TEXT: FANTASY ADVENTURE GAMING SUPPLEMENT
  REVISED &  
  EXPANDED EDITION
  A Compendium of Weird and Unusual Minor Godlings
  Old-school Role-playing Community
  
  
  REVISED & EXPANDED EDITION
  
  
  
  SPECIAL REFERENCE WORK
  Orgnal Idea by Blair Fitzpatrick
  Orgnal Development and Complaton by James Maliszewski
  Prevous Edton Edted by Peter Gifford
  Expanded Development and Complaton by Greg Gorgonmilk
  Addtonal Development/Complaton and Expanded Edton  
  Producton Graphcs by Richard J. LeBlanc, Jr.
  Front cover llustraton by Thomas Denmark
  Back cover llustraton by Nicholas Roerich & Richard J. LeBlanc, Jr. 
  A PROJECT OF THE OLD SCHOOL ROLE-PLAYING COMMUNITY
  REVISED & EXPANDED EDITION
  Edited by Richard J. LeBlanc, Jr.
  with Matthew W. Schmeer and Greg Gorgonmilk
  
  v
  All materals n ths book are owned by ther  
  respectve Creators/Contrbutors and are used wth ther permsson.  
  It s the responsblty of each Creator/Contrbutor to regster the  
  Copyrghts n the Creator’s/Contrbutor’s name as a clamant wth the  
  Unted States Copyrght Office and elsewhere as elected. 
  Labyrnth Lord, Copyrght 2006-2009, Danel Proctor. 
  Advanced Edton Companon, Copyrght 2009-2010, Danel Proctor.
  The characters, the locatons, and the ncdents n ths book  
  are entrely the product of ther authors’ magnaton  
  and have no relaton to any person or event n real lfe.
  10 9 8 7 6 5 4 3 2 1
  ISBN 978-1-312-81946-7
  
  v
  Inexorable Deities
  & Edgar Lee Masters
   
  Deities!
  Inexorable revealers,
  Give me strength to endure
  The gifts of the Muses,
  Daughters of Memory.
  When the sky is blue as Minerva’s eyes
  Let me stand unshaken;
  When the sea sings to the rising sun
  Let me be unafraid;
  When the meadow lark falls like a meteor
  Through the light of afternoon,
  An unloosened fountain of rapture,
  Keep my heart from spilling
  Its vital power;
  When at the dawn
  The dim souls of crocuses hear the calls
  Of waking birds,
  Give me to live but master the loveliness.
  Keep my eyes unharmed from splendors
  Unveiled by you,
  And my ears at peace
  Filled no less with the music
  Of Passion and Pain, growth and change.
  But O ye sacred and terrible powers,
  Reckless of my mortality,
  Strengthen me to behold a face,
  To know the spirit of a beloved one
  Yet to endure, yet to dare!
  
  v
  Prologue
  I’ve always felt that the best role playing game aids are the ones that enable the imagination,  
  rather than replace it. These are typically not part of the brand name ‘sharecropper’ game settings,  
  bursting with all the pre-fab details necessary to run somebody else’s world. Rather, they are  
  often small press publications, chock full of inspirational gems; stockpiles of stand-alone ideas,  
  encounters, characters, deities, and settings that are intended to blend into the stories being created  
  by game masters and their players. Over the years, I’ve worked on a few such game aids— 
  Central Casting, CityBook, The Dungeoneer, and of course The Unknown Gods from Judges Guild—
  which as I understand, is the inspiration for this book. And that, of course, means it’s one of  
  the good ones.
  Jennell Jaquays 
  December 25th, 2010 
  Author of Dark Tower & The Caverns of Thracia
  Reflecting on Unknown Gods
  & Jennell Jaquays
  Speakng frankly, ths was not one of my favorte Judges Guld projects. Durng my tme at  
  the Guld, there were projects that were entrely mne such as Dark Tower and Caverns of Thraca,  
  and there were those whch were smply assgnments that someone else had conceved.  
  The Unknown Gods was one of the latter, and I strongly preferred to work on my own projects.  
  I was darn good at what I dd for them—comparatvely speakng—and I knew t and  
  acted lke t too. I wll freely admt to beng a bt of a prima donna durng my tme at Judge Guld.
  Bob Bledsaw began the Unknown Gods project as a collecton of hs orgnal, purely fantasy  
  detes—a counterpont to TSR’s own OD&D Gods, Demi-Gods & Heroes whch contaned detes  
  nterpreted from terrestral mythology and popular ficton. The project arrved n my hands  
  not long after I started at Judges Guld as a dsorganzed file of typed notes, and charmng black  
  and whte llustratons by another llustrator. I organzed, edted and rewrote Bob’s notes,  
  added a few orgnal detes of my own, llustrated most of the gods, and created a two-color cover.  
  I don’t remember t beng anythng close to my best work, but t had a lot of wacky deas for  
  fantasy detes. It certanly filled an nspratonal nche n fantasy game publshng not beng met  
  elsewhere at the tme.
  
  v
  Contents
  INTRODUCTION:
  List of Contributors ........................................................................... viii
  Foreword ..............................................................................................  ix
  Preface & Acknowledgments ............................................................  x
  What is a God? ....................................................................................  xi
  Notes for Using Petty Gods in Play ................................................  xii
  The Subtle Art of Propitiation ........................................................ xiv
  A Guide to Godly Reactions  ............................................................ xv
   
  SECTION 1: 
  Petty Gods .......................................................................................  1
  SECTION 2: 
  Minions, Knights & Servitors .........................................  209
  SECTION 3: 
  Cults & Cultists ........................................................................  277
  SECTION 4: 
  Divine Items ................................................................................  293
  SECTION 5: 
  Spells ............................................................................................... 317
   
  SUPPLEMENTARY MATERIALS:
  Appendices
  A. Create a Religion In Your 
   
  Spare Time for Fun and Profit .................................................  331
  B. Gods of Barsoom ........................................................................  341
  C. Legends & Lore of the Jale God ..........................................  343
  D. Petty Foods of the Petty Gods .............................................  345
  E. Petty Classifieds ...................................................................... 361
  N. Inspirational & Educational Reading .................................  364
  Indices
  Alphabetical Index of Gods  ..........................................................  365
  Alphabetical Index of Writers  ....................................................... 374
  Alphabetical Index of Artists ......................................................... 376
  
  v
  List of Contributors
  EDITORS (')
  Mke “Carlson” Davs, Greg Gorgonmlk, Rchard J. LeBlanc, Jr., Matthew W. Schmeer, Matthew Skal, Chrstopher Stogdll
  PROOFREADERS (ô)
  Johnathan Baker, Jarrett Crader, Davd Larkns, James Lemon, Erc Potter, Danel Sell, Matthew Skal, Tm Snder
  WRITERS (&)
  Ragnar Arneson, Wll Arnold, Vance Atkns, Alexandra Ausborn, Katherne Ausborn, Benjamn Ball, Paul Ballard, M.A.R. Barker, 
  Matthew Baron, Stephen Bartok, Davd Baymller, Jonathan Becker, Antone Marc Belle, Johnathan Bngham, Danel J. Bshop,  
  M.T. Black, Barry Blatt, Mark Bober, Malcolm Bowers, Dustn Brandt, Tmothy Brannan, Andrew Branstad, Daman Breen, Kevn 
  Brennan, Jm Brewer, Emmett Brnkmann, Jonah Brnkmann, Paul Brnkmann, Alan Brode, Justen Brown, Joshua Burnett,  
  Dale Cameron, Courtney Campbell, Erc Campbell, Denns Carter, Dan Cassar, Lug Castellan, Trey Causey, Coln Chapman, Ezra 
  Clavere, Claytonan JP, Ian Coakley, Nathan Cohen, Steve Collngton, Chrstopher Conkln, Bran A. Cooper, Andrew Crenshaw, 
  Mchael Curts, Steven Danelson, Mke “Carlson” Davs, Ndege Damond, Matt Daz, Adam Dcksten, Ben Djarum, Patrck Henry 
  Downs, Jeremy Duncan, Dungeon of Sketch, Justn Dunnuck, Jens Durke, Duncan Eshelman, Fr. Davd Eynon, Erc Fabasch, John 
  Feldman, Matt Fscher, Thomas Ftzgerald, Blar Ftzpatrck, Smon Forster, Garrsonjames, Casey Garske, Sándor Gebe, Borc 
  Glanduum, J.P. Gluttng, Greg Gorgonmlk, Josh Graboff, John Grant, Edward Green, Rob Grffin, Davd Haraldson, Dan Harms, 
  Shaun Haskns, Sean Holland, Jeremy Holley, Tm Huntley, Rchard Ioro II, Matt Jackson, Erk Jensen, Greg Johnston, Erc Jones, 
  Patrck Kennedy, Jason Kelbasa, Tom Klan, Logan Knght, Al Krombach, Denns Laffey, Ash Law, Rchard J., Jr. LeBlanc, Legon, 
  John Gavn Lghterness, Mke Lzard, Ken Lzz, Bryce Lynch, Jay Mac Brde, Wllam Maranto, Thomas Martn, Jürgen Mayer, Jed 
  McClure, Ian McDougall, Geoffrey McKnney, Johnstone Metzger, Atalton Mranda, Atalton Mranda, James Mshler, Jod Mshler, 
  Robert Morrs, James Murphy, Atte Mustonen, Jonas Mustonen, Terje Nordn, Gavn Norman, Null Null, Erol Otus, Jm Pacek, Ern 
  Palette, Anthony Pastores, James Patterson, Chrstopher Paul, Darcy Perry, Stefan Poag, Porky, Lester B. Portly, Erc Potter, Dan 
  Proctor, Bran Rae, Anthony Ragan, Jeremy Reaban, Peter Regan, Luka Rejec, Stuart Roe, Todd Roe, Rorschachhamster, Wayne 
  Ross, Tony A. Rowe, Thed Rune, Doug Rusch, Igor Sartorato, Matthew W. Schmeer, Crag Schwarze, Ncolas Senac, Shadrac MQ, 
  Tm Shorts, Keth Sloan, E.T. Smth, James Smth, Mchael Smth, Roger S.G. Sorolla, James Spahn, Joel Sparks, John Stater, Aaron 
  E. Steele, Thorbjørn Steen, Tm Stephens, Chrstopher Stogdll, Grant Stone, Patrck Stuart, Studo Arkhen, Scott Sutherland, Chrs 
  Tamm, Erk Tenkar, Andy Thompson, R.J. Thompson, John Everett Tll, Dave Traube, Troy J. Truchon, John Turcotte, Charles  
  Turntsa, Evan Van Elkns, Vndco Vndcatum, James Ward, Garrett Wensten, Chrs Wellngs, Davd Wellngton, Patrck Wetmore, 
  Sean Wlls, Erc Wrsng, Paul Wolfe, Duncan Young, Chrstopher Zegler
  ILLUSTRATORS (F)
  Matthew Adams, Mark Allen, Aubrey Beardsley, Robert Annng Bell, Kelly Bennett, Joel Bethell, Johnathan Bngham, Danel J. Bshop, 
  Wllam H. Bradley, Claude F. Bragdon, Lam Brennan, Dr. Brllenschntzel, Rom Brown, Justen Brown, Ryan Brownng, Joshua 
  Burnett, bygrnstow, Erc Campbell, Courtney Campbell, Lug Castellan, Kevn Chenevert, Mke Clarke, Harry Clarke, Claytonon 
  JP, Chrstopher Conkln, Alexander Cook, Mchael Cote, Fat Cotton, Donn P. Crane, Andrew Crenshaw, Thomas Denmark, Ndege 
  Damond, Adam Dcksten, Bartlomej Doroszko, Mona Dowe, Jeremy Duncan, Dungeon of Sketch, Beatrce Elvery, Fr. Davd  
  Eynon, Scott Faulkner, Gwen Faverat, , Eleanor Ferron, Vrgl Fnlay, Davd Fscher, Thomas Ftzgerald, Paul Gallagher, Garrsonjames,  
  Darryl Gllngham, Steven Goodman, Justn Graham, Kelvn Green, Glen Hallstrom, Rchard Heghway, Edward Hel, Keth  
  Henderson, Adam Huntley, Chrs Hüth, Jennell Jaquays, Zach Jaquays, James D. Jarvs, Eugene Jaworsk, Oxde JCHart, Davd L. 
  Johnson, Erc Jones, A. Garth Jones, Chrstan Kessler, Tom Klan, Redar Kjelsen, Mchal ‘Majqello’ Knapk, Logan Knght, Horace 
  J. Knowles, Utagawa Kunyosh, Gus L., Dorothy P. Lathrop, Rchard J. LeBlanc, Jr., Chrstopher Letzelter, Joey Lndsey, Francs & 
  Margaret MacDonald, Jm Magnusson, The Marg, Elena Martínez López, Nate McD, Todd McGowan, Jonathan McNally, Kent Mller, 
  Tony Mullns, Juan Ochoa, Leonard O’Grady, OpenGL, Adolph Wlhelm Otto, Erol Otus, Jason Patterson, Anne Merrman Peck, 
  Danny Perdue, Darcy Perry, Cédrc Plante, Ernesto Plasmo, Stefan Poag, Lester B. Portly, Joel Prddy, András Prm, Arthur Pyle, Erc 
  Qugley, Arthur Rackham, Herbert Ralton, Luka Rejec, Wllam H. Robnson, Aflred Roller, Paul Schaefer, Tmothy Schaefer, Glynn 
  Seal, Byam Shaw, Shane Leong Kum  Sheong, Andrew Shelds, Jason Sholts, Matthew Shultz, Zak Smth, James Allen St. John, 
  Matt Stretch, Studo Arkhen, Shela Swft, TBD, Del Tegeler, Rose Turner, Josephe Vandel, Vndco Vndcatum, Franz Graf von 
  Pocc, Dugald Stewart Walker, Bran Walker, Bran Walker, Andrew Walter, James V. West, Morrs Meredth Wllams, Erc Wrsng, 
  Sabne Zabel, Steve Zeser
  LIST OF CONTRIBUTORS
  INTRODUCTION
  
  x
  Foreword
  PETTY GODS—what a great title. When Mr. Gorgonmilk offered me the chance to do the  
  introduction for this book and a petty god inside the manuscript I jumped at the chance. In the  
  past I have written my own versions of gods and their like in products like GODS, DEMI-GODS &  
  HEROES (D&D), DEITIES AND DEMIGODS (AD&D), and OF GODS AND MONSTERS (C&C). There is  
  just a lot of interest in deities and what they do to characters in any fantasy campaign game. The  
  concept is not easy for Game Masters to wrap their heads around. Those types are busy enough just  
  designing dungeons and cities for their characters. Putting together temples, high priests, and other  
  “holy” concepts/encounters is a lot of work and books like this excellent tome are just what the  
  Game Master needs to add flavor to his game. 
  The title of this book is very interesting. Who is to say which deity is petty or lesser, or which being  
  is all powerful or greater? The goddess of pregnant women doesn’t look very interesting or powerful  
  unless you are pregnant, and then that being takes on a whole new status in the mind of that  
  particular worshiper. Look at the Roman god Janus, who has two faces and is the deity of doors.  
  That being doesn’t appear like a big deal until there are 10 orcs trying to get into the house through  
  the front door. I imagine a few special prayers are sent up in that case, and Janus looks like a  
  much bigger deal. 
  For 38 years I have had the pleasure of running games for friends and convention-goers. I can tell  
  you from very practical experience that salting in some bit of religion into encounters can go very far  
  in shaking up your players and making them think for a change. Imagine the surprise of your players  
  as they are doing a simple dungeon crawl when they come across an obvious temple area with a  
  very strange looking altar with a cup, scepter, and sphere on top. Could the characters be horribly  
  cursed by touching those items? Is there a way to discover the alignment of the relics and the temple?  
  It could be possible that those items could greatly aid the character party in the struggles ahead.  
  There could be hours of fun adventure just having those players try and figure out this one encounter. 
  When I get my hands on this book (because hopefully Greg will send me one early) some of the  
  creations are going right into my game. My campaign will be better for it and so will yours. 
  James M. Ward 
  Spring 2013
  INTRODUCTION
  FORewORD
  F	Richard J. LeBlanc, Jr.
  
  x
  Preface
  & Richard J. LeBlanc, Jr.
   
  There are always challenges when workng wth a project lke ths. Whle the creatvty that can come from openng up contrbutons 
  to all wthn the communty can be truly dazzlng, the workload t produces as a result can be easly overwhelmng. 
  Smply managng the wealth of materals for a project lke ths s a Herculean task. Thnk about t... ths tome contans over 300 petty 
  gods entres, 100-plus mnons/knghts/servtors, a smlarly staggerng number of dvne tems, and an ncredble wealth of supple-
  mentary materals. It’s no wonder there were days durng the ths project that I thought to myself, “Ssyphus had t easy.”
  Take for example, the small nconsstences that exst n the contrbutons. Statstcs, though generally n lne wth the chosen Labyrnth 
  Lord format, were sometmes based on dfferent edtons of the rules (whch necesstated some alteraton, albet mnor). Even those 
  famlar wth the chosen edton nadvertently produced nconsstences (e.g., captalzng the names of spells vs. typesettng the names 
  of spells n lower case talcs). 
  As a desgner who wrtes (or s that a wrter who desgns?), I possess a valued asset n wranglng a project lke ths, partcularly when 
  t comes to producton—I can edt on the fly. That s, as I move thngs nto the layout, t doesn’t requre much on my part to alter text 
  whle I’m typesettng t. Ths speeds up the edtng process tremendously. More mportantly, t means that I can streamlne thngs and 
  (do my best to) edt for consstency as I go. 
  Be warned, I’ve had to make some judgment calls throughout. For example, many of you who provded stats wth dual-axs algn-
  ments wll find them sweepngly changed to sngle-axs algnments. Most of us who are BX/LL veterans know that many creatures 
  noted as “lawful evl” n 1e should actually be treated as “chaotc” n BX/LL terms, so a notaton of “lawful (evl)” could be consdered 
  msleadng. Addtonally, many descrptons ncluded ndcatons, checks, or abltes that are generally not part of the BX/LL rulesets, 
  so those needed some work. Fnally, many of the stat blocks dd just not “jve” wth the nformaton n the full descrptons, so tweaks 
  were necessary to make these thngs fall n lne wth one another. These are the types of calls to whch I’m referrng.
  There’s somethng else I’ve learned about workng on projects lke ths—t s better to ask for forgveness than permsson. Imagne 
  tryng to get permsson to make alteratons to entres from over 150 dfferent contrbutors (most of whom I have no contact nforma-
  ton). So... ths s me... offically askng for your forgveness (and hopng that t’s tempered by the understandng that you are holdng 
  a massve-yet-complete work n your hands—be those hands physcal or metaphorcally dgtal).
  Acknowledgements
  & Richard J. LeBlanc, Jr.
   
  I would lke to begn by tppng my hat to the book that started t all (GODS, DEMI-GODS & HEROES) by Robert Kuntz and James M. 
  Ward, under the drecton of Tm Kask. Ths s the book that brought the world of the gods drectly to the gamng table, and for that 
  I’m sure we as gamers are all eternally grateful.
  Ths project would not exst f t were not for an dea put forth by Blar Ftzpatrck— a book featurng mnor godlngs, created n homage 
  to, and as a contnuaton of, Judges Guld’s UNKNOWN GODS (orgnally produced under the drecton of Jennell Jaquays).
  I personally would lke to gve the deepest honor possble to the man that really kept all of the teratons of Petty Gods alve from the 
  project’s orgnal ncepton—Peter Gfford. He may only have credted hmself wth the desgn, layout, and logo for the orgnal PETTY 
  GODS edton, but he truthfully deserves an edtor’s credt for managng the task when he found hmself a man alone on an sland, much 
  less keep t gong at all! (Ths s why you wll find hm credted on the ttle page of ths edton as the edtor of the prevous edton).
  I would lke acknowledge the work of my predecessors on ths project, James Malszewsk and Greg Gorgonmlk. 
  Specal menton must also be made of my “go to” wrters and edtors on ths edton: Mke “Carlson” Davs, Matthew W. Schmeer, 
  Matthew Skal, and Erc Potter. When I needed help whppng an entry nto shape, creatng needed content, or figurng out somethng 
  from a statstcs standpont, ther assstance was nvaluable.
  Fnally, I would lke to thank each and every member of the OSR RPG communty who contrbuted to ths project n any way—whether 
  that be as an llustrator, wrter, edtor, proofer, or just a proselytzer. Many of them may be found n the List of Contributors, but 
  there are those advocates of the project that wll not. I thank you all!
  PReFACe/ACKNOwLeDGeMeNTS
  INTRODUCTION
  
  x
  INTRODUCTION
  wHAT IS A GOD?
  Most of us clam an nherent understandng of what a god s 
  and would have no dfficulty n comprehendng the dfference 
  between a farmer on hs way to market and Nr’Gth, one of the 
  ever-screamng, denzens of Gorthen’s pt. However, for those 
  who have embarked on a lfelong quest for knowledge, such 
  “nherent understandngs” are nothng more than the whstlng 
  of the wnd. ‘You know what a god s,” they wll say, leanng on 
  ther staves and rasng ther eyebrows menacngly, “but does 
  anyone else share your vew?”
  An answer to ths most basc queston could not be entrusted to 
  the relgonsts. Whle a person of fath may acknowledge the 
  exstence and power of many gods, they wll nevertheless dem-
  onstrate a bas towards the one they have devoted themselves 
  to. Therefore, a specfic definton of the term ‘god’ remaned 
  elusve untl the famous proclamaton of Redus X, 40th herarch 
  of the Unversty of Crabt.
  (Most faculty and not a few students of the unversty of Crabt 
  have adopted a unform of deep blue robes and concal hat, 
  topped wth a brght yellow star. Ths star s ntended to represent 
  the pure lght of knowledge, but there are many who consder 
  both robes and hat rdculous. Some local comedan dubbed the 
  place “Star Hat U”. The name, unfortunately, stuck.)
  Redus X called a great conclave, summonng relgous leaders 
  from many dfferent (and often opposng) faths together for 
  what he called an ‘enlghtened and ntellectual conversaton’. 
  The result was unsurprsng. When the worst of the fires had 
  been extngushed, Portan XVII, 41st herarch of Star Hat U, 
  found the followng document beneath the stll-smoulderng 
  body of hs predecessor.
  ABILITIES COMMON TO ALL GODS
  Command: Ths ablty functons n a smlar manner to the 
  command spell as practsed by many schools of magc. For 
  smaller gods, ths lasts for two rounds. In the case of greater 
  gods, ths could last three rounds or more. No savng throw 
  s possble. Most gods do not play dce wth the unverse; 
  nether should you play dce wth gods unless your ntenton 
  s to lose.
  Comprehend Languages: The tongues of mortals are 
  nothng more than dust across the face of the world to gods. 
  All gods are able to hear, read, or speak any language as they 
  choose. Note that n most cases only the most lteral of mean-
  ngs s translated; just because a god can hear you does not 
  necessarly mean he can understand.
  Ths ablty to comprehend any language has one remarkable 
  dsadvantage. Gods are able to comprehend scrpts wrtten 
  wth lvng glyphs of power (the famous ‘Shatterglyphs’ men-
  toned n certan ancent texts). A Shatterglyph s both a tex-
  tual component and a lvng entty n ts own rght, that feeds 
  upon any mnd that reads t. Because the comprehenson of 
  all languages s an nnate dvne ablty, t would be theoret-
  cally possble to use a Shatterglyph scrpt to shred the mnd 
  of a god, should he be trcked nto readng t. That same scrpt 
  could be gazed upon by mortals wth no ll effect, snce no one 
  mortal has ever been able to comprehend Shatterglyphs.
  Thankfully, Shatterglyph scrpts are ncredbly rare. Any mortal 
  contemplatng decde should consder what dark ntellgences 
  mght have orgnally created the Shatterglyph scrpts and what 
  unknown powers the gods may be protectng us from.
  Detect Alignment: Gods have addtonal senses that mor-
  tals do not. They have the nnate ablty to see the true nature 
  of any person or thng. It s mpossble to deceve the gods; they 
  wll see nto your soul and always see t true.
  Gate: Gods can create connectons to other planes of exst-
  ence. Once ths connecton s made, the god can use the gate 
  to draw bengs from other planes through the gate. A god can 
  only draw bengs from ts own mythos. Gods, lke mortals, 
  are dvded nto groups and there s often no small enmty 
  between factons.
  Geas or Quest: A god may command any creature to com-
  mt to or refran from a course of acton. Ths ablty functons 
  smlar to the spells bearng the same name, although the range 
  s 9” and no savng throw s possble.
  Teleport: Gods have no nterest n the lterally pedestran 
  modes of transport. A god can teleport from one place (or 
  plane) to another at any tme.
  All of the above abilities function instantaneously, though not 
  necessarily continuously. There will be no outward indication 
  that a god is about to invoke one of these abilities; gods do 
  not often give forewarning of their intentions.
  Saving Throws: Gods enjoy a savng throw n all categores 
  of at least 2. If they are fallble at all, t s only one tme n 
  twenty. Even then, you should be on your guard; a god who 
  has the ll-fortune to demonstrate weakness n front of mortals 
  wll not easly let sad mortals depart wth ther health, soul, or 
  santy ntact.
  What is a God?
  & Grant Stone  F Juan Ochoa
  
  x
  NOTeS FOR USING PeTTY GODS IN PLAY
  INTRODUCTION
  The dea of a pantheon of gods, each wth domnon over sub-
  stantal concepts (e.g., war, kngshp, love, fire, nature, etc.) s 
  one wth whch most gamers are comfortable. And whle most 
  role-players are famlar wth the major names of hstorcal  
  mythology (such as Iss, Odn, or Ares), a large number would 
  be unfamlar wth the lttle gods. (For those who have played 
  Greg Stafford’s Glorantha, the concept may be more famlar.)
  There s, however, a hstorcal precedent for the ncluson of 
  lesser gods. One of the world’s first emperors, Sargon of Akkad 
  (ca. 2300-2200 BCE), conquered dozens of ndependent cty-
  states, each wth ts own a patron god. Some of these gods had 
  wves and chldren who were also gods. Some had servants—
  gate keepers, lamp holders, and the lke—who played mnor 
  roles n the cty cult. Sargon couldn’t have everybody sayng 
  ther favorte cty god was supreme and so, along wth the n-
  troducton of a sngle calender, wrtten language, and other 
  sweepng changes, he ntroduced the concept of the gods as a 
  sngle famly or pantheon.
  Rome receved a smlar treatment n Ovd’s Metamorphoses, a 
  hstory of the world from ts creaton by the gods to the defica-
  ton of Julus Caesar. Whle most of what s commonly known 
  about Greece concerns Athens, a readng of Robert Graves’ 
  Greek Myths and works by H.D.F. Ktto provde a sense that 
  the lneages and relatons of the gods vared not only between 
  ctes, but also between rural areas. Organzed state relgons 
  of empres were very dfferent to the relgous practces of the 
  common folk.
  Although the modern concepton of demons s one of wholly 
  evl enttes, those of Mesopotama could be as much benefac-
  tors as banes. Whle many are famlar wth the Mesopotaman 
  demon Pazuzu, fewer are aware of hs demonc father, Hanb. 
  Though monstrous n appearance, sportng a panther face, 
  wngs, claws, and a snake for a phallus, Hanb tended to be a 
  useful ally. He would be evoked by healers and commoners to 
  scare away other demons. Amulets to Hanb were placed on 
  chldren’s cots as a ward aganst demons such as the chld-kll-
  ng demon Lamashtu. Babylonan demons would at tmes act 
  on behalf of the gods, dspensng punshments to the wcked, 
  or functon as the gods’ balffs, carryng off to the underworld 
  those seekng to avod death.
  The Hndus have over a mllon gods. Whle greater gods such 
  as Indra were supreme n the mnds of conquerng Brahmns, 
  the mltary arstocracy, and state presthoods, a local tree or 
  well dvnty could be more mportant to local common folk. 
  Further, such lesser gods were truly local, and mght be un-
  heard-of n the neghborng vllage.
  These sorts of lesser gods were not exclusve to non-European 
  relgons. In Northern Europe, the mounds of ancent Norse 
  kngs were occasonally assocated wth elves. Local goatherds 
  would leave small brbes or unwanted nfants to protect ther 
  flocks and appease these mschevous elves. Entre kngdoms 
  of elves could lay wthn such mounds, and ther kngs and 
  queens mght be regarded as mnor gods. In pagan Russa you 
  mght find a lesser god n the guse of a grubby, hary dwarf 
  dwellng under a barn. In other places, a petty god mght make 
  take the form of a wld man of the forest, makng lfe dfficult 
  for unworthy hunters. Locals would avod swearng so as not 
  to offend such bengs, leavng treats n hopes of good relatons 
  wth them.
  It s all very well for an empre to have dstant and mghty gods, 
  but for common folk around the world, the need exsted for 
  gods that were nearer, more personable, and suted to ther or-
  dnary needs. Whle a kng would not follow a god of cheese 
  moulds, a cheese maker would find use for such a dety. A 
  greater god mght have servants (e.g., scrbes, messengers or 
  mnsters) whose dvne employment would gude the palace of-
  fical or urban tradesmen. These lttle gods mght also take the 
  form of a legendary ancestor or a sgnficant anmal. What some 
  Notes for Using Petty Gods in Play
  & Chris Tamm  F Studio Arkhein
  
  x
  would regard as a sprt, demon, or local forest monster mght n 
  fact be a petty godlng. The varous nymphs, sylphs, and satyrs 
  mght be worshpped, perhaps even beng kn of greater gods. 
  There could even be petty gods relatng to a sngle vegetable, 
  a household tool, or a holy day. They mght resde n strange 
  rock, an ancent tree, or some other landmark.
  Some of these petty gods, whle potent n ther own rght, 
  mght only represented by a smple shrne, sometmes wthn 
  the temple of a greater god. As wth greater gods, small amu-
  lets and figures dedcated to the petty god mght be carred by 
  the fathful or decorate the hearth of a home. In the wlderness, 
  any landmark mght have sgnficance for the locals, such as 
  a specal stone one would crawl under n order to become an 
  adult, whch mght also be the holy ste of a partcular petty 
  god. In urban areas, a ghetto mght have a local god, patron to 
  a gang of theves.
  Wth the real world precedent of mnor gods, t s only natural 
  that they mgrate nto the tales told for entertanment, and what 
  better stores than the nteractve tales of fantasy role-playng 
  games. There are many ways to ntroduce petty gods nto a 
  fantasy campagn settng. As a general rule, mnor gods wll 
  be more common among the common folk, usually n rural 
  areas. They wll tend to be concerned wth only one locale, but 
  are more lkely to nteract wth or ntervene on the behalf of 
  mortals than a greater power such as Zeus. Such lesser gods 
  mght offer advce, quests, or ad. Whle t s unlkely a petty 
  god would grant powerful magc to a wanderng clerc, they 
  mght allow the devout country wse woman or vllage elder to 
  reach lofty heghts of power n ther servce. Although lesser to 
  other gods, petty gods should stll represent a sgnficant en-
  counter, and are unlkely appear n groups (though some petty 
  gods mght appear n the form of more than one beng, such as 
  the Norns of Norse mythology).
  In the early days of tabletop role-playng games, tomes such as 
  AD&D’s Deities & Demigods or Judges Guld’s The Unknown 
  Gods (sprtual predecessor to ths very tome) presented gods 
  as lttle more than powerful monsters for hgher level heroes to 
  battle (why else have defined stats f they were not ntended for 
  combat?). Even though many gods n these early works were 
  very powerful, some were not terrbly greater than some of the 
  lords of Hell depcted n the AD&D Monster Manual. But no 
  matter the crcumstances, meetng a petty god should be a sg-
  nficant event; combatng one a momentous occason; the slay-
  ng of one the definton of a campagn’s entre scope.
  In lfe, a petty god can be formdable; n death, they can be an 
  even greater threat. Lesser gods have followers, and such a cult, 
  when not seekng to return ther god to lfe, mght hunt down 
  ther god’s slayer. A greater god mght rase a favorte servant 
  god, though they mght return a changed beng. A petty god 
  mght be released from the underworld by ther great uncle—
  who just happens to be the gatekeeper of the underworld—and 
  return wth new and frghtenng undead abltes, plottng hor-
  rble revenge on those who have brought them low.
  Petty gods mght be the source of curses, whether drectly (by 
  cursng the fathless) or ndrectly (through the vengeance of 
  other gods). In the Odyssey, upon beng blnded by Odysseus, 
  the Cyclops called on hs father Posedon to punsh the mortal 
  who had wounded hm, leadng to Odysseus’ ten year voyage 
  throughout the Medterranean. When Glgamesh klled Hum-
  baba, the forest guardan and Bull of Heaven, he drew the anger 
  of greater gods, who, as punshment, klled hs best frend, Enk-
  du. As noted before, kllng a petty god can be the bass for a 
  campagn, where ever more powerful gods confront the heroes 
  as punshment.
  Petty gods can be found n myrad places and stuatons. They 
  mght resde n a place holy to them, surrounded by ther fol-
  lowers, creatures and, perhaps, other members of ther pan-
  theon. They may act as guardans of a relc or hallowed place, 
  protectng that whch the gods wsh to keep for themselves 
  (the secret of mmoralty, gates to the underworld, caves of 
  gold, sacred groves from whch the local royalty make ther 
  beds...). A petty god mght act as a ruler of sprts and mon-
  sters n a regon, perhaps even havng a greater rapport wth 
  the longer-lved or pre-human races than wth humanty. 
  Some mortals may be blessed or cursed by a god, and become 
  petty gods themselves n the form of sants or demons. Other 
  lesser gods may be the result of a romantc lason between a 
  greater god and a mortal, or even the ntentonal creaton of 
  a cult (though older gods may frown upon such a creaton) or 
  another god (to act as a servant or lover).
  Petty gods can also be used as punshment on those who accost 
  ther fathful, whether they be the gant nsects whch destroy 
  the farmers’ crops, the orc horde whch destroys the vllage, 
  or the adventurng ‘murder hobos’ who thnk ther wanderng 
  nature protects them from the necessty of respectng others. 
  Whle they may not be able to slay the cosmc chaos dragon, 
  a petty god mght have no problem takng on some unruly un-
  dead, werewolf, or mnor demon. Such protectons may make 
  a strong mpresson on the god’s mortal followers, who may 
  come to act or dress lke them (even f that means they wear 
  a turnp-shaped hat to honor of the Turnp God). Some of the 
  god’s followers may even exhbt unusual features due to ther 
  nteracton wth a petty god, such as blue har or brd feet.
  Petty gods are also useful beyond provdng antagonsts for 
  characters. The player characters n the campagn may be called 
  upon to act as the avengers for a deceased godlng, trackng 
  down the god’s kllers at the behest of followers. Another pos-
  sblty s a quest to restore the god to lfe, wth the heroes seek-
  ng out tems (or the body of the god) wth whch to brng ths 
  about. A petty god mght even jon a party to act as a gude n 
  some other plane. Or the player characters may nstead be the 
  petty gods themselves, whether after ther own ascenson from 
  mortalty to dvnty, by beng vewed as dvne by an expandng 
  group of fathful followers, or by havng a prevously unknown 
  dvne ancestry revealed to them. Such character-gods could 
  provde the bass for an ongong campagn or a sngle nght of 
  hgh-level play.
  No matter how they are ntroduced nto a campagn, petty gods 
  provde a great opportunty to expose characters to dvne be-
  ngs and powers wthout dmnshng the potency of the mghter  
  gods. Interactons wth petty gods mght shape the opnons of 
  the greater gods towards an adventurng party, and be used to 
  gradually expose them to hgher powers.
  There s plenty of gold n Petty Gods. How you use t s up to you.
  INTRODUCTION
  NOTeS FOR USING PeTTY GODS IN PLAY
  
  xv
  THe SUBTLe ART OF PROPITIATION
  INTRODUCTION
  As we all know, the gods are petty n ways that boggle the 
  mnd. Some are dstant, others are meddle n mortal affars, 
  and others stll vew those who walk ths earth as a pestlence 
  that must be eradcated. Yet most gods, from the weakest to 
  the greatest, are unknowable except n that they are caprcous 
  and quck to anger. And f a mortal should offend a god, woe 
  be unto hm! 
  There s lttle a mortal can do to appease an angry god. At best, 
  we can offer meager offerngs; at worst, we can de for our 
  transgressons. And death may not be enough, as some gods 
  torture souls for eons once they have crossed the boundares of 
  the materal plane. What can one do to reman n or return to 
  a petty god’s good graces?
  The answer mght surprse you: keep your supersttons! Su-
  persttons are not devatons of relgous feelng and the prac-
  tces that fath mposes; n fact, they are grounded n appeas-
  ng the gods through sacramental sgns. Wearng amber beads, 
  eatng apples once a day, mountng horseshoes above a stable’s 
  doors, tossng a pnch of splled salt over one’s shoulders—
  these please some nearly-forgotten petty god n some small 
  way and keeps them at bay. These small acts have ensured the 
  protecton of peasant folk for generatons on end!
  But there s more to proptatng the gods than smple domestc 
  rtuals. No, true proptaton s more specfic; t mples that 
  dvne wrath must be averted to mend the mortal/god relaton-
  shp. Ths may be as smple as sendng up a request for forgve-
  ness or as complex as undertakng a quest at a god’s behest. 
  Broadly speakng, there are four ways to proptate the gods:
   
  Prayers: These usually take the form of requests for bless-
  ngs or curses or some other dvne favor. Many common 
  obscentes are rooted n quck prayers, whle other prayers 
  are overly ornate lterary constructons. Prayer s the one 
  sure route to the gods open to all.
   
  Ritual: Formal performance rtes ncorporatng sacred sym-
  bols, language, and gestures. These are usually festve per-
  formances n thorps, vllages, and towns. They are power-
  ful statements that remnd the gods that people remember 
  and fear them. See my manuscrpt “As the Seasons Turn: 
  Festvals & Rtual n Town and Country, “ housed n Baron 
  Walthamthorp’s personal lbrary for more nformaton.
   
  Offerings: Offerngs of foodstuffs, objects, lfeblood, emo-
  tons, and so on. Ths may nclude rtualzed blood sacrfices 
  of lvng anmals, prsoners, or volunteers. Ths also ncludes 
  lbatons of wne, sprts, and holy lquds. There are a host 
  of complcated rules for who may perform offerng rtes; see 
  my manuscrpt “Invtng the Gods to Sup: A Gude to Dvne 
  Offerngs,” avalable at the abbey lbrary n Taverntoss, for a 
  fuller treatment of ths topc. The most powerful offerngs are 
  performed by clercal orders. 
   
