Salvine was worked as a caravan guard with the Cleric, Schmidty. Perhaps that is why he agreed to remove the curse placed upon Schmidty's nephew Lumberjack. Salvine is famous for his golden locks.

Character Portrait #1: Lumberjack

Lumberjack 

Fighter (Level 2)
16 Strength (+2 bonus on Hit rolls, damage rolls, and opening doors)
11 Intelligence
12 Wisdom
16 Dexterity (+ 2 bonus to missile fire Hit rolls, - 2 Armor Class bonus, +1 Initiative)
17 Constitution (+ 1 bonus to hit point rolls)
13 Charisma (+1 Reaction Adjustment)


Armor Class: -2 (includes Dexterity, Greathelm, Plate Mail, and Shield)
Hit Points: 10 (includes Constitution adjustment)
Money: 110 Gold Pieces
XP: 2,833

Equipment:
Arrows (18)
Backpack
Dagger
Iron Rations (4)
Iron Spikes (4)
Lance
Rope (50')
Tinder Box
Torch (4)
Shortbow
Small Sack
Sword
Wineskin

Background: All that is currently known of the warrior called Lumberjack, is that he is the nephew of the Cleric, Schmidty, and that he was once cured of a terrible curse by the Elf, Salvine.

Unconquered Terminax!!!

Terminax, God of Storms, Victory, and Strength

Basic Game House Rules Revisited

After much thought and a few discussions with players, the following changes will be implemented as permanent House Rule changes (with a 2/3rds majority vote of course!)

Initiative - Will remain 1d10 + Dexterity Modifier + Weapon Speed, with highest going first. (I know, I'm surprised, I thought this was the clunkiest of systems yet the players refused to simplify it.)

Cleave - Will be an exclusive class ability of Fighters.

Detect/Read Magic - This was not made clear in the first draft of the House Rules, but both Detect Magic and Read Magic are class abilities of MU's and Elves, rather than spells. Read Magic functions all the time, and Detect Magic is 10' per CL in a single direction, requiring a turn of concentration. Clerics are still required to cast Detect Magic as a spell.

*Edit* After some more thought and taking the lower than expected armor class values into account, I will be instituting the following additional house rule - Gang Up

Gang Up - Characters targeted by multiple melee attacks in a single round, suffer a cumulitive +1 penalty to AC for each attack beyond the third (4 = +1, 5 = +2, 6 = +3 etc.)

So that's all for now folks. - Chaz

The Storm-handed One

One of the players in my basic game rolled a cleric, which he claimed was a priest of "Swordy McSwordyson." While this fit the mood at the time, I plan on urging him to choose a deity out of the 21 or so I have detailed. I think this will ground that character into the setting, and remove some of the OVERT comedy. Terminax, the god of victory and storms whose sacred weapon is the longsword, is likely the best equivalent for old Swordy. To further bait him into a switch, I plan to grant him the following spells (at appropriate level of course.) Terminax is aggressive and self centered, so I decided his unique spells would be personal buffs and offensive spells. NOTE: All three of these spells are adapted from the excellent Pars Fortuna, over on the Land of Nod blog.

“Honor me through the glory of your  victories.”

Lightning Weapon (1st Level Divine Spell)
Range: Self
Duration: 1 round per level   
Effect: For duration, caster’s weapon deals additional 1d6 points of electrical damage on a successful hit. Living targets only.


Invulnerability (3rd Level Divine Spell)
Range: Self
Duration: 1 round per level
Effect: For duration, caster ignores 1d6 points of damage from physical (non-magical) blows.


Fist of Destiny (5th Level Divine Spell)
Range: Touch
Duration: Instant
Effect: On touch, target suffers 1d6 electrical damage per your level (max 10d6) and is stunned for one round. Save v. Spell for half damage and no stun.

Against the Beastgod's Cult: New Monster

Here are the two new monsters which feature in the upcoming module. I admit that these critters are completely untested, and I hope that I can adjust them on the fly if the situation demands it. Included is some amateur art by yours truly. Please excuse its dubious quality - Chaz.