  Quest: Retreval of a holy object or performng a complex 
  servce. The gods tend to offer these to the least lkely of 
  canddates, most of whom have lttle chance of success. Stll, 
  you better undertake t f you want to avod a god’s wrath!
  Now, ths lttle essay would not be complete wthout a bt of 
  nstructon on how to deal wth an angry god, so allow me to 
  quckly provde a template for prayer that has been most suc-
  cessful for clercs of the Order of the Open Hand when they 
  are out n the field. Most Reverend Father Troutslapper created 
  ths form of prayer many years ago when ths abbey was first 
  founded, and we have found that t s an easy and accessble 
  way for the common folk to ngratate themselves to the gods 
  and avod ther wrath.
  There are four parts to a good prayer, whch you can remem-
  ber by ths smple mnemonc devce: A.C.T.S. Allow me to ex-
  plcate as follows.
   
  Acknowledgement: Declare your belef n the god, ac-
  knowledgng ther power over ther specfic doman or do-
  mnon. Ex: “Ywehbobbobhewy, Lord of Waters, Kng of 
  Mrrors, Patrarch of the Most Profound, I beseech you n 
  your powers over thought and reflecton!”
   
  Compunction: Admt your transgressons and your gult 
  and express a deep regret for those actons whch a god 
  mght find offensve. Ex: “Know that I have faltered n my 
  fath and n my words and I have broken seven mrrors and 
  passed by calm waters wthout the proper sacrfices.”
   
  Thankfulness: Express your grattude to the god for not 
  afflctng you n ther wrath. Ex: “Prase you, oh Most Pro-
  found, for not strkng your humble servant dead!”
   
  Solicitation: Entreat the god to act n your favor. Ex: “If t 
  please Your Honor, please bless ths poor befuddled serv-
  ant and allow hm to see through ths portal to what les on 
  the other sde. Allow ths mrror to reflect the truth of what 
  theren remans!”
  And then, of course, end the prayer n some approprate way. 
  At all costs avod the clche “Amen”! I find t useful to appeal to 
  a god’s ego at the end of a prayer. Ex: “All hal Ywehbobbob-
  hewy! All hal He who through mrrors darkly sees!”
  So, here s the prayer all put together:
   
  Ywehbobbobhewy, Lord of Waters, King of Mirrors, Patri-
  arch of the Most Profound, I beseech you in your powers 
  over thought and reflection! Know that I have faltered in my 
  faith and in my words and I have broken seven mirrors and 
  passed by calm waters without the proper sacrifices; Praise 
  you, oh Most Profound, for not striking your humble servant 
  dead! If it please Your Honor, please bless this poor befud-
  dled servant and allow him to see through this portal to what 
  lies on the other side. Allow this mirror to reflect the truth of 
  what therein remains! All hail Ywehbobbobhewy! All hail He 
  who through mirrors darkly sees!
  Follow ths form and you too wll find that the petty gods’ bless-
  ngs wll shne upon you!
  The Subtle Art of Propitiation
  & Friar Fifthwhistle, Order of the Open Hand Abbot (ret.), Taverntoss Abbey 
  (translated from mildewed parchment by Matthew W. Schmeer)
  
  xv
  NOTeS FOR USING PeTTY GODS IN PLAY
  INTRODUCTION
  A Guide to Godly Reactions
  & Richard J. LeBlanc, Jr. F Todd McGowan
  The relatonshp between gods and men has a long and vared 
  hstory: n ancent Greece, the gods actvely ntervened n the 
  day-to-day lves of humans; the Egyptan gods lmted contact 
  between the human and dvne realms to specfic crcumstanc-
  es; n Chna, most of the gods and goddesses were defied hu-
  mans whose presence among mortals was, to some degree, 
  commonplace. It’s just plan and smple theophany—the ap-
  pearance of a dety to a human or other beng. But what hap-
  pens when those humans and other bengs appear to a dety 
  (or stumble upon them, as the case may be)? A reacton roll!
  The standard reacton roll as used n ths book utlzes a 2d6 
  roll; the lower one rolls (wth hgh Charsma provdng bonuses 
  to help acheve that), the more frendly and enthusastc the 
  reacton from the god n queston. But what does “frendly” 
  mean for god of toothaches? Or “hostle” for the goddess of 
  bookbndng?
  Ultmately, each petty god’s reacton would be determned by a 
  unque table talored to explan the dfferences reacton results 
  for that god. A good number of the gods contaned n ths 
  volume have exactly that—a specalzed reacton table to repre-
  sent how that god reacts when encountered by the PCs. Then 
  agan, many of the gods n ths book do not. 
  The nformaton below s presented for those wshng to develop 
  reacton tables for the gods n ths book that do not have one of 
  ther own.
  Dice Systems
  The standard reacton table utlzes the result of a 2d6 roll, as 
  outlned below:
  Standard Reaction Table (2d6) 
   
  Roll 
  Result 
  Chance of Result
   
  2 
  Frendly, helpful 
  2.78%
   
  3-5 
  Indfferent, unnterested 
  25%
   
  6-8 
  Neutral, uncertan 
  44.44%
   
  9-11 Unfrendly, may attack 
  25%
   
  12 
  Hostle, attacks 
  2.78%
  The column on the rght shows the chances of any partcular 
  result occurrng. Any newly-developed reacton table could just 
  as easly use 1d20, 2d12. 3d6, or any other sngle de or de 
  combnaton. Understand, a sngle de roll wll produce a “flat” 
  chance of results (wth each ndvdual roll occurrng as often as 
  any other roll), as opposed to the bell curve created by rollng 
  multple dce. It s suggested that ths be taken nto account when 
  choosng the dce upon whch a reacton table wll be based.
  
  xv
  NOTeS FOR USING PeTTY GODS IN PLAY
  INTRODUCTION
  Result Modifiers
  The standard reacton modfier s based on Charsma as out-
  lned below:
   
  Ability  
   
  Score 
  Modifer
   
  3 
  +2
   
  3-5 
  +1
   
  6-8 
  +1
   
  9-12 
  0
   
  13-15 
  −1
   
  16-17 
  −1
   
  18 
  −2
  Petty gods are stll gods (however mnor), so they may not be 
  affected by mortal Charsma, but by other ablty scores. For 
  example, the god of arm wrestlng mght be mpressed by hgh 
  Strength, and the goddess of grammar mght lke hgh Intell-
  gence types. Reacton modfiers need not be based on attrbutes 
  at all. For example, the petty god of drt and grme mght react 
  more favorably to those who are covered n caked-on mud, and 
  less favorably to those wearng hghly-polshed armor.
  Propitiation
  Often, proptatng a god can affect that god’s ntal reacton. 
  Most often, ths wll affect an “ndfferent” or “unfrendly” re-
  acton, wth proptaton shftng an “ndfferent” reacton to 
  “frendly”, and n the case of “unfrendly reactons”, wll often 
  stave off an nevtable attack or other harm. 
  Reaction Tables by Hippocratic Humor
  The followng reacton tables are based on Hppocratc humor-
  sm, wth each table representng one of the the four tradton-
  ally-desgnated personaltes. These four personalty types cov-
  er a broad range of personaltes (partcularly when t comes to 
  nteractng wth others), and how those personalty types would 
  respond to an ntrusve stuaton. As such, these tables are pre-
  sented as a ‘catch-all’ system for those not wshng to develop 
  ther own reacton tables, but wantng somethng slghtly-more 
  talored than the ‘by-the-book’ reacton table. 
  Though the system s desgned for human and humanod char-
  acters, there s no reason the same personalty trats cannot 
  be prescrbed to creatures or anmals, even those wth anmal 
  ntellgence or lower. 
  A1. Sanguine Reaction Table
  Sanguine personalities are impulsive, 
   optimistic, irresponsible, and/or courageous.
   
  2 
  Enthusiastically Friendly 
   
  3-5 
  Friendly
   
  6-8 
  Approaches Cautiously
   
  9-11 Passive: Attacks f threatened 
   
  12 
  Hostile: Possble attack
  A2. Choleric Reaction Table
  Choleric personalities are dominating,  
  short-tempered,violent and/or vengeful.
   
  2 
  Wary/watchful 
   
  3-5 
  Uncertain/Guarded
   
  6-8 
  Hostile: Possble attack
   
  9-11 Incredibly hostile: Immnent attack 
   
  12 
  Immediately Attack
  A3. Phlegmatic Reaction Table
  Phlegmatic personalities are calm, rational, 
  unemotional, docile, lazy, and/or controlled.
   
  2 
  Uninterested 
   
  3-5 
  Watchful
   
  6-8 
  Uncertain: Confused; wll possbly flee
   
  9-11 Guarding: Possble flee or attack 
   
  12 
  Guarding: Possble attack
  A4. Melancholic Reaction Table
  Melancholic personalities are cautious,  
  introspective, irritable, and/or avoiding.
   
  2 
  Cautiously approaches 
   
  3-5 
  Watchful: Possble retreat
   
  6-8 
  Guarding: Flees f threatened
   
  9-11 Hostile: Attacks f threatened 
   
  12 
  Hostile: Attacks f approached
  
  1
  SECTION 1
  Petty Gods
  F Leonard O’Grady
  
  2
  Explanatory Notes
  NAME/TITLES
  The name of each god n ths volume has, n most cases, been 
  smplfied to the god’s gven or adopted name, wthout any su-
  perlatve addtons. Where approprate, longer or alternate ttles 
  for a god have been lsted under the god’s name and doman 
  as “Ttles”. 
  DOMAIN/SPHERE OF INFLUENCE
  Drectly followng each god’s name, ther doman/sphere-of-
  nfluence has been noted In parentheses. Those noted wth an 
  astersk (“*”) ndcate that the god s a “local” god—that s, the 
  god’s doman s normally restrcted to a specfic localty or geo-
  graphc area (whch may be as small as a room or buldng, or 
  as large as a country or contnent).
  Note that many gods ncluded heren have smlar or conflct-
  ng domans/spheres. These can provde the DM wth added 
  possbltes, provdng a bass for godly feuds (and the lke) to 
  take place n the campagn world. (See Arbitrator of Sphere on 
  p.216 n the Minions, Knights & Servitors secton.)
  AFFILIATIONS lsts any pantheons, cults, or other gods ap-
  pearng n ths volume, to whch the descrbed god s related. 
  In most cases, the affilaton wll also be noted n the “Related 
  Entres” secton at the bottom of the god’s descrpton. (See 
  Related Entries below.)
  SYMBOL notes the vsual symbol by whch the god s known. 
  Ths symbol wll lkely figure promnently n archtecture and 
  tems related to the worshp of that god (e.g., embellshments 
  n temples, clothng worn by the clergy, amulets and talsmans 
  kept by the god’s followers, etc.)
  ALIGNMENT shows the standard algnment for the god (based 
  on a sngle-axs algnment system). Though the algnment noted 
  wll most often reflect the belef system of the god, the god’s ac-
  tons may reflect a dfferent algnment (at DM’s dscreton).
  MOVEMENT ndcates the god’s movement per turn (and 
  round) on the ground. Addtonal movement detals are provd-
  ed for those gods wth alternate forms of movement, ncludng 
  the ablty to fly, swm, burrow and traverse n webs.
  ARMOR CLASS s based on a descendng scale n whch an AC 
  of 9 s an unarmored human. AC ndcatons for gods that typ-
  cally wear armor wll show the god’s AC when wearng armor.
   
  # [+1] An AC ratng wth addtonal brackets  
   
   ndcates that a magcal weapon s  
   
   needed “to ht” the god, wth the number  
   
   n brackets ndcatng the mnmum  
   
   enchantment requred “to ht.” 
  HIT POINTS ndcates number of ht ponts possessed by the 
  god when fully healed. The Ht Dce shown n parentheses 
  should be used for determng attack level.
   
  ATTACKS presents number and type of attack(s) the god may 
  make durng the melee round.
  DAMAGE ndcates varable damage by attack(s).
  SAVE provdes a class and level equvalent to be used when 
  determng the god’s savng throws.
  MORALE shows the suggested target number for any morale 
  checks made by the god. The target value, or reacton, may 
  be adjusted at the DM’s dscreton based on stuaton or other 
  extenuatng crcumstances.
  HOARD CLASS ndcates the suggested treasure whch wll 
  be found n the god’s lar, unless otherwse ndcated. (May be 
  adjusted at the DM’s dscreton.)
  EXPERIENCE POINTS ndcates the recommended number 
  of experence ponts to be rewarded for kllng the god based 
  on the god’s abilities determined only by the listing. Should the 
  DM choose to gve a god the addtonal abltes outlned n the 
  secton What is a God? (page x), then the Experence Pont 
  award for that god should be adjusted accordngly.
  REACTION TABLES have been ncluded for many of the gods 
  lsted here. For those gods wthout a personalzed reacton ta-
  ble, the DM may choose to do any of the followng
   
  — Create ther own reacton table for the god.
   
  — Use one of the standard tables presented  
   
   n the secton A Guide to Godly Reactions  
   
   (pages xv-xv).
   
  — Use the standard reacton table for 
   
   ther preferred rules system.
   
  — Determne the god’s reacton  
   
   ndependently of a reacton table.
  RELATED ENTRIES
  Throughout ths book, many entres wll be related to or refer-
  ence other entres. For convenence, any related/referred entres 
  whch are ncluded n ths volume have been noted at the bottom 
  of the descrpton and lsted by secton, to ad n locatng them. 
  The letters used to denote each secton are as follows:
   
  G = Petty Gods secton
   
  M = Minions, Knights & Servitors secton
   
  C = Cults secton
   
  D = Divine Items secton
   
  S = Spells secton
   
  A = Appendix tem
  Other references ncluded n ths book, but not n one of the 
  major sectons outlned above (e.g., n the Introduction or 
  Appendix of the book) are noted separately.
  OVeRVIew
  PeTTY GODS
  Petty Gods Overview
  & Richard J. LeBlanc, Jr. 
  
  3
  Abondiance (petty god of ephemeral wealth) 
  TITLES: Patroness of Ephemeral Wealth
  &	E.T. Smith
  F	Kelly Bennett
  SYMBOL: 
  A jeweled wne goblet, tpped over  
   
  and spllng ts contents
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  300' (100')
  ARMOR CLASS: 6
  HIT PTS. (HD): 
  27 hp (7 HD)
  ATTACKS:  
  0
  DAMAGE: 
  None
  SAVE: 
  M7
  MORALE: 
  7
  HOARD CLASS: Specal
  XP: 
  440 
  Some creeds extol ther followers to practce wse nvestment 
  for the future. However, other gods would rather have a bg 
  party rght now, damn the uncertan pleasures of tomorrow!
  Abondance appears as an exotcally-beautful, bombastcally-
  figured woman dressed n stylshly-rch garments and gltterng 
  jewelry, and s most often found servng as the hostess of a 
  epcally epcurean celebraton. She wll only be encountered n 
  towns or other cvlzed envronments, and never n the wlder-
  ness or dungeons. If attacked, she wll flee mmedately, re-
  memberng the assalant’s dentty for future payback through 
  her next paramour.
  The treasures she knows of are real, but guarded by sgnficant 
  and deadly obstacles. Recoverng them wll be dfficult, and she 
  s unwllng to jon any expedton and unable to offer any ad 
  besdes an accurate locaton. If the character returns wth the 
  treasure, Abondance wll appear to them agan, ths tme of-
  ferng a rare quck entrance to hgh socety va ther new-found 
  wealth (a house for sale n a fashonable neghborhood, nvta-
  tons to a grand ball, a ceremonal court poston up for bd). 
  Characters wll find addtonally that Abondance’s bonus for 
  her Charsma (18) s added to ther own when others react to 
  them n socal stuatons, grantng ever-more-frendly contacts. 
  Abondance wll only reman a companon as long as the char-
  acter keeps her entertaned wth lavsh partes and luxurous 
  lvng (costng them 2d10×100 gp per week). When the char-
  acter ether refuses, or s unable to pay for ths lfestyle any 
  more, roll for a new reacton below. If Abondance tells of a 
  new treasure, the character has a chance to mantan her favor. 
  If she leaves, they lose the advantage of her hgh Charsma 
  when dealng wth the well-to-do.
  Abondiance Reaction Table
  Modify by Charisma, plus a bonus of −1 for  
  every 1,000 gp possessed by the character (on his/her  
  person or elsewhere). If the character is destitute  
  (no more than the clothes on their back), an additional  
  +2 penalty should be applied to the roll.
   
  2 
  Infatuated: Fawns over character and tells them 
  she knows where to find a great treasure (Hoard 
  Class XVI).
   
  3-5 
  Friendly: Flrts wth character and mentons  
  she knows of a rch treasure (Hoard Class X). 
   
  6-8 
  Coquettish: Chats wth character  
  and hnts she knows where to find a  
  modest treasure (Hoard Class XII). 
   
  9-11 Indifference: Cools to boredom f pressed.
   
  12 
  Mortified: After a mockng comment, she 
  abandons the character, and leaves a hgh  
  bar tab n the character’s name (d100 gp worth). 
  Adassec (petty god of stairs and ladders) 
  TITLES: Adassec of Many Steps 
  &	Igor Vinicius Sartorato
  F	Jason Sholtis
  SYMBOL: 
  A ladder
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  180' (60')
  ARMOR CLASS: 0
  HIT PTS. (HD): 
  80 hp  
   
  (18 HD)
  ATTACKS:  
  1 (fists or  
   
  trample) or spell
  DAMAGE: 
  1d6 or specal
  SAVE: 
  T18
  MORALE: 
  10
  HOARD CLASS: XVII
  XP: 
  9,000 
  Adassec, the petty god of stars and ladders, s a grotesque crea-
  ture, smlar to a massve, gant centpede wth human legs and 
  feet, topped by the upper body of a human. Hs dark har s 
  long and greasy, hs nose s hooked, and hs eyes are bottomless 
  sprals of darkness. It s sad he resdes only on very mportant 
  or very exceptonal ladders or stars (e.g., very old, very large, 
  very dangerous, etc.). Adventurers and explorers who have fall-
  en from such places know how dangerous these places can be, 
  and tend to respect Adassec n an almost fearful manner. 
  Adassec can be as treacherous and caprcous as the stars and 
  ladders he protects. Just as one cannot always predct what les 
  beyond the next starcase, so one cannot know what to expect 
  from ths conservator of clmbs. One false step n hs presence 
  wll almost always lead an adventurer to run. Adassec has the 
  power to teleport anyone to the top or bottom of any ladder or 
  starcase (on a faled save vs. wand)—an ablty whch he uses, 
  dependng on the occason, to ether help or hnder. When 
  Adassec s posed on a set of stars above opponents durng 
  combat, he s able to make a trample attack as he descends, 
  causng all n hs path to tumble down the stars (on a faled 
  Dexterty check), takng normal fallng damage. Addtonally, 
  three tmes per day, Adassec s able to spew a lqud that oozes 
  down stars and ladders, makng them slppery and dangerous. 
  PeTTY GODS
  ABONDIANCe – ADASSeC
  A
  AbondiAnce • AdAssec • AglAos • Aglet • Amber blood sword • Ammon thrAx • Anwyn wood •  
  ApAr • AriphAs • Arolohnso • Arvirive • Aspix • AtAnuwé • AtrA • Aþ • AttrecoppeA • Audrum • 
  Aurus Argentus • AusturA • Averted onlooker • Avirgiri • AzwA
  
  4
  Anyone crossng or clmbng these affected stars or ladders 
  must make a Dexterty check or tumble and fall, takng normal 
  fallng damage. Should Adassec find hmself n trouble, and 
  only as a last opton, he wll attempt to trap hs opponents n 
  an endless staircase lluson (see Spells secton) before fleeng. 
  He may only use ths ablty once per day.
  Adassec Reaction Table
  Use Dexterity instead of Charisma for modifier.
   
  2 
  Friendly: Teleports 1d4 nearby targets to the 
  desred ‘end’ (top or bottom) of ladder or stars. 
   
  3-5 
  Indifferent: Teleports 1d4 nearby targets to  
  the desred ‘end’ (top or bottom) of a ladder or  
  stars, f properly proptated/honored.
   
  6-8 
  Neutral: Proposes a race on the stars,  
  accompaned by a bet. 
   
  9-11 Unfriendly: Tres to prevent anyone  
  attemptng to clmb/descend the ladder or  
  stars f not properly proptated/honored. 
   
  12 
  Hostile: Tres to prevent anyone attemptng  
  to clmb/descend the ladder or stars.
  RELATED ENTRIES: S) Endless Staircase.
  Aglaos (petty god of torches and artificial light) 
  TITLES: God of Torches, Lord of Lanterns
  &	Evan Elkins
  F	Ryan Browning
  SYMBOL: 
  A torch wth a blue flame
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: −2
  HIT PTS. (HD): 
  75 hp (15 HD)
  ATTACKS:  
  1 (claws) or specal
  DAMAGE: 
  2d6
  SAVE: 
  F15
  MORALE: 
  10
  HOARD CLASS: XII, XXI
  XP: 
  8,000 
  Aglaos s the god of torches and artfical lght. He s frend to 
  adventures and seekers nto the unknown. He appears as an 
  empty coal-colored cloak and cowl. Wthn the hood of the cowl 
  burn two small flames where ths 10'-tall god’s eyes should be. 
  These flames, as well as hs occasonal claws, cast no lght on 
  nearby objects or on hs clothng. Whle generally benevolent, 
  he s a fickle dety and can easly be roused to anger or coaxed 
  to abandon those he supports.
  The God of Torches can emt a ray of ntense heat that deals 
  2d12 damage to an ntended target. He may also create flamng 
  claws that ssue forth from hs cloak, attack wth a +3 bonus, 
  and deal 2d6 damage to nearby opponents. Aglaos s unharmed 
  by fire, and even hs cloak and cowl seem to be untouched by 
  any flame. He has the ablty to cast continual light at wll on 
  any object or person.
  Aglaos Reaction Table
   
  2 
  Friendly: Casts continual light on whatever objects 
  hs frends wsh hm to, and attempts to answer any 
  questons put to hm as accurately as possble.
   
  3-5 
  Indifferent: Wll perform some favors, but  
  demands some type of bzarre payment (usually 
  lots of wood) n return. 
   
  6-8 
  Neutral: Ignores nearby targets. 
   
  9-11 Unfriendly: Casts continual light on thngs and 
  people that would be dsadvantageous to those 
  who dsplease hm. 
   
  12 
  Hostile: Attacks nearby targets.
  Aglet (petty god of frayed ropes, cords, and strings)
  &	Stuart Roe
  F	Alexander Cook
  SYMBOL: 
  A length of cord or rope, knotted at both ends
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  90' (30')
  ARMOR CLASS: 4
  HIT PTS. (HD): 
  40 hp (5 HD)
  ATTACKS:  
  3 (whp tps)
  DAMAGE: 
  1d4/1d4/1d4
  SAVE: 
  M6
  MORALE: 
  6
  HOARD CLASS: None
  XP: 
  350 
  Aglet s the god of frayed ropes, cords and strng. It s hs great-
  est pet peeve. If the end of a rope or cord has not been dpped 
  n ptch, wax, secured or bound n a manner to prevent fray-
  ng, Aglet wll unbrad t. However, he wll only unbnd ropes 
  or cords that have been properly secured f he has a personal 
  grudge aganst the owner. 
  Aglet s about two feet tall, appearng lke a small human. Whte-
  hared and clean-shaven, he dresses n drab colors. Though he 
  may become invisible at wll, hs greatest ablty s the capacty 
  to go unnotced, even whle not nvsble. In fact, very few wll 
  see hm even when he s standng n plan sght. Often they 
  don’t thnk to even look for hm. If they do so, treat Aglet as f 
  ADASSeC – AGLeT
  PeTTY GODS
  
  5
  he s a secret door. If one character does notce Aglet, they can 
  communcate hs poston well enough to grant a reroll wth a 
  +2 bonus to other characters and NPCs. 
  Aglet prefers to flee when confronted, but wll stand and fight f 
  cornered. Hs only weapon s a 6-foot long heavy cord, the last 
  foot of whch s frayed nto three separate ends. He uses ths 
  rope as a whp and can attack one opponent each round. Even 
  though the whp attack s made n one moton, each of the three 
  ends of the rope requres separate “to ht” and damage rolls.
  Aglet Reaction Table
   
  2 
  Friendly: Aglet wll openly greet the players and 
  be helpful as to local knowledge, etc. He wll cour-
  teously pont out ropes and cords that have not 
  been properly bound. If the players are dsmssve 
  of ths advce, reroll Aglet’s reacton to them.  
  (Aglet wll not be gnored when he s beng nce!) 
   
  3-5 
  Indifferent: Aglet wll not show hmself, but won’t 
  run f notced by the players. If not notced, he 
  won’t go out of hs way to fray any ropes or cords, 
  but any that cross hs path are far game. 
   
  6-8 
  Neutral: Aglet won’t show hmself, but wll  
  fray any ropes that are unbound and accessble.  
  If dscovered, he wll attempt to flee. 
   
  9-11 Unfriendly: Aglet wll fray cords and ropes and  
  go to great lengths and take chances to do so. He 
  wll not mess wth properly bound ropes and cords. 
   
  12 
  Hostile: Aglet wll fray any and all unbound ropes. 
  He wll also attack the most egregous transgressor  
  n rghteous ndgnaton. It wll be a sneak attack. 
  Durng the attack he wll berate the players for 
  ther sloppness and nattenton to ther ropes.
  RELATED ENTRIES: S) Fray.
  Amber Blood Sword  
  (petty goddess of battle blood-lust and feminine protection) 
  TITLES: The Amber Protector, The Great Vindicator
  &	Chris Tamm
  F	Studio Arkhein
  SYMBOL: 
  Amber sword-shaped bead
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  180' (90')
  ARMOR CLASS: −4
  HIT PTS. (HD): 
  105 hp  
   
  (21 HD)
  ATTACKS:  
  1 (axe)
  DAMAGE: 
  4d6+3
  SAVE: 
  F22
  MORALE: 
  11 (12  
   
  f fightng males)
  HOARD CLASS: Specal
  XP: 
  11,000 
  Amber Blood Sword s a protector of women everywhere. She s 
  a savage maden wth anmated red har who appears unclothed, 
  save for a red, fox-fur cape. Her skn s amber-tnted mlky whte, 
  and her eyes blaze as brllant gold amber spheres. Regardless of 
  any other emotons whch may be hdng underneath, she rarely 
  exudes anythng but anger and rage. 
  When menfolk are away on the busness that they beleve to 
  be ther personal doman (e.g., beng vkngs, crusaders, and 
  prates), womenfolk may call upon Amber Blood Sword for her 
  assstance when enemes attack. More frghtenngly, Amazons 
  delberately petton her durng nvasons. Chaotc cults have 
  been known to call upon her to start bloody rots, whle lawful 
  cults have engaged her to punsh evl doers. 
  Once Amber Blood Sword appears on a battlefield, any woman 
  (frend or foe) wthn 240' of her becomes berserk (unwllng 
  may save vs. spell to resst the effect), and wll go on a kllng 
  spree. Affected women get +2 “to ht” and damage bonuses vs. 
  male opponents whle n her presence, and wll not stop kllng 
  untl all males present have fled the area, or appear to be dead 
  (ether by playng dead, or by actually beng dead). 
  In combat, Amber Blood Sword wll never ambush or attempt 
  to surprse, regardless of the crcumstances. She s a vndctve, 
  bestal creature wthout language who, before engagng oppo-
  nents, warns them of her nevtable attack wth growlng snarls 
  and hostle anmalstc grunts. Her trusted form of attack s +3 
  ‘Ever-bleeding’ Sword—an amber-colored bastard sword whch 
  always appear to be oozng wth the fresh blood of battle. In ad-
  dton to the damage done by her sword on a successful “to ht” 
  roll, any non-vrgn males and vrgn males ages 13 and older 
  who are struck by her sword must save vs. spell or become sterle 
  (the effect may be removed by a cure disease spell). Further-
  more, she s not swayed by charms from any man (words or 
  spells). Amber wll attack any male vrgns last. She wll happly 
  fight to the death and, should she de, one of her thousands of 
  ssters wll gan Amber’s powers, knowledge, and sword at md-
  nght on the first seasonal solstce followng her death. Upon her 
  replacement assumng Amber’s godly dutes, Amber’s body wll 
  turn nto 3d6+6 chunks of amber, each worth 1d6×100 gp. 
  If there are no enemes present (e.g., because they’ve been van-
  qushed, or smply because those that called upon Amber Blood 
  Sword seek only to celebrate ther womanhood), the berserkng 
  effect s replaced by a sense of companonshp, soldarty, and 
  euphora. Often, Amber s called to presde over rtuals of gync 
  celebraton (best not sped upon by pryng men). Callng for  
  her presence at these sort of rtuals requres that at least 100 
  “ntated” women of any age be gathered n the presence of a 
  medallon dedcated to her honor, and engage n a chorus of 
  femnne prase from sunup to sundown. Should Amber feel ther  
  honor worthy, she wll appear at sundown, brngng wth her 
  the ntoxcatng joy of womanhood.
  PeTTY GODS
  AGLeT – AMBeR BLOOD SwORD
  
  6
  Ammon Thrax (former godlet of the Black Sun) 
  TITLES: Ammon of the Black Sun, Ammon of the Echoes 
  AFFILIATIONS: The Dead Godlets of Suto Lore
  &	Gavin Norman
  F	Richard J. LeBlanc, Jr.
  SYMBOL: 
  A grnnng black moon  
   
  crossng a yellow sun
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  120' (40') 
  ARMOR CLASS: −5 [+3]
  HIT PTS. (HD): 
  100 hp (15 HD)
  ATTACKS:  
  Infinte
  DAMAGE: 
  None (specal)
  SAVE: 
  M15
  MORALE: 
  12
  HOARD CLASS: None
  XP: 
  2,400 
  Slaughtered nglorously by the god of the rsng sun as pun-
  shment for hs playful meddlng wth the tedous order of the 
  cosmc cycle, Ammon Thrax now resdes as a psychc waft n 
  the Astral Plane. Hs conscousness s dormant and dffuse, but 
  could potentally be reawakened by planar travelers who stum-
  ble upon the obscure astral backwater n whch he drfts.
  Those encounterng the remnant of Ammon Thrax perceve 
  the godlet’s presence as a subtle black tnt, coverng a one mle 
  dameter area, amdst the otherwse featureless expanse of the 
  astral grayness. Those enterng the darkened area must save vs. 
  spell or hear the voce of the dead god cacklng merrly n ther 
  mnds. The spells commune and contact other plane, when 
  cast n the mdst of Ammon Thrax’s psychc echo, may be used 
  to reawaken the godlet and to communcate wth hm. Durng 
  lfe, Ammon Thrax was at the best of tmes erratc; n death, 
  hs mnd mprnt s chaotc and prone to rage—a reacton roll 
  should be made each round characters nteract wth hm.
  Once awakened, the godlet s able (f he chooses—see reacton 
  table) to attack all bengs wthn hs area. A normal attack roll 
  s made, wth success dranng one level of lfe energy from the 
  target. The substance of Ammon Thrax s now so dffuse that t 
  can only be harmed by dmensonal magc (physcal spells such 
  as fireball have no effect), or by weapons +3 or greater. If the 
  awakened form of Ammon Thrax were to be channeled nto a 
  more substantal plane of exstence, t could be manpulated to 
  cause astronomcal mschef one last tme, before dsspatng 
  for all eternty (e.g., a gate spell may be able to acheve ths).
  Ammon Thrax Reaction Table
   
  2 
  Friendly: Babbles telepathcally about cosmc cycles 
  and the joy ganed from deralng them. Obscure 
  astronomcal lore may be mparted n ths way.
   
  3-5 
  Indifferent: Merely cackles. 
   
  6-8 
  Neutral: Doubles n sze—f left alone, the  
  awakened remnant of Ammon Thrax wll expand  
  to encompass vast areas of the Astral Plane. 
   
  9-11 Unfriendly: Attacks all wthn range. 
   
  12 
  Hostile: Doubles n sze and attacks all wthn range.
  RELATED ENTRIES: G) Dead Godlets of Suto Lore, Numathoth, 
  Panathoth.
  Anwyn Wood (petty god of favors)
  &	Andrew Crenshaw
  F	Andrew Crenshaw
  SYMBOL: 
  Left-pontng arrow  wth  
   
  rght-pontng arrow beneath
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  90' (30')
  ARMOR CLASS: 2
  HIT PTS. (HD): 
  56 hp  
   
  (14 HD)
  ATTACKS:  
  Specal
  DAMAGE: 
  Specal
  SAVE: 
  M14
  MORALE: 
  10
  HOARD CLASS: XXII
  XP: 
  3,800 
  Rarely revealng hs presence, Anwyn Wood works to ensure 
  favors are repad n knd—although not necessarly drectly or 
  mmedately. Ths typcally nvolves subtly manpulatng the 
  paths of others to ntertwne those who owe a favor wth those 
  n need. When he appears, t s as a young human boy. He 
  sometmes grants favors hmself, and s owed enough return 
  favors by powerful bengs that he s assured retrbuton, rescue, 
  or resurrecton when needed. 
  Anwyn Wood has the followng specal abltes: charm person 
  and geas at wll, limited wish once per week, teleport without 
  error, travel ethereally, comprehend and speak all languages. 
  Anwyn Wood welds a set of +3 silver darts of returning. 
  Apar (petty god of misfortunate explosions) 
  TITLES: Apar the Bright 
  AFFILIATIONS: The Three Cowardly Gods of Yattle-Hoy
  &	Ash Law
  F	Glen Hallstrom (Apar)
  F	James V. West (feature)
  SYMBOL: 
  A crcle  
   
  wthn a crcle
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  240' (80') 
  ARMOR CLASS: −3
  HIT PTS. (HD): 
  75 hp (15 HD)
  ATTACKS:  
  2
  DAMAGE: 
  3d6/3d6
  SAVE: 
  F15
  MORALE: 
  10
  HOARD CLASS: VII
  XP: 
  5,800 
  Wzards offer prayers to the god Apar the Brght very quckly 
  and urgently, often utterng them whle flnchng. He s the god 
  of explosons, of mscalculated blast rad, and poorly mxed al-
  chemcal reagents. Apar’s symbol s a crcle wthn a crcle, and 
  t s sad that s why wzards wear ponted wde-brmmed hats 
  (so that from above, a runnng wzard mght look lke the sym-
  bol of the God of Msfortunate Explosons).
  AMMON THRAX - APAR
  PeTTY GODS
  
  7
  Makng regular offerngs of ther own blood helps a wzard ensure 
  they wll never suffer an accdental exploson, and any exploson 
  to whch they fall prey s Apar showng hs dspleasure. For each 
  day a wzard sacrfices at least half ther hp va bloodlettng to 
  ths god, they accumulate a −1 pont bonus toward a Dexterty 
  check to avod such damage (e.g., a wzard spendng twelve days 
  sacrficng receves a −12 bonus). Upon the occurrence of an ex-
  ploson, the wzard may call out to Apar as he or she attempts to 
  avod the exploson and makes a Dexterty check, modfiyng the 
  result by ther banked bonus. On a successful check, the wzard 
  avods the damage. On a faled check, the wzard takes full dam-
  age. Furthermore, a natural roll of 20 s always a falure, ndcat-
  ng Apar s angered and causng the wzard to take an addtonal 
  +1 pont per de of damage from the exploson. Standard savng 
  throws stll apply. After the roll s made, all banked ponts are lost 
  and the wzard must begn the sacrfices agan.
  Apar s a corpulent god, wth hs gray skn stretched over nhu-
  manly configured bones. He crouches at the center of hs Laby-
  rnth of 1,000 Doors, a structure deep wthn a hgh valley n 
  Yattle-Hoy. Each door of the maze s nscrbed wth explosve 
  runes, magcal curses, and alchemcal traps. Though he waddles 
  slowly when walkng, whle runnng he s as swft and agle as a 
  gazelle, and as unstoppable as an elephant. He can cause any 
  unattended non-magcal object to explode smply by punchng 
  t, no matter how unlkely that exploson may be. Apar hmself s 
  mmune to all explosons, flame, and fire (normal and magcal).
  Havng no taste for battle when confronted, Apar wll smply 
  explode a path to freedom and run. Anyone followng Apar 
  through an exploded wall (for 1d6 rounds after Apar passes 
  through t) must save vs. breath or take 1d4 flame damage. 
  Should Apar find hmself wth no other optons, he s able to 
  attack by makng up to two melee touch attacks durng com-
  bat, each dong 3d6 flame damage on successful “to ht” rolls. 
  Should both attacks be successful aganst a sngle target, both 
  explosons wll cause full damage (18 ponts each). 
  Apar’s prests have expanded hs labyrnth many tmes, and 
  have hdden treasures beyond measure n the secret passages 
  that rddle the temple-dungeon. The Red Prests of Apar the 
  Brght are all practced alchemsts, and carry flasks contanng 
  the dstlled sweat of ther god—an explosve substance they 
  delght n throwng at blasphemers (dong 1d4 flame damage on 
  a successful “to ht” roll).
  Apar Reaction Table
  Characters who are wearing red, approaching slowly,  
  and speaking softly gain a +4 bonus. 
   
  2-5 
  Wary: Wll speak to the party,  
  provded they make no sudden moves.
   
  3-12 Surprised: Runs away!
  RELATED ENTRIES: G) Derral-Orth, Eye of Vengalate, Yattle-Hoy.
  Ariphas (petty goddess of fish scales and fishrot) 
  TITLES: The Scaly Lady, Mama Squamous
  &	Katherine Ausborn
  F	Richard J. LeBlanc, Jr.
  SYMBOL: 
  A sngle blue scale
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  180' (60')
  ARMOR CLASS: 3
  HIT PTS. (HD): 
  187 hp (23 HD)
  ATTACKS:  
  1 (sword)
  DAMAGE: 
  1d8+2
  SAVE: 
  F23
  MORALE: 
  6
  HOARD CLASS: See below
  XP: 
  3,000 
  Arphas walks unnotced at the docks where the fishermen scale 
  ther catch. She has a habt of collectng the scales that the 
  fisherman scrape off the fish. If not at the docks, she can be 
  found walkng alone collectng the scales of dead fish that have 
  washed up on the shore. Her har s lke seaweed and she smells 
  just as bad. At the docks, her scent s often confused for just the 
  smell of the gutted fish. Rarely s she sghted, but occasonally a 
  fisherman may notce her. In retalaton she can cause a gentle 
  breeze to brng about a strong odor of dead fish (save vs. spell), 
  whch wll cause even a fisherman to wnce. Arphas uses ths 
  opportunty to slp away. If confronted she has no qualms about 
  drawng her blade to defend herself. 
  ARIPHAS’S HOARD: 3d4+20 gold fish scales (1 gp each), dress 
  made out of fish scales (as +1 scale armor), blue-bladed +2 
  sword wth a sngle sapphre gem n the hlt.
  Arolohnso (petty god of labyrinths and the undercity*) 
  TITLES: God of the Undercity
  &	Brian A. Cooper
  F	Ryan Browning
  SYMBOL: 
  An asymmetrcal,  
   
  unganly labyrnth
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  150' (50')
  ARMOR CLASS: −1
  HIT PTS. (HD): 
  60 hp (12 HD)
  ATTACKS:  
  1 (back-stab) 
   
  or traps
  DAMAGE: 
  5d4 or specal
  SAVE: 
  M12
  MORALE: 
  5
  HOARD CLASS: XII, XVI
  XP: 
  11,000 
  The nature of Arolohnso’s powers, whle both fearsome and 
  vared, depend completely on hs presence wthn the narrow 
  confines of hs realm—the catacombs, sewers, and tunnels of 
  the cty of [a localty at the DM’s dscreton]. Wthn ths cty, he 
  s known popularly as the God of the Undercty. Hs followers 
  call hm by another ttle—The Desgner. 
  PeTTY GODS
  APAR - AROLOHNSO
  
  8
  Accordng to hs followers, Arolohnso, f not the orgnal god, s 
  nevertheless the orgnator of the unverse. Accordng to them, 
  Arolhonso’s first creaton was a labyrnth, whch he later framed 
  wth earth and rock, and populated wth thoughts and shadows. 
  From nothng he created the brcks and buldng stones that he 
  then arranged n the forms of tunnels and fortresses, mult-story 
  palaces and the tny featureless cells wthout entrance or exts 
  that humans would one day use as tombs. Water trckled n a 
  slck, shallow trench many mllenna before any rver under the 
  sun poured nto a sea. But these thngs, too—rvers, suns, and 
  seas—were the work of The Desgner. For after he had bult 
  the cty of “X” and all the other ctes of the world, he allowed 
  a colored fungus to fill the spaces between them, and asked hs 
  delegates to use ths fungus to create all the other plants and 
  anmals, and later the sky, the stars, the moon, and the sun. 
  Sages agree that ths fancful le should be flattered to be called 
  a myth. Arolohnso s unknown outsde the cty. When encoun-
  tered by humans, he appears n the form of a narrow-framed, 
  stooped, and half-dazed mddle-aged man wearng a graysh 
  threadbare cloak and worn-out boots. Usually he evades human 
  contact completely, and gven two rounds of concentraton, can 
  assume the form of any common underground feature: a rat, 
  a pece of garbage, a strange odor. Whle certan spells may 
  reveal hs presence and even confirm hs dentty, he s truly 
  amorphous and cannot be sad to have a “true form.”
  Arolohnso has 20th-level thef sklls and wll often use these to 
  harass vstors to the undercty, tralng a party for hours and 
  plferng possessons of specal mportance. In battle, he attacks 
  by backstab wth a normal dagger, surprsng on a roll of 1-5 on 
  1d6. Arolohnso wll flee from any melee, or f ths s mpossble, 
  plead nsanty and beg for mercy—always wth the ntenton of 
  attackng agan when the opportunty presents tself. Arolohnso 
  has the power to make mmedate, though lmted, changes to 
  hs underground envronment, and although he resents dong 
  ths, he can use ths power to create an escape route or harm 
  pursuers. Pts, fallng celng blocks, and secret doors are com-
  mon parts of hs repertore. Trap damage wll be wdely varable, 
  wth the maxmum damage of successve traps ncreasng as  
  Alohonso hmself sustans more damage. Arolohnso suffers n 
  fresh ar and drect sunlght. Whle nether causes actual damage, 
  both phenomena trap Arolohnso n hs current form, deprve hm 
  of hs specal powers, and reduce hs movement rate by half. 
  Arolohnso Reaction Table
   
  2 
  Friendly: Follows party for several turns and then 
  makes an appearance to explan a notable feature 
  of the undercty. To a select few, he wll reveal hs 
  true dentty and nvte them to become followers. 
  Refusal changes hs reacton to hostle.
   
  3-5 
  Indifferent: Follows the party for several turns. 
  Make a second check, modfied by the party’s  
  relevant behavor and comments about the  
  undercty. Arolhonso lkes complments, but  
  hates nsncere flattery. 
   
  6-8 
  Neutral: Creates a subtle sgn of hs  
  presence and then gnores party completely. 
   
  9-11 Unfriendly: Follows the party for the  
  purpose of harassng them. 
   
  12 
  Hostile: Follows the party wth the  
  ntenton of kllng them.
  *Arolohnso is a ‘local god,’ tied to a specific location (i.e., the 
  undercity of a particular town or city). He is not in any sense the 
  god of ALL undercities. His followers of course would disagree.
  Arvirive  
  (petty god of the keys of Law  
   
  and the Wards) 
  TITLES: The Knight of Inevitability,  
   
  The Master Warden of the Gods of Inevitability,  
   
  Slayer of Chaos, The Summoned Warden 
  AFFILIATIONS: The Mearra
  &	Eric Fabiaschi
  F	Scott Faulkner
  SYMBOL: 
  The arrow  
   
  of Law behnd  
   
  a skeleton key  
   
  set aganst  
   
  a field of blue
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  150' (50')
  ARMOR CLASS: 2
  HIT PTS. (HD): 
  90 hp  
   
  (18 HD)
  ATTACKS:  
  1 (fists or  
   
  lghtnng bolt)
  DAMAGE: 
  6d6 or 8d6
  SAVE: 
  F18
  MORALE: 
  10
  HOARD CLASS: XVII + 5,000 gp
  XP: 
  5,250 
  After a moment has been dsposed of, Arvrve (the petty god of 
  the keys of Law and the Wards), s called upon to lock away that 
  perod of tme. He s the Master Warden of the Gods of Inevta-
  blty. He s the jaler of Law, called upon to keep ncarcerated 
  the hdeous truths of tme and space. He s the knght of the 
  Famly of Inevtablty and the Slayer of Chaos. He s the keeper 
  of the secrets of the Mearra and the speaker of the words that 
  hold power over the laws of Chaos.
  Ths short lttle god n gray-whte robes harbors a hdden strength 
  belyng hs sze, and deals swftly wth any stuaton, but only ap-
  pears when called from hs fortress workshop. He s called when 
  a god needs a prsoner of Law locked away wthn the confines 
  of “Dead Tme” (the plane of lost moments and broken dreams 
  from whch few escape). 
  Arvrve would rather be upon the Prme Plane communng 
  wth nventors, alchemsts, and tnkerers n order to learn new 
  mechansms of securty. Hs workshops are second to none, 
  and he often trades techncal secrets for treasure. He keeps a 
  vast storehouse of treasure, nventons, and objets d’art, and 
  enjoys relaxng n ther presence. 
  In combat, Arvrve may strke wth hs fists for 6d6 damage, or 
  wth a lghtenng bolt of pure law (180' long, 10' wde) that does 
  3d8 on a successful “to ht” roll. He may use one of these lght-
  nng bolts every three rounds. Addtonally, Arvrve s able to 
  use spells as a 12th level magc-user. He s normally loath to use 
  such magcs (for he beleves that they are, by nature, of Chaos), 
  but he has often had to use hs magcal knowledge when com-
  batng demons and the forces of Chaos.
  RELATED ENTRIES: G) Avirgiri, Glaria, the Mearra, Merramo-
  rina, Micicara, Nardrea, Ruslivia, Sertetti, Termarr, Tsrura.
  AROLOHNSO - ARVIRIVe
  PeTTY GODS
  
  9
  Aspix  
  (petty god of the Butcher’s Alley*) 
  TITLES: Aspix the Forsaken
  &	Benjamin Ball
  F	Glen Hallstrom
  SYMBOL: 
  None
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  120' (40')  
   
  or 150' (50')
  ARMOR CLASS: 3 or 2 [+3]
  HIT PTS. (HD): 
  32 hp (4 HD)  
   
  or 48 hp (6 HD)
  ATTACKS:  
  1
  DAMAGE: 
  1d6 + drans  
   
  1 level or 1d8 + drans 2 levels
  SAVE: 
  F4 or F6
  MORALE: 
  7
  HOARD CLASS: None
  XP: 
  2,000+ (at DM’s dscreton) 
  Long ago, Aspx was the god of the cty. Many were the vrgns 
  who ded on hs altars, and endless was the stream of precous 
  metals and stones consgned to hs furnaces wth great pomp. 
  But Aspx was weak and pampered, and eventually hs cty fell 
  and hs worshppers were slan. A new cty rose on the spot 
  that cursed hs name, and he was left to rage n the darkness 
  wth only the meager sustenance of fear and hatred from the 
  conquerng people. Over tme the cty of hs conquerors was de-
  stroyed and rebult n ts turn, and Aspx was forgotten entrely. 
  No one spoke hs name or nvoked hs memory n the new cty, 
  even to curse t. Where once hs magnficent temple had rsen, 
  wth ts glded blood basns and marchng lnes of blank faced 
  alabaster sphnxes, now was the garbage strewn back alley be-
  hnd a humble butcher’s shop. Aspx desperately clung to the 
  cty, roamng the streets n secret, stealng the offerngs left to 
  other gods. But n tme he became too weak to dare approach 
  ther temples, and he was unable to travel far from the spot 
  where once thousands had bled out ther lves n hs name. Now 
  Aspx s confined to the alley, dreamng hs dreams of ancent 
  glory whle he drnks the trckle of blood from the butcher’s 
  shop and clngs feebly to ths world. 
  Aspx can’t manfest n a physcal form, nor can he be attacked 
  n any way. However, t’s possble to contact Aspx on the nght 
  of the new moon f hs name and the ste of hs ancent temple 
  are somehow dscovered. Some sort of communcaton devce 
  (e.g., a sprt board or talkng board) s needed, as Aspx s far 
  too weak to communcate wthout ad. Provded ths type of 
  devce s brought to the alley on the proper nght, Aspx wll an-
  swer up to three questons per nght on nvocaton of hs name. 
  Aspx s 50% lkely to know the answer to any gven queston 
  and won’t normally le f he knows the answer (f he doesn’t 
  know, he wll always le rather than admt t). The reples wll 
  be bref, one word answers and tend toward the cryptc un-
  less the questons are phrased very carefully. Each tme Aspx 
  s nvoked and questoned, there s an 8% cumulatve chance 
  that he wll gan enough strength to begn manfestng on the 
  nghts of the new moon. Ths manfestaton s a barely vsble, 
  shadowy form, equal n power to a wrath—except that Aspx s 
  unaffected by slver and holy water, cannot be turned or affected 
  by anythng else that only affects the undead, s mmune to all 
  forms of magc spells and devces and psoncs, and s ht only 
  by +3 or better weapons. Aspx has maxmum ht ponts n ths 
  form. Once manfested, Aspx wll creep around the cty on the 
  nghts of the new moon, dranng the lves of those he s able 
  to catch alone and vulnerable. Aspx can only be destroyed on 
  nghts when he roams n search of souls; otherwse he broods 
  nvsble and ntangble n hs forsaken alley. When Aspx has 
  draned enough levels (DM’s opton) he wll begn to manfest 
  as a maxmum ht pont specter wth the same mmuntes as 
  noted for hs wrath form. Hs exact appearance s up to the 
  referee, but t wll lkely be hdeous. In addton to contnung to 
  slay the unwary on the nghts of the new moon, he wll begn to 
  gather a cult of nsane and degenerate worshppers. How ths 
  wll develop, and what addtonal powers Aspx wll gan from 
  such worshp, s left to the DM.
  Atanuwé (petty god of unicorns, death magic) 
  TITLES: The Seven-hoofed, Single-horned One 
  AFFILIATIONS: The Jale God
  &	Greg Gorgonmilk
  F	Richard J. LeBlanc, Jr.
  SYMBOL: 
  A flanged mace
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: 6
  HIT PTS. (HD): 
  285 hp (30 HD)
  ATTACKS:  
  1 (mace or bte)
  DAMAGE: 
  1d8+3 or 1d6+2
  SAVE: 
  M17
  MORALE: 
  11
  HOARD CLASS: XV
  XP: 
  3,500 
  For several eons there was a season of uncorns among the 
  Lords of Chaos—a knd of n-joke or competton wheren ran-
  dom mortal creatures were selected for uncorn-hood. That s, 
  the perfect metamorphoss from, say, the form of a rabbt to that 
  of a full-blown, sometmes anatomcally ncorrect mono-horned 
  beast. They called ths game Uncornng.
  Each uncorn was absurd n ts own way, wth absurdty beng 
  the Chaos Lords’ sole aesthetc, so that a wld varety of the 
  beasts began to accumulate n remote forests and n certan se-
  cluded glens.
  Afterward the Lords klled them all wth stone and fire and po-
  son. All save the most beautful: a nne-legged hermaphrodtc 
  horse-thng the Jale God called called Atanuwé (an old word 
  meanng somethng akn to “prmal nonsense”).
  He bred Atanuwé wth several human women n hs servce, 
  and the wtch-mothers gave brth to seventeen mule-thngs wth 
  the faces of human men and women. These are the atacorns. 
  They are known to dwell near rvers and underground streams. 
  If wtches are sometmes characterzed as malcous, the ata-
  corns are regarded as experts n the area of cruelty. They are 
  known n local folklore as chld-theves, cheats, lars, posoners, 
  slave-traders, cannbals, and occasonal usurpers. Several stolen 
  lands make up ther hodge-podge empre, wheren Atanuwé s 
  worshped lke a god and eats bread stuffed wth the seasoned 
  organs of human vrgns.
  PeTTY GODS
  ASPIX - ATANUwÉ
  
  10
  Atanuwé s typcally found lordng over some out-of-the-way 
  country, attended by numerous human and anmal servants 
  who prase and fawn over hm ceaselessly. Any of them would 
  sacrfice ther lves for hm, at any moment, beng compelled to 
  unnatural levels of devoton through exposure to the Nag-Lord’s 
  radant blue prsm, the Klewgn Klel. Any character wthn eye-
  shot of the prsm’s glow must save vs nsanty*, success ndcat-
  ng that they have a natural resstance to the Klel’s power. Blnd-
  ed or naturally sghtless creatures and characters are mmune to 
  ths effect, no save requred. Those who fal to resst the prsm’s 
  pull are drawn to ts owner (n ths nstance, Atanuwé) as though 
  under the effects of a charm person spell cast by an Arch-Mage. 
  Through the medum of ths enchantment, Atanuwé uses hs 
  nnate magcs to dstort hs enthralled servants’ memores ac-
  cordng to hs own self-gratfyng desgns.
  In close combat the Nag-Lord welds Yddrl, a Cursed Mace 
  +3 that he swngs about hmself whle prancng about lke a 
  grotesque crab, horse-legs flalng (those trampled suffer 2d6+3 
  ponts of damage). Any creature who sees Yddrl wll mmed-
  ately cower (save vs nsanty to resst) and beg to be ht wth t. 
  Ths effect last 1d10 rounds.
  RELATED ENTRIES: Please see the Jale God entry n ths secton 
  for a complete lstng of entres related to the Jale God.
  * See UNDERWORLD LORE #1.
  Atra (petty goddess of recidivism, licentiousness,  
   
  addiction, and uncontrolled urges) 
  TITLES: The Grand Temptress
  &	Johnathan Bingham
  F	Johnathan Bingham
  SYMBOL: 
  The hand of a young maden and old crone  
   
  formng the shape  
   
  of a heart or  
   
  a golden  
   
  hookah ppe
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  120' (40') 
   
  FLY: 
  300' (100')
  ARMOR CLASS: 0 (-5) [+1]
  HIT PTS. (HD): 
  76 hp  
   
  (19 HD)
  ATTACKS:  
  Specal
  DAMAGE: 
  Specal
  SAVE: 
  M19
  MORALE: 
  5
  HOARD CLASS: XV
  XP: 
  8,250 
  In the ancent texts, ths goddess goes by the name Atra. In 
  the revsonst texts, she appears as Loe-Hann. (Please see the 
  Loe-Hann entry for a full descrpton of Atra’s abltes.)
  RELATED ENTRIES: G) Loe-Hann.
  Aþ (petty god of oaths and wells) 
  TITLES: God of Oaths, God of Wells, Holder of Oaths 
  &	Mike “Carlson” Davis
  F	Glen Hallstrom
  SYMBOL: 
  A slver  
   
  arm rng
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: −3
  HIT PTS. (HD): 
  90 hp  
   
  (20 HD)
  ATTACKS:  
  1 (spear)
  DAMAGE: 
  2d6+10
  SAVE: 
  F20
  MORALE: 
  10
  HOARD CLASS: VII, XXII  
   
  (magc only)
  XP: 
  10,000 
  Aþ s the Holder of Oaths, brngng luck and good wll to those 
  who hold to ther oaths and ther word, ll wll and woe to those 
  who do not. It s he who adds all oaths to The Well, strengthenng 
  the bonds between all good men. Hs movements are ted to the 
  waters of the world, and he can travel between the wells of the 
  world at wll, cleansng or spolng ther waters by wshng t. 
  Aþ wll always set terms before any combat, and wll abde by 
  those terms untl such tme as hs foe abandons them. Once 
  hs foe breaks ther word, Aþ wll curse them, bestowng a −4 
  ATANUwÉ - Aþ
  PeTTY GODS
  
  11
  penalty on the foe’s “to ht” rolls, damage rolls (mnmum 1 
  pont), savng throws and Armor Class for the duraton of the 
  encounter. Afterward, cursng hs opponent, Aþ wll attack wth 
  full force, alternatng melee attacks wth spells (as an 8th level 
  magc-user). It s rare, however, that Aþ wll strke a kllng blow 
  aganst one who has held to the terms of ther combat. 
  Aþ s not one to concern hmself wth the day-to-day lves of 
  mortals, and only ntercedes (3% chance) n cases where e-
  ther an oath s broken to the harm of others, or an oath s 
  beng mantaned at great penalty or harm to those who hold 
  t. For oath breakers, he wll bestow a curse: for the next week, 
  wanderng monster encounters occur 50% of the tme (3-n-6 
  chance) and wll be 2 levels hgher n power. For those mantan-
  ng an oath at perl, Aþ bestows hs blessng, grantng them a 
  +4 bonus to ht, damage, saves and armor class for the duraton 
  of the encounter. 
  Aþ Reaction Table
  Those who have broken an oath in  
  the past month roll at +4.
   
  2 
  Friendly: Blesses (double effect)  
  1d8 nearby targets.
   
  3-5 
  Indifferent: Blesses 1d8 nearby targets. 
   
  6-8 
  Neutral: Ignores nearby creatures. 
   
  9-11 Unfriendly: Curses 1d4 nearby targets. 
   
  12 
  Hostile: Curses (double effect).  
  1d8 nearby targets
  Attrecoppea  
  (petty goddess of  
   
  very small spiders) 
  TITLES: The Silken One 
  &	Ragnar Arneson
  F	Mark Allen
  SYMBOL: 
  A spderweb  
   
  n a corner  
   
  of a celng
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  240' (120')
  ARMOR CLASS: −4 [+3]
  HIT PTS. (HD): 
  88 hp (19 HD)
  ATTACKS:  
  2
  DAMAGE: 
  Specal
  SAVE: 
  M19
  MORALE: 
  10
  HOARD CLASS: XI, XVII
  XP: 
  8,000 
  Nearly every household contans these tny predators, and nearly 
  every housewfe and chld klls them out of nstnctve fear. But 
  n truth these creatures are benevolent, preyng on fleas whch 
  bear dsease, fles and moths whch damage foodstuffs and cloth, 
  among many other harmful nsects, and each death s a martyr-
  dom. Attrecoppea embodes these contradctons; nsprng fear, 
  but protectng human homes through her tny, oft-slan chldren. 
  Beneficent but accustomed to beng msunderstood, she plots 
  and plans to ad humanty secretly, but may gve drect ad as 
  well. She favors lawful creatures and weavers of all sorts. 
  When appearng before humans or demhumans Attrecoppea 
  adopts her humanod aspect. Ths appears as the shape of a 
  slender, well-formed woman wth long lmbs, enfolded n a beau-
  tful dark gray gown woven of fine spder slk. No flesh s vsble, 
  nstead the areas of hand, forearm, head, neck and cleavage ap-
  pear to be covered wth an even finer pale slver body stockng; 
  agan woven of (paler) spder slk. No eyes or other features are 
  vsble, though what appear to be the outlnes of a fine-boned, 
  even beautful, face seem to show beneath. Her voce s rch and 
  melodous and her tone gentle, even motherly. 
  In combat Attrecoppea uses web to reduce the number of at-
  tackers, then strkes twce per round wth her hands, each at-
  tack a caress whch does no hp damage but carres the bte of 
  mnute fangs, forcng a save vs poson. Falure means fallng nto 
  a comatose sleep for sx hours, unless Attrecoppea s pressed 
  (under half hp or attacked wth fire), n whch case falure means 
  death. Magcal effects whch protect aganst poson gve only a 
  +2 to saves at best. There s no mmunty.
  Attrecoppea can only be harmed by a weapon of +3 or better 
  enchantment, by spells, or by fire. If struck wth a bladed weap-
  on, a hole s torn n her pale spderslk ‘skn’, releasng a torrent 
  of tny arachnds whch run up the attacker’s weapon and arm 
  to bte. The attacker must mmedately save vs. poson as above. 
  Once reduced to half hp, and agan f struck down, her form 
  releases a wave of tny spders surroundng her equvalent to 
  a double-HD, double-damage insect swarm, whch also causes 
  creatures of 2 HD or below to flee as an insect plague spell. 
  Any creature wthn the area of the swarm when t appears also 
  suffers from Attrecoppea’s curse (see below). Attrecoppea moves 
  freely through webs and on walls or celngs at full speed. 
  Attrecoppea Reaction Table
   
  2 
  Motherly: Wll cure poison, answer  
  up to three questons (as contact other plane),  
  and bless up to eght creatures who  
  swear to never kll any spder whch s  
  not drectly attackng them.
   
  3-5 
  Friendly: Wll bless as above. 
   
  6-8 
  Indifferent: Wll gve cryptc advce. 
   
  9-11 Unfriendly: Curses up to eght creatures  
  unless they swear the above oath. If the  
  above oath s ever broken, any blessng  
  s rescnded and her curse mmedately  
  takes effect. 
   
  12 
  Hostile: Curses up to eght creatues  
  (no opportunty for oath).
  If blessed by Attrecoppea, the recpent s mmune to poson for 
  eght days, and wll not be attacked by any arachnd smaller than 
  a human hand. The mark also grants a +2 reacton bonus from 
  ntellgent arachnds. 
  If cursed, for eght days each mornng the cursed one wll ds-
  cover a spder n ther boot, glove, armor, or other garment. 
  Ths arachnd wll only be notced once t btes the unfortunate. 
  Searchng s useless. If the vctm s of lawful algnment, they 
  must save vs. poson or sleep for sx hours (or untl the poson 
  s neutralzed). If the vctm s neutral or chaotc, a faled save 
  results n death. Further, the offender’s home wll forever lack for 
  spders, allowng pestlent and parastc nsects to more easly n-
  fect the offender, ther famly, and harm ther pershable goods.
  RELATED ENTRIES: S) Shrink Spider; Summon Spider Swarm.
  PeTTY GODS
  Aþ - ATTReCOPPeA
  
  12
  Audrum (petty god of carnivorous plants)
  &	Matthew W. Schmeer
  F	Todd McGowan
  SYMBOL: 
  Venus flytrap wrapped n a vampre vne
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  0' (0')
  ARMOR CLASS: −4 [+2]
  HIT PTS. (HD): 
  81 hp (13 HD)
  ATTACKS:  
  3 (1 crush/2 acd)
  DAMAGE: 
  1d12/1d20/1d20
  SAVE: 
  F12
  MORALE: 
  12
  HOARD CLASS: XXII
  XP: 
  12,500 
  Audrum s a gant, sentent ptcher plant who regns over car-
  nvorous plants. Hs ggantc, bulbous frame s attended by a 
  host of an unnamable nsectod race descended from the off-
  sprng of alen m-go vstors and dwarf neanderthals. The n-
  sectods swab hs putrd grth n ther acdc salva to protect 
  t from rot, and Audrum allows the nsectods to crawl wthn 
  hs fetd orfices to feed on the rottng sacrfices held wthn hs 
  seventeen-chambered dgeston system.
  Worshped by sentent venus flytraps, vampre vnes, razor 
  grasses, ptcher plants, and other flesh-eatng plant lfe, he s 
  also well regarded by those creatures whose lfe force are ted 
  to the Green—ncludng dryads, wood nymphs, and other such 
  beasts. Some sentent jelles, ochres, and slmes who don’t know 
  any better also pay hm homage. Every carnvorous plant pays 
  trbute to Audrum by offerng hm every thrd vctm devoured; 
  f pleased wth the sacrfice (20% chance), Audrum teleports 
  the unlucky vctm nto hs stomachs, where they wll be slowly 
  savored over seventeen years, one year n each chamber of hs 
  gut. Vctms usually de n the second or thrd year. Those de-
  voured longer than two years n hs stomachs cannot be rased 
  or resurrected. He can also teleport non-sacrfical near-dead, 
  dyng, and undead (ncludng ghasts, ghouls, mummes and 
  vampres) nto hs gut to feed hs tremendous appettes f these 
  creatures have physcally attacked hm.
  The Cult of Audrum was once relatvely well-known n the an-
  cent kngdoms, but has wthered to a few hundred adherents 
  n scattered locatons around the realms. The cultsts are easly 
  recognzed by the blood-red doors of ther greenhouses. It s 
  rumored that a few of cultsts hold the secrets to craftng the 
  seeds of sowing and salts of despair.
  Audrum s psoncally connected to all unnhabted green plant 
  lfe and can command and control these plants anywhere on 
  the Materal Plane at wll. He can negate any spell cast by an 
  elf, drud, or ranger, and he can only be attacked by magcal 
  edged weapons of +2 qualty or greater. He s mpervous to 
  undead attacks, gaze attacks, and normal fire.
  Audrum hmself s physcally mmoble, but radates a power-
  ful, non-dspellable lluson to make t appear he s capable of 
  movement. In order to destroy Audrum, hs mles-long root sys-
  tem must be utterly destroyed or he wll fully regenerate n 1d6 
  days, larger and more loathsome than before. The true locaton 
  of hs throne s hdden deep wthn a collapsed temple on an 
  uncharted atoll n the Far Isles, as he must lve on the Materal 
  Plane to receve sustenance.
  Audrum s a gregarous petty god who enjoys stores, songs, 
  and bawdy jokes. He s lkely to provde a boon to bards, es-
  pecally f they sng the nearly-forgotten ballads “The Tale of 
  Gerwan,” “The One True Vne My Lover Swallowed,” or “The 
  Grave O’er Grown” wthn hs presence (real or projected). He 
  has the power to grant a lmted wsh f the wsh deals wth 
  plant lfe of some knd.
  If hs true physcal form s attacked, Audrum wll be vgorously 
  defended. All the sentent plant lfe n hs lar wll attack and 
  1d1000 of hs nsectod attendants wll swarm to defend hm 
  (treat as xorns). Audrum wll also command and control all non-
  sentent plant lfe n hs lar to defend hmself. Hs own physcal 
  attacks consst of a 1d12 crushng blow of hs leafy protuber-
  ences, a 1d20 spttng acd attack (ths s a drect attack), and 
  1d20 acdc stomach dsgorgement (an area of effect attack). 
  There are no saves for the acd attacks. There s a 40% chance 
  the acdc dsgorgement contans one or more partly dgested 
  sacrfices; f so, then PCs n the area of affect must also save 
  vs. poson or suffer a –2 to all “to ht” and damage rolls due to 
  extreme nausea.
  Audrum Reaction Table
  Use 1d6 instead of 2d6.
   
  1 
  Gregarious: Wll happly engage the party  
  and grant request and boons wthn reason.
   
  2 
  Moody: Wll banter wth and engage the  
  party and demand they fulfill a quest n exchange 
  for a just reward. 
   
  3 
  Anxious: Wll engage the party to do hs  
  bddng at the utmost haste for the greatest  
  possble reward wthn hs power. 
   
  4 
  Indifferent: Wll not engage the party  
  unless pressed. 
   
  5 
  Hungry: Wll demand the sacrfice of a  
  party member before proceedng wth any parley. 
  Can be persuaded otherwse at great cost. 
   
  6 
  Wrathful: Wll attack the party f not afforded  
  the proper respect.
  RELATED ENTRIES: D) Salts of Despair, Seeds of Sowing.
  AUDRUM
  PeTTY GODS
  
  13
  Aurus Argentus (petty god of currency debasement) 
  TITLES: The Electrum God 
  &	Patrick Wetmore
  F	Joey Lindsey
  SYMBOL: 
  Electrum con, hgh n slver content
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: 0
  HIT PTS. (HD): 
  57 hp (10 HD)
  ATTACKS:  
  2
  DAMAGE: 
  2d6 each
  SAVE: 
  F10
  MORALE: 
  10
  HOARD CLASS: See below
  XP: 
  3,100 
  Aurus Argentus s the gltterng Electrum God. Every con 
  shaved, every forgveness of soveregn debt, every ounce of sl-
  ver surrepttously added n the mnt s an act of worshp to the 
  Electrum God. He appears as a shnng figure of pale yellow 
  gold, standng 8' tall. He welds a par of short electrum spears 
  that crackle wth lghtnng. 
  In combat, he fires lghtnng bolts from hs spears at hs oppo-
  nents. The bolts requre a successful “to ht” roll, do 2d6 ponts 
  of electrcal damage, and have a range of 240'. There s no save 
  to reduce damage f the bolts ht. 
  Any successful melee hts to the Electrum God cause the at-
  tacker to suffer 2d6 ponts of electrcal damage (regardless of 
  weapon type). The Electrum God s mmune to fire and cold 
  damage, and electrcal damage heals hm, addng to hs total ht 
  ponts (not to exceed hs maxmum ht ponts). If slan, hs body 
  collapses nto a ple of 2d12×1,000 electrum peces.
  Aurus Argentus Reaction Table
  Modified by Wisdom instead of Charisma.
   
  2 
  Well-pleased: Upgrades all cons the mortal  
  carres to the next more valuable type; platnum 
  cons are converted to jewels worth 100 gp each.
   
  3-5 
  Pleased: Doubles the amount of cons the PCs 
  are carryng; the cons are slghtly thnner than 
  normal, whch may be notced by savvy merchants 
  and bankers. 
   
  6-8 
  Bored: Curses PCs such that no one wll gve 
  them a loan untl they perform an act of currency 
  debasement (e.g., con shavng over 1,000 gp of 
  value, counterfetng, etc.). 
   
  9-11 Unhappy: All the PCs’ conage changes  
  to the next less valuable type; copper cons  
  are replaced wth lead slugs. 
   
  12 
  Enraged: Attacks.
  Austura  
  (petty goddess of the southeast wind) 
  TITLES: The Goddess of the Southeast Wind 
  &	Craig Schwarze
  F	Luka Rejec
  SYMBOL: 
  Three squggly dagonal lnes,  
   
  runnng from  
   
  bottom rght  
   
  to top left
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  180' (60')
  ARMOR CLASS: 2
  HIT PTS. (HD): 
  62 hp  
   
  (10 HD)
  ATTACKS:  
  Specal
  DAMAGE: 
  Specal
  SAVE: 
  F10
  MORALE: 
  10
  HOARD CLASS: None
  XP: 
  3,500 
  Austura s the goddess of the southeast wnd. Her natural form 
  s that of the wnd tself, and n ths form she s both nvsble 
  and nvulnerable. But she also often takes a materal guse, and 
  n such form she may be attacked and klled. Although she can 
  take any shape, she favors that of a stately mddle-aged lady. 
  She s typcally accompaned by three or four ar elementals. 
  Her only attack s to summon an enormous wnd aganst her 
  opponents. Each round the wnd s blowng, her attackers must 
  save vs. spell or be knocked over, sufferng 1d6 damage. Move-
  ment nto the wnd s at half rate. If combat s gong badly, 
  Austura wll dssolve her materal form, but ths takes a full two 
  rounds. If her materal body s destroyed, then her sprtual es-
  sence wll be scattered for a year and a day, durng whch tme 
  no wnd wll blow from the southeast. After ths tme elapses, 
  she wll re-coalesce, and agan functon normally.
  Austura Reaction Table
   
  2 
  Friendly: Wll offer to put the wnd at  
  ther backs, and travel wth them for 1d6  
  hours (as long as they are gong northwest).
   
  3-5 
  Indifferent: Offers a coolng breeze  
  to those sweatng n heavy robes or armor. 
   
  6-8 
  Neutral: Calms the ar n the mmedate  
  area (makng the ar stll and heavy) as she  
  awats the party’s next actons. 
   
  9-11 Unfriendly: Whps up a threatenng (but  
  not damagng wnd). Awats party’s reacton. 
   
  12 
  Hostile: Attacks. Calls the strongest wnd  
  she can muster.
  PeTTY GODS
  AURUS ARGeNTUS - AUSTURA
  
  14
  Averted Onlooker (petty god of despair) 
  TITLES: The Jale God, Averted Onlooker, The Laughing Rot  
  AFFILIATIONS: The Jale God 
  &	Logan Knight
  F	Todd McGowan
  SYMBOL: 
  A jade eyeball, the burrowng pupl  
   
  of ts eye deeper than t has any rght to be
  ALIGNMENT: 
  Roll randomly: 
   
  1-2 = Lawful, 3-4 = Neutral, 5-6 = Chaotc
  MOVEMENT: 
  60' (20')
  ARMOR CLASS: Randomly determned on 1d10 each round
  HIT PTS. (HD): 
  Randomly determned (roll 1d20 HD)
  ATTACKS:  
  Specal
  DAMAGE: 
  Specal
  SAVE: 
  Randomly determned on 1d20 for each effect
  MORALE: 
  12
  HOARD CLASS: None
  XP: 
  600 × d20 
  The Averted Onlooker is one of many forms of the Jale God (q.v.).
  The Jale God comes nto the lght, sunken sockets bereft of 
  sght, green bone grown over the pts. A smle splts hs face and 
  a chtterng, chokng laughter fills the room, as does a steady 
  tnkle of teeth httng the floor, tny organc jade sculptures fall-
  ng from hs mouth lke a spllng jar.
  Hs body follows n the shadows, a dark hulkng thng, scrap-
  ng forward on legs bent lke a rat’s and a field of arms that 
  sprout and claw and beckon. But t s the wet naked body of 
  a man that drags tself from the shadows and nto the lght 
  behnd the laughng lvng death mask. The shne of hs deep 
  green skn makes hs flesh seem to snk n and out of tself and 
  the Materal Plane.
  He s here to take your eyes. You have seen so much agony. 
  The Jale God wll carry t n hs belly.
  A blessed few Chosen of the Jale God are granted jade eyes 
  passed from hs dvne gallbladder to replace those taken. Those 
  wth graven green eyes nserted nto ther skull look through 
  the wndow of fate, seeng the possbltes floatng through the 
  purple ether and other thngs besdes.
  As often as they desre they may save vs. spell to nflct doom 
  upon another wth a gaze, twstng ther fate, watchng as ther 
  fathful hound rps nto ther throat, laughng as they trp and 
  mpale themselves. Every faled save nflcts a new nsanty as 
  the separaton of thngs grows thnner.
  Hs teeth are przed by the desperate as Lon Stones, as con-
  sumng one carres a 3-n-6 chance of curng sexual alments 
  and a blessng of luck n love. Otherwse the user descends a 
  nghtmare spral of unrecorded dseases and humlaton.
  RELATED ENTRIES: Please see the Jale God entry n ths secton 
  for a complete lstng of entres related to the Jale God.
  Avirgiri  
  (petty god of ordered decay) 
  TITLES: The Entropic Wanderer,  
   
  The Great Gray Rambler 
  AFFILIATIONS: The Mearra 
  &	Eric Fabiaschi
  F	Scott Faulkner
  SYMBOL: 
  A walkng stck  
   
  and an hourglass
  ALIGNMENT: 
  Lawful (Neutral)*
  MOVEMENT: 
  150' (50')
  ARMOR CLASS: 2
  HIT PTS. (HD): 
  85 hp (17 HD)
  ATTACKS:  
  1 (fists) or specal
  DAMAGE: 
  8d6 or specal
  SAVE: 
  F17
  MORALE: 
  10
  HOARD CLASS: XVII + 5,000 gp
  XP: 
  4,250 
  Each tme a moment ends, Avrgr (the petty god of ordered 
  decay) s there to record all of the detals. It s he who catalogs 
  all manner of tme’s mnute detals. He s the man who watches 
  thngs happen, then breaks t all down. Each and every event s 
  recorded both n hs mnd and n the records of Law. Ths god 
  not only knows all the contents and secrets of each moment, he 
  breaks down the final bts and returns them to the contnuum 
  of tme.
  Avrgr, The Great Gray Rambler, wanders the faces of the 
  Prme Plane, strollng through hstory and ts alternate worlds. 
  Hs affars most often call hm to the busy and bustlng ctes 
  there, for Avrgr s the slent wtness.
  There are those who desre Avrgr’s knowledge. so ths god s 
  not wthout hs defenses. Should someone try and detan hm, 
  he wll strke them wth hs fists for 8d6 ponts of damage, wth 
  the touch also agng the vctm by 1d10 years (on a faled save 
  vs. death). Addtonally, Avrgr possesses an ablty of such 
  awesome crcumstance, he s loath to use t. He may attempt to 
  remove a person from the pages of hstory tself (an ablty he 
  may use aganst a sngle ndvdual one tme per year, although 
  he may use t aganst as many dfferent ndvduals as he chooses 
  each year). Should Avrgr choose to use ths ablty, hs vctm 
  must save vs. death or be completely erased from the annals of 
  hstory (and, therefore, exstence) n 1d4 rounds. It s because of 
  such actons that the wtnesses to courts of the gods have been 
  known to call Avrgr the God of Ordered Decay. 
  AVeRTeD ONLOOKeR - AVIRGIRI
  PeTTY GODS
  
  15
  Avrgr keeps whatever treasures catch hs eye, and often ds-
  plays examples wthn hs Earthly galleres on the Prme Plane. 
  RELATED ENTRIES: G) Arvirive, Glaria, the Mearra, Merramo-
  rina, Micicara, Nardrea, Ruslivia, Sertetti, Termarr, Tsrura.
  * Please see the entry in this section for the Mearra for informa-
  tion regarding their alignment.
  Azwa (protector of giant stone heads in the wilderness) 
  TITLES: The Protector of Giant Stone Heads in  
   
  the Wilderness, The Head of Heads 
  &	Garrett Weinstein
  F	Thomas Denmark
  SYMBOL: 
  A profile of a seemngly-gant stone head
  ALIGNMENT: 
  Unknown
  MOVEMENT: 
  0' (0')
  ARMOR CLASS: −3
  HIT PTS. (HD): 
  85 hp (15 HD)
  ATTACKS:  
  1 (curse)
  DAMAGE: 
  Petrficaton
  SAVE: 
  M15
  MORALE: 
  12
  HOARD CLASS: Specal
  XP: 
  2,400 
  Scattered throughout the untamed wld places of the world, 
  and takng many dfferent forms, are the mysterous, gant 
  stone heads of Azwa. Just as the orgns of most of these heads 
  has been lost to the shadows of tme, so too are the orgns of 
  ther mysterous protector dety Azwa unknown. Whether these 
  stone heads (and the occasonal stone skull on a mountan) are 
  merely sculpture art or serve as the entrance to an underworld 
  labyrnth, the mark of Azwa s often found somewhere on the 
  outsde (or sometmes just nsde the nose). Wse explorers of 
  the wlderness mght whsper a short prayer to Azwa when 
  happenng upon these hallowed heads.
  Azwa s only known to take physcal form by possessng the 
  stone heads he protects. Rumors say the avatar of Azwa may 
  be called forth ether by an offerng of precous gems (total 
  value needed at DM’s dscreton) or by defacng an edfice un-
  der hs protecton (generally consdered a stupd thng to do). 
  The blessng he bestows s sad to gve one’s skn a hardness 
  lke grante for 3 days afterward (+3 to AC). If dspleased, or 
  defendng/avengng a stone head, Azwa wll curse the offend-
  ng ndvduals wth a horrbly slow curse of petrification (-4 to 
  save vs. petrficaton). 
  An ndvdual so cursed wll mmedately have ther feet turn to 
  stone and be rooted n place. Over a perod of 3 days the curse 
  wll spread upward turnng the rest of ther body to stone. If 
  the curse s completed the body of the new statue wll nstantly 
  crumble to dust, leavng only the head. The curse cannot be 
  undone by the usual means (stone to flesh and remove curse 
  won’t work), but Azwa s sad to be wllng to reverse the curse f 
  placated. Ths mght requre a large offerng of gems, or perhaps 
  reparng a defaced stone head. Azwa has no treasure, but t s 
  also rumored that f a stone head s destroyed whle possessed 
  by hm, the shards can be transmuted nto damonds by an alche-
  mst usng a phlosopher’s stone.
  Azwa Reaction Table
  Modified by +1 per 1,000 gp value of gems offered.
   