Beastman

Armor Class: 6 (Ring Mail)
Hit Dice: 2+2
Hit Points: 10
Attacks: 1 (Stone Battleaxe)
Damage: 1d8 + 1(Strength)
Move: 90(30)
Save As: Fighter 2    Morale: 9
XP: 45
Note: +1 to hit, +2 damage when wounded
No. Appearing: 3 - 12   
Treasure Type: (P) D
Alignment: Chaotic (Evil)

A terrible mixture of goat, boar, and hawk, Beastmen are shambling abominations. Loathing the touch of worked metal, Beastman strike with stone axes and wear armor of leather and bone. The largest and most aggressive (3 HD) goad the rest into battle with their terrible, barking cries. Beastmen instinctively recognize other servants of their master, and will follow their commands implicitly.

Odontomachus

Armor Class: 5
Hit Dice: 6+1  
Hit Points: 25
Attacks: 2 Claws and 1 Bite
Damage: 1d4/1d4 and 2d6
Move: 120(40)
Save As: Fighter 4    Morale: 10
XP: 225
Note: Bitten take auto-damage and no move
No. Appearing: 2 - 6
Treasure Type: Nil
Alignment: Neutral (Evil)

The primordial stock from which all lesser wolves descend, the Odontomachus or the “iron-bite wolf” is a ferocious predator of a lost age. Low to the ground and stocky, the creature is nearly the size of a mule. Its massive head and jaws are longer than a man’s arm, and capable of grinding bone. An ancient creature, the few that remain are prized pets summoned or resurrected by magic.

CT2: Against the Beastgod's Cult (Cover Image)

This started as a simple digital image I made one day while bored. My friend, and coincidentally a player in my basic game, is quite the digital artist and I asked him to clean this image up and give it some effects. The result is pretty nifty, and makes me wish I had sent him a better picture to work with. Regardless, I plan on using this as the "cover" image for our next session's module. 

Minor Cults of Terra Incognita

Okay, so before I move on to other material, I thought that I'd wrap up the deities of the Terra Incognita Setting. These final five gods represent small or isolated faiths, which worship their respective deity exclusively. Enjoy!

The Adversary (the Demongod)
The Adversary is an unnamed spirit from ancient times. He is a force of entropy and corruption, and to know him is to teeter on the brink of damnation. The Adversary’s cult is composed of disparate individuals, each having their own reasons for turning to the dark father. The Adversary is served by devils and demons, though he is not one himself. The exact nature of the Adversary’s relationship with the other gods is unknown, even among his followers.

The Jagged Spiral

Buayeg the Devourer
Buayeg is a bestial deity worshiped by evil monsters, including Orcs, Ogres, Trolls, Gnolls, and Lycanthropes (who are sacred to him). Buayeg hates and fears civilization, and his faithful defends wild and lawless areas from settlement. Once powerful, Buayeg’s cult has been in slow decline for a century, and his influence is limited to frontiers and forgotten backwoods. Buayeg’s cult is sometimes allied with the Adversary’s cult.

Fangs of the Devourer
 
Draco the Wanderer

Draco Ularis was once a mortal adventurer, and by his own deeds he gained a place in the celestial hierarchy as the Adventurer’s God. Draco is widely recognized as a symbol of courage, destiny, and hope. Draco, like Murgha Calergi his ally, is a patron of the aspiring underdog. Draco’s cult members wander the roads and paths of Terra Incognita, and they never stay in one place for long. Draco’s cult is often allied with Triad or the Circle.

The Wanderer's Crook
Eihart the Just
Eihart is a lesser deity who encompasses justice, honor, and knightly virtues. Eihart fights lawlessness in all its forms, but he especially despises those who escape justice for their crimes.  Eihart’s cult is popular in human lands, and many who worship Eihart also pay homage to the Triad. Eiharts most faithful are usually involved in law enforcement, including jailors, guardsmen, and judges. Eihart’s cult is commonly allied with the Sajustines.

The Scales of Final Judgement


Fulnocht the Illuminator
Fulnocht is a self-important god of light, who’s chief interests are humankind and religious observance. Fulnocht requires the exclusive (and constant) worship of his followers, and no other faith has quite so many restrictions, recitations, and  ritual observances. Though he is stern and demanding, there is no better ally against the Undead. Fulnocht’s church is an ally of the Immaculates of Melodia.

Star of Radiance