  2 
  Friendly: Blesses 1d4 nearby targets.
   
  3-7 
  Indifferent: Blesses 1d4 nearby targets  
  f properly proptated. 
   
  8-10 Neutral: Ignores nearby creatures. 
   
  11 
  Unfriendly: Curses 1d4 nearby targets  
  f not properly proptated. 
   
  12 
  Hostile: Curses 1d4 nearby targets.
  PeTTY GODS
  AVIRGIRI - AZwA
  
  16
  Baj’Lique (petty god of fertility, lasciviousness & lechery) 
  TITLES: The Lascivious Lunatic
  &	Garrisonjames
  F	Richard J. LeBlanc, Jr.
  SYMBOL: 
  A leerng  
   
  baboon n drag
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  90' (30')
  ARMOR CLASS: 1
  HIT PTS. (HD): 
  42 hp (19 HD)
  ATTACKS:  
  2 (specal)
  DAMAGE: 
  3d6/Specal
  SAVE: 
  M19
  MORALE: 
  11
  HOARD CLASS: V, VI
  XP: 
  5,250
  Gbberng obscenely n decrept alleys and beneath the saggng 
  balcones of questonable theaters, Baj’Lque s an odd and thor-
  oughly urbanzed fertlty dety obsessed wth burlesque, ttllaton 
  and drty jokes. A perverse trckster and shapeshfter, Baj’Lque 
  s notorous for havng runed hundreds of reputatons, sown the 
  seeds of scandal and commtted bastardry near and far wth all 
  manner of ntellgent bengs and numerous anmals ether domes-
  tc or wld. Many scholars have attrbuted one or another of the 
  more mprobable hybrd monstrostes plagung the countrysde 
  to the unholy appettes and mschevous escapades of ths glee-
  fully transgressve and demented dety of fecundty. 
  Baj’Lque carres no weapons. Instead he reles upon gule, de-
  cet, or spells. Repulsion, polymorph self, and irresistible dance 
  are among Baj’Lque’s favorte spells (he casts as a 19th level 
  magc-user). Whenever possble, Baj’Lque wll avod harmng 
  others. However, f necessary, Baj’Lque has been known to 
  curse enemes wth lastng mpotence, nconvenent pregnan-
  ces (even f the vctm s male or barren), or even an unnatural 
  nfatuaton that has destroyed more than one poltcal career.
  Barococar (petty god of absurd architecture)
  &	Matt Fischer
  F	Luigi Castellani
  SYMBOL: 
  A golden tablet or statue (see below) 
  ALIGNMENT: 
  Chaotc 
  MOVEMENT: 
  180' (60') 
  ARMOR CLASS: 0 
  HIT PTS. (HD): 
  149 hp (19 HD) 
  ATTACKS: 
  2 (stone fists or weapons) 
  DAMAGE: 
  3d10/3d10 
  SAVE: 
  F15 
  MORALE: 
  10 
  HOARD CLASS: XIV 
  XP: 
  5,496 
  Long hallways leadng to nowhere, nhabted complexes full 
  of deadly traps n man walkways and thoroughfares, magcal 
  rooms wth chessboard floors, entre castles wth nary a sgn of 
  a prvy chamber, sprawlng mult-level complexes of halls and 
  rooms mysterously confined to 340'×440' rooms wth no sgn 
  of support for the celng, huge amounts of pontless bas-relef 
  murals and frescoes, obvously placed secret doors, confound-
  ng mazes whose only ext s ther entrance, fabulous ar-filled 
  cavern dwellngs far below the water table, nexplcably common 
  brdged crevces filled wth hot lava, rooms wth bzarrely angled 
  walls—all these are sgns of the handwork of those nspred by 
  Barococar (treat hs power of nspraton as a quest spell.) 
  Hs symbol s a golden tablet ncsed wth a 34×44 grd or an m-
  possbly ornate statue of a nobleman or ruler. Barococar s sad 
  to manfest to adventurers explorng locatons he has nspred, 
  often n the guse of an ornate statue of some sort of nobleman 
  or ruler adorned wth gems and jewelry, an ornate talkng mr-
  ror, or a ornate tapestry that talks and moves. If Barococar s 
  manfestng as a mrror or tapestry and s attacked, the mrror 
  or tapestry vanshes (roll once on the reacton table at −6 for the 
  accompanyng effect, treatng any result lower than 2 as a 2). 
  The attacks and hp/HD lsted are only for hs statue form. If he 
  s attacked n statue form, Barococar wll, of course, fight back. 
  He also has godlke power to reshape any archtectural structure 
  to sut hs whms, or destroy t by earthquake. 
  Barococar Reaction Table 
   
  2 
  Friendly: Inspres a member of the party  
  (usng an effect exactly lke the Clerc spell quest) 
  to buld an absurd pece of archtecture  
  (any of the strange deas lsted n the text wll do).* 
   
  3-5 
  Indifferent: Reshapes structure n a way that 
  makes thngs easer for the party.
  B
  bAj’lique • bArococAr • bArtleby • bAshiuus •  
  beAst of unbidden chAllenges • behzd • behzd & vydiA •  
  beng • beorl • berenedril • blentry • boden •  
  bogrump • bokrug • boulubek • bubulmAx
  BAJ'LIQUe - BAROCOCAR
  PeTTY GODS
  
  17
  BAROCOCAR - BeAST OF UNBIDDeN CHALLeNGeS
   
  6-8 
  Neutral: Reshapes structure n a random,  
  unecessary way that does not unduly help nor 
  hnder the party.
   
  9-11 Unfriendly: Reshapes structure n a way  
  that makes thngs more dfficult for the party  
  (e.g., closng off access to sought areas,  
  sealng off exts, etc.).
   
  12 
  Hostile: Collapses structure (functons as  
  an earthquake spell).
  * Now you know where all those ‘mad’ dungeon-building 
  wizards come from!) 
  Bartleby (petty god of inactivity) 
  TITLES: Bartleby the Scrivener
  &	Patrick Kennedy
  F	Richard J. LeBlanc, Jr.
  SYMBOL: 
  A qull
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: 9
  HIT PTS. (HD): 
  79 hp  
   
  (18 HD)
  ATTACKS:  
  N/A
  DAMAGE: 
  N/A
  SAVE: 
  M19
  MORALE: 
  10
  HOARD CLASS: N/A
  XP: 
  10,000
  Bartleby the Scrvener s the petty god of those who prefer not 
  to. Legend has t he was once mortal, a member of a monastc 
  order of scrbes. One day he lad asde hs qull and preferred not 
  to do anythng anymore. He even preferred not to eat. Eventually 
  hs materal body ceased operatng, but hs sprt preferred not to 
  de. Thus was a godlng born. Bartleby’s avatar (on the extremely 
  rare occasons he prefers to assume one) resembles a meek, un-
  assumng scrbe of average heght and weght, wth otherwse 
  nondescrpt features. 
  Anyone who even contemplates attackng or otherwse harass-
  ng Bartleby n any way s mmedately overcome by an almost 
  nsurmountable preference not to do so. Only a supreme act of 
  wll (5 consecutve natural 20s on a de wth as many sdes) makes 
  t possble for a character to follow through wth any attack. Bar-
  tleby prefers not to attack or defend hmself. Destroyng Bartleby 
  s mpossble (he prefers not to be destroyed); reducng hm to 
  zero ht ponts smply destroys hs avatar.
  Bartleby Reaction Table
   
  2 
  Friendly: Reples to any and all requests wth,  
  “I would prefer not to.” 
   
  3-5 
  Indifferent: Reples to any and all requests wth,  
  “I would prefer not to.” 
   
  6-8 
  Neutral: Reples to any and all requests wth,  
  “I would prefer not to.” 
   
  9-11 Unfriendly: Reples to any and all requests wth,  
  “I would prefer not to.” 
   
  12 
  Hostile: Reples to any and all requests wth,  
  “I would prefer not to.” 
  Bashiuus (petty god of wine and merriment) 
  &	M.T. Black
  F	Jonahtan McNally
  SYMBOL: 
  Cluster of grapes
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  150' (50')
  ARMOR CLASS: 3
  HIT PTS. (HD): 
  52 hp (10 HD)
  ATTACKS:  
  Specal
  DAMAGE: 
  Specal
  SAVE: 
  F10
  MORALE: 
  10
  HOARD CLASS: XII
  XP: 
  3,200
  Bashuus, the petty god of wne and merrment, appears as a 
  short, round, mddle-aged man wth a fleshy face, red cheeks and 
  laughter n hs eyes. He nvarably has a cup of wne n hs hand. 
  He s often found at celebratons, unnvted and unrecognzed, 
  enjoyng the festvtes and usng hs powers to enhance the wne 
  beng drunk. If encountered n the wlderness, he wll be accom-
  paned by four to sx dryads and a par of ppe-playng fauns. 
  The whole party wll be drnkng, dancng and makng merry. 
  Bashuus can cause thck grape vnes to emerge nstantly from 
  any sol, and these wll be laden wth rpe grapes. He can take a 
  handful of these grapes and squeeze them nto a cup of the very 
  finest wne. He can also enhance the qualty of exstng wne, 
  and turn small amounts of fresh water nto wne as well. 
  Anyone meetng Bashuus for the first tme must save vs. spell 
  or be charmed by hm. If he s attacked, he wll cause vnes to 
  grow up and entangle hs assalants. Those affected must save 
  vs. spell or be held fast for two turns (as hold spell), by whch 
  tme Bashuus wll have fled.
  Bashiuus Reaction Table 
   
  2-5 
  Befriends the PCs.
   
  6-9 
  Ignores the PCs.
   
  10-12 Avoids the PCs.
  RELATED ENTRIES: S) Wineberry.
  Beast of Unbidden Challenges  
  (petty god of random violence)
  &	Nathan Cohen
  F	David L. Johnson
  SYMBOL: 
  None
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  90' (30') 
   
  BURROW: 
  90' (30')
  ARMOR CLASS: −8
  HIT PTS. (HD): 
  100 hp (20 HD)
  ATTACKS:  
  1 (bte)
  DAMAGE: 
  2d10+10 + specal
  SAVE: 
  M25
  MORALE: 
  10
  HOARD CLASS: Specal
  XP: 
  15,000
  PeTTY GODS
  
  18
  The Beast of Unbdden Challenges s the threat of random acts 
  of volence. It s the final act of a person, a government, a world 
  summed up n a cry for help and then blood n the gutters. 
  It has no shrnes. Its clergy s relegated to a handful of people 
  who gather n back alleys and pray for the end. Ther holy rtes 
  nvolve donnng mummer’s masks that look lke monsters (such 
  as goblns, hobgoblns, orcs, and ogres) and assaultng people 
  they find.
  The Beast only demands the fearful tears of sentent creatures 
  as an offerng, so the fathful collect the tears of ther vctms. 
  Not even ts clergy s entrely sure why. The dfferent cults are 
  correspondng by letter, n an ongong and heated theologcal 
  debate about the nature of these offerngs. It s consdered bad 
  form for one cult leader to out another’s hdng spot to the local 
  authortes, but t has happened n the past.
  When the Beast does take a shape t s always n the form of 
  a worm 40' long and 10' wde. The hde of the worm appears 
  to be human flesh wth eyes that cry, mouths that scream, and 
  clusters of har that appear at random ntervals on ts body. A 
  character who s btten by the worm wll stay clamped n ts maw 
  untl they pass a successful Strength check. Durng the worm’s 
  next turn, f t stll has a target n ts mouth, the target s mmed-
  ately swallowed. Its stomach s a pocket dmenson that smulates 
  oblvon. There are ways out. It s consdered to be a great bless-
  ng to be eaten by the worm or crushed beneath ts massve bulk. 
  The worm can only be damaged by magc weapons. 
  When the worm s klled, ts remans dssolve nto 2d20×1,000 
  gold peces.
  Behzd (petty god of lost items) 
  TITLES: He of the Loss and the Lost
  &	Luigi Castellani
  F	Luigi Castellani
  SYMBOL: 
  A set of  
   
  msmatched  
   
  keys held  
   
  by a pece  
   
  of strng
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  90' (30')
  ARMOR CLASS: −1 [+2]
  HIT PTS. (HD): 
  90 hp (20 HD)
  ATTACKS:  
  2 claws/bte or roar/tal
  DAMAGE: 
  1d4/1d4/1d10 or specal/1d8
  SAVE: 
  F20
  MORALE: 
  11
  HOARD CLASS: None on self; XX n the runs of Ku-ehmeth
  XP: 
  7,250
  Behzd used to be a qute powerful god. Currently, hs lfe 
  force s mprsoned n the remans of hs man statue n the 
  swampy runs of Ku-ehmeth. Ths great jade statue used to 
  portray hm as a crowned and lon-headed croccodle. Many 
  of the peces of the statue where taken away by the raders of 
  the Godless Horde, and Behzd barely managed to survve. 
  At ths low pont of hs dvne career, Behzd can do very lttle: 
  he can’t leave the statue and can barely make hmself man-
  fest to anyone wthn 20 feet of the statue. Behzd has lost the 
  power to grant spells to clercs, but stll preserves a sort of 
  dvne omnscence. 
  Across the years, a rag-tag followng has formed around the 
  lon-headed god—the runs of Ku-ehmeth have attracted ad-
  venturers of all sorts, and many rogues have taken a lkng to 
  the jade oracle. Behzd has entrusted hs followers wth the 
  duty to find all the mssng peces of the great statue. Once 
  the statue s rebult, Behzd can agan manfest on ths plane 
  as a lon-headed croccodle. 
  Behzd only be struck by +2 or better weapons. Due to hs d-
  vne nature, Behzd can cast spells as a 15th level clerc, and 
  can cast any clercal detection spell at wll. Behzd can attack 
  front facng enemes twce per turn wth hs claws, and once 
  per turn wth hs bte. Behzd can also use hs tal to strke at 
  enemes to the rear. Once per turn, Behzd can emt a powerful 
  roar; all lvng creatures wthn 120' must save vs. paralyss or 
  suffer weakness (losng 1d6 Strength) for 2d6 rounds. Those 
  wthn 30' are deafened (no savng throw) for 2d6 rounds. Be-
  hzd can only be surprsed on a roll of 1 on 1d6. 
  Behzd currently has no clercs, but theves and fighters of thrd 
  or hgher level who strke a pact wth hm wll be granted the 
  ablty to cast locate item once per day as long as they search 
  for the peces of the statue. Rovng bands of Behzd’s ‘follow-
  ers’ comprse 1d6 first level theves, 1d8 first level fighters and 
  leader of 4th level (50% chance of beng a thef, otherwse the 
  leader wll be a fighter).
  Mssng from the statue are an unspecfied number (optonally, 
  roll 1d20) of jade peces of varyng szes. These chunks of jade 
  have clearly been worked by man, and usually have the form 
  BeAST OF UNBIDDeN CHALLeNGeS - BeHZD
  PeTTY GODS
  
  19
  PeTTY GODS
  BeHZD - BeNG
  of a pece of reptlan anatomy. These pieces of Behzd rad-
  ate magc. After sleepng one nght wth one of them under 
  the pllow, the pece wll reveal ts nature and connecton to 
  Behzd; afterward the owner can use the pece to commune 
  wth Behzd once per week. However, each tme ths power s 
  used, a save vs. spell must be made. If ths save s faled, the 
  character wll attempt to search out the runs of Ku-ehmeth or 
  Behzd followers for a perod of 1d4 days. 
  RELATED ENTRIES: G) Behzd & Vydia, Vydia.
  Behzd & Vydia (twin gods)
  &	Luigi Castellani
  F	Eleanor Ferron
  Legend has t that Vyda and Behzd were born to the dety of 
  the great rver Skarka. Each one became the patron of one of 
  the two ctes facng each other across the rver—Bahar on one 
  bank, and Ku-ehmeth on the other.
  Whereas Vyda was a dety van and fickle (connected to ar, 
  fire, fles, and horses), Behzd was a more somber god (con-
  nected to earth, water, lons, and crocodles).
  A handful of centures ago, however, the Godless Horde came 
  to the rver Skarka n search of a new god of ther own (havng 
  lost thers n a feud wth another trbe of barbarans). The horde 
  beseged the ctes askng the ctzens to surrender ther gods.
  Behzd and hs followers stood true to one another—Ku-ehmeth 
  was sacked and reduced to swampy runs. Even through the 
  ctzens of Ku-ehmeth were klled, and the cty deprved of all 
  ts rches, Behzd survved, lnkng hs own godly lfe-force to the 
  remans of hs great jade statue n the depths of the runs.
  Vyda, by comparson, forsook hs people and accepted the 
  Godless Horde as hs new followers. He left the temple and as-
  sumed mortal form to gude the Godless Horde to a prosperous 
  future. However, Vyda had lost much of hs power n abandon-
  ng so many belevers, and beng apart from the focus of hs 
  power n the great temple.
  Bahar was spared. However, to ths day the cty s wthout a 
  god, and accepts none wthn ts lmts.
  In due tme, the Godless Horde dscovered how untrustworthy 
  Vyda truly s (and feeble compared to hs prevous status), and 
  they abandoned hm. 
  RELATED ENTRIES: G) Behzd, Vydia.
  Beng  
  (petty god of vagabonds and con-artists) 
  TITLES: Beng the Wanderer
  &	Rob Griffin
  F	Jason Sholtis
  SYMBOL: 
  Crcle wth  
   
  two arrows  
   
  drawn through
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: 2
  HIT PTS. (HD): 
  90 hp (14 HD)
  ATTACKS:  
  1 (shank or spell)
  DAMAGE: 
  1d4+4 plus  
   
  specal 
   
  or by spell
  SAVE: 
  T14
  MORALE: 
  12
  HOARD CLASS: See below
  XP: 
  10,000
  Beng the Wanderer s a patron dety of hobos, vagabonds, 
  and con-artsts. Hs symbol s a crcle wth two arrows drawn 
  through t, whch means “ht the road quck” n the secret sym-
  bol language of vagabonds.
  Beng appears as a dark, charmng, rogush human dressed n 
  msmatched, gaudy, and worn clothng. He often tmes trav-
  els n a overloaded covered wagon wth small ron wheels and 
  a potbelled stove belchng smoke from a small ppe comng 
  through the roof. 
  Beng’s appearance on the Materal Plane usually concdes 
  wth a rash of petty larceny, dsappearng madens, and runa-
  way chldren who wll follow Beng for months at a tme before 
  becomng hobos themselves. Beng s always encountered sur-
  rounded by 4d6 such devotees who wll fight to protect hm and 
  can be counted as low level theves for purposes of combat.
  Beng has the abltes of a 14th level thef, and wll only fight 
  f cornered. He fights wth a jeweled shank (dagger) +4 whch 
  deals 1d4+4 damage. Anyone perced by Beng’s shank wll 
  fall asleep mmedately (no save) for 1d6 hours and cannot be 
  awakened by normal means. Beng does not kll hs vctms, but 
  wll rob them of ther most valuable possesson once asleep. 
  He can also cast charm person, knock, invisibility, and sug-
  gestion at wll.
  Beng’s treasure hoard s secreted nto patchwork bag whch 
  acts as a bag of holding, and s hdden n hs wagon. It conssts 
  of thousands of gold peces worth of trnkets, baubles, and jew-
  els he has plundered over the years, along wth random magc 
  tems (as determned by the DM).
  
  20
  Beorl  
  (petty god of honey, mead and beekeepers) 
  TITLES: Beorl the Hivemaster
  &	Alan Brodie
  F	Alexander Cook
  SYMBOL: 
  Stylzed bee n a hexagon 
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  150' (50')
  ARMOR CLASS: 0
  HIT PTS. (HD): 
  66 hp  
   
  (14 HD)
  ATTACKS:  
  1
  DAMAGE: 
  1d6+6  
   
  plus specal
  SAVE: 
  F14  
   
  (poson  
   
  mmune)
  MORALE: 
  10
  HOARD CLASS: XIX
  XP: 
  6,000
  Beorl the Hvemaster s the petty god of honey and mead, and 
  the patron of beekeepers. Hs name s occasonally nvoked 
  around the hearths and campfires of men when horns are host-
  ed and mead s quaffed. “Beorl’s stng” or “Beorl’s strke” are 
  sometmes used as euphemsms for hangovers. 
  Most commonly encountered n pastoral countrysde or pleas-
  ant forest glades, the dety appears as a stocky, almost portly 
  man wth a fuzzy beard and close-cropped, golden-brown har. 
  He wears clothng of the same color. He often hums tunelessly 
  to hmself. 
  Beorl’s demeanor s brsk yet amable, unless provoked to fury. 
  He s always grt wth a broad belt of black leather supportng 
  hs drnkng horn and a short sword. In the Hvemaster’s hand, 
  ths weapon does 1d6+6 damage and anyone struck by t must 
  save vs. poson or suffer agonsng pan for 1d6 full turns. The 
  vctm’s savng throws, attack rolls and damage dce are subject 
  to a −2 penalty for the pan’s duraton. 
  Beorl hmself s mmune to poson of any sort. 
  At wll, once per round, he can summon ether an angry swarm 
  of bees (treat as an nsect swarm of the largest sze) or 2d4 
  gant kller bees (equal chance of ether) to attack hs foes. 
  Moreover, he can cause mead-drunkenness once per day. Ths 
  power resembles the 4th-level magc-user spell confusion n 
  all respects, except that “babblng ncoherently” may nvolve 
  sngng, shoutng, boastng, fallng down, vomtng, and other 
  common effects of extreme ntoxcaton. 
  Beorl may create food and water (as a clerc of 14th level) up to 
  three tmes per day. The food thus created wll be honey-based 
  (e.g., honey-roasted meat and vegetables, sweet pastres, honey 
  cakes, and the lke) and the “water” wll, n fact, be mead. 
  Thrce per day, Beorl may use honeyed words, employng flat-
  tery to “sweet talk” hs way around enttes more powerful 
  than hmself (+2 bonus on reacton rolls f hs vctms fal to 
  save vs. spell).
  Beorl has had numerous colorful adventures, acqurng n the 
  process a reputaton for wt and gule. 
  Beorl Reaction Table 
   
  2 
  Friendly: Creates food and mead for characters.
   
  3-5 
  Indifferent: Creates food and mead for characters 
  f they speak and behave respectfully.
   
  6-8 
  Neutral: Ignores characters.
   
  9-11 Unfriendly: Summons bees to attack characters  
  unless they speak and behave respectfully.
   
  12 
  Hostile: Summons bees to attack characters. 
  Berenedril (petty god of folly, stupidity and blind luck) 
  TITLES: Lord of Folly, Lord of Stupidity and Blind Luck
  &	Terje Nordin
  F	Kevin Chenevert
  SYMBOL: 
  Jester’s hat
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  90' (30')
  ARMOR CLASS: 1
  HIT PTS. (HD): 
  33 hp  
   
  (7 HD)
  ATTACKS:  
  1 (rattle  
   
  or feather)
  DAMAGE: 
  2d8 or  
   
  specal
  SAVE: 
  T8
  MORALE: 
  9
  HOARD CLASS: VI
  XP: 
  790
  Berenedrl appears as a jolly man wearng jester’s clothes and a 
  blndfold. As the Lord of Stupdty and Blnd Luck, he wanders 
  the realms spreadng sllness and foolshness, and seekng to 
  make exstence an absurd joke.
  All who come wthn 20' of the Lord of Folly must save vs. spell 
  or become drunk on the god’s presence. Everyone so affected 
  wll become careless, foolhardy and mpulsve, actng rashly 
  and recklessly. They wll beleve anythng they are told, and 
  wll follow any order or suggeston (short of the mmedately 
  sucdal). These effects last whle they reman wthn 20' of the 
  god, plus one addtonal hour after leavng hs presence. Whle 
  under the effect, any encounters wth hostle bengs automat-
  cally result n surprse. However, all affected characters also re-
  ceve from the god a gft of good luck, allowng them to choose 
  to reroll any 1 de roll durng the followng (game) year.
  Durng a combat encounter, Berenedrl wll spend hs round 
  dong one of the followng (roll 1d6)
   
  Roll Action 
   
  1-3 
  strke wth hs rattle (2d8) 
   
  4-5 
  strke wth hs feather (cure light wounds on target) 
   
  6 
  laugh and dance
  Throughout many lands, t s common to celebrate Fools’ Day, 
  wth people dressng n slly clothes and engagng n all manner 
  of pranks and shenangans. By dong so, t s beleved that the 
  god wll grant good luck rather than bad judgment for the rest 
  of the year. Durng such festvtes, there s a 5% chance that 
  Berenedrl wll make a personal vst.
  RELATED ENTRIES: D) Berenedril’s Hat of Dumb Luck.
  BeORL – BeReNeDRIL
  PeTTY GODS
  
  21
  Blentry (petty goddess of tallies and commerce) 
  TITLES: Old Huffer
  &	Porky
  F	Paul Schaefer
  SYMBOL: 
  An abacus  
   
  strung wth  
   
  constellatons
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: 4
  HIT PTS. (HD): 
  5 hp (1 HD)
  ATTACKS:  
  1
  DAMAGE: 
  1d3
  SAVE: 
  M1
  MORALE: 
  8
  HOARD CLASS: 1d6-1 of  
   
  each con type,  
   
  1d3-1 scrolls,  
   
  1d6 lbs. of  
   
  statonery,  
   
  1d3 lbs. of food
  XP: 
  24
  Blentry, or Old Huffer, s the godlet of the mprobable tally. A 
  dust-cloaked, nk-splattered hob-lke creature, she lves among 
  the rafters and n the wall spaces of the wholesalers, posthouses 
  and harbor offices of a burgeonng regonal hub. There she plays 
  a central role n ts growng commerce and unknowngly gudes 
  an nformaton revoluton.
  Though ntally drawn to the tallyrooms by scraps of food and 
  dregs of stmulant, the cluttered counters, desks and cabnets 
  become ther own attracton. By nght she sets qulls dancng 
  to correct errors, parchment flutterng to mprove filng systems 
  and nk squrtng to refill wells, often borrowng the nnovatons 
  of one clerk to better the work of others. By day she snoozes 
  belly-up, dreamng brghtly of new forms of statonery and the 
  sparks of outlandsh cybernetc structures.
  Every evenng the offerngs are left and every mornng foreheads 
  are struck n realzaton, whle belef n ths benevolent repre-
  sentatve of expanson grows and spreads wth the multplyng 
  shpments. Opponents of the fath are quckly found gulty of 
  complex fraud, tax avodance, embezzlement, struck wth exor-
  btant blls, or smply found to be bankrupt.
  Blentry s deeply nterested n new forms of knowledge and 
  means of classficaton and wll trade methods wth those she 
  grows to trust. Blentry herself knows the followng spells, can 
  learn more and can cast any once per day as f a 5d4th level 
  magc-user: animate implements, convey knowledge, conjure 
  buffer, describe value (see Spells secton for complete descrp-
  tons of each).
  In self-defense, Blentry wll often extract a full understandng 
  of combat from an attacker’s body, anmate the weapons they 
  carry, then convey to t the knowledge necessary to turn on ts 
  former owner.
  RELATED ENTRIES: S) Animate Implements, Convey Knowl-
  edge, Conjure Buffer, Describe Value.
  Boden (petty god of the soil)
  &	Eric Campbell
  F	Eric Campbell
  SYMBOL: 
  Wrthng worm
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  60' (20')
   
  BURROW: 
  120' (40')
  ARMOR CLASS: −2
  HIT PTS. (HD): 
  200 hp  
   
  (30 HD)
  ATTACKS:  
  1 (bte,  
   
  grapple,  
   
  crush or  
   
  swallow)
  DAMAGE: 
  1d10 or 1d12/rd. or 1d20/rd. or 2d20/rd.
  SAVE: 
  F20
  MORALE: 
  10
  HOARD CLASS: XIII, VII (all tems wll be tarnshed  
   
  and encrusted wth/n drt)
  XP: 
  9,000
  Boden appears to most as a massve earthworm as large as 
  a man. Anthropomorphc n shape wth humanod, tentacled 
  lmbs, Boden strkes fear n most by hs appearance alone. 
  Boden’s skn s pnk n color, wet and covered n mucus and 
  slme. Hs eyes appear to have dual pupls and flcker wth 
  strange, almost unearthly colors. Hs segmented body contans 
  no bones but s supported by powerful muscular rngs.
  Boden s a master at the art of stealth, never wll he be put n 
  a stuaton where he has to fight n drect combat. If forced, 
  Boden attacks wth a bte from hs powerful sucker-lke mouth. 
  If he hts a target he wll then attempt to strke the target n a 
  grapple wth a +2 modfier. Next, Boden wll begn to crush 
  and squeeze the target dong 1d20 ponts of damage per round 
  untl the grapple s broken wth a save vs. petrficaton at +10. 
  Fnally Boden wll attempt to swallow hs target after 4 rounds 
  f the vctm has not broken free from the crush attack. Boden’s 
  powerful stomach acds do 2d20 ponts of damage per round 
  wth no saves. The only way to escape at ths pont s for Boden 
  to be defeated and then the vctm to be cut from hs body.
  Boden does not favor worshpers nor does he draw on a cult of 
  any sort, however, creatures the lve n the sol ncludng some 
  ntellgent plants and funguses obey Boden wthout queston. 
  Boden s honored and called upon at tmes by some less than 
  lawful farmers for varous reasons, to nclude farmers wshng 
  to have good yelds come harvest or petty revenge on negh-
  borng farms. Boden can curse or bless farmland on a whm 
  and as the mood strkes hm. Boden s also called upon when 
  someone loses objects n the drt and muck. Boden tends to 
  clam everythng lost whether he knows of t or not, but has 
  been known to be swayed at tmes.
  Summonng Boden to ad oneself always requres a blood sac-
  rfice of an ntellgent lawful creature, then the sacrfice must 
  be bured n a shallow grave. If Boden feels the sacrfice was 
  worthy he wll appear after the first full day of ran on the spot 
  of the grave. He s always accompaned by several gant-szed 
  worms of demonc power; he has always scouted the area, 
  wary of traps and ambushes.
  PeTTY GODS
  BLeNTRY – BODeN
  
  22
  Bogrump  
  (petty god of turnips) 
  TITLES: Bogrump Turnip Head;  
   
  The Turnip Lord
  &	Chris Tamm
  F	Eleanor Ferron
  SYMBOL: 
  A humble  
   
  turnp
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  180' (60')
  ARMOR CLASS: −2
  HIT PTS. (HD): 
  85 hp (18 HD)
  ATTACKS:  
  1 (wooden  
   
  sword or  
   
  strangle)
  DAMAGE: 
  4d6
  SAVE: 
  F18
  MORALE: 
  8
  HOARD CLASS: d1000 
   
  +100 turnps
  XP: 
  11,000
  Bogrump the Turnp Lord was carred from lands far away. Hs 
  holy flesh sustans beasts over wnter, makng t unnecessary 
  to slaughter most lve stock before wnter. Ths frees labor tme 
  and ncreases local wealth, gvng men more tme and money to 
  spend at war. Bogrump s a hdeous swollen-faced humanod, 
  often emboded n a scarecrow wth a carved turnp head. He 
  stalks and ambushes the unworthy, especally at nght (surprsng 
  on a 1-4 n daylght, and on a 1-5 at nght, on a 1d6).
  Ths petty god strkes wth a crude wooden sword for 4d6 dam-
  age, but he wll attack loners by strangulaton wth 19 Strength 
  nflctng the same damage. He may also turn 3d10 turnps n 
  a field nto hs turnp sprte servtors (turnp-headed goblns) to 
  ad hm once a day. He heals one hp for every turnp he eats 
  and can eat 1d6 per round f n a heap or one f he has to dg 
  them up.
  Bogrump may bless a turnp field to be 10% more frutful or 
  to make a full turnp cellar last a season weevl, worm, and 
  rot free. Sometmes a maden s marred to a scarecrow of 
  Bogrump, and the lucky couple spend a nght n the barn alone. 
  A vrtuous humble maden who pleases Bogrump has healthy, 
  trouble-free chldbrth for ever more, and produces large healthy 
  (slghtly lumpy) twns three months after the marrage. Van or 
  egotstcal madens are blessed wth a swollen purple turnp-lke 
  face and the other brthng benefits. Madens are free to marry 
  any of ther choosng after Bogrump has had hs turn. He may 
  avenge these madens f they are harmed.
  Stores tell of Bogrump’s gant turnp house, and hs varous 
  clumsy and moronc turnp-headed servants. Some tell of hm 
  keepng spare heads n brne, wth dfferent personaltes and 
  varous comedc head swappng antcs. Most stores are funny, 
  and some are downrght scary. Tellng stores over turnp soup 
  or wne or mash s hs preferred worshp. He ncludes pumpkn, 
  squash, swedes, carrots and others as hs kn.
  RELATED ENTRIES: D) Divine Turnip of Glory.
  Bokrug (petty god of millennial revenge*) 
  TITLES: The Great Water Lizard, The Doom of Sarnath 
  AFFILIATIONS: Cthulhu
  &	Nicolas Senac
  F	Mike Clarke
  SYMBOL: 
  A gbbous moon
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  60' (20')
  ARMOR CLASS: 0
  HIT PTS. (HD): 
  120 hp (35 HD)
  ATTACKS:  
  1 (bte or spell) + gaze
  DAMAGE: 
  4d6 + specal
  SAVE: 
  M30
  MORALE: 
  12
  HOARD CLASS: None
  XP: 
  5,250
  The general appearance of Bokrug’s dols s that of very large 
  lzards or blue-green guanas (though no one knows the realty). 
  The fact that Bokrug s one of the great old ones suggests that 
  ts appearance s truly dsturbng, to the pont of maddenng 
  mere mortals (perhaps a terrfyng octopus-headed lzard wth 
  tentacles, or even worse). 
  Ths god dwells n the depths of a vast stll lake that s fed by 
  no stream, and out of whch no stream flows. Ths strange lake 
  s opaque and green as the damnable msts that rse above t, 
  and the water level fluctuates wth the phases of the moon, 
  revealng sometmes snster runs and half-bured monolths of 
  another tme. Wanderng through the haze can lead to a hor-
  rble death. Frst, a sea-green stone dol chseled n the lkeness 
  of Bokrug lays bured n the rushes of the marsh. Woe to the 
  man who finds t, for the dreaded god wll vst that fool on the 
  next gbbous moon. Second, ghosts of the bengs of Ib roam on 
  the shores of the lake, seekng prey to scare to death.
  Bokrug les half-covered by sedments at the bottom of the lake. 
  In a deep sleep, he wll not awake untl the moon s gbbous, 
  and black clouds descend from the nclement sky. It s only 
  then that he s vulnerable and can hurt those who dare enter 
  the dark waters. Hs man vrtue s almost nfinte patence, 
  especally n dealng wth affronts that are done to hm and 
  BOGRUMP – BOKRUG
  PeTTY GODS
  
  23
  hs meager worshp, for Bokrug can wat for centures before 
  manfestng hs dvne wrath upon the unaware.
  Bokrug’s gaze (usable at wll) has the same effect as the spell fear. 
  He also possesses the followng spell-lke abltes: wish (1× every 
  other year, used to punsh those who offend hm), confusion (2× 
  per day), hold person (3× per day), and telepathy (at wll).
  Bokrug Reaction Table 
   
  2 
  Antagonistic: Curses PCs (uses wish to brng 
  them future trouble).
   
  3-5 
  Indifferent: Does not nteract wth the PCs,  
  but hs gaze remans dangerous. 
   
  6-8 
  Neutral: If the PCs are Chaotc,  
  he telepathcally suggests they revere hm.  
  Otherwse, treat result as “Indfferent”.
   
  9-11 Unfriendly: Attempts to drve the PCs nto  
  fearful nsanty wth hs gaze.
   
  12 
  Antagonistic: Attacks the PCs. 
  RELATED ENTRIES: M) Being of Ib.
  Boulubek  
  (petty god of lost idols)
  &	Keith Sloan
  F	Andrew Walter
  SYMBOL: 
  Small dol held n an  
   
  outstretched hand
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  240' (80')
  ARMOR CLASS:  -2
  HIT PTS. (HD): 
  90 hp (19 HD)
  ATTACKS:  
  Specal
  DAMAGE: 
  Specal
  SAVE: 
  F18
  MORALE: 
  8
  HOARD CLASS: XII
  XP: 
  8,000
  Boulubek s the god of lost dols. It s hs task to reunte lost dols, 
  relgous statuary, and holy symbols wth ther fathful, regard-
  less of ther algnment, pantheon, or other consderaton. He s 
  not worshped by mortals. Rather, he s essentally a servant of 
  all other gods, ensurng that ther dols and other paraphernala 
  find ther way back to ther rghtful place when lost. Boulubek 
  s agnostc when t comes to quarrels among the gods, and per-
  forms hs functon wthout regard to the algnment of the gods 
  assocated wth the lost dols. Hs prmary functon s to recover 
  dols that are lost or forgotten; thus, he wll not attempt to re-
  cover them from theves or those that smply find and keep 
  them. He wll return recovered dols to the approprate temple 
  or group of fathful secretly, wthout leavng any ndcaton of 
  how they came back. Many of these returns are falsely attrb-
  uted to the gods of the dols.
  Because of the nature of hs servce, other gods leave Boulubek 
  alone, and have even been known to ad hm at tmes. He pre-
  fers to avod combat, and wll use stealth, speed and magc to 
  avod t at all costs. At wll, he can teleport without error, fly, 
  turn invisible, and shrink to 1" hgh and back. 
  Boulubek appears as a squat human, somewhat under 5' tall. He 
  s baldng, pudgy, and usually has a dull grn on hs face maskng 
  hs true nature and ntellgence. Hs clothng conssts of dusty 
  and tattered robes of red wth ndecpherable runes on them. He 
  s by nature a knd and gentle god. The more obscure and weak 
  the god of the lost dol, the more nterested n returnng t he 
  becomes, feelng compasson for the weaker sorts of gods. 
  Bubulmax  
  (petty god of adventurers and muscles)
  &	Tim Stephens
  F	Ryan Browning
  SYMBOL: 
  A sx pack  
   
  of abs
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  60' (20')
  ARMOR CLASS:  2
  HIT PTS. (HD): 
  54 hp (9 HD)
  ATTACKS:  
  2 (mghty  
   
  fists of  
   
  power)
  DAMAGE: 
  1d6+2/1d6+2
  SAVE: 
  F11
  MORALE: 
  12
  HOARD CLASS: See below
  XP: 
  3,500
  Bubulmax s the dety of the mghty thewed, those who venture 
  forth n lfe strong of lmb, strong of sprt and adequately oled 
  up. Bubulmax frowns upon weaklngs and spreads hs gospel of 
  muscular phlosophy amongst the rowdy and bosterous of the 
  lands. He s often called upon by partcpants n tavern brawls, 
  arm wrestlng contests and sometmes compettve eatng com-
  pettons. Bulbulmax wears no armor except a scraggly loncloth 
  and hs only possesson/treasure s a girdle of ogre strength 
  (whch he swears he doesn’t really need).
  Bubulmax Reaction Table 
   
  2-4 
  Bulbulmax slaps the pettoner heartly on  
  the back, psychng the target up and ncreasng 
  target’s “to ht” and saves by +2 for 24 hours.
   
  5-8 
  Bulbulmax s less mpressed. Strkng a  
  muscular pose meant to be an example of  
  physcal awesomeness, he grants vewers  
  mmunty to fear effects for 1d3 hours.
   
  9 
  Nothng. Bulbulmax leaves, bored wth hs  
  pettoners’ overall look.
   
  9-11 Attempts to drve the PCs nto  
  fearful nsanty wth hs gaze.
   
  10-12 Dspleased at hs audence’s physcal form,  
  Bulbulmax shouts nvectves n the ancent 
  tongue of Gymnuvexan, cursng hs target 
  wth large bulky muscles that slow the 
  bearer down, but grant no addtonal boost 
  n Strength. The PCs’ movement s reduced 
  by one-thrd, and there s a 15% chance 
  clothes and armor no longer fit. A remove 
  curse spell can rd one of ths state. 
  PeTTY GODS
  BOKRUG – BUBULMAX
  
  24
  Chaugnar Faugn  
  (petty god of the desert plateau of Tsang*) 
  TITLES: The Elephant God, The Horror from the Hills 
  AFFILIATIONS: Cthulhu
  &	Richard J. LeBlanc, Jr.
  F	Richard J. LeBlanc, Jr.
  SYMBOL: 
  Snub dodecahedron
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  240’ (80’)
  ARMOR CLASS: −7 [+3]
  HIT PTS. (HD): 
  145 hp (22 HD)
  ATTACKS:  
  1 (blood dran or trample or curse)
  DAMAGE: 
  2d6 (blood dran) or 4d8 (trample) or death
  SAVE: 
  F22
  MORALE: 
  11
  HOARD CLASS: XV, XVII
  XP: 
  10,000 
  Chaugnar Faugn, The Elephant God, The Horror from the 
  Hlls, the god of the desert plateau of Tsang, s a terrfyng 
  abomnaton amalgamatng the worst elements of elephant, 
  man, and octopus. Travelng eons ago from an alternate dmen-
  son (possbly n another form), upon hs arrval to the plateau, 
  he found only the smplest of amphbans lvng there. From 
  them, he created the mr-ngr as hs servtors. It s the mr-
  ngr who, ages later, mated wth early humans to produce the 
  Tcho-Tcho people who now call the plateau ther home. Whle 
  t s rumored that Chaugnar Faugn s smply another name for 
  the god Ganesha, the benevolent nature of Ganesha and the 
  egostc and unwttngly malevolent* nature of Chaugnar Faugn 
  would suggest otherwse. 
  Although the appearance of Chaugnar Faugn s dsturbng 
  and perverse, and hs sensbltes as malgn as a gorgon, he 
  nonetheless exudes a buddhc calm. In fact, when he s ‘dor-
  mant’, hs skn s so stone-lke and hs demeanor so stll, that 
  he appears as a statue (from a casual glance of the god whle 
  dormant, t s mpossble to dscern the dfference between a 
  statue or dol of Chaugnar Faugn and the god hmself). When 
  Chaugnar Faugn “awakens”, he does so to drnk the blood of 
  hs devotees through means of hs lamprey-lke “trunk”.
  Even though hs massve sze would suggest a lumberng walk, 
  Chaugnar Faugn s qute swft. More nterestngly, he leaves 
  phosphorescent tracks behnd hm (whch persst for approx-
  mately 1 turn before losng ther phosphorescence). 
  Durng combat, a successful attack wth hs trunk results n the 
  vctm losng 2d6 hp per round (due to blood dran) untl the 
  vctm s dead or Chaugnar Faugn has been klled, rendered 
  unconscous, or banshed. Hs stone-lke hde provdes hm an 
  mpressvely low Armor Class (-7), and weapons wth enchant-
  ments of +3 or greater are requred “to ht” Chaugnar Faugn. 
  Durng any gven round, Chaugnar Faugn may cast hs curse 
  (Curse of Chaugnar Faugn) aganst a sngle target. The target 
  must save vs. death or de (of a heart attack). A successful sav-
  ng throw results n a permanent loss of 1d6 hp (due to the tear-
  ng of the heart). Chaugnar Faugn may only use ths aganst a 
  partcular target one tme per day (though he may use t aganst 
  as many dfferent targets as he wshes any gven day).
  Chaugnar Faugn s able to communcate telepathcally wth any 
  amphban creature or humanod wthn 360'. Any such crea-
  ture that he contacts wll also be charmed automatcally (no 
  savng throw). Addtonally, any amphban creature under hs 
  charm receves a +3 morale bonus whle fightng on behalf of 
  Chaugnar Faugn.
  Chaugnar Faugn Reaction Table
  If Chaugnar Faugn is hungry, he will  
  attack immediately (no reaction roll) using his trunk  
  and attempting to drain 40 hp worth of blood.
   
  2 
  Friendly: Remans dormant.
   
  3-5 
  Indifferent: Remans dormant but prepares  
  to use hs curse f threatened.
   
  6-8 
  Neutral: Remans dormant but commands all 
  amphban creatures wthn 360' to attack.
   
  9-11 Unfriendly: Commands all amphban creatures 
  wthn 360' to attack, summons 1d10 mr-ngr, 
  and attacks (trample). 
   
  12 
  Hostile: Commands all amphban creatures 
  wthn 360' to attack, summons 1d10 mr-ngr, 
  and attacks (first usng hs curse vs. each opponent, 
  then tramplng any survvors).
  * He has no regard for the concepts of good and evl.
  RELATED ENTRIES: M) Miri-Nigri.
  C
  chAugnAr fAugn • chel-kloth • chelk & jodj • chicxulub • choozwiz •  
  chu-bu • chulg • churfAz • clAvibor • clerchAd • clobrek • coproliAs •  
  corotus thAlliAn • crom  • cthulhu • cunniAn • curdle • cuvoun
  CHAUGNAR FAUGN
  PeTTY GODS
  
  25
  Chel-Kloth  
  (petty goddess of the Dark Lake*) 
  TITLES: The Lady of the Dark Lake
  &	David Haraldson
  Sources dscussng Chel-Kloth are ancent, few, and fragmen-
  tary. A sngle verse of the epc “Tale of the Sun’s Return” 
  relates how the petty god—a monstrous hybrd of spder and  
  cephalopod—rebelled aganst the Sun and Moon. The two  
  detes defeated “Her” and, refusng to submt to ther rule, 
  Chel-Kloth and her dscples fled to the deepest and darkest 
  parts of the world. Snce then, “She” has dwelt n The Dark 
  Lake, attended by myrads of “Her” sghtless and aetolated fol-
  lowers, plottng to avenge “Her” self-mposed exle. Four lnes 
  of “Lost Delver Stew”, sung by gobln parents to ther whelps, 
  warn aganst strayng too far from home lest they chance upon 
  Chel-Kloth’s lar. There, the godlng (a lumnous human mad-
  en) drowns dsobedent chldren n the lake’s cold waters. And, 
  n the Northern Wastes, an antque boundary marker nvokes 
  Chel-Kloth as wronged sster of the Sun and the Moon, mplor-
  ng her to take pty on and grant sanctuary to all those fleeng 
  tyranny. On the weathered stone, above the nscrpton, s a 
  carvng of a mddle-aged woman wth a kndly expresson, the 
  left sde of whose face s burned, as by a terrble fire. 
  Only those who reach the Dark Lake’s shores wll dscover 
  whch, f any, of these representatons of Chel-Kloth s true.
  RELATED ENTRIES: M) Sir Daraneolus.
  Chelk & Jodj  
  (Chelk: petty god of stains; Jodj: petty god of vandals) 
  TITLES: (Chelk only) Chelk The Unwashed, The Grimebringer
  &	Justin Dunnuck
  F	Dungeon of Sketch
   
  Chelk 
  Jodj
  SYMBOL: 
  A smudged 
  Any other god’s symbol, 
   
  palm prnt 
  but broken n two
  ALIGNMENT: 
  Neutral 
  Chaotc
  MOVEMENT: 
  45' (15') 
  180' (60')
  ARMOR CLASS: 3 
  −2
  HIT PTS. (HD): 
  56 hp (10 HD) 
  90 hp (15 HD)
  ATTACKS:  
  1 (touch) 
  2 (weapon or touch)
  DAMAGE: 
  1d6 + specal 
  by weapon, 1d6 + specal
  SAVE: 
  C15 
  T15
  MORALE: 
  9 
  7
  HOARD CLASS: I 
  XIV
  XP: 
  2,400 
  5,100 
  “Without imperfection, there can be no perfection.”
  Such s the ethos emboded by the twn gods Chelk, the petty 
  god of stans, and Jodj, the petty god of vandals. Chelk repre-
  sents the slow, gradual wear-and-tear caused by the elements 
  and blnd luck; Jodj, though, sgnfies mmedate, vsceral m-
  pulses of caprcousness—he’s the chld’s temptaton to pull an 
  anmal’s tal; the hoolgan’s need to throw a rock through an 
  ornate cathedral wndow; the barmad’s urge to spt n an unruly 
  patron’s drnk.
  Chelk (also known as Chelk The Unwashed, and The Grme-
  brnger) s embraced by the desttute and downtrodden who 
  cope wth ther lot n lfe by belevng they are part of a greater 
  dvne plan. He appears as a rumpled, bedraggled male n hs 
  late teens, wth a spotty complexon and greasy har. Wthn 
  100' of hs presence, the ar becomes musty and heavy wth 
  humdty (makng t mpossble for hm to Surprse anyone), and 
  any paper/parchment/scrolls wthn ths radus have a 50% 
  chance per mnute of beng runed wth spontaneous growths 
  of mldew.
  He s not a combatant, and wll attempt to parley hs way out of 
  physcal confrontatons. If forced nto battle, hs touch causes  
  mnmal damage, but nflcts a curse on the target’s person 
  and gear—clothng becomes dscolored, jewelry/metal begns 
  to tarnsh, and weapons start to corrode, resultng n a loss of 
  1d4 Charsma ponts per week untl lfted. Furthermore, the 
  tems themselves become useless at the end of 1d4 weeks. 
  Changng nto new garb and/or buyng new equpment just 
  delays the nevtable—the process starts up agan a week after 
  beng worn/acqured.
  Chelk’s general ar of melancholy s at drect odds wth the mp-
  sh, dangerous demeanor of hs brother, Jodj. Jodj looks many 
  years younger than hs twn, and appears as a ruddy-faced ado-
  lescent wth a perpetual sneer and flckerng, beady eyes.
  Jodj s unpredctable n combat, as he s always armed wth a 
  dfferent weapon—sometmes he uses proper armaments, but 
  other tmes mplements slngshots, thrown rocks, flamng vals 
  of ol, and even rotten eggs. Hs touch s far more dangerous, 
  however, as t degrades the enchantments of magcal tems and 
  equpment—tems wth combat bonuses lose −1 effect pont 
  (ex: a +3 sword becomes a +2 sword), and those wth charges/
  doses lose 1d4 n quantty per strke. Fortunately, Jodj s rather 
  cowardly, and flees when combat turns aganst hm.
  PeTTY GODS
  CHeL-KLOTH – CHeLK & JODJ
  
  26
  Jodj has no dvne symbol of hs own; nstead, hs followers 
  (mostly bored, wayward teenagers, and poltcal anarchsts) 
  take the mage of any other local dety’s symbol and ‘break’ 
  t…meanng they (and often Jodj hmself) ncur the dvne wrath 
  of a god nsulted n ths manner.
  Chelk Reaction Table 
   
  2-3 
  Talkative/Helpful
   
  4-10 Neutral/Indifferent
   
  11-12 Hostile: Wants to nduce humlty. May attack.
  Jodj Reaction Table 
   
  2-3 
  Mirthful/Helpful
   
  4-6 
  Impish
   
  7-11 Mean-Spirited: May Attack.
   
  12 
  Hostile: Attacks.
  Chicxulub (petty god of decaying orbits) 
  TITLES: Goddess of Decaying Orbits, The Star Scribe,  
   
  Home-Maker, Mother of Craters
  &	John Everett Till
  F	Juan Ochoa
  SYMBOL: 
  A hunchbacked crone  
   
  crowned by a fire-and-smoke serpent*  
   
  whch s crowned by a star
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  60' (20') as crone (walk) 
   
  320' (120') as serpent (fly)
  ARMOR CLASS: 4
  HIT PTS. (HD): 
  105 hp (26 HD)
  ATTACKS:  
  1 (as crone: spell or burnng touch)
  DAMAGE: 
  by spell or 1d12
  SAVE: 
  M22
  MORALE: 
  10
  HOARD CLASS: Lttle treasure other than rare metals  
   
  found scattered n an mpact crater
  XP: 
  9,250 
  Chcxulub, the Goddess of Decayng Orbts, s a daughter of 
  the Moon Goddess and a forgotten star-god of a better age. 
  In ancent tmes she was assocated wth Law, snce n those 
  tmes, the movements of most celestal objects were stable and 
  unchangng. Indeed, Chcxulub was known as the Star Scrbe, 
  an assstant to the Moon Goddess and the Wse God, and a 
  frend to astrologers. She helped astrologers predct the move-
  ment of the stars and planets n the firmament, as well as m-
  portant conjunctons. 
  However, n ths age of nstablty and declne, Chcxulub s 
  assocated wth Chaos and the many celestal objects whose 
  orbts are unstable. She nudges space rocks, rogue moons, ru-
  ned arks from other worlds, and other celestal effluva onto a 
  collson course wth the world. A varety of alen creatures call 
  her the Home-Maker and Mother of Craters; some bargan wth 
  her for safe passage down to earth, rdng the rocky objects 
  down to the planet n cocoons spun of fire and smoke. These 
  arrvals often make ther dwellng place n collson craters on 
  land or n the ocean’s depths. Any summonng of the goddess 
  wll be accompaned by an escort of 1d12 of these creatures 
  (who have 1-2 HD each). Chcxulub s easest to summon n a 
  collson crater mmedately after the fall of a celestal object. 
  She most often manfests wthn and just above the collson 
  crater as a serpent of smoke and fire. 
  Chcxulub s worshpped by chaotc cults who seek to ran 
  down run on cvlzed lands, sorcerers who seek her assstance 
  to heghten the potency of ther spells through manpulaton 
  of lesser celestal objects, as well as by actuaral wzards who 
  wsh to predct and wherever possble deflect potental dsasters 
  away from strkng the assets of ther patrons. Chcxulub also 
  has a followng among blacksmths and metallurgsts, and may 
  choose to help one of the fathful n findng fallen star metal.
  Under the sgn of her mother, the Full Moon, Chcxulub may 
  also be summoned forth from any unworked rock or metal that 
  has crashed to the planet. She wll manfest for 1d10 rounds as 
  a dmnutve hunchback crone wth red-ember-eyes and searng 
  black metallc skn. Strkng her skn wth a metal rod wll cause 
  flakes of skn to fall off as she moves. These metallc flakes 
  reman forever hot, and can be placed n a farmer’s fields, on a 
  wooden floor, or on a straw roof to start a fire. They also make 
  partcularly nasty caltrops.
  Chcxulub s able to use the followng abltes at wll: meteor 
  swarm, move earth, earthquake.
  Chicxulub Reaction Table
  Chaos-aligned astrologers, as well  
  as blacksmiths and metallurgists,  
  may subtract −1 from their roll.
   
  2 
  Friendly: Offers a boon such as the locaton  
  of a large cache of star metal or the date/tme  
  and locaton of an mpendng meteor shower  
  or dsaster, or the command of 1d6 of ts alen 
  servants for one week.
   
  3-5 
  Indifferent: Offers the PCs the nhalaton of  
  her serpent fire-smoke substance. Save vs. breath 
  or experence 1d4 hours wth hallucnatons of 
  careenng stars and planets. Inhalng the substance 
  of the goddess also confers the locaton of a small 
  cache of star metal, or the command of one of ts 
  alen servants for 24 hours.
   
  6-8 
  Neutral: gnores nearby PCs. 
   
  9-11 Unfriendly: uses move earth  
  to create barrers between  
  herself and the PCs.
   
  12 
  Hostile: attacks the PCs. 
  *As exemplified by  
  Mesoamerican vision serpents 
  RELATED ENTRIES:  
  M) Tzitzimine.
  CHeLK & JODJ – CHICXULUB
  PeTTY GODS
  
  27
  Choozwiz (petty god  
   
  of non-magical crossroads)
  &	Rorschachhamster
  F	Eugene Jaworski
  SYMBOL: 
  A toppled sgnpost
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  90' (30')
  ARMOR CLASS: −1
  HIT PTS. (HD): 
  54 hp (12 HD)
  ATTACKS:  
  1 (walkng stck)
  DAMAGE: 
  1d6 + specal
  SAVE: 
  F12
  MORALE: 
  8
  HOARD CLASS: XIII
  XP: 
  3,600 
  Crossroads are magcal places of transton—to choose a d-
  recton s to choose your fate. Death or glory, all depends on 
  the choce you make. But sometmes, very rarely, there s a 
  crossroad wthout meanng. Be t that all roads lead to dull and 
  rrelevant locatons n the grand scheme of thngs, or that they 
  are reuntng soon after. Choozwz s the god of these places.
  For the most part, Choozwz s a god unnterested n mortal 
  affars, but he s very protectve of the few places n the world 
  he sees as hs own doman. More than one would-be lord of a 
  manson or hold to be constructed at a road leadng from one of 
  “hs” crossroads was smacked by hs cursng Walking Stick of 
  the Lost (see Divine Items). He s not very powerful, and t s 
  relatvely easy to bully hm away or to appease hm by construct-
  ng pontless ntersectng roads n mostly unnterestng terran.
  Choozwz’s appearance s that of an ugly peasant n smple garb 
  wth three feet pontng n dfferent drectons, speakng wth a 
  hgh-ptched, whnng voce, that seems to come from every d-
  recton at once. He s never seen wthout hs walking stick and 
  s not known for beng worshpped apart from the occasonal 
  appeasement offerngs of pontless roads mentoned above. Even 
  though Choozwz hates magc and magc-users almost as much 
  as muscans, he s able to teleport at wll to every non-magcal 
  crossroad nstantly, and to become invisible up to 4 tmes a day.
  RELATED ENTRIES: D) Walking Stick of the Lost.
  Chu-bu (petty god of the mahogany idol*)
  &	Keith Sloan
  F	Jason Sholtis
  SYMBOL: 
  Smokng brazer
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  0' (0')
  ARMOR CLASS: 2
  HIT PTS. (HD): 
  38 hp (8 HD)
  ATTACKS:  
  Specal
  DAMAGE: 
  Specal
  SAVE: 
  F8
  MORALE: 
  9
  HOARD CLASS: XI
  XP: 
  1,000 
  Chu-bu s an ancent god bound nto the form of an ancent dol 
  of polshed mohagany. He s ncapable of leavng ths form, 
  and thus cannot move. He s always aware of what s occurrng 
  wthn sght and hearng. Addtonally, he can use ESP at wll to 
  probe the thoughts of those wthn sght. Further, he s able to 
  project thoughts to those nearby, though he can only transmt 
  short sentences or phrases, not complex deas. 
  He s a lazy and dull god, content to receve offerngs of maze 
  and burnng fat from hs worshpers. He s, however, also a pet-
  ty and jealous god, and hs re may be awakened f he feels that 
  hs worshp s beng slghted n any way. Such transgressons 
  wll stoke hs anger, whch s not easly assuaged though hs 
  ablty to respond s lmted. He may, once per week, attempt 
  to create a mnor earthquake whch wll cause the local area 
  to shake slghtly, but cause lttle or no damage. Such attempts 
  have only a 10% chance of succeedng; f t fals, he cannot at-
  tempt another one for a full week. Addtonally, f a worshper 
  shows partcular deference, there s a 10% chance that Chu-
  bu wll perform a mnor mracle to benefit the worshper. Ths 
  mracle may consst of ncreased luck (+1 to ht, damage and 
  savng throws for a day), the findng of a mnor treasure (no 
  more than 50 gp n value), or 1d4 ht ponts of healng. Such 
  mracles can only be provded by Chu-bu once per day.
  Chu-bu s so petty and sedentary as to be all but forgotten by 
  other gods. However, he does have a sngle enemy of note, 
  Sheemsh, a newer dol of dyed red wood. The two gods are 
  evenly matched n both power and pettness, and ther hatred 
  of one another s undyng.
  Chulg (petty god of heptagonal objects)
  &	Thomas Fitzgerald
  F	Thomas Fitzgerald
  SYMBOL: 
  Neuss constructon  
   
  dagram of the  
   
  nteror angles of  
   
  a regular heptagon
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  30' (10')
  ARMOR CLASS: −3 [+1]
  HIT PTS. (HD): 
  56 hp (7 HD)
  ATTACKS:  
  See below
  DAMAGE: 
  See below
  SAVE: 
  See below
  MORALE: 
  12
  HOARD CLASS: Nl
  XP: 
  1,100 
  If certan ancent malachte funerary ornaments are dsturbed 
  when the moon s gbbous, there s a 4% chance that Chulg wll 
  descend through a cartlagnous rft from seven-dmensonal 
  pseudo-space, arrvng n 1d4 rounds. Upon arrval, Chulg wll 
  recte a seres of charges aganst the offender wth a hdeous 
  voce that sublmates realty, causng the ar to burn wthn 60' 
  and causng 2d8 damage per round to anyone wthn that ra-
  dus (no savng throw). The rectaton wll last 3d4 rounds, after 
  whch Chulg wll return to ts place of orgn for 3d100 years.
  Chulg’s vsage s so utterly loathsome as to cause fear (as a 7th-
  level magc-user) to anyone that looks upon t.
  PeTTY GODS
  CHOOZwIZ – CHULG
  
  28
  Chulg s mmune to non-magcal weapons and all spells of less 
  than thrd level. Otherwse, Chulg saves as a 7th level clerc.
  The proptaton of Chulg was undertaken by worshppers whose 
  orgns are lost n deep tme. Its manfestaton seems to be as-
  socated, to a lesser extent, wth the breachng of certan taboos 
  regardng heptagonal objects. Snce few understand the specfic 
  condtons that wll ncur Chulg’s attenton, judcous avodance 
  of heptagons s often held to be the best polcy.
  Reaction Table for  
  Heptagonal Blasphemies
  Roll 2d12 (instead of 2d6).
   
  2-5 
  For some reason, Chulg exudes a  
  buttery green substance that renders anyone  
  who rubs t on ther body invisible (as cast 
  by a 7th level magc-user). 1d3 smearngs of  
  ths substance are left. In such cases, Chulg  
  appears, exudes, and leaves wthn 2 rounds.
   
  6-12 Chulg appears and sngs “The Green Lullaby”,  
  causng voce damage as above for one round,  
  and actng as a hold person cast by a 7th-level 
  magc-user. Chulg then confiscates any  
  heptagons and returns to ts place of orgn.
   
  13-18 Chulg partally manfests nsde the body of  
  an offendng character n order to remove  
  part of ther ble duct before dsappearng  
  agan. Ths causes 2d10 damage (no save). 
   
  19-20 Chulg manfests as a flckerng  
  2-dmensonal mage totterng on the edge  
  of realty, nvulnerable to attack. In ths  
  form t causes fear as normal, but does  
  nothng else untl t flckers out of exstence  
  after 1d3 rounds. 
   
  21-24 Chulg merely peers through a vortex  
  from the Gulches of Schlaem. Explosve  
  decompresson ensues. All characters  
  wthn 20' must save vs. petrficaton or  
  be sucked nto the vortex to ther deaths. 
  Churfaz (petty god of filth and cisterns) 
  TITLES: Churfaz the Befouler
  &	Greg Gorgonmilk
  F	Rom Brown
  SYMBOL: 
  A cyst above the left eye
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  120' (40')   
   
  as flyng swarm
  ARMOR CLASS: Nl
  HIT PTS. (HD): 
  888 hp  
   
  (111 HD)
  ATTACKS:  
  Up to 12d6  
   
  (stngs)  
   
  per round
  DAMAGE: 
  1d2 per stng
  SAVE: 
  Always fals
  MORALE: 
  12
  HOARD CLASS: Nl
  XP: 
  350 
  Hs secret name s a curse leveled aganst a partcularly hated 
  foe. He s known to all, yet only a few blackguards ever find 
  occason to say hs name aloud. Regarded wth dsgust and 
  loathng, he s called “Churfaz”—a meanngless nose thought 
  to be smlar to the eere drone of hs thousand fly-bodes as 
  they take flght. 
  Churfaz the Befouler s a pox on all lands where men dwell. 
  Ever-fearng the god’s approach, wse-women make offerngs of 
  sour mlk and rancd meat, left n heaps atop remote hlls—all 
  n the hopes that Churfaz wll be satated by the wretched feast 
  and no longer see the need to trouble ther vllages. 
  Such offerngs have also been used to goad old Churfaz along 
  certan paths, even toward the homes of one’s enemes. Not be-
  ng a partcularly ntellgent god, he s easly persuaded to follow 
  nearly any course provded there s plenty of rottng flesh and 
  rank anmal-fluds along the way. But such coaxngs can only be 
  the desgns of evl.
  In hs most revled manfestaton, Churfaz erupts as a mass of 
  pale worms and fur-smeared filth that wll permanently corrupt 
  (no save) a partcular well or cstern. After several days the rol-
  ng mass of maggots that consttute Churfaz wll begn to hatch 
  and become a cloud of stngng fles. The buzzng of these fles 
  s then modulated through the god’s wll to become the straned, 
  hssng crackle of hs voce, whch he uses to ssue strange geas-
  es upon all those wthn earshot. 
  Perodcally the Maggot-Kng chooses servants among the mal-
  formed and the outcast who dwell near hs chosen water-source. 
  Each of these annonted bears the Kng’s mark—a bruse-lke 
  cyst above the left eye.
  Each of Churfaz’s stngs have a 1% (cumulatve) chance of nject-
  ng the vctm wth a magcal dsease*.
  Churfaz can only be harmed by magcal attacks.
  * See UNDERWORLD LORE #2, p.25, or at DM’s discretion.
  Clavibor  
  (petty god of doors and locks)
  &	Antoine Marc Belle
  F	Ryan Browning
  SYMBOL: 
  Iron lock
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  60' (20')
  ARMOR CLASS: 7
  HIT PTS. (HD): 
  16 hp (3 HD)
  ATTACKS:  
  1 (hammer)
  DAMAGE: 
  1d4+1
  SAVE: 
  T3
  MORALE: 
  10
  HOARD CLASS: See below
  XP: 
  65 
  Patron dety of all those whose concern s wth closed doors, 
  Clavbor s a god nvoked by bankers and theves altogether. 
  Hs cult was manly observed n the guldhouse of the Guld of 
  Locksmths, and offerngs to ths god are usually made through 
  financal contrbutons to the Guld. Although offically lawful 
  (doors and locks are typcally used to ensure respect of prvate 
  CHULG – CLAVIBOR
  PeTTY GODS
  
  29
  property, after all), he s known to nurture a certan ndulgence 
  for partcularly gfted theves whose dexterty wth complcated 
  locks he admres and can occasonally reward (and brbng the 
  Guldmaster s also often a clever move when you make a lvng 
  of enterng other peoples’ houses). 
  Clavbor usually appears as a wrnkled old dwarf, sportng lock-
  smth garments, a leather apron and locksmthng tools n hs 
  belt. When t s encountered n a dungeon, t s often to protect 
  a treasure, but the Hoard Class can vary dependng on the 
  mportance of the summoner. In combat, Clavbor uses a small 
  hammer as prmary weapon. He can use the wizard lock spell 
  at wll. 
  Once a day, he can ether bless or curse a character of the thef 
  class. A blessed thef ncreases hs Open Locks ablty score by 
  +20% untl the end of the play sesson. A cursed thef suffers a 
  -20% penalty untl the end of the play sesson. 
  Clavbor can also take the form of an ron locked door. No 
  mortal power on earth can open ths door. Only the drect 
  nterventon of another dety or a wish spell can do so. 
  Clerchad (petty goddess of commerce) 
  TITLES: Clerchad the Counter
  &	Mike “Carlson” Davis
  F	Joel Priddy
  SYMBOL: 
  A qull  
   
  and ledger
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: 2
  HIT PTS. (HD): 
  32 hp (7 HD)
  ATTACKS:  
  4 (qulls)
  DAMAGE: 
  1d3×4
  SAVE: 
  M7
  MORALE: 
  7
  HOARD CLASS: I, II, IV, VIII
  XP: 
  1,000 
  Clerchad appears as a small pxe-sh beng wearng a smple kr-
  tle. Her clothng shows sgns of age and use, wth frayed edges 
  and spots of nk here and there. Her bearng makes her seem 
  bgger than her small stature, walkng uprght wth hands loosely 
  clasped behnd her back, her curt nods and occasonal pontng 
  of a finger speakng louder than her lghtly scowlng face. 
  Contrary to her countenance, Clerchad s a much adored de-
  ty among the clerks and bankers. She s an actve god, vstng 
  financal busnesses through the nght, ensurng that each ledger 
  s balanced and each con accounted for. As the Goddess of 
  Commerce, she s also one of the most learned bengs, respon-
  sble for the passage of knowledge from ts source to those who 
  are n need of t (for how can you assess the correct countng of 
  mones wthout the proper knowledge of the worth of the tem 
  t s traded for?).
  Clerchad has many tools to ad her n her nghtly work. Wth 
  but a thought, she has the ablty to enchant smple objects to 
  do her bddng (animate object, at wll). She has amassed a 
  szable knowledge of the whereabouts of thngs, and can tap 
  nto ths knowledge easly (locate objects, at wll). Cons, t s 
  sad, talk to her, and mpart ther travels to her wllngly (stone 
  tell, at wll). Her experence apprasng the value of objects has 
  gven her the ablty to see them as they truly are (true seeing, 
  3×/day). 
  Some among her followers have suggested that perhaps Cler-
  chad and Blentry are, n fact, the same goddess. Such heresy 
  s typcally met wth the beatng of ledgers about the head and 
  neck of the nfidel.
  Clerchad Reaction Table
  Modified by Intelligence, instead of Charisma.
   
  2 
  In The Black: Sound financers;  
  gves Hoard Class VII (no % roll). 
   
  3-5 
  Bullish: A good nvestment; gves Hoard Class V. 
   
  6-8 
  Neutral: A quck apprasal, a short nod,  
  and moves on about her busness. 
   
  9-11 Bearish: A bad nvestment; takes Hoard Class V. 
   
  12 
  In The Red: Cuts her loses;  
  takes Hoard Class VII (no % roll). 
  RELATED ENTRIES: G) Blentry.
  Clobrek (petty god of sundered blades,  
   
  broken weapons, and fumbled attacks) 
  TITLES: Lord of Fumbles and Follies 
  &	Antoine Marc Belle
  F	Luigi Castellani
  SYMBOL: 
  A black dagger parted  
   
  n two halves
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  180' (60')
   
  FLY: 
  240' (80')
  ARMOR CLASS: 0
  HIT PTS. (HD): 
  45 hp (9 HD)
  ATTACKS:  
  1 (+3 dagger) 
   
  plus specal 
   
  (taunts)
  DAMAGE: 
  1d4+3 plus specal
  SAVE: 
  M7
  MORALE: 
  7
  HOARD CLASS: I, II, IV, VIII
  XP: 
  1,000 
  Clobrek, god of sundered blades, broken weapons and fumbled 
  attacks, s a mschevous god who enjoys wtnessng the ms-
  haps and embarrassments of unlucky adventurers. He s suscep-
  tble to manfestng when a player rolls a natural 1 on an attack 
  roll (usually on a further result of 1 on 1d8; although the DM 
  may ncrease the probablty accordng to crcumstances). The 
  more dramatc the consequences of a faled roll, the hgher the 
  chances to attract the attenton of ths malgn dety. 
  He usually manfests hmself n the lkeness of a small dark-
  sknned gremln, floatng n the ar above the battlefield. He has 
  the annoyng habt of makng snarky comments and shoutng 
  nsults (or sarcastc encouragements) to the unlucky adventurer 
  whle cleanng hs nals wth a chpped blade. Hs rrtatng com-
  ments tend to enrage hs vctms who must save vs. wand or suffer 
  a −1 penalty on “to ht” rolls and savng throws for 1d6 rounds.
  PeTTY GODS
  CLAVIBOR – CLOBReK
  
  30
  CLOBReK – COPROLIAS
  PeTTY GODS
  Sometmes, Clobrek just enjoys the spectacle. However, more 
  often than not, he lkes to aggravate the consequences of the 
  faled roll. He can be proptated by sacrficng a bladed weapon 
  and breakng t n front of hm. 
  Clobrek Reaction Table
   
  2 
  Friendly: Allows character to remake attack roll. 
   
  3-5 
  Indifferent: Wll negate the effects of the fumble,  
  but only f properly proptated.
   
  6-8 
  Neutral: Just enjoys the show.
   
  9-11 Unfriendly: Aggravates the effects of the fumble  
  f not properly proptated. 
   
  12 
  Hostile: Aggravates the effects of the fumble.
  To determine the exact consequences of Clobrek’s malice,  
  the DM may choose to use the following table. 
  Consequences Table
  Roll 1d12.
   
  1 
  Weapon breaks; requres 1 round to  
  ready new weapon. 
   
  2-3 
  Weapon breaks & character s confused;  
  requres 2 rounds to ready new weapon. 
   
  4-5 
  Weapon breaks & does 1d4 to nearest ally;  
  requres 2 rounds to ready new weapon. 
   
  6 
  Weapon breaks & does 1d4 to nearest ally;  
  requres 1 round to ready new weapon. 
   
  7-8 
  Weapon breaks & character falls;  
  automatcally loses ntatve on next round.
   
  9 
  Weapon breaks and character falls, provokng  
  the hlarty of the adverse party, causng them 
  to automatcally lose ntatve on the next round 
  (anmals and undead not affected).
   
  10 
  Weapon breaks and does 1d3 to nearest enemy.
   
  11 
  Character cursed wth unluck (see below). 
   
  12 
  12 Weapon breaks and njures the character  
  (dong 1d4 damage); character addtonally cursed 
  wth unluck (see below).
  UNLUCK: A character cursed wth unluck by Clobrek must 
  roll 1d6 when engagng n a fight usng any bladed weapon. 
  On a roll of 1, the blade wll sunder (magcal weapons are 
  allowed a save vs. spell). The curse perssts untl removed by 
  a remove curse spell.
  Coprolias (petty god of spontaneous outbursts) 
  &	Peter Regan
  F	The Marg
  SYMBOL: 
  A golden trumpet
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  180' (60')
  ARMOR CLASS: −2
  HIT PTS. (HD): 
  80 hp (16 HD)
  ATTACKS:  
  Specal
  DAMAGE: 
  Nl
  SAVE: 
  C17
  MORALE: 
  10
  HOARD CLASS: XII, XVI
  XP: 
  5,100 
  Coprolas s the petty god of spontaneous outbursts. Specfi-
  cally, expressons of a socally objectonable nature, or taboo 
  words and phrases. He may polymorph at wll nto any form, 
  man-szed or smaller. Hs true form resembles a small, one foot 
  tall, mp-lke creature. Coprolas can make hmself nvsble and 
  vrtually weghtless, affordng hm the ablty to move quckly 
  and slently, and makng hm almost undetectable. He relshes 
  sttng on an oblvous vctm’s shoulder, watng for the best 
  moment to create mschef. 
  Coprolas delghts n attendng coronatons, royal weddngs, re-
  lgous servces, trade negotatons—any event of mportance 
  or ceremony. Intally, he wll dentfy a sutably placed vctm, 
  often a hgh-profile figure n the proceedngs. Then he wll be-
  gn to exert gentle pressure on the vctm’s psyche, seedng 
  them wth an mpulse to make hghly napproprate remarks. 
  Nurturng ths seed of mproprety, he wll buld momentum 
  through contnued henous suggestons, untl the vctm s sur-
  prsed nto makng a verbal outburst so unconsconable, at the 
  moment lkely to cause the most offence, that there s no hope 
  of ever salvagng the socal aspect of the stuaton. Vctms may 
  resst but only f they make a successful Wsdom check every 
  round. Two consecutve fals leave them unable to resst further. 
  If a vctm makes four consecutve Wsdom checks, Coprolas 
  wll select a new vctm to torment. 
  Normally, vctms of Coprolas’s sport wll face recrmnatons 
  for ther outbursts, but havng had hs fun, he wll not wsh to 
  see them harmed. Anyone who moves to act aganst one of 
  Coprolas’ vctms, wll suddenly develop a seres of uncontrol-
  lable, ncapactatng, physcal tcs, whch only subsde once they 
  no longer threaten Coprolas’s subject. 
  If encountered n other crcumstances, Coprolas may have a 
  target delver a spontaneous outburst drected at the ndvdual 
  lkely to take the most offense (make Wsdom check to resst). 
  Then, as a partng shot, he may leave the whole group wth a 
  blessng or curse dependng on hs mood. Blessed creatures are 
  unaffected by charm and all other forms of mnd control for 24 
  hours. Cursed creatures suffer from random tcks and outbursts 
  for 24 hours, havng a 15% chance per turn of sufferng 1d6 
  such nstances.
  Coprolias Reaction Table
   
  2 
  Friendly: Blesses 1d4 nearby targets.
   
  3-5 
  Indifferent: Blesses 1d4 nearby targets  
  f properly proptated. 
   
  6-8 
  Neutral: Ignores nearby creatures. 
   
  9-11 Unfriendly: Curses 1d4 nearby targets  
  f not properly proptated. 
   
  12 
  Hostile: Curses 1d4 nearby targets.
  RELATED ENTRIES: S) Minced Oath.
  
  31
  PeTTY GODS
  COROTUS THALLIAN – CROM
  Corotus Thallian  
  (petty god of flying apes and other chimerical beasts)
  &	Jonah & Paul Brinkmann
  F	Eugene Jaworski
  SYMBOL: 
  A gbbon wth bat wngs
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: 4
  HIT PTS. (HD): 
  50 hp (20 HD)
  ATTACKS:  
  1 (axe or bte or lghtnng)
  DAMAGE: 
  1d12 or specal
  SAVE: 
  D12
  MORALE: 
  12
  HOARD CLASS: V
  XP: 
  4,000 
  Corotus Thallan appears as a large gorlla wth dragon wngs 
  and puny, broken legs. He cannot walk; hs only movement 
  s flght. He was once a nature god (albet a volent one), but 
  has become horrbly twsted, and a champon to perversons of 
  nature everywhere. He never backs down from a fight, usually 
  attackng wth hs huge battle axe. 
  Three tmes per day he can call down lghtnng from the skes, 
  strkng a sngle target for 4d6 damage (damage s halved wth a 
  successful save vs. spell). Furthermore, ths strke arcs to anyone 
  wearng metal armor wthn 10' of the target, dong 1d6 dam-
  age (no save). When pressed, he may also bte hs opponents; 
  ths does 1d6 damage, and the vctm must save vs. paralyss 
  or be polymorphed nto a strange beast (DM should roll at least 
  twce on the encounter table of choce, and combne the results 
  to find the new chmerc form). Ths effect may only be removed 
  wth remove curse.
  As a holdover from hs less savage days, Corotus Thallan can 
  speak wth all anmals and plants. He s usually accompaned 
  by an odd assortment of beasts, such as a pg/lzard, sheep/ea-
  gle or frog/chmp—and, of course, flyng monkeys. He has a 
  tendency to suck up to stronger bengs (especally nature gods 
  and demons).
  Corotus Thallian Reaction Table
   
  2 
  Sycophantic: Gves nearest PC a polymorph  
  poton (n the form of a bte, no save) to please them. 
   
  3-4 
  Neutral 
   
  5-7 
  Belligerent: Attacks f not placated. 
   
  8-12 Hostile: Attacks mmedately.
  RELATED ENTRIES: M) Okkin, Winged Monkey.
  Crom (petty god of barbarians and steel)
  &	James Mishler
  F	Paul Gallagher
  SYMBOL: 
  A barbaran bastard sword pont-up, 
   
  supermposed on a tall, craggy mountan
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  180' (60')
  ARMOR CLASS: 8, 4, 0, or -4
  HIT PTS. (HD): 
  300 hp (30 HD)
  ATTACKS:  
  3 (sword)
  DAMAGE: 
  Specal
  SAVE: 
  F30
  MORALE: 
  12
  HOARD CLASS: Specal
  XP: 
  26,500 
  In the beginning, the gods created men and women, and let 
  them wander in a garden, lush and warm and beautiful. There 
  they knew no pain, no suffering, always had enough to eat and 
  drink, and knew not of war. Crom, who was not among the 
  gods who created mankind, came upon them one day, for in 
  those days he wandered. When he found these men and wom-
  en, he thought perhaps the worms of the earth had grown arms 
  and legs, for they were weak and worthless. 
  To show the other gods how wrong they were to create man-
  kind thusly, Crom took the likeliest bunch and told them of the 
  marvelous things he had seen in the world outside the garden, 
  
  32
  and of the great things that a man might accomplish beyond 
  mere existence if he had but the courage. He then gave these 
  first true men blades, and told them that if they learned there-
  by the Riddle of Steel, they could join him in Valhalla, his great 
  hall, where they would know true joy for all eternity. And thus 
  the fathers and mothers of the Cimmerians left that accursed 
  garden long ere it fell.
  Since that day Crom has waited in Valhalla for those coura-
  geous few who have learned the Riddle of Steel. To those 
  who plead to him in their weakness, he sends only curses and 
  dooms. Thus our land of Cimmeria is a land of cold, grim men, 
  for many fail their god, and know the greatness they could have 
  if they but had the courage to seek the answer to the Riddle of 
  Steel. And though Cimmerians who have failed him may wan-
  der Crom’s cold, bleak hell for all eternity, at least they once 
  knew life through struggle, while all other men have known but 
  the death of cowardice since the day they were born.
  Crom s not served by prests; he grants no spells, and provdes 
  no power to those who follow hm. The spell-castng needs of 
  the Cmmerans are served by an order of druds who at tmes 
  seek to placate Crom wth offerngs and rtuals, though he never 
  answers ther prayers or ther curses. He s more lkely to let hs 
  wll be known through omens, such as the sghtng of a black 
  raven carryng a bloody branch, or a black wolf bearng a beat-
  ng heart n ts mouth, or a grm gray warror standng amdst 
  the fog upon a lonely, unassalable crag.
  Cmmerans are a tacturn, grm people, approprate to a grm 
  god. Ther cold, fog-shrouded lands, crags, forests, moors, and 
  plans seem to leech the hope out of them and out of vstors. To 
  merely survve n that grm, gray land s a daly struggle. They 
  only know joy when they are n battle or otherwse strugglng, 
  seekng to show ther courage and mght and hopng to please 
  ther god. Those who dsplease hm wth ther cowardce and 
  weakness are sent curses or demons to further bedevl them. 
  Those who please hm are granted a place n hs hall, Valhalla... 
  or at least, so the legends say.
  Hgh upon hs mountan, Sròn Càrn Crúach, Crom s usually 
  found sttng upon hs grm, gray throne n hs hall, Valhalla. 
  Valhalla stands empty, or at least seems to, to any lvng mortal 
  who finds t. Where they expect to see a great gltterng hall 
  warmed by fires and filled wth warrors feastng upon groanng 
  tables, they nstead find an empty cold hall, filled wth msts, the 
  skulls and bones of men strewn at Crom’s feet. If asked, Crom 
  smply states that none lvng have yet been found worthy of 
  seeng the joys of hs hall. Only the honored dead may know 
  ts joys.
  Crom takes the form of a man of grm countenance and mghty 
  thews, bronze of skn, wth coal-black shoulder-length har and 
  blazng-hot blue eyes. Crom usually measures 12' from head toe 
  when seated upon hs great throne, but can change hs sze from 
  anythng from man-szed to ttan-szed at wll. He always man-
  fests n the sze of hs opponent, the better to make the battle 
  a proper challenge. He usually only wears a grdle, a cave-bear 
  lon cloth, and sandals; as such, he has an AC 8. If the occason 
  calls for t, he wears an ron helm wth great dragon-etched bull 
  horns, Ríchíosa, that reduces hs AC to 4. Further, he can don a 
  shrt of dragon scales, Neardh, that gves hm an AC 0; should 
  hs enemy be even more potent, he carres a magcal sheld, 
  Mairfidh, that further reduces hs AC to -4.
  He welds a heavy bastard sword, Dúshlán the Challenger. It 
  has a magcal bonus equal to that requred to ht the target, 
  and no more; .e. no bonus for normal bengs, as per a slver 
  weapon for those needed slver weapons, up to a +5 bonus 
  for gods and demons requrng such to be ht. Hs strength 
  grants hm a +10 bonus to ht. The base damage of the bastard 
  sword vares dependng on hs heght; f he s human heght, t 
  deals 1d10/2d6 base damage; f he s 12' tall, 2d10/4d6; 18' 
  tall, 3d10/6d6; 24' tall, 4d10/8d6; and 30' tall, 5d10/10d6. It 
  deals double damage aganst lawful and chaotc bengs. After 
  all other damage s rolled, add +10 due to hs mghty strength. 
  Crom can be harmed by normal weapons. He also possesses 
  the abltes of a 30th level fighter, 15th level drud, and 15th 
  level ranger.
  Crom goes forth nto the world to watch hs people, the Cmme-
  rans, and remnd them of hs presence, especally when they 
  do not lve n the shadow of Sròn Càrn Crúach. When he goes 
  forth he takes the form of a large black raven, a black dre wolf, 
  or an old, grzzled, Cmmeran warror. In any form, he s often 
  lame, or bent, or otherwse weak-seemng. Thus, when hs fol-
  lowers fal n ther courage, he shows them success n spte of 
  hs nfirmty, as the old raven defeats the young eagle; the lame 
  wolf defeats the mountan lon; or the old one-handed warror 
  slays the Pctsh raders sngle-handedly. He does not save hs 
  people, no; he leaves them to ther fate. But for the survvors, 
  they have wtnessed a feat of great courage and strength n the 
  face of adversty, where those who seem weak can be vctorous 
  f they but have the courage.
  Cthulhu (mythos)
  Please see individual entries related to the Cthulhu mythos.
  RELATED ENTRIES: G) Bokrug, Chaugnar Faugn,Nug, Quachil  
  Uttaus, Rhan-Tegoth, Yeb; M) Being of Ib, Formless Spawn, 
  Guardian of Laam, Hound of Tindalos, Miri-Nigri, Voormi.
  Cunnian  
  (petty god of potential knowledge)
  &	Mike “Carlson” Davis
  F	Richard J. LeBlanc, Jr.
  SYMBOL: 
  A mult-hued  
   
  cosahedron
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  120' (40') +  
   
  plane shift  
   
  at wll
  ARMOR CLASS: 0
  HIT PTS. (HD): 
  135 (30 HD)
  ATTACKS:  
  2
  DAMAGE: 
  1d12/1d12
  SAVE: 
  C17
  MORALE: 
  12
  HOARD CLASS: None
  XP: 
  12,000 
  For all the tmes Cunnan has been encountered, lttle s truly 
  know of hm (or her... or it—Cunnan seems to be above smple 
  matters such as gender). What s known comes from commun-
  on wth other gods:
  CROM – CUNNIAN
  PeTTY GODS
  
  33
  – Cunnan, contrary to all encounters to date, s not 
  a chaotc god, but rather a god for whom chaos s a 
  natural consequence. In truth, Cunnan seems to  
  have no knowledge of Chaos or Order, or at the least 
  no concern wth those concepts.
  – Cunnan does not come from any realm famlar  
  to the gods.
  – Though most gods have encountered Cunnan,  
  no two gods can agree on Cunnan’s capabltes,  
  powers or even appearance.
  Scholars and clercs have numerous guesses as to who or what 
  Cunnan s. Some hold that, by actons, Cunnan s n our realm 
  seekng knowledge—to what end, they do not speculate. Oth-
  ers beleve, based on powers reported, that Cunnan s not one 
  god, but many detes, perhaps even a race of dvne bengs, 
  each dsplayng dstnct dfferences from the others.
  The truth, unknown to all save Cunnan, s that she s a god 
  from another unverse, and has come to ours for the purpose of 
  creatng a unverse of hs own. To that end, Cunnan appears 
  on the Materal Plane regularly, observng the local condtons 
  and then changng some aspect of t to see what results, seekng 
  ever for the combnaton of trats that best appeal to her as the 
  bass for hs unverse.
  When encountered, Cunnan reacts n the followng ways, based 
  on hs twelve aspects. Each aspect has two effects: one for the 
  ‘local area’ (wthn 60' of Cunnan) and one for Cunnan alone. 
  (Roll 1d12 three tmes; duplcate effects are cumulatve—three 
  rolls of “Vod” grant Cunnan mmunty to the 9 lowest spell lev-
  els, and magc effects are 1/8 strength wthn 180' of Cunnan.)
   Roll Aspect 
  Effect
   1 
  Postve 
  +1 hp/HD; healng spells  
   
   
   
  gan +1 de (1d6 becomes 2d6);  
   
   
   
  Cunnan regenerates 5 hp/round.
   2 
  Beng 
  All forms of damage negated;  
   
   
   
  healng spells gan +1 de  
   
   
   
  (1d6 becomes 2d6); Cunnan  
   
   
   
  regenerates 5 hp/round.
   3 
  Lght 
  Nght as daylght; day becomes  
   
   
   
  blndng—save vs. spell or blnd for  
   
   
   
  1d12 turns; Cunnan’s saves are +2.
   4 
  Physcal 
  Lquds to solds, gases to lquds—  
   
   
   
  save vs. petrficaton or turn to stone;  
   
   
   
  Cunnan’s AC mproves by 2.
   5 
  Temporal 
  All magc agng effects doubled  
   
   
   
  (or 1d6 years/spell level cast);  
   
   
   
  Cunnan hp halved.
   6 
  Creaton 
  Magc effects doubled;  
   
   
   
  Cunnan receves no save  
   
   
   
  vs. 3 hghest spell levels.
   7 
  Negatve 
  Energy dran—lose 1 level;  
   
   
   
  healng spells reduced by 1/2;  
   
   
   
  attacks vs. Cunnan gan +4 damage.
   8 
  Non-Beng Save vs. death or disintegrate;  
   
   
   
  Cunnan loses 5 hp/round.
   9 
  Dark 
  Day becomes nght, and nght becomes  
   
   
   
  total—all forms of vson negated;  
   
   
   
  Cunnan’s saves are -2.
   10 
  Immateral Lquds to gases, and solds to lqud— 
   
   
   
  save vs. petrficaton or become  
   
   
   
  gaseous (as poton); attacks aganst  
   
   
   
  Cunnan are at −3 damage.
   11 
  Eternal 
  Agng effects negated;  
   
   
   
  Cunnan’s hp double.
   12 
  Vod 
  Magc effects reduced by half;  
   
   
   
  Cunnan mmune to 3 lowest  
   
   
   
  spell levels.
  Curdle  
  (petty goddess of blind milk maids)
  &	Matthew W. Schmeer
  F	Matthew Adams
  SYMBOL: 
  A three-legged  
   
  mlkng stool
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  30' (10')
  ARMOR CLASS: −1
  HIT PTS. (HD): 
  47 hp 
   
  (8 HD)
  ATTACKS:  
  1 (whp)
  DAMAGE: 
  Specal
  SAVE: 
  F7
  MORALE: 
  7
  HOARD CLASS: XXII
  XP: 
  1,820 
  Curdle, the petty goddess of blnd mlk mads, appears as a 
  young blnd and mute grl wearng a purple skrt leadng an ema-
  cated cow whch has open, drppng ulcers vsble on ts face and 
  flanks. The grl s tragcally beautful, her eyeless sockets scarred 
  and her face pock-marked wth acne sores, her nostrl har n 
  need of a trm, and her har n desperate need of a de-burrng. 
  She calls the cow “Cowe” and they are a symbotc par.
  Curdle and Cowe wll appear only to those partes wth pack 
  anmals among ther ranks, and then only once per year wll 
  they appear on the Materal Plane. The par tend to appear at 
  dusk near a forest’s edge whle travelers make camp. They wll 
  wander nto camp as f havng come over some nearby hllock, 
  and the grl wll produce a mlkng stool from beneath her skrts, 
  st down, and begn to mlk the cow. She does not catch the mlk 
  n a pal, but allows the flud that emerges to fall on the ground. 
  The ‘mlk’ s a thck, nky-black substance that wrthes on the 
  ground and smokes (but does not burst nto flame).
  Anyone touchng ths lqud as t twsts on the ground wll ex-
  perence 2d6 of burnng damage. Any character attemptng to 
  drnk ths ‘mlk’ before t hts the ground must save vs. nsanty*; 
  falure means the character removes all armor and weapons and 
  runs away screamng gbbersh for 1d6 rounds (whch mght at-
  tract nearby monsters).
  Should the character make a successful save whle attemptng 
  to drnk ths lqud, the black mlk of Curdle’s cow wll allow the 
  character to go 1d8 days wthout ratons and also allows them 
  to heal at twce the normal rate durng that tme perod.
  Should Curdle and/or Cowe be attacked, they wll first attempt 
  to flee nto the nearby open pasture n order to teleport back to 
  PeTTY GODS
  CUNNIAN – CURDLe
  
  34
  ther plane of exstence. If they are forced to attack, Curdle wll 
  attack as a standard order demon, usng the nky black “mlk” as 
  a whp and her mlk stool as a sheld. Any successful ht wth the 
  whp does normal 1d6 damage plus 2d6 fire damage. Cowe 
  wll attack wth a head-butt or rear-legged kck, dong 1d6 dam-
  age. Curdle and Cowe wll take turns attackng.
  Curdle s most pleased wth an offerng of a cup of real mlk 
  from a cow, goat, or horse, and there s a 30% chance she wll 
  kss the eyes of any sngle adventurer who offers her such. Her 
  kss acts as a spell of true seeing that lasts for 1d6 weeks.
  * See UNDERWORLD LORE #1, p.14.
  RELATED ENTRIES: M) Nipleteth, Tetskuize.
  Cuvoun  
  (petty god of all-natural stitchings) 
  TITLES: Cuvoun le Clothier;  
   
  The Green Tailor 
  &	Eric Potter
  F	Richard J. LeBlanc, Jr.
  SYMBOL: 
  Unravelng thread spool
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  60' (20')
  ARMOR CLASS: 5 (3 vs. NM-szed)
  HIT PTS. (HD): 
  62 hp (9 HD)
  ATTACKS:  
  2 (needles)
  DAMAGE: 
  1d4+4/1d4+4
  SAVE: 
  D10
  MORALE: 
  8
  HOARD CLASS: XI×2
  XP: 
  1,900 
  For many long years before ths pompous gnome went nto the 
  petty-goddng busness, Cuvoun le Clother was a hghly admred 
  talor, sought after throughout all known realms for hs nnova-
  tve sewng abltes. He spent the latter part of hs llustrous 
  career as a dressmaker to certan unnamed royals of the court 
  who preferred such prvate matters as ther wardrobe talorng 
  requrements to reman prvate. And as he was smply the finest 
  talor n the land, well-known for hs extreme dscreton, many 
  a gongs-on were dvulged to hm durng these ntmate fittng 
  sessons, these randy gosspers confidently assured that ther 
  couture secrets were safe wth hm. And they were. Cuvoun held 
  hs tongue on any-and-every occason that arose n whch t may 
  have suted hm not to. 
  The vntage work of Cuvoun le Clother s nstantly recognz-
  able. He dffers from any other talor through hs nnovatve use 
  of all-natural materals. Hs threads are spun of anmal body 
  parts—fibrous snew, dred catgut, and slender vens—whch 
  gve a completely organc look and finsh. Hs sttches are ab-
  solutely perfectly algned, hs embrodery s remarkably exqu-
  ste, hs darnng utterly flawless; each made possble through 
  the surgcal precson allowed by hs personally crafted, razor 
  sharp, rust-free needles, each lovngly made from bone, antlers, 
  or vory. Never has a talor before or snce been truly able to 
  blend hs work so well nto the cloth as to make t practcally 
  dsappear and anyone smply examnng a blouse made by the 
  gnome can only exclam, “Cuvoun!”
  Whle commonly dsregarded by most gnomes of today, there 
  s a small, secret sect that consders tself to be the true follow-
  ers of Cuvoun. These devotees solate themselves from other 
  gnomes, fearng scorn and rdcule for adoptng the fashons of 
  sculpted har and trmmed beard, both of whch are styles ex-
  tremely unknown among normal gnomes. These belevers busy 
  themselves sewng at all tmes, adoptng hs styles and tryng 
  to master the art of hs perfect sttch. Many have set up small 
  specalty shops n the major towns and settlements, where more 
  forward-thnkng patrons have an apprecaton for the honed 
  sklls of ther craft. These shops can be dentfied by the plac-
  ards hung outsde whch depct the symbol of Cuvoun—an un-
  ravelng thread spool. Cuvoun hmself remans elusve and there 
  have been no acknowledged sghtngs n many a year.
  Snce leavng the fashon scene and jonng the pantheon of the 
  petty gods, Cuvoun has devoted all of hs talents to the healng 
  of the hapless njured. He now wanders the regons on a self-
  mposed sabbatcal, lendng ad where needed by applyng hs 
  sttchng prowess to lacerated flesh: skn abrasons, cuts, slces, 
  slashngs, slts, perces, and punctures. However, hs years of 
  servtude to the echelon of prvlege has left hm a fierce judge 
  of character and hs ntuton wll dctate hs apttude and wllng-
  ness to assst.
  Few of hs followers have been able to duplcate the authen-
  tcty of hs craftsmanshp, ther threads not qute as fine and 
  ther fastenngs not qute as snug. To that end, the mnature 
  “Cuvoun Button” s hghly sought after. They are fashoned 
  from ether the finest melds of gold or platnum and ts cr-
  cumference s etched wth hs name. Cuvoun may carry 1d4 of 
  these rare fasteners n hs sewng pouch. 
  Cuvoun Reaction Table
   
  2 
  Kindred Spirits: Wll repar the entre party’s 
  rpped clothng, ncludng magc-user robes and 
  varous makes of leather armor, as well as  
  torn sacks and bags. Addtonally, wll perform  
  specfic surgcal first ad, sttchng up shallow  
  cuts and deeper wounds, healng 1d6+3 hp,  
  and renderng all mperfectons of cloth and skn 
  nvsble, all the whle provdng general jucy  
  gossp, dvulgng 1d12 local rumors. 
   
  3-5 
  Friendly: Wll execute mnor garment repar,  
  (e.g., lost buttons or torn leggngs), as well  
  as perform general first ad, sttchng up shallow 
  scrapes and cuts only, healng 1d4 hp. 
   
  6-8 
  Indifferent: Mght be convnced to lend  
  assstance for ether mnor garment repar  
  or general first ad (dependent on hghest  
  Charsma n the group), but not both. 
   
  9-11 Unfriendly: Refuses assstance, but may  
  possbly recommend a nearby seamstress or  
  doctor as party’s stuaton requres. 
   
  12 
  Hostile: Adamantly refuses any assstance 
   of any nature, gong so far as to taunt  
  an adventurng party n need by threadng hs 
  needle as he walks on hs way.
  CURDLe – CUVOUN
  PeTTY GODS
  
  35
  PeTTY GODS
  DAVY JONeS – DeeKeR
  Davy Jones  
  (petty god of drowned sailors and watery doom)
  &	Jonathan Becker
  F	Mark Allen
  SYMBOL: 
  Locker
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  300' (10')
   
  SWIM: 
  120' (40')
  ARMOR CLASS: 0 [+2]
  HIT PTS. (HD): 
  100 hp  
   
  (20 HD)
  ATTACKS:  
  1
  DAMAGE: 
  Drown
  SAVE: 
  F20
  MORALE: 
  12
  HOARD CLASS: XVII×10
  XP: 
  4,300 
  Davy Jones appears to be a tall, lean, blue-sknned man wth 
  black, saucer-lke eyes. The patron god of drowned salors, he 
  s worshpped by those who seek to avod a watery fate at the 
  bottom of the sea. Whle generally tacturn, he rarely pulls hs 
  lps back n a smle, revealng three rows of shark-lke teeth. Hs 
  touch can fill a creature’s lungs wth water (save vs. spell at −2 or 
  drown; a successful save ndcates a character s stunned for 1d4 
  rounds as he coughs and sputters). Davy can only be harmed 
  by +2 or better magc weapons. He wanders the ocean floor 
  and s sometmes found n undersea kngdoms dscussng ‘local 
  events’ wth the rulers of the Deep. Hs treasure s the chocest 
  loot from the wreckage of a thousand sunken shps, and the of-
  ferngs tossed overboard by hs worshppers. 
  Davy Jones Reaction Table
   
  2 
  Friendly: Is extremely well-dsposed. The  
  character need never fear storm at sea, so long as 
  they offer trbute wth each voyage of ther shp. 
   
  3-5 
  Indifferent: Is well dsposed to the adventurers. 
  May offer a useful pece of nformaton. 
   
  6-8 
  Neutral: Bored wth the adventurer.  
  Wll probably leave unless accosted. 
   
  9-11 Unfriendly: Smles and demands trbute. Wll  
  summon 1d12 random aquatc monsters otherwse. 
   
  12 
  Hostile: Attacks the leader/speaker, showng the 
  nterloper hs proper place n the natural order.
  Dead Godlets of Suto Lore (pantheon)
  Dead gods are trapped in the Astral Plane for eternity as 
  non-corporeal phantoms with little-to-none of their former 
  powers, but often possess long and detailed memories. They 
  have no worshipers. Please see the individual entries related 
  to the pantheon of the Dead Godlets of Suto Lore.
  RELATED ENTRIES: G) Ammon Thrax, Numathoth, Panathoth.
  Deeker (petty god of petty revenge)
  &	Al Krombach
  F	Christopher Letzelter
  SYMBOL: 
  Red Spot
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  90' (30')
  ARMOR CLASS: 0
  HIT PTS. (HD): 
  44 hp (10 HD)
  ATTACKS:  
  2 (fists) or bte
  DAMAGE: 
  1d6/1d6 or 3d6
  SAVE: 
  C10
  MORALE: 
  10
  HOARD CLASS: None
  XP: 
  Specal 
  Deeker appears as a bald, chubby, lttle blue man wth a dsturb-
  ngly wde grn full of sharp teeth. Whle some who are wronged 
  swear great oaths of vengeance, Deeker s the demgod who 
  pcks up the scraps—those who wsh to get even n lttle ways, 
  petty ways, decetful ways—and sometmes even appears to try 
  and goad those who would seek forgveness of ther enemes to 
  pursue revenge. Those foolsh enough to nvoke the demgod 
  or swear by Deeker’s name are often marked wth a red spot, 
  usually on the hand, chest, brow, or back of the neck.
  Deeker’s reacton table should be used whenever a character 
  swears petty revenge, or s trcked, betrayed, ambushed, rpped 
  off, or otherwse wronged.
  Deeker Reaction Table
  Roll 1d6 (instead of 2d6).
   
  1 
  Deeker appears n the characters dreams,  
  urgng hm to pursue revenge now matter how  
  petty. The dreams wll evolve nto nghtmares  
  of ever more troublng veracty untl vengeance  
  s fulfilled.
   
  2 
  Deeker takes the form of a hrelng or other  
  NPC (often kllng who he replaces) and urges the 
  character to seek revenge.
   
  3 
  Deeker appears to the character n hs natural 
  form, cajolng and beratng the character nto 
  seekng revenge. He wll reappear at nconvenent 
  tmes untl revenge s sought.
   
  4 
  Deeker appears n hs natural form and gves  
  the character a sound beatng, assurng hm he  
  wll return to do so every week untl the character 
  “mans up” and seeks vengeance upon the person 
  who wronged hm.
   
  5 
  Deeker appears n the form of a talkng bluebrd, 
  provdng assstance to the character n hs day  
  to day deeds, subtly weavng n suggestons to get 
  back at that guy who wrong hm.
   
  6 
  Deeker appears perodcally to mock the  
  character to hs assocates and frends as a 
  snvelng weaklng untl revenge s sought.
  D
  dAvy jones • deAd godlets of suto lore • deeker • dekArdinis •  
  derrAl-orth • detriAx • digiskleros • diit’wentii • d’in’injAht • dinud •  
  diplodiAs • divine worm • dogAsfos • drAsheeng
  
  36
  Deeker may be temporarly appeased through offerngs of drnk 
  and femnne company. He s a joval creature (when not ob-
  sessed wth seeng hs ”subject” acheve revenge) and s fond 
  of practcal jokes, crmnal mschef, and wld nghts out on the 
  town. He s alternately amused and enraged by the abuse of the 
  less fortunate. It s rumored that to swear vengeance aganst 
  Deeker hmself s ncredbly dangerous! 
  Deeker seems to be mpossble to kll; many have tred, yet he 
  nvarably reappears a few days later lookng none the worse for 
  wear. It s possble he s under the protecton of more power-
  ful dvne entty or s a more powerful dety n dsguse, or just 
  that petty revenge s such a popular goal among humanty that 
  Deeker’s demse s smply mpossble.
  Hs (uncommon) shrnes are often festooned wth grape vnes, 
  red poppes, and old knves.
  Dekardinis (petty god of delvers,  
   
  adventurers and ten-foot poles)
  &	Tim Stephens
  F	Eugene Jaworski
  SYMBOL: 
  10' pole
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  90' (30')
  ARMOR CLASS: −2
  HIT PTS. (HD): 
  77 hp  
   
  (15 HD)
  ATTACKS:  
  2 (10' pole)
  DAMAGE: 
  1d12/1d12
  SAVE: 
  F15
  MORALE: 
  9
  HOARD CLASS: IX
  XP: 
  5,000 
  Dekardns s the dety of the ten-foot pole. He s called upon by 
  delvers and explorers to find the deadly traps that threaten ther 
  safe passage n the underworld. 
  Dekardns s beleved to have traversed every underground lab-
  yrnth n ths and every world. The god even acts on occason 
  (for the proper offerng) as the Last Gude. In ths role, he leads 
  the souls of the departed out from ther restng places through 
  the twstng labyrnth of the afterlfe, findng the traps set by 
  demons and evl sprts to stop the deceased from reachng ther 
  final reward. Because of ths, he knows the secrets to all such 
  places (knowledge whch he guards jealously).
  Dekardns appears as an old human man wth a long gray beard. 
  He s stoop-shouldered from eons of travelng the cramped con-
  fines of the world below, and walks wth a shufflng gat. He 
  wears a Phrygan cap, nto whch s set an ever burnng candle. 
  Hs clothes are shabby—a patchwork of worn and re-threaded 
  rags. He bears no armor, and carres only hs ten-foot pole and 
  a tattered backpack full of adventurng equpment.
  The dety of the ten-foot pole s a curmudgeonly, secretve sort 
  who never appears above ground. He hates the natural sunlght, 
  and wll teleport away f exposed to sunshne. 
  If encountered, Dekardns wll sze up pettoners n the follow-
  ng manner:
  Dekardinis Reaction Table
   
  2-4 
  Satisfied: Dekardns bestows the ablty to  
  see all traps and secret doors for 1d20 rounds. 
   
  5-8 
  Disappointed: The dety tosses a pece  
  of equpment (chosen at random by the DM  
  from the standard, non weapon or armor  
  equpment lst n the rules of hs choce) at the  
  pettoner, mutterng somethng about “beng  
  better prepared.” 
   
  9-10 Unimpressed: Shruggng, Dekardns  
  teleports away. 
   
  11-12 Disgusted: Dekardns teleports the  
  unworthy subject to the above ground entrance  
  of the dungeon n whch he or she s delvng. 
  Derral-Orth (Derral-Orth: petty god of small lights;  
   
  Derral: petty god of watchmen, guards, and adventurers  
   
  on night watch; Orth: petty goddess of assassins, thieves and  
   
  escaping slaves) 
  AFFILIATIONS: The Three Cowardly Gods of Yattle-Hoy
  &	Ash Law
  F	Glen Hallstrom
  SYMBOL: 
  A large crcle set  
   
  atop a smaller crcle
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: 0
  HIT PTS. (HD): 
  60 hp (12 HD)
  ATTACKS:  
  2
  DAMAGE: 
  1d6/1d6
  SAVE: 
  M19
  MORALE: 
  10
  HOARD CLASS: XI, XVII
  XP: 
  4,200 
  There are many gods who lay clam to beng gods or goddesses 
  of the sun or fire, but only one lays clam to the smaller lghts—
  the flckerng of candles n the dark, of gutterng torches about 
  to go out, of lanterns low on ol. Derral-Orth s the dety of 
  glmmerngs, and s nvarably found hdng wthn the Tower  
  of Dstant Stars. 
  Derral-Orth, n hs aspect of Derral, s a god of watchmen, guards, 
  and those adventurers who stay awake n the nght, peerng nto 
  the gloom, hopng to spot monsters before they attack. Many 
  an adventurer has whspered a prayer to Derral when alarmed 
  upon hearng a bustle n the hedgerow, and prayed to hm for 
  just a lttle more lght. In the aspect of Orth, the dety s the god-
  dess patron of assassns, theves, and escapng slaves. The god-
  dess Orth s sad to grant her followers the ablty to move un-
  seen past guards and watchers n the dark and gloom. 
  Derral-Orth’s glmmer paladns (see the Minions secton) 
  brng the dual-gendered dety treasures from far and wde, 
  gatherng the wealth of natons to ther god. In turn, Derral-
  Orth dstrbutes a porton of those treasures to nearby ctes and 
  kngdoms n trbute payments to ensure that nobody lays clam 
  to Yattle-Hoy, where the three cowardly gods of Yattle-Hoy 
  resde. Some of the treasures (or so t s sad) are sent to ther  
  ssterwfe, the Eye of Vengalate, to curse and leave n easly- 
  DeeKeR – DeRRAL-ORTH
  PeTTY GODS
  
  37
  PeTTY GODS
  DeRRAL ORTH – DeTRIAX
  robbed tombs. The Tower of Dstant Stars tself s hdden n 
  a vale of eternal twlght and gloom where the geography  
  shfts and the exact locaton of the tower s uncertan. 
  If one honors Derral-Orth by gvng 1,000 gp per level to one of 
  the dety’s paladns, there s a 1-n-4 chance that Derral-Orth wll 
  bless the supplcant wth a boon based on the aspect of Derral- 
  Orth to whch they choose pay trbute. For those honorng Derral,  
  a +1 bonus s granted on all percepton rolls made n the gloom 
  (e.g., find traps), untl that character reaches the next level of ex-
  perence. For those honorng Orth, they are granted the ablty  
  to Hde n Shadows as a first level thef (wth theves gettng a 
  one level bonus n ths ablty), untl such tme as the character 
  reaches the next level of experence. 
  Derral-Orth Reaction Table
  Modify by Charisma, plus a penalty of +1 for  
  each obvious weapon the party possesses, with an  
  additional penalty of +2 for each weapon  
  which is unsheathed, in hand, or otherwise readied.
   
  2 
  Genial: The god tells the characters where they 
  can find treasure, but t wll cost them one  
  magc tem f they find any there (Hoard Class XVI). 
   
  3-5 
  Friendly: The god tells the party where they  
  can find treasure n a far off land, provded they 
  leave 1,000 gp wth t now (Hoard Class X). 
   
  6-8 
  Interested: The god quzzes the characters  
  on current affars and offers advce on where  
  to find treasure, though the advce may not be  
  accurate or current. 
   
  9-11 Wary: The god poltely concludes any  
  nteractons as swftly as possble. 
   
  9-11 Terrified: The god vanshes takng  
  all ts treasure and up to 1,000 gp of the  
  party’s loot wth t. 
  RELATED ENTRIES: G) Apar, Eye of Vengalate, Yattle-Hoy; 
  M) Glimmer Paladin.
  Detriax (petty goddess of space junk and derelict hope)
  &	Jay Mac Bride
  F	Richard J. LeBlanc, Jr.
  SYMBOL: 
  An angular, vamprc-lookng skull
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  180' (60') at mpulse speed
  ARMOR CLASS: 0-9 (vares by surface area)
  HIT PTS. (HD): 
  5,000 hp (1,000 HD)
  ATTACKS:  
  Specal (see below)
  DAMAGE: 
  Specal (see below)
  SAVE: 
  F1,000
  MORALE: 
  12
  HOARD CLASS: None
  XP: 
  1,234,750 
  Detrax, the petty goddess of space junk and derelct hope, s a 
  cosmc beng that causes shps passng near her to fall derelct 
  by way of cosmc mshap.
  It’s sad that Detrax was once a vzer to a great space sul-
  tan, provdng consul and strategy by way of her cosmc magc. 
  When her hghness’ daughter was kdnapped by marauders he 
  threw Detrax out an arlock as punshment for falng to foresee 
  the tragedy—but her magc preserved her sprt long enough 
  for her to accumulate a secondary form out of floatng debrs. 
  Swearng to do rght by her former master, she began to salvage 
  whatever flotsam and jetsam drew near her. Her physcal form 
  grew, as dd her hunger and avarce. In tme, she went mad n 
  her search for the prncess, never realzng that centures had 
  passed and the lost prncess and her sultan father are now long 
  dead. In her ravngs, Detrax wavers between calm tones and 
  an electronc squelch (lttle more than gbbersh). She sees all 
  who pass nto her grasp are would-be consprators aganst her 
  beloved sultan, and therefore consders them hostle. 
  At the present tme, Detrax s approxmately 12 klometers n 
  dameter. She appears as a head wthout a body—demonc, 
  metallc, and angry. Fanged, wth vacant eyes that bele only 
  her nternal engnes of cosmc energy, she s a horror to behold.  
  As a “mechancal” sentence, Detrax s mmune to sleep, 
  charm and hold spells.
  Any shp passng near Detrax wll fall derelct by way of one of 
  the followng cosmc mshaps (roll 1d6):
   
  1-2 
  Engine failure: All stop.
   
  3-4 
  Siren song: Each PC must make save  
  vs. paralyss or succumb to mnd control  
  for 1d6 rounds, whereby she compels these  
  servants to sabotage ther shp.
   
  5 
  Systems malfunction: Shelds wll lower or  
  weapons wll malfuncton durng the shp’s next 
  hostle encounter.
   
  6 
  Incorrect sensor readings: Sensor readngs 
  wll dentfy alles as foes so as to ntate combat/ 
  She wll send her mnons to collect the remans 
  of the lost, the lonely, and the defeated. All space 
  debrs she encounters wll be scanned, stored n 
  her mmense memory, and then processed as fuel. 
  Power sources wll then be affixed to her  
  own energy supply and suckled untl they expre.
  Detrax can subsst on natural sources, but she relshes any-
  thng made by sentent lfe forms, thrvng on ther psoncally-
  mbued presence. She s a collector of nformaton and materal 
  forms. Her hunger s unrelentng. Detrax wll also nstgate 
  battle whenever possble, n hopes that the resultng conflct 
  wll cause precous detrtus to spll nto the spaceways for her 
  to consume.
  
  38
  GRAVITATIONAL GRASP: Detrax calls many an nterstellar 
  salor to her “bay”—a gravtatonal well that she s able to ma-
  npulate, lke usng the unseen tentacles of a seaborne kraken. 
  She can consume any matter, though larger, denser meals (as-
  terods, brown dwarf stars, etc.) take tme. Ths can be a boon 
  for those unlucky enough to fall n her grasp, makng good on 
  her dstracton.
  SONG OF DETRIAX: All those who encounter her must roll a 
  save vs. fear or be drven mad wth despar. All those who fal 
  are fated to sol themselves as they are compelled to steer ther 
  shps toward her through a sort of psonc ntmdaton/torture. 
  Only those who pray for mercy and strke her bargan for clem-
  ency (see “Servng Detrax” below) wll survve. They must first 
  convnce her they have somethng worthwhle to trade. The 
  song s effectve for only 1d4 rounds, but by then she’s sent her 
  mnons to ether elmnate or permanently enslave her prey 
  usng cybernetc mplants. 
  SWALLOW WHOLE: Detrax can swallow entre starshps and 
  most space-based platforms and outposts wth a sngle gulp. 
  Her nternal furnace dgests all. But not before she consumes 
  all knowledge about her prey usng her penance scan.
  PENANCE SCAN: Through an onslaught of sensor scans, De-
  trax s able to “consume all data” of her prey, recordng every 
  physcal aspect, bologc metrc, and even psonc mprnt to 
  her man neurocore. She consders ths nterrogaton necessary 
  to fulfillng her purpose for findng and kllng the marauders 
  who wronged her mortal master (see below) and thereby no 
  one has ever evaded her probe. In a turn of terrble fortune, the 
  channel s often opened two ways—analogous to a feedback 
  loop--and the vctms wll experence a wave of data overload 
  that could render them nsane f they aren’t able to make a 
  save vs. psychc calamty (a catastrophc attack on ther santy). 
  Those that fal become her mnons, ther only hope of beng 
  restored s a complete bran work up at a local starbase wth 
  advanced medcal and psychologcal servces.
  MINIONS: Detrax s served by her self-styled mnons—the 
  scrappers (scrap-bots and scrap-men) and space hornets.
  SPACE FLEET: Detrax has amassed a personal armada of der-
  elct shps wth barebones systems (propulson, weapons, and 
  operated by remote communcaton, but no onboard lfe sup-
  port). They are strpped down skeletal forms wth mnmal ar-
  mor that functon bascally as large drones. The shps launch 
  from her mouth f she determnes a threat to her personal 
  safety. Approxmately 2d10 shps are ready to launch at any 
  gven tme.
  SERVING DETRIAX: Prayng to Detrax wll gan her favor only 
  f somethng materal s gven up. To be spared from her judge-
  ment, the prey must fall under her servce. It’s not unheard of 
  for Detrax to barter for nformaton wth her vctms. She may 
  let them go f she sees reason enough for them to contnue as 
  long as she’s ganng mportant ntellgence herself. She wll 
  reject any clam that the sultan s dead though, so pentent vc-
  tms should avod such falsehoods whle she’s takng audence.
  All recorded encounters wth Detrax—those wth survvors—
  nclude reports that the vctms were prostrate when deals were 
  made. Impertnence of any knd wll result n subjugaton. Her 
  goal s to contnue buldng herself larger and more powerful 
  through her space finds, n her quest to seek revenge on her 
  long lost sultan.
  RELATED ENTRIES: M) Scrappers, Space Hornets.
  Digiskleros (petty god of postmortem grooming) 
  TITLES: Collector of Dead Men’s Fingernails
  &	E.T. Smith
  F	Kelly Bennett
  SYMBOL: 
  A par of  
   
  groomng shears  
   
  lad upon a  
   
  mortcan’s sash
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  150' (50')
  ARMOR CLASS: 9
  HIT PTS. (HD): 
  45 hp  
   
  (9 HD)
  ATTACKS:  
  1 (plus  
   
  spells)
  DAMAGE: 
  1d6 or  
   
  by weapon  
   
  or by spell
  SAVE: 
  C9
  MORALE: 
  10
  HOARD CLASS: VI
  XP: 
  1,700 
  Just as the mghty warror wth hs mystc sword n hand s 
  a bulwark aganst ravenous chaos, so too s the humble, oft- 
  neglected mortcan. Cleanng and groomng the deceased 
  sn’t smply a formalzed ncety. Shoddy postmortem attentons 
  leave the way open for wrathful sprts and vengeful ghosts to 
  reanmate the nsulted corpse and ndulge n bloody volence 
  aganst the lvng. Thus, mortcans and embalmers are a first 
  lne of defense aganst such ncursons from the netherworld. 
  For those servng n ths quet professon, Dgskleros s a mythc  
  hero and nspraton.
  Dgskleros appears as a modest albet ntent man wearng 
  the gray cloak and red sash of an tnerant embalmer, hs ac-
  coutrements sturdy but travel-worn and stylstcally archac. 
  He traverses the world, gong where hs sklls are needed. 
  He s a orderly-mnded quas-dety, wantng manly to do hs 
  job, do t well and avod any complcatons. Hs atttude to-
  ward any adventurers he encounters depends entrely upon 
  what degree of responsblty they’ve been showng toward 
  the many corpses they’ve undoubtedly been leavng n ther 
  wake. If they have been arrangng for at least perfunctory 
  funeral rtes for ther vctms, he wll vew them amcably and 
  perhaps even seek ther ad n certan matters. If however 
  they’ve ndscrmnately been leavng mangled forgotten bod-
  es for hm to clean up, Dgskleros wll gve them a stern 
  lecture at best, and at worst attempt to end ther adventurng 
  career before t sows any more messy carnage.
  Dgskleros avods battle when possble, but fights as a 9th level 
  clerc f matters come to blows, and can cast spells as per that 
  class level. Hs usual spell selecton wll be: 1st level) detect evil, 
  cure light wounds (×2), protection from evil; 2nd level) bless, 
  hold person (×2), resist fire; 3rd level) cure disease, dispel 
  magic, remove curse; 4th level) detect lie, neutralize poison; 
  5th level) quest.
  Any treasure he s carryng are donatons collected for the Guld 
  of Itnerant Embalmers. He also has a sack filled wth fingernal 
  clppngs, taken from cadavers whose crcumstances of demse 
  have rendered the clppngs tanted wth dark mystcal assoca-
  DeTRIAX – DIGISKLeROS
  PeTTY GODS
  
  39
  PeTTY GODS
  DIGISKLeROS – DIIT’weNTII
  tons, too dangerous to be dsposed casually. The clppngs are 
  valueless except to the most vle of necromancers.
  The Silver Shears of Digiskleros are a specal tool attuned to 
  ther master’s task, preternaturally quck and keen. Wth them, 
  Dgskleros can fully groom a cadaver for bural n mere mo-
  ments. If necessary, they can be used n combat. Aganst mortal 
  foes, they are equvalent to a short sword +1. Aganst undead, 
  the bearer may chose to forgo makng a normal attack, and 
  nstead attempt to forcbly groom the anmated corpse, thereby 
  endng ts unrest. When makng such an attack, the bearer rolls 
  “to ht” as normal. If successful, the target must save vs. death. 
  If the save fals, the undead mmedately loses ts anmatng fury 
  and s defeated. If the save passes, the undead suffers mnmal 
  damage (2 hp) from the attack.
  If for some reason Dgskleros comes to a sudden end, the 
  lack of hs servces wll result n steady ncrease n undead 
  afflctng the world (the DM should ncrease the chance for 
  encounters wth these sorts of monsters). Ths dre trend wll 
  grow worse untl the Silver Shears are recovered and a new 
  canddate s chosen to bear them. Such a canddate must be 
  a clerc of at least 4th level who wllngly accedes to forgo all 
  worldly concerns n exchange for an endless lfe spent col-
  lectng dead men’s fingernals.
  Diit’Wentii (petty god of minutiae) 
  TITLES: The Manifestation of Minutiae
  &	Legion
  F	Darryl Gillingham
  SYMBOL: 
  The shnng cosahedron
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  10' to 200' (see below)
  ARMOR CLASS: 9 to −10 (see below)
  HIT PTS. (HD): 
  20×1d20 (see below)
  ATTACKS:  
  1
  DAMAGE: 
  1d20
  SAVE: 
  M20
  MORALE: 
  12
  HOARD CLASS: XX
  XP: 
  20,000 
  God s n the detals. Mnd you, so s the devl. The knd of rope 
  one buys, the amount of ratons one carres, the manner and 
  bearng of hrelngs—all thngs are mportant n the dank holes 
  and hdden valleys of the wld. So adventurers would do well to 
  pay homage to Dt’Went, The Manfestaton of Mnutae.
  In dre straghts (and they’d better be dre), a devotee may call 
  upon Dt’Went for succor. The destructon of an cosahedron 
  holy symbol s demanded of the supplcant. Ths symbol must 
  be of a gold pece value measured n powers of 20. A 20 gp 
  cosahedron allows the roll of 1d20. On a 20, Dt’Went hears. 
  Each power of 20 n gp value (.e., 400 gp, 8,000 gp, 160,000 
  gp, etc.) ncreases the chance of the god notcng by one (e.g., 
  the plea would be heard on 19 or 20 f a 400 gp symbol s sac-
  rficed. But mnutae beng what they are, ths ad from on hgh 
  can sometmes be of the “out of the fryng pan” varety.
  Ths dety often appears personally to over-awe mortals wth ts 
  magnficence. It revels n the apprehenson attendant upon the 
  rattle and clatter of ts comng.
  Dt’Went can manfest anywhere and and any pont n tme 
  through ts power of interstitial travel. In so dong, t expands 
  any space nto whch t steps to accommodate ts full heght. 
  There wll be vsble warpng as a chamber or cavern stretches 
  to make room for the dvne presence.
  When first encountered, Dt’Went wll be 20'. It s composed 
  of 20 layers. The Movement speed of each layer s determned 
  by rollng 1d20 and multplyng the result by 10' (movement per 
  round). Each layer has an Armor Class determned by rollng 
  1d20, wth a result of 1 ndcatng AC 9 and a roll of 20 beng 
  AC -10. Each layer has 1d20 ht ponts. Dt’Went attacks as a 
  20 HD monster. All of Dt’Went’s ablty scores are 20, and t 
  saves as a 20th level magc-user.
  Whenever a layer s defeated t dsappears wth a dramatc 
  floursh (each dfferent from the last; e.g., puffing of smoke, 
  sheddng lke a snake’s skn, turnng to dust, shatterng lke 
  glass, fallng lke a curtan, etc.) and a new layer one foot small-
  er s revealed. Dt’Went often changes form—and sometmes 
  gender—wth each layer (e.g., human male, orc hermaphro-
  dte, asexual elf, female gnome, etc.).
  Dt’Went beleves tself to be the dety that decdes f a mag-
  can’s fingers were n precsely the rght poston to cast a gven 
  spell or f an alchemst’s partcular formula contaned exactly 
  the correct amount of mercury. Despte ther phlosophcal 
  dfferences, Dt’Went lkes nothng more than a well-argued 
  debate wth Ttvlus.
  Some say the Shnng Icosahedron s not smply Dt’Went’s 
  holy symbol, but s n realty an object of ncalculable potency 
  and the key to the god’s power. Possesson of the artfact s 
  reputed to gve one domnon over Dt’Went. No one lvng 
  can attest to ths however. 
  
  40
  Diit’Wentii Reaction Table
  Roll 1d20 (instead of 2d6). Apply the following  
  as additional modifiers: Hit/Dmg/Door, AC, hp/level,  
  additional languages, and saving throw modifiers,  
  as well as standard reaction adjustment modifiers.
   
  1 
  Of all the unmtgated gall! Strkes supplcant  
  dead from on hgh.
   
  1-2 
  Magcally attacks supplcant’s locaton from  
  on hgh.
   
  3-4 
  Appears; stands aloof for 1d20 rounds scrutnzng 
  all and sundry; takes notes, then departs.
   
  5-6 
  Appears; takes ssue wth supplcant’s choce of,  
  or pronuncaton of, a random word or turn of 
  phrase n hs or her plea; feels t could have been 
  sad better.
   
  7-8 
  Appears; demands a fully temzed wrtten  
  nventory of devotee’s equpment, wealth and 
  frends; ponders result.
   
  9-10 Appears; presents supplcant wth a pen and form 
  D-2/0.r (“Request for Ad”), booms, “Press hard, 
  you’re makng multple copes.”; ponders result.
   
  11-12 Appears; teleports 1d20 random bengs  
  1d20 mles n random drectons, then departs.
   
  13-14 Appears; asks supplcant f he or she s carryng  
  a random tem from the “Adventurng Gear” lst;  
  f yes, helps; f not, shakes head and departs.
   
  15-16 Appears; attacks all present except supplcant, 
  then departs.
   
  17-18 Appears; attacks 1d20 of supplcant’s enemes, 
  then departs.
   
  19-20 From on hgh, pulls, pauses or pushes supplcant 
  out of the path of mmedate harm.
   
  20 
  Appears; grants ad equal to a limited wish,  
  strctly lmted to helpng the supplcant out of hs  
  or her current predcament.
  RELATED ENTRIES: M) Knights of the Carmine Icosagram, 
  Monitors; D) Books of the Crimson Icosagon.
  D’in’injaht (petty goddess of raving, ranting & gibberish) 
  &	Eric Potter
  F	Jason Patterson
  SYMBOL: 
  a ted tongue
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  45' (15')
  ARMOR CLASS: 4
  HIT PTS. (HD): 
  58 hp (10 HD)
  ATTACKS:  
  10d30 voces
  DAMAGE: 
  Specal
  SAVE: 
  M10
  MORALE: 
  10
  HOARD CLASS: IV
  XP: 
  1,000 
  D’n’njaht s the petty goddess of the ravngs of lunatcs, the 
  rants of madmen, the gbbersh of fools, the babbles from 
  babes, and the jabberng of dle jaws. Her confusng cres often 
  rng harmless to the casual ear, easly dsmssed and even pted, 
  but unfortunately t s not only the afflcted who succumb to the 
  sweet song of her cacophony. 
  Her followers fall nto two separate categores, one of an nnocent 
  lk and the other more snster n nature—her “Confused” (the 
  scramble-braned, the feeblemnded, the dullards, the smpletons, 
  the forgetful, the nnocuous babes, the nfirm) and her “Confus-
  ers” (the tongue-twsters, the double-talkers, the spn doctors.)
  The hapless Confused among her followers are cursed to 
  contnuously hear her cacophonous call, and doomed to try 
  to converse back wth t. They unwttngly spread the gospel 
  of D’n’njaht wth each of ther ncomprehensble ramblngs, 
  famlarzng the world wth her language and the sounds of 
  her rapturous call. Any who encounter these helpless belevers 
  usually feel pty and revulson, turnng away and gnorng or 
  dstancng themselves as quckly as possble.
  Conversely, her more dabolcal prophets, the Confusers, have 
  harnessed some of the bts of the essence of her language and 
  wll use t loudly to great effect often from pulpts, on street 
  corners, n crowded places, and around quet locales. These 
  ranters and ravers may seem nsane at first, but the longer 
  one lstens to ther crazed messages and deas, the greater the 
  chance for D’n’njaht’s hook to snk. 
  D’n’njaht s qute content to reman n her realm and use her 
  followers to speak her mnd. However, on the occason of a 
  summonng from her truly devoted, she wll reveal herself n 
  her physcal form. D’n’njaht appears as a twsted mass of hun-
  dreds of pure black, tentacle-lke, long, wavng tongues, each 
  capable of speakng n many dfferent languages smultaneously. 
  Persons experencng D’n’njaht n all her voces wll become 
  dsorented and lost, ncapable of ther own thought. They wll 
  struggle to understand and make sense of D’n’njaht’s speech 
  but to no aval. A comprehend languages spell s useless, and 
  wll always fal aganst ths petty goddess.
  You wll hear D’n’njaht approachng long before you see her. 
  The first rumblngs of her beckonng dn wll sound lke the 
  gentle babblng of a soft brook, but as she eases ever closer, 
  the roar of her hundreds of tongues wll fill the ar wth confu-
  son. A savng throw vs. spell mght allow any vctms wthn 
  earshot to scramble away before they become ensconced n her 
  clangor; however, f unsuccessful, any reacton to D’n’njaht 
  wll last for 1d30 turns. She may utlze any of her dozens of 
  tentacle-lke tongues to col around her targets, mmoblzng 
  them n order to flcker her devlsh tongue nto an ear to better 
  whsper her sweet nothngs.
  Reaction to D’in’injaht
  Modified by Intelligence.
   
  2 
  Lobotomized: Wll become a gbberng mbecle, 
  unable to put two syllables together.
   
  3-5 
  Drunken Stupor: Wll have slurred, ncomplete 
  speech, unable to make sense of own thoughts.
   
  6-8 
  Tongue-tied: Wll put ncorrect words together, 
  wll have trouble findng the rght words.
   
  9-11 Jabberwocky: Wll speak n nonsenscal speech 
  patterns, wll playfully nvent syllables and combne 
  phrases that are not normally juxtaposed.
   
  12 
  Balderdash: Wll delberately mslead through 
  double talk, wll use phrasng that backpedals, 
  msdrects, and confuses.
  DIIT’weNTII – D’IN’INJAHT
  PeTTY GODS
  
  41
  Dinud (petty god of shields & shield-makers,  
   
  and eggs, egg contents & egg-layers) 
  TITLES: Least God and Protector of Eggs,  
   
  Master of Shells, Lord of Shields
  &	Sean Holland
  F	Jeremy Duncan
  SYMBOL: 
  An egg wthn an egg
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  90' (30')
  ARMOR CLASS: −3 [+3/+1; see below]
  HIT PTS. (HD): 
  110 hp (20 HD)
  ATTACKS:  
  2
  DAMAGE: 
  1d8+6/1d8+6
  SAVE: 
  F21
  MORALE: 
  10
  HOARD CLASS: VIII, IX, XIV (×2)
  XP: 
  5,250 
  Dnud appears as a tall pale man wth a featureless, flawless egg 
  for a head. Hs voce s deep and always echoes. He usually ap-
  pears n vory robes or, when prepared for war, n scale armor 
  made from fragments of dragon eggs and a flawless egg-shaped 
  sheld. Shrnes to hm are usually found among sheldmakers, 
  who seek hs blessng to make better wares, and those races 
  that reproduce usng eggs (ncludng dragons on occason), who 
  vew hm as a guardan of ther chldren. 
  Whle wearng hs scale armor, only weapons of +3 or better can 
  perce t; otherwse, a smple magc weapon of +1 s sufficent to 
  damage Dnud. Whle carryng Dinud’s Shield he may deflect two 
  attacks per round of any sort, to any other target wthn range of 
  the orgnal attack. He prefers to let hs enemes kll each other, 
  but he can weld a +3 mace when pressed. Hs attacks gnore 
  shelds, and he can destroy any sheld used aganst hm, unless 
  the welder makes a save vs. death at -4—and then the sheld s 
  only safe untl Dnud chooses to attempt to destroy t agan. 
  Dnud’s blessng makes any of the thngs n hs portfolo safer; 
  eggs only crack when t s tme for them to hatch, shelds turn 
  blows wthout splnterng, and so on. Most adventurers wll be 
  seekng hs blessng for shelds; he can gve any sheld a +1 
  bonus wth an addtonal +1 aganst a specfic threat (arrows, 
  orcs, tgers, and so on). 
  Hs curse can smply destroy shelds or make them nto cursed 
  ones, or make a person more fragle, causng them to take 1 ad-
  dtonal pont of damage whenever struck by a physcal blow.
  Dinud Reaction Table
  Roll 2d10 (instead of 2d6) —the most ‘egg-like’ of dice.  
  Anyone who has willfully destroyed eggs suffers +3 to this roll.
   
  2-3 
  Friendly: Blesses 1d3 nearby targets. 
   
  4-10 Indifferent: Blesses 1d4 nearby targets  
  f properly proptated. 
   
  11-15 Neutral: Ignores nearby creatures. 
   
  16-19 Unfriendly: Curses 1d3 nearby targets  
  f not properly proptated. 
   
  20+ Hostile: Curses 1d4 nearby targets.  
  Dnud wll never be hostle to those carryng  
  a sheld or born from an egg, unless  
  they have done somethng to offend hm.
  Diplodias (petty god of crop rot and poor harvests)
  &	Dave Traube
  F	Thomas Fitzgerald
  SYMBOL: 
  Wthered corn stalk
  ALIGNMENT: 
  Chatoc
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: −4
  HIT PTS. (HD): 
  114 hp (18 HD)
  ATTACKS:  
  6 (claws) + specal
  DAMAGE: 
  1d6/1d6/1d6/1d6/ 
   
  1d6/1d6 + poson
  SAVE: 
  F20
  MORALE: 
  10
  HOARD CLASS: X, XIX
  XP: 
  11,000 
  Dplodas, the god of crop rot and poor harvests, s well known 
  but seldom worshped n agrcultural regons. Hs presence s 
  beleved to be the result of poorly executed crop rtuals and 
  offerngs. When such offerngs are rejected by ther prncpal 
  dety, there s a 40% chance Dplodas wll be attracted and 
  brng pestlence to the crop. 
  He typcally appears as a shamblng mound of compost (ronc 
  that a god of rot would appear as somethng so benefical to 
  the plants), wth sx arms and pale yellow eyes. In ths form, a 
  cloud of putrid stink radates 50' n all drectons from the crea-
  ture. All those wthn the area of effect must save vs. poson at 
  −2 or lose two ponts of Strength and Dexterty for 2d6 turns. 
  The save must be made every other round that the subject re-
  mans nsde the cloud. There s an 80% chance per round that 
  all plants nsde the cloud wll wther and de n 1d4+1 days. 
  PeTTY GODS
  DINUD – DIPLODIAS
  
  42
  Dplodas may also choose to assume the form of whatever 
  flora s wthn hs slght. When confronted n combat, t s typ-
  cal for the god to summon hs gant slugs (see below) and then 
  retreat to a nearby garden where he’ll take the form of the 
  plants and watch the combat unfold. Whle n plant form he 
  may move as normal but has no ablty to attack, nor does he 
  emt the wtherng cloud. 
  In hs natural form (compost), Dplodas can attack wth each of 
  hs sx arms for 1d6 ponts of damage per ht. But he typcally 
  prefers to summon 2d8 gant slugs (see below) to attack crops 
  or fight n combat. 
  Giant Slug: #A: 2d8; AL:neutral (but always hostle); M:60' 
  (20'); AC:5; HD:10; AT: 1 bte (1d8+poson; save vs. poson or 
  be slowed per the reverse of the magc-user spell haste); ST:F8; 
  ML:11; HC:NA; XP:3,000.
  Divine Worm (petty god of stillborn infants) 
  TITLES: Mother of the Stillborn, Mother of the Miscarried,  
   
  Patron Mother of Miscarried and Stillborn Children
  &	Logan Knight
  F	Rose Turner
  SYMBOL: 
  A gold pece  
   
  stamped wth  
   
  a newborn’s  
   
  face, eroded  
   
  by tears
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  0' (0')
  ARMOR CLASS: 9
  HIT PTS. (HD): 
  by HD  
   
  (1d20 HD)
  ATTACKS:  
  Specal
  DAMAGE: 
  Specal
  SAVE: 
  F1-20  
   
  (by HD)
  MORALE: 
  12
  HOARD CLASS: 8,888 gp, d% wll melt the moment  
   
  they’re taken nto sunlght
  XP: 
  2× amount of stllborns splt from  
   
  the Dvne Worm’s amnotc sac 
  The Dvne Worm, Patron Mother of Mscarred and Stllborn 
  Chldren, s nvoked by grevng famles, and worshpped by 
  others for reasons that are ther own. A con s cast bearng an 
  mage of the chld and melted n a bolng pot n offerng to the 
  Dvne Worm, beseechng her to carry the chld n the beyond.
  Manfestatons of the Dvne Worm are sometmes found n fra-
  grant caverns below stes of plague or nfantcde. (Each man-
  festaton has 1d20 HD, and an correlatng number of hp). The 
  Worm sts atop a gleamng ple of gold cons; swayng lchen 
  and moss hangs from the cavern roof above t.
  In form, the Worm’s body s lke that of a gant harless and eye-
  less mole, lned wth damp axolotl legs and a toadlke mouth. 
  Pendulous breasts appear almost at random on ts flanks and 
  legs, and a swollen amnotc sac sprouts over ts lower back 
  and hndquarters; wthn the sac you can see nether flesh nor 
  bone—t snks forever. Floatng calmly amdst the rotten amber 
  flud are more nfants and foetuses than you can count.
  The Worm never attacks, and never defends tself. It sts there 
  wth ts mouth open, hundreds of nfantle heads emergng and 
  weepng n chorus even as you hack nto ts flesh—the sound s 
  almost soothng. Every round you must save vs. spell or suckle 
  from one of ts breasts. The sac squelches and heaves as you drnk  
  ts amber nectar. You age 1d6 years of lfe unlved (no save).
  If the worm s klled, ts sac wll burst, spllng 253 stllborns per 
  HD about your feet; there are so many more than you magned.
  Dogasfos  
  (petty god of drowning and the drowned) 
  TITLES: Lord of the Drowned
  &	Igor Vinicius Sartorato
  F	Ernesto Plasmo
  SYMBOL: 
  A hand comng out of a whrlpool
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: 5
  HIT PTS. (HD): 
  65 hp (13 HD)
  ATTACKS:  
  2 (fists) or  
   
  specal (drown)
  DAMAGE: 
  1d6/1d6 or  
   
  2d8+5 plus specal
  SAVE: 
  T13
  MORALE: 
  12
  HOARD CLASS: VII
  XP: 
  2,500 
  Dogasfos, the Lord of the Drowned, s the fearful mnor god of 
  drownng and the drowned. In the water, he takes the form of a 
  huge maelstrom lttered and swrlng wth drowned bodes. When 
  manfestng on land, Dogasfos presents hmself as an old, wde-
  eyed salor wth a long black beard, dressed n tattered clothes, 
  and always completely soaked. Normally, he wll only appear on 
  land durng stormy nghts; ths occurrence s commonly nter-
  preted as a sgn of a flood whch wll take many vctms.
  In hs maelstrom form, Dogasfos can wreck shps, drownng 
  dozens of people n the process. Though not exactly vener-
  ated by salors and fishermen, they wll appease hs wrath by 
  throwng anmals nto rvers and seas, leavng them to drown. 
  Prates are the man followers of Dogasfos; they often seek hs 
  mercy durng especally long trps, offerng human sacrfices 
  n excchange for hs goodwll. It s mperatve that sacrfices to 
  Dogasfos de by drownng, for Dogasfos does not accept sacr-
  fices whch have ded before they drowned (e.g., f the anmal or 
  vctm s klled by a shark before drownng).
  When a regon has suffered many deaths by drownng (e.g., 
  n tmes of flood), Dogasfos’s prests (rare though they are) are 
  called to perform a rtual drownng of a vrgn maden (known 
  as ‘Dogasfos’s brde’) to appease the god. These prests are also 
  called sometmes to presde over trals nvolvng drownng.
  In hs human form, f Dogasfos hts an opponent wth both 
  hands durng the same round, Dogasfos has landed a success-
  ful choke-hold on the vctm and wll not let go; the vctm must 
  save vs. death each round (startng that round), or take 2d8+5 
  ponts of damage per faled save, untl the vctm des (from loss 
  of hp), drowns (n 1d4+1 rounds), or untl Dogasfos s klled or 
  otherwse dspatched.
  DIPLODIAS – DOGASFOS
  PeTTY GODS
  
  43
  Dogasfos Reaction Table
   
  2 
  Friendly: Reveals the locaton of a treasure  
  that sunk wth a drowned man. 
   
  3-5 
  Indifferent: Reveals the locaton of a treasure  
  that sunk wth a drowned man, f proptated  
  wth an adequate sacrfice.
   
  6-8 
  Neutral: Ignores nearby creatures.
   
  9-11 Unfriendly: Requres a sacrfice n exchange  
  for the lves of the entre party. 
   
  12 
  Hostile: Tres to kll all nearby creatures  
  by drownng.
  Drasheeng (petty god of drunken misperception) 
  TITLES: Lady of the Blurry Veil
  &	Trey Causey
  F	Mark Allen
  SYMBOL: 
  Two eyes,  
   
  supermposed  
   
  but slghtly offset
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: −4
  HIT PTS. (HD): 
  100 hp (21 HD)
  ATTACKS:  
  Specal
  DAMAGE: 
  Specal
  SAVE: 
  T21
  MORALE: 
  10
  HOARD CLASS: IX, X, XVIII 
  XP: 
  7,000 
  Drasheeng, the Lady of the Blurry Vel, s the godlng of ms-
  percepton due to ntoxcaton, and of decepton whch utlzes 
  that mspercepton. She ads the agng harlot who reles on her 
  clent’s drnk-blurred eyes to enhance her beauty, the rogush 
  youth plyng the reluctant mad wth wne, and the confidence 
  man who supples ntoxcants to fog hs mark’s judgement.
  Drasheeng usually appears as a human female whose voluptuous 
  form s scarcely hdden by a near-daphanous gown. She wears 
  a vel whch hdes her features—a hdeous and almost masculne 
  face.. Those seeng her face unveled are struck wth fear as per 
  the spell, unless they make a savng throw vs. death. If success-
  ful, they wll merely experence queasness and revulson for 2 
  turns, sufferng a −1 penalty on all “to ht” rolls for the duraton.
  When encountered, Drasheeng typcally projects an aura of 
  ntense attractveness whch (on a faled save vs. spell) charms 
  mortals (as the spell) wthn a radus of 30'. She can also, at wll, 
  cause a pleasantly ntoxcatng confusion (per the spell) n her 
  opponents (on a faled save vs. spell). Drasheeng’s caress and 
  kss are each able to cause feeblemind (as the spell, on faled 
  save vs. spell). Despte these abltes, Drasheeng s not nclned 
  to battle wth mortals unless absolutely necessary, preferrng to 
  teleport away, then strke later at her would-be attackers when 
  ther guard s down. 
  Drasheeng wll sometmes ad those who call upon her and 
  offer a lbaton of expensve wne or lquor. Drasheeng’s favor 
  takes the form of a +2 bonus to related reacton rolls, provded 
  the ndvdual that the supplcant s attemptng to nfluence s 
  ndulgng n some sort of ntoxcant.
  Drasheeng Reaction Table
   
  2 
  Friendly: Blesses an ndvdual (as above). 
   
  3-5 
  Indifferent: Blesses an ndvdual (as above)  
  f properly proptated.
   
  6-8 
  Neutral: Ignores the ndvdual.
   
  9-11 Unfriendly: Wll cause the ndvdual to fall  
  vctm to decepton when ntoxcated wthn the 
  next 2 weeks f not supplcated (as above). 
   
  12 
  Hostile: Indvdual wll fall vctm to a decepton 
  through ntoxcaton wthn the next 2 weeks.
  RELATED ENTRIES: S) Ale Goggles.
  PeTTY GODS
  DOGASFOS – DRASHeeNG
  
  44
  Elder Elemental 
  &	Richard J. LeBlanc, Jr.
  F	Christopher Conklin
  Elder elementals are greater elementals who have grown n 
  power as aeons pass and rsen to petty godlke status. Ther 
  mnmal sentence has lkewse grown to self-awareness. Whle 
  they typcally began as creatures of neutral algnment, as they 
  come nto ther own t s not unheard of for elder elementals to 
  ‘grow’ nto a dfferent algnment (as they establsh ther pres-
  ence as petty gods).
  The Ht Dce of elder elementals generally range from 20 to 
  25. Those elementals wth fewer than 20 HD rarely acheve the 
  strength or sentence requred to attan petty godlke status, and 
  elementals wth more than 25 HD wll generally have acheved 
  the status of full godhood. 
  An elder elemental’s Armor Class, Damage, and Savng Throws 
  are depenent upon ther ht dce, as outlned below:
  Hit Dice 
  20 
  21 
  22 
  23 
  24 
  25 
  ARMOR CLASS: −4 
  −4 
  −5 
  −5 
  −6 
  −6 
  DAMAGE 
  4d8 
  4d8 
  5d8 
  5d8 
  6d8 
  6d8 
  SAVE: 
  F20 
  F21 
  F22 
  F23 
  F24 
  F25
  Elder elementals wll rarely come to consder themselves as gods 
  of ther own volton. Rather, ther status as gods usually comes 
  from a group who have chosen to worshp the elemental and 
  gve the elemental the god-name by whch t wll be known. 
  As vared as those who choose to worshp an elder elemental 
  are, so too are the personaltes of the elementals themselves—
  from calm to caprcous to calculatng to cruel. 
  It s suggested the DM create an ndvdualzed descrpton for 
  any elder elemental appearng as a petty god, ncludng an n-
  dvdual name, a unque symbol, a specfic algnment, and a 
  personalzed reacton table. 
  Elder Air Elemental 
  (as petty god of air, wind, breezes, deserts, etc.)
  SYMBOL: 
  Vares
  ALIGNMENT: 
  Vares (most often Neutral or Lawful)
  MOVEMENT: 
  360' (120') flyng
  ARMOR CLASS: See above 
  HIT PTS. (HD): 
  20-25 HD
  ATTACKS:  
  Specal
  DAMAGE: 
  See above
  SAVE: 
  See above
  MORALE: 
  11
  HOARD CLASS: XVI
  XP: 
  3250, 5000, 5500, 6000, 6500, or 7000 
  The form of an elder ar elemental can vary greatly, most often 
  appearng as a (sometmes anthropomorphc) swrlng vortex 
  of wnd or a “smoke-lke” creature of some sort (e.g., a brd). 
  Elder ar elementals generally attack n the form of a whrlwnd 
  (even f ther standard form dffers), approxmately 2' tall and 
  1/2' wde per HD (e.g., a 24 HD elder ar elemental would be 
  48' tall and 12' wde). Creatures wth 4 and fewer HD must save 
  vs. death or be swept away by the elemental, dong an amount 
  of damage as determned by ther HD. Arborne vctms who 
  fal ther savng throw take an addtonal 1d8 damage. Crea-
  tures trapped n the whrlwnd must make an addtonal save 
  (vs. death) each round or reman caught n the whrlwnd—there 
  s no addtonal damage, but those creatures so caught cannot 
  move except to go where the elemental carres them (a success-
  ful savng throw means they have escaped the whrlwnd). 
  The elemental can eject any carred creatures whenever t 
  wshes, depostng them wherever the whrlwnd happens to be. 
  Should the elder ar elemental choose to return to the Elemental 
  Plane of Ar whle creatures are beng carred nsde t, those 
  creatures must save vs. death or be taken to the Elemental Plane 
  of Ar as well.
  If the whrlwnd’s base touches the ground, t creates a swrlng 
  cloud of debrs. Ths cloud s centered on the elemental and 
  has a dameter equal to half the whrlwnd’s heght. The cloud 
  obscures all vson beyond 5 feet. There s a 10% chance that 
  any spell cast n a debrs cloud wll fal. 
  Elder Earth Elemental 
  (as petty god of earth, soil, stone, mountains, etc.)
  SYMBOL: 
  Vares
  ALIGNMENT: 
  Vares (most often Neutral)
  MOVEMENT: 
  60' (20') [sometmes 30' (10')]
   
  BURROW: 
  As normal movement
  ARMOR CLASS: See above 
  HIT PTS. (HD): 
  20-25 HD
  ATTACKS:  
  Specal
  DAMAGE: 
  See above
  SAVE: 
  See above
  MORALE: 
  11
  HOARD CLASS: XVI
  XP: 
  3250, 5000, 5500, 6000, 6500, or 7000 
  When stll, the form of an elder earth elemental wll appear as 
  a large hll or a great heap of stones. When an elder earth el-
  emental lumbers nto acton, ts appearance can vary—usually 
  appearng as massve earthen or stony humanod (1' tall per 
  HD) wth glowng gemstones for eyes. Bts of vegetaton (and 
  even small trees) can grow n the sol that makes up the parts 
  of an elder earth elemental’s body. 
  Elder earth elementals may be slow, but they are also relentless. 
  They can move through stone, drt, or almost any other sort of 
  sold groud (except metal) wth ease. Furthermore, no hole nor 
  rpple nor any other sgns of ts presence are left behnd when 
  t burrows. Elder earth elementals cannot swm, however, and 
  must ether go through the ground under a body of water, or 
  walk around t. Fnally, f a move earth spell s cast on a area 
  contanng an elder earth elemental, t wll be flung back 10' 
  and (on a faled save vs. spell) be stunned for 1 round.
  E
  elder elementAl • ellsbeth • erAisho • e’rsAe • expiurge • eye of vengAlAte
  eLDeR eLeMeNTAL
  PeTTY GODS
  
  45
  Elder earth elementals generally strke usng ther gant “fists”, 
  wth opponents on the ground takng an addtonal 1d8 ponts 
  of damage. By contrast, an elder earth elemental suffers a −4 
  penalty on all “to ht” and damage rolls versus arborne or water-
  borne opponents.
  Elder Fire Elemental 
  (as petty god of fire, flames, burns, etc.)
  SYMBOL: 
  Vares
  ALIGNMENT: 
  Vares (most often Neutral or Chaotc)
  MOVEMENT: 
  180' (60') 
  ARMOR CLASS: See above 
  HIT PTS. (HD): 
  20-25 HD
  ATTACKS:  
  Specal
  DAMAGE: 
  See above
  SAVE: 
  See above
  MORALE: 
  11
  HOARD CLASS: XVI
  XP: 
  3250, 5000, 5500, 6000, 6500, or 7000 
  Lke elder ar elementals, the appearance of an elder fire ele-
  mental can vary greatly, but they most often manfest as colng 
  serpentne forms of smoke and fire, or shapes akn to humans, 
  demons, and other monsters—a key goal of the fire elemental 
  s usually terror. Fre elementals are characterstcally cruel, de-
  lghtng n frghtenng weaker bengs and terrorzng any thng 
  (or creature) they can set on fire. 
  An elder fire elemental cannot enter water (or any other body of 
  nonflammable lqud). Therefore, unless an elder fire elemental 
  s able jump or step over a body of water, t wll be an mpass-
  able barrer (unless the lqud s covered wth a flammable or 
  combustble lqud lke ol or kerosene). Generally, an elder fire 
  elemental s able to step across a dstance of water a number of 
  feet equal to or less than ts HD (e.g., a 25 HD fire elemental 
  could cross a 25' barrer of water). 
  An elder fire elemental attacks as a swrlng pllar of flame 1' tall 
  and 1' n dameter per HD (e.g., a 25 HD elder fire elemental 
  would be 25' tall and 25' across). They do an addtonal 1d8 
  damage to creatures wth cold-based attacks.
  Creatures whch make a successful “to ht” roll aganst a fire 
  elemental wth non-magcal weapons or unarmed attacks take 
  fire damage as though ht by the elemental’s attack (by HD). 
  Furthermore, they must save. vs. breath or catch fire, takng 
  1d8 per round untl extngushed.
  Elder Water Elemental 
  (as petty god of water, lakes, rivers, streams, etc.)
  SYMBOL: 
  Vares
  ALIGNMENT: 
  Vares (most often Neutral)
  MOVEMENT: 
  60' (20')
   
  SWIM: 
  180' (60')
  ARMOR CLASS: See above 
  HIT PTS. (HD): 
  20-25 HD
  ATTACKS:  
  Specal
  DAMAGE: 
  See above
  SAVE: 
  See above
  MORALE: 
  11
  HOARD CLASS: XVI
  XP: 
  3250, 5000, 5500, 6000, 6500, or 7000 
  PeTTY GODS
  eLDeR eLeMeNTAL
  
  46
  As wth the other elder elementals, elder water elementals have 
  ther own unque forms. Generally, however, they appear as 
  (slghtly anthropomorphc) “wave-lke” creatures wth a face 
  somewhat humanod n appearance, and “arms” lke smaller 
  waves at ther sdes. They wll also often appear n the form 
  of an aquatc creature (e.g., an octopus, shark, or sea serpent) 
  composed entrely of water. 
  Elder water elementals possess an extreme patence and an 
  unrelentng tenacty. They wll often hde, then drag opponents 
  nto the water so they gan the advantage. They are, however, 
  unable to move more than 60' from water.
  Elder water elementals attack as a great wave of water 1/2' tall 
  and 2' wde per HD (e.g., a 24 HD elder water elemental would 
  be 12' tall and 48' wde). An elder water elemental does an ad-
  dtonal 1d8 ponts of damage to opponents n water.
  RELATED ENTRIES: S) Summon Elder Elemental.
  Ellsbeth (petty goddess of damsels in distress) 
  TITLES: Our Lady of Timely Rescues,  
   
  The Drama Queen
  &	James Smith
  F	Vindico Vindicatum
  SYMBOL: 
  A frlly handkerchef  
   
  or a hennn  
   
  wth attached vel
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: 3 [+2]
  HIT PTS. (HD): 
  80 hp (19 HD)
  ATTACKS:  
  1
  DAMAGE: 
  1d4+3
  SAVE: 
  M19
  MORALE: 
  6
  HOARD CLASS: XXII
  XP: 
  6,250 
  Known to those who would call upon her as Our Lady of Tmely 
  Rescues and to those who know her well as The Drama Queen, 
  Ellsbeth s the petty goddess of damsels n dstress. 
  She appears as a beautful human female, lthe, far of skn 
  and har, though occasonally she sports red tresses and lght 
  freckles. Her two front teeth are notceably overszed. She wll 
  be dressed n a whte or pnk clngy dress and an 18" hennn, 
  adorned wth a vel. Her feet are unshod. She wears a slver 
  rng shaped as a serpent (whch doubles her 1st level spells), 
  and an ornate, wooden har stck, whch s actually a wand of 
  paralyzation. 
  Ellsbeth has the powers of a 19th level magc-user. As a spell-
  lke ablty, she may cast charm monster (save vs. spell at -4), 
  3× per day. She can only be ht by +2 or greater weapons. She 
  may shape change at wll nto the form of any small woodland 
  creature. 
  Many a far lady, graced wth a tmely rescuer, has gven credt 
  to Ellsbeth after callng to the goddess n her hour of need. Lttle 
  do they know that they usually have Ellsbeth to thank for ther 
  harrowng experence n the first place. 
  Ellsbeth loves beng rescued; seeng her brave champon fight 
  and emerge vctorous, she smles contentedly as he carres her 
  off nto the sunset. Or, almost as often, she wals dramatcally 
  upon wtnessng hs ptful death. Much of her tme s spent ar-
  rangng and playng out these lttle dramas. She loves beng the 
  herone, but she’s also qute the voyeur and when n one of her 
  more pensve moods wll set up some unsuspectng vctm to be 
  endangered, makng sure a would-be savor arrves just n tme 
  to delver the lady, or de tryng. She’s always nearby, enjoyng 
  the spectacle (usually hdng n the form of a squrrel or rabbt) 
  but never nterferng n the actual combat, as she enjoys the 
  tragc death of a hero almost as much as seeng hm trumph. 
  Upon those occasons when the champon falls, Ellsbeth wll 
  usually have no trouble dsentanglng herself from the stuaton. 
  If some poor mortal was playng the Damsel, the goddess may 
  decde to blame the vctm for her rescuer’s falure and leave 
  the poor lady to her fate. When Ellsbeth’s chosen gallant s vc-
  torous, she wll become qute rked f a romantc nvolvement 
  doesn’t ensue and may use magc to force the ssue, or even 
  punsh any partcpants for not playng ther parts correctly. She 
  does, occasonally, answer a call for ad arsng from a stuaton 
  for whch she wasn’t responsble, so long as the tableau s close 
  enough to her deal to excte her magnaton. 
  For those who’ve wondered why a dragon mght demand a young 
  maden as trbute nstead of cold hard cash, ths s due to Ellsbeth 
  bewtchng the creature. A brave knght savng a far maden from 
  the clutches of an evl dragon s the goddess’ favorte sort of res-
  cue, and one she wll take great pans to arrange. 
  Ellsbeth rarely carres money upon her person, unless she’s usng 
  funds to arrange her entertanments. She does mantan a lar, 
  where she houses her accumulated rches. 
  Ellsbeth Reaction Table
  The GM should keep in mind Ellsbeth’s nature.  
  For instance such factors as the involvement  
  of an actual knight, or a nearby dragon lair,  
  will modify her reactions considerably.
   
  2 
  Friendly/Hostile: Ellsbeth wll be charmng  
  and helpful, but quckly losng nterest save for 
  those wth a Charsma of 16 or hgher. There  
  s a 40% chance, 60% f ther Charsma s 18+,  
  that these latter wll find themselves cast n her 
  next ‘producton’. Afterwards, wthn a few days,  
  males may find themselves abandoned, or  
  the subject of a fatal attracton. Females may  
  escape unscathed, unless they manage to  
  offend Ellsbeth’s sensbltes. 
   
  3-5 
  Indifferent: Unless there’s a definte opportunty 
  for drama or romance, the goddess wll not bother 
  herself further and wll take her leave.
   
  6-8 
  Neutral: She wll gnore those present  
  and go about her busness.
   
  9-11 Unfriendly: She may engage n some petty or 
  spteful nsult, such as breakng up a par of lovers 
  or polymorphing someone nto a dog.
   
  12 
  Hostile: The goddess wll spend 1d3 days,  
  amusng herself by tormentng the subjects of  
  her re. Due to her hghly mercural nature, ths 
  may end rather mldly, gruesomely, or even wth 
  some verson of Ellsbeth’s favorte drama—one 
  whch mght start out more twsted, than usual.
  eLDeR eLeMeNTAL – eLLSBeTH
  PeTTY GODS
  
  47
  Eraisho (petty god of protection from angry gamblers)
  &	Eric Wirsing
  F	Eric Wirsing
  SYMBOL: 
  A par of eyes on  
   
  a sx-sded de
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  90' (30')
  ARMOR CLASS: −4 [+2]
  HIT PTS. (HD): 
  144 hp  
   
  (18 HD)
  ATTACKS:  
  2
  DAMAGE: 
  Specal  
   
  (see below)
  SAVE: 
  T18
  MORALE: 
  9
  HOARD CLASS: VI, XVI
  XP: 
  9,250 
  Gamblng s qute a dangerous occupaton, and there are certan 
  men n those professons who want to recoup ther losses. A 
  quck prayer to Erasho can perhaps save those bg wnners who 
  are n danger of beng rolled n an alley. 
  Erasho appears as almost part of the shadows, cloaked n what 
  looks lke the nght. When he thrusts out hs hands at those who 
  would harm hs worshpper, thck, ropy nght-black tentacles 
  come forth and wrap around the poor fools. A vctm of these 
  tentacles s afflcted as per a darkness spell. Aganst anyone 
  who truly has the audacty to attack hm he can also burrow 
  the shadow stuff nto ther eyes, effectvely blndng them (as 
  blndess by darkness spell). He also has the power to turn invis-
  ible (as the spell). Fnally, he s nsubstantal, requrng a +2 or 
  greater weapon to harm hm.
   
   
  E’rsae  
  (petty goddess  
  of rumor 
  and gossip)
  &	Sean Wills
  F	Zak Smith
  SYMBOL: 
  A flamng ear or a gemstone  
   
  wthn a par of open lps
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: −1
  HIT PTS. (HD): 
  82 hp (12 HD)
  ATTACKS:  
  1 (charm)
  DAMAGE: 
  Specal
  SAVE: 
  M8
  MORALE: 
  7 (wll attempt to flee f fals check,  
   
  wind walking as f a 20th Level Clerc)
  HOARD CLASS: XIV n her lar (tales dffer as to ts locaton,  
   
  only E’rsae knows for sure)
  XP: 
  2,000 
  E’rsae s the patron goddess of all who delght n the exchange 
  and nterpretaton of rumors. 
  Her materal form s as ephemeral as the half-truths and falstes 
  she whspers wth a rch honeyed tone. She appears as a youth-
  ful coquet n the mornng, a hearty dame after noon and a cack-
  lng crone after dusk. The goddess can naturally tell undectect-
  able lies (as per the reversed detect lie spell, but permanent). 
  If the characters have encountered E’rsae and ganed a “smtten” 
  reacton, they wll find that nvokng her name before nvestgat-
  ng or spreadng gossp results n the ablty to detect lies or tell 
  an undetectable lie as f a 5th level Clerc. Ths boon wll work 
  up to 1d6 tmes.
  E’rsae Reaction Table
  Modify by +/-1 dependent on  
  character’s initial approach to the goddess—  
   courtesy and conversation matter to E’rsae.
   
  2 
  Smitten: Wll flrt wth the hghest Charsma  
  character. If found entertanng by E’rsae  
  (1-n-6 chance, plus any postve Charsma bonus)  
  outlandsh tales of the party’s explots wll  
  precede the party n ther travels for 1d4 weeks.
   
  3-5 
  Friendly: Wll mpart 1d4 hnts concernng  
  secrets or treasure wthn the locale.
   
  6-8 
  Neutral: Wll encourage gossp and tell  
  the party 1d4 local rumors.
   
  9-11 Unfriendly: Wll spread a dsparagng  
  rumor about the party n the nearest town.
   
  12 
  Hostile: Wll spread 1d4 vle rumors  
  about the party across the land.
  Expiurge (petty gods of chaos embound)
  &	Porky
  F	OpenGL
  SYMBOL: 
  A halo stretchng  
   
  over a horzon
  ALIGNMENT: 
  Chaotc*
  MOVEMENT: 
  1d20×30' (/3)
  ARMOR CLASS: 1d20-10
  HIT PTS. (HD): 
  2d20 x 5 hp  
   
  (2d20 HD)
  ATTACKS:  
  1d6, of up to 1d3 types
  DAMAGE: 
  Each type 1d(2d10),  
   
  roundng down to the nearest  
   
  avalable de sze
  SAVE: 
  M per HD
  MORALE: 
  1d6+6
  HOARD CLASS: 1dXX
  XP: 
  12,000 
  Expurge, or the Evershns Maltheon, s the petty gods of chaos 
  embound. A lnear dstllaton of the chaotc curvng out past the 
  rm of beng, they s every form n one, a sequence of natures 
  more numerous and perhaps more possble than the world can 
  host. Whether a work of nature or the creaton of some great 
  power, none who now lve seem able to say. The dead too are 
  largely slent on the matter. Each form whch Expurge takes s 
  never truly defeated, smply replaced by yet another lnk n the 
  chan, another facet of the whole, all after all.
  PeTTY GODS
  eRAISHO – eXPIURGe
  
  48
  Roll 1d6 tmes on the followng table, 1d30 for each column, 
  readng left to rght. The current facet:
   1 abhors
   2 adores
   3 also hoards
   4 blesses
   5 commands
   6 conspres wth
   7 craves
   8 creates
   9 curses
   10 destroys
   11 dreams of
   12 embodes
   13 fears
   14 grows on
   15 haunts
   16 hurls
   17 s becomng
   18 s emergng 
   
   wthn
   19 s fleeng
   20 s made from
   21 s vulnerable to
   22 lves n
   23 manfests
   24 mmcs
   25 pursues
   26 secretly gudes
   27 seeks
   28 strkes wth
   29 travels upon
   30 wallows n
   1 1d6th-level  
   
   spellcastng
   2 backstabbng
   3 blessed
   4 blow-turnng
   5 caustc
   6 combustble
   7 constrctng
   8 cursed
   9 dancng
   10 dscordant
   11 dseased
   12 dsemboded
   13 ethereal
   14 fecund
   15 flamng
   16 freezng
   17 gelatnous
   18 ncomplete
   19 nvsble
   20 lmb-severng
   21 lost
   22 magcal
   23 magc-dranng
   24 paralyss- 
   
   nducng
   25 parastc
   26 posonous
   27 save-or-de
   28 soporfic
   29 stray
   30 transplanar
   1 bedpans
   2 bells
   3 clppngs
   4 cowlcks
   5 cracks
   6 decks
   7 delghts
   8 draughts
   9 drpstone
   10 ears
   11 flags
   12 flocks
   13 herds
   14 horrors
   15 moles
   16 mould
   17 nets
   18 notes
   19 ples
   20 pnheads
   21 ppes
   22 ratons
   23 rolls
   24 rust
   25 shngle
   26 skns
   27 splnters
   28 sponges
   29 swarms
   30 worms
  *And yet the scholars are divided. How can chaos be ordered 
  thus? What infernal compromise does Expiurge represent?
  Eye of Vengalate  
  (petty goddess of non-lethal curses) 
  AFFILIATIONS: The Three Cowardly Gods of Yattle-Hoy
  &	Ash Law
  F	Glen Hallstrom
  SYMBOL: 
  Two crcles nterlocked
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  300' (1000')
  ARMOR CLASS: 6
  HIT PTS. (HD): 
  56 hp (14 HD)
  ATTACKS:  
  1
  DAMAGE: 
  5d4
  SAVE: 
  M18
  MORALE: 
  12
  HOARD CLASS: VII, X, XX
  XP: 
  7,600 
  Wherever somebody puts on a cursed girdle, or finds a dubously 
  hexed deck of cards, there s the Eye of Vengalate. The goddess 
  smles upon those who have been cursed, consderng them her 
  people. Rumors that she has scattered cursed tems far and wde 
  are probably false, though she can certanly create cursed tems. 
  The goddess herself appears as a beautful human woman, but 
  none have seen her n person, for she has hdden herself away 
  n a secret room of her luxurous temple-palace. Those who vst 
  the dwellng place of the Eye of Vengalate are greeted by bubblng 
  fountans, courtyard gardens, grand feastng halls... and hundreds 
  of dentcal prestesses who look exactly lke ther goddess. 
  The Eye of Vengalate can transform any wllng humanod crea-
  ture nto a facsmle of herself. 
  Jumpng from body to body, the goddess can use any of her 
  prestesses as puppets, and can see, speak, and hear through 
  any or all of them. In ths way, any who hunt her can never be 
  sure f they have klled the goddess herself or merely one of her 
  many duplcates.
  Those who travel to the temple-palace n the hopes of havng a 
  curse lfted or agng reversed wll have to meet the Eye of Ven-
  galate’s prce to gan such favors—be transformed and serve 
  as a prestess/handmaden for a year and a day. Adventurers 
  who pay the prce and serve wllngly may leave the temple, but 
  wll forevermore look lke the Eye of Vengalate, and know that 
  she mght be seeng what they see, or at any moment mght 
  take over ther body. In some vllages of Yattle-Hoy, the streets 
  throng wth duplcates of the goddess. 
  The Eye of Vengalate has vast treasure vaults, and most of the 
  treasure s cursed. She has been spendng her treasure to buld 
  a starway to the heavens. Her prestesses have nqured as to 
  what purpose her starway has—f she ntends to ascend, or f 
  t s for another to ascend, or f t s for someone (or somethng) 
  to descend. On ths subject, the goddess’s words seem to have 
  two meanngs—and so far, nobody s able to get a clear answer. 
  Every year the goddess sends the body of one of her prestesses 
  to the top of the starway and back agan, scatterng rose petals 
  up and back, whle ppers play and narcotc ncense burns. 
  Eye of Vengalate Reaction Table
  +1 bonus for each curse or cursed item possessed by party. 
   
  2 
  Enamored: Agrees to meet wth the party  
  face-to-face rather than speakng through a  
  prestess/handmaden. Offers the party treasure 
  (Hoard class XVII) and a full removal of all  
  curses f the party member wth hghest CHA  
  (or who has been most nterestng) agrees to  
  become a prestess/handmaden for a year  
  (reversble only by a wish spell). 
   
  3-5 
  Generous: Extends her offer of curng any and 
  all curses that the party has, provded one party 
  member becomes a prestess/handmaden for a 
  year (reversble only by a wish spell). 
   
  6-11 Bored: Only extends her standard offer of curng 
  any cursed party member, provded the cursed 
  character becomes a prestess/handmaden for a 
  year (reversble only by a wish spell). Offers to each 
  cursed party member; only one may accept. 
   
  12 
  Offended: Has her prestess/handmadens  
  throw the party out. If the party ressts,  
  she transforms the party nto handmadens  
  (reversble only by a wish spell), and teleports  
  them to some far off land.
  RELATED ENTRIES: G) Apar, Derral-Orth, Yattle-Hoy.
  eXPIURGe – eYe OF VeNGALATe
  PeTTY GODS
  
  49
  PeTTY GODS
  FALLeN ONe - FATTU FeRI
  Fallen One  
  (petty god of fallen warriors and unsung heroes) 
  TITLES: The Unsung; The Faceless Warrior
  &	Richard J. LeBlanc, Jr.
  F	Richard J. LeBlanc, Jr.
  SYMBOL: 
  An unmarked  
   
  grave stone
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: 4
  HIT PTS. (HD): 
  87 hp (15 hd)
  ATTACKS:  
  1 (Unsung:  
   
  +1 long sword)
  DAMAGE: 
  1d8+1 + specal
  SAVE: 
  F15
  MORALE: 
  12
  HOARD CLASS: None
  XP: 
  2,000 
  The Fallen One, the petty god of fallen warrors and unsung 
  heroes, goes by many names—The Unsung and The Faceless 
  Warror among them. He roams the world’s battlefields, often 
  whle the smokes of war stll hang over them. There he gathers 
  the sprts of the fallen warrors and unsung heroes of the bat-
  tle, escorts them to hs great banquet hall, and feasts wth them 
  before sendng them on to ther final destny... to be forgotten 
  by the hstores of the mortal world.
  Though many call hm “The Faceless Warror,” n truth hs face 
  s ever-changng, constantly morphng from the face of one 
  fallen warror to another; as each warror falls n battle, hs face 
  takes on ther appearance, only to be replaced by the face of 
  the next warror that des. Otherwse, he manfests as a tall, 
  sturdy warror wearng battle-worn chan armor and bearng an 
  unpanted sheld. Hs +1 long sword (“Unsung”) s mbued wth 
  the memory of every fallen warror that has ded anonymously 
  n battle. Whenever an opponent s struck by Unsung, they wll 
  see the memory of a fallen warror’s dyng moment n battle, 
  and must save vs. spell or be forced to dsengage from combat 
  wth The Fallen One (as the spell charm); he wll not attack any 
  opponent so dsengaged. 
  Once per day, The Fallen One s able to use a mirror image 
  ablty that creates 5d4 mages of hmself. Three tmes per day, 
  he s able to summon 1d6 fallen warrors (appear as recently 
  deceased fighters; fight and save as skeletons wth chan mal, 
  shelds, and swords; cannot be turned n the presence of the 
  Fallen One). Furthermore, The Fallen One s mmune to sleep, 
  charm, hold, and cold (as undead).
  The Fallen One has no shrnes or temples, save for mass graves 
  filled wth fallen warrors, and the battlefields where they met 
  ther fates. He has no prests dedcated to hm, though he con-
  sders as hs own those prests who roam the battlefields bless-
  ng the dead, unsung warrors of battles.
  RELATED ENTRIES: S) Animate Fallen Warrior.
  Fattu Feri (petty goddess of corpse candles 
   
  and messenger of the tribes of the bog*) 
  TITLES: Goddess of Corpse Candles
  &	Paul Ballard
  F	Richard J. LeBlanc, Jr.
  SYMBOL: 
  Skull surrounded by  
   
  a burnng green flame
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: −2
  HIT PTS. (HD): 
  90 hp (20 hd)
  ATTACKS:  
  1 (ce touch) or 4 (cold lights)
  DAMAGE: 
  3d6 or 4×1d10+1
  SAVE: 
  M20
  MORALE: 
  11
  HOARD CLASS: VI (specal)
  XP: 
  2,000 
  The Bog Maden s one of the messengers of death for the trbes 
  of the bog. She appears only at twlght. Most often, she arrves 
  at the sde of someone who s about to de and gves the vctm a 
  “send off” kss before death arrves. However, she s sometmes 
  F
  fAllen one • fAttu feri • feloren • fimtAkAr • flissik • floog • fluxAlle • fubAr
  
  50
  seen n the fogs that hang over corpse roads (those roads that 
  reach out of remote vllages and towns and extend toward ther 
  shared cemetares and bural grounds). Fattu Fer s also the 
  goddess of corpse candles, holdng domnon over the myster-
  ous lghts that float nches above the ground along the corpse 
  roads. These lghts are sad to be a warnng that death can be 
  mmnent, but there are many who beleve they are mschevous 
  sprts attemptng to lead travelers astray. 
  Fattu Fer appears as a beautful woman wrapped n a glowng 
  green cloak of firefles and lghtnng bugs, and her eyes burn 
  wth the same lumnous green ntensty.
  In combat, the Bog Maden’s cy touch does 3d6 on a successful 
  “to ht” roll (does not affect undead or cold-mmune creatures). 
  Addtonally, she can cast a number of cold lights; these glow-
  ng green spheres of lght appear dentcal to corpse candles, ht 
  wthout fal (as magc mssles), and each cause 1d10+1 ponts 
  of damage (no savng throw). 
  Her treasure can be found scattered among the runs of her 
  small altars along the corpse roads. Shrouded n fog or swamp 
  gas, the old cons wll have a barely notceable glow to them. 
  The treasure can be handled by elves, dwarves, and other dem-
  human and humanod bengs, but t wll crumble to dust as soon 
  as a human touches t. 
  Fattu Feri Reaction Table
   
  2 
  Wll provde many lghts to lead travelers  
  safely along the roads.
   
  3-5 
  Broodng; provdes the barest amount of lght.
   
  6-8 
  Dsnterested n the lvng.
   
  9-11 Wll try to mslead travelers, causng death.
   
  12 
  Wll attack the lvng.
  Feloren (petty god of misdirection and lost travelers) 
  TITLES: The-One-That-Is-Lost-But-Everywhere
  &	Jens Durke
  F	Rom Brown
  SYMBOL: 
  A broken compass rose  
   
  wthout cardnal drectons
  ALIGNMENT: 
  Determne wth 1d6 for  
   
  each encounter: 
   
  1,2=Chaotc  
   
  3,4=Neutral 
   
  5,6=Lawful
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: −4
  HIT PTS. (HD): 
  200 hp  
   
  (30 HD)
  ATTACKS:  
  1 (anythng  
   
  he mght get  
   
  hs hands on)
  DAMAGE: 
  3d6 + specal
  SAVE: 
  M30
  MORALE: 
  12 mnus the 
   
  result of the  
   
  algnment roll
  HOARD CLASS: Rare maps, nformaton (see text),  
   
  1d3 random mnor lost artfacts
  XP: 
  25,000 
  Feloren, Astrayed Patron of the Lost and The Idol of Msdrec-
  ton s, roncally, a lost god, worshpped only by a very small 
  congregate of dao cultsts that descrbe hm as The-One-That-
  Is-Lost-But-Everywhere. They apply a twsted logc to explan 
  how he exsts because he doesn’t (or s that the other way 
  around?)—the wrong path taken s a path nonetheless. 
  Fndng Feloren s, paradoxcally, takng a wrong turn—and 
  beng lost n a paradox, he s a lonely petty god ndeed. When-
  ever someone s lost and a random encounter occurs, there s 
  a 1-n-6 chance Feloren wll be encountered. He appears as a 
  harmless old hobo wth a huge, wld beard and an adventurous 
  assortment of clothes. He wll seem lost too, for most of the 
  tme he s. Hs behavor may seem to some to be erratc, for 
  Feloren mantans three dfferent embodments at an any gven 
  tme (one for each of hs three algnments). Dependng on hs 
  algnment and a reacton roll, he wll react as follows:
  Feloren Reaction Table
  Roll 1d6 (instead of 2d6) and  
  add the result of his alignment roll.
   
  2 
  Misleading: “Unaware” he s a god.
   
  3 
  Counterproductive: “Unaware” he s a god.
   
  4-5 
  Spurning: “Unaware” he s a god.
   
  6-8 
  Indifferent: “Aware” he s a god.
   
  9-10 Reluctant: “Aware” he s a god.
   
  11 
  Helpless: “Aware” he s a god.
   
  12 
  Disoriented: “Aware” he s a god.
  In hs “aware” state (reacton rolls of 9 and greater), he s able 
  (and wllng) to assst the lost persons, though hs help may not 
  be of much assstance—he s, after all, lost. In hs “unaware” 
  state (reacton rolls of 8 and lower), hs confuson wll get the 
  better of hm, and hs actons wll be counterproductve to ad-
  ng the PCs n becomng “un-lost” (though he may pretend he 
  s ndeed tryng to be helpful—such s hs flghty nature). 
  Gvng Feloren gfts or presents may alter hs reacton for the 
  better. For example, msleadng maps fill hm wth glee; each 
  msleadng detal (e.g., “Here Be Dragons!”) may provde a +1 
  to hs reacton. However, anythng worthwhle that somebody 
  s wllng to lose (e.g., memores, close relatves, etc.) wll go a 
  long way toward enlstng the ad of Feloren.
  Kllng Feloren s possble, but very dfficult. To do so requres 
  untng hs three algnment-embodments, but consderng each 
  of them s always lost, the chance of all three beng n the 
  same locaton at once s next to mpossble. Even kllng one 
  of hs embodments s dfficult. Spells cast at hm have a 3-n-6 
  chance of “becomng lost” both from the spellcaster’s mnd... 
  and spellbook! Addtonally, anyone makng a successful phys-
  cal attack aganst hm (ranged or melee) must save vs. spell or 
  be teleported 1d6 mles n a random drecton. 
  Feloren knows wth 90% probablty the whereabouts of any-
  one and anythng lost. He mght share the nformaton, but he 
  wll not reveal hmself as a god (f he knows at all). Dependng 
  on how he s treated, and f he knows he s a god, Feloren may 
  choose to bless or curse those he meets. A blessed person wll 
  know the next 1d6 tmes what the rght drecton s (provded 
  va hnts from the DM). A cursed person, on the other hand, 
  wll unknowngly move 1d6 tmes n the wrong drecton (e.g., 
  the characters wll say they are gong n one drecton, but the 
  DM wll move them n a dfferent drecton).
  FATTU FeRI - FeLOReN
  PeTTY GODS
  
  51
  Fimtakar (petty goddess of spices known & unknown,  
   
  spice traders, and sea travelers) 
  TITLES: The Great Traderess
  &	Steven Bartok
  F	Darcy Perry
  SYMBOL: 
  A mortar &  
   
  pestle set over  
   
  three wavy  
   
  parallel lnes
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  90' (30')
  ARMOR CLASS: 5
  HIT PTS. (HD): 
  85 hp  
   
  (18 HD)
  ATTACKS:  
  1 (throw)
  DAMAGE: 
  See below
  SAVE: 
  C18
  MORALE: 
  6
  HOARD CLASS: See below
  XP: 
  3,250 
  Fmtakar s the goddess of spces yet-to-be and spces long for-
  gotten. She appears as a moderately attractve young woman 
  wearng drty, loose clothes of smple talorng. Hstorcally, t s 
  sad that she carres around two clay jugs, one n each hand—
  one that pours out spces yet-to-be, and the other whch pours 
  out spces forever forgotten by modern cvlzaton.
  Fmtakar s worshped by spce traders and those who make 
  ther professon through sea or ocean travel (such as salors). 
  The relgon surroundng her worshp s somewhat organzed. 
  Worshpers are often called “Fkaros” (fih-CAR-oze), a ttle 
  whch can ether be respectful or malcous, gven the ndvdual 
  context n whch t s used.
  Fmtakar rewards followers that conduct frequent sacrfices of 
  spces as well as frequent exploraton for new spces. Sacrfices 
  are always conducted by gvng away spces to people, gvng 
  away the locatons of spces to other merchants, usng spces 
  n recpes not known for them (for example, mxng a spce 
  nto a bread recpe that tradtonally does not call for t) or even 
  gvng away the recpe for the creaton of a spce (although ths 
  s somewhat rare as even fanatcal followers are somewhat hes-
  tant to gve up somethng that valuable). Salors are known to 
  throw spces such as salt or pepper nto the sea durng ther 
  travels at least once per day. A lot of spce traders wll throw 
  cnnamon behnd them perodcally whle travelng between ct-
  es (a common-enough practce that trade routes are sometmes 
  called “Cnnamon Trals”).
  Worshp of Fmtakar also takes the form of exploraton. Worsh-
  pers have been known to take often rratonal rsks n explorng 
  unknown or dmly known regons of the world, n search of new 
  materals that can be used to make new spces or to seek new 
  cultures that may use spces yet unheard of. Explorers often 
  leave behnd small bottles of spces n ther exploratons, super-
  fically buryng them n shallow holes as a sacrfice.
  Fmtakar rewards worshpers n several ways. She may appear 
  before an explorer, leadng them to a tree or plant that can be 
  made nto a new spce. She may appear as a trader, sellng a 
  spce or recpe of a spce to a worshper who may not realze 
  that she s a god. She may even appear for her own carnal 
  pleasures, as the mass majorty of worshpers are men. One tale 
  tells of a wealthy spce trader who filled a gant barrel wth spce 
  to be burned as a sacrfice, and from whch the goddess clmbed 
  out completely bare. So awed and mpressed was he wth her 
  appearance that he mmedately decded nstead to gve all of 
  the spce away to a nearby vllage. The myth has t that he ran 
  down the streets of the vllage screamng n delght, crammng 
  handfuls of spce nto the hands of chldren and nto any empty 
  bowls that he could find.
  Fmtakar can also punsh worshpers as well. Those who exces-
  svely charge for spce or wthhold spce from the masses may 
  find all of ther spce turned to sand as punshment. Spce trad-
  ers may find ther sources of spce ravaged by rats or turned to 
  useless mounds of mud. Fmtakar may personally appear and 
  blow toxc spces onto the worshper, whch (on a faled save 
  vs. breath) cause physcal njury (1d4+1) and hallucinations 
  (3d4 turns, as per the spell). Despte her punshments, they are 
  never severe enough to cause death, and she never punshes 
  non-worshpers.
  Fmtakar wll greet worshpers who have been exceptonal n 
  ther devoton. She wll offer them a choce: she can ether re-
  veal an as-of-yet dscovered spce to cvlzaton, or create an 
  entrely new spce yet to be dscovered. Other worshpers may 
  be turned nto the spce of ther choce or be prepared a meal 
  wth a forever-forgotten spce. Worshpers are never punshed 
  n the afterlfe; they just are not dealt wth by Fmtakar.
  Amongst mortals, worshpers who pass away are always cre-
  mated to be reduced to ash. Those ashes are then usually mxed 
  wth a farly expensve or rare spce that the worshper was 
  known to harvest or sell.
   
   
   
  Flissik  
  (petty god of  
   
  evanescent ideas)
  &	Malcolm Bowers
  F	Matthew Adams
  SYMBOL: 
  A wll-o’-the-wsp
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  480' (160')
  ARMOR CLASS: −9
  HIT PTS. (HD): 
  75 hp (16 HD)
  ATTACKS:  
  1 per attacker
  DAMAGE: 
  Specal
  SAVE: 
  M19
  MORALE: 
  10
  HOARD CLASS: I-IV
  XP: 
  6,000 
  Flssk s the petty god of notons that dsappear just as one 
  grasps them. The brllant dea that vanshes between concep-
  ton and puttng qull to parchment, the profound nsght that 
  slps away at the edge of sleep, the vsonary tran of thought 
  nterrupted by a vstor and lost—all are collected by Flssk. (So 
  too are the less valuable remembrances of thngs one forgot to 
  buy at market, annversares, etc.).
  PeTTY GODS
  FIMTAKAR - FLISSIK
  
  52
  Flssk s usually only seen as a bref llumnaton that comes and 
  goes, but he can be glmpsed from the corner of one’s eye. He 
  looks lke a shortsh, paunchy, but very quck man wth beard, 
  monocle, pth helmet, and butterfly net. The monocle lets hm 
  see 1 round nto the future, the helmet s a helm of telepathy 
  he can use wthout concentraton, and he captures thoughts of 
  nterest wth the net. A glowng jar at hs belt stores captured 
  brght deas. 
  In combat, he always wns ntatve. He wll attempt to catch the 
  thoughts of hs attackers, erasng spells about to be cast from 
  memory or otherwse makng foes forget what they were about 
  to do; those who fal to save vs. spell take no acton that round. 
  If somehow subdued or barganed wth successfully (e.g. by a 
  hasted adventurer), Flssk may restore, replace, or trade deas, 
  nspratons, spells, and solutons from hs collecton.
  Flissik Reaction Table
   
  2-4 
  Helpful: May be wllng to help a party  
  short of deas. 
   
  5-9 
  Harvesting as usual: Takes a few deas  
  and goes.
   
  10-12 Harrowing: Takes good deas and spells  
  from all and goes.
  Floog  
  (petty god of lost things)
  &	Malcolm Bowers
  F	Jason Sholtis
  SYMBOL: 
  A knot ted  
   
  ’round a finger
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  90' (30')  
   
  forward or  
   
  backward
  ARMOR CLASS: 2
  HIT PTS. (HD): 
  90 hp (16 HD)
  ATTACKS:  
  2 front, 2 back
  DAMAGE: 
  1d8 each  
   
  (regardless  
   
  of weapon)
  SAVE: 
  M18
  MORALE: 
  11
  HOARD CLASS: VII, XIV (no pp)
  XP: 
  4,200 
  Floog s sometmes nvoked by adventurers under the mstaken 
  mpresson that he s the god of major lost thngs lke ctes or 
  treasures. In fact he s the god of small mundane thngs that n-
  explcably go mssng lke qulls, buttons, corks, ndvdual socks, 
  mnor herlooms, and so on. (He s destned for greater recogn-
  ton f car keys are ever nvented.) He appears as two humans 
  joned back to back, havng four arms and four legs, and one 
  head wth two faces. He s never surprsed. He has foresght 
  (always wns ntatve) and hndsght (once per turn can ‘redo’ 
  a round or acton that dd not go well). Floog wears a robe of 
  many pockets, from whch he can produce small useful tems 
  at wll, or retreve any extant small tem ever lost. Floog’s curse 
  causes people regularly to lose or msplace small tems such as 
  flnts, rngs, or spell components, and to always take ages to 
  find thngs n pouches, packs, etc., for a year and a day.
  Floog Reaction Table
   +1 penalty for chaotics.
   
  2 
  Helpful: If supplcated, produces lost  
  mnor tem (e.g., key, clue, map, etc.). 
   
  3-4 
  Considerate: If supplcated, wll provde  
  exact locaton of tem.
   
  5-9 
  Thoughtful: If proptated, wll utter  
  oracular clue to locaton of tem.
   
  10-11 Distant: Ignores everyone.  
  If provoked, wll curse party and depart.
   
  12 
  Thoughtful: Ignores everyone.  
  If provoked, wll curse party and depart.
  Fluxalle  
  (petty god of corroded cookware and brewing gone bad)
  &	Michael Smith
  F	Kelvin Green
  SYMBOL: 
  A blackened  
   
  fryng pan  
   
  behnd a  
   
  flagon of  
   
  frothng mead
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  90' (30')
  ARMOR CLASS: −2 [+1]
  HIT PTS. (HD): 
  63 hp  
   
  (12 HD)
  ATTACKS:  
  Specal
  DAMAGE: 
  Specal
  SAVE: 
  D12
  MORALE: 
  10
  HOARD CLASS: IX, XV
  XP: 
  7,600 
  Fluxalle, sometmes known as “Potrotter,” s the god of cor-
  roded cookware and brewng gone bad. Favored by tnerate 
  halflng tnkers and sellers of pots and pans, whle despsed by 
  housewves and tavern keepers n whchever regon he s cur-
  rently actve, he appears as a 4'-tall cadaverous halflng covered 
  n rust, wth green mold nstead of har. Fluxalle appears near 
  solated nns, taverns, and farm houses on moonless nghts n 
  hs ethereal wagon pulled by two equally cadaverous mules. It 
  s sad that hs extreme btterness and desre to cause havoc n 
  ktchens arses from hs falure to actually attan status as a true 
  god of brewng. 
  Fluxalle enters a locaton n ethereal form, takng materal form 
  for 1d6 hours whle he causes all metalc cookng utensls and 
  alchoholc beverages he can find to rust or spol n 2d6 days. 
  Hs actons never awaken sleepng persons, and others are only 
  alerted to hs presence on a 1 on 1d6. If detected and confront-
  ed, Fluxalle s never surprsed, and unless attacked on sght wll 
  react per the table below. Fluxalle employs the followng spell 
  lke abltes, usable at wll: charm monster, sleep, detect invis-
  ible, blink, ethereal form (as oil of etherealness). If engaged n 
  melee, he fights wth a dagger +2, corrosion (a successful ht 
  destroys metal objects, as per a rust monster), and he can only 
  be struck by magc weapons. As a specal attack, or f merely 
  offended, Fluxalle may curse the metal posessons of 1 creature 
  chosen at random to corrode and become useless (as per a rust 
  FLISSIK - FLUXALLe
  PeTTY GODS
  
  53
  monster) n 2d6 days. If actually threatened wth defeat, Fluxalle 
  wll vansh wth hs wagon to hs home dem-plane for 2d12 
  months, only to reappear n a new locale afterwards. If defeated 
  before he can escape, hs wagon and mules (ncludng hs treas-
  ure plus 1d6 kegs of ordnary mead) wll transform nto totally 
  normal versons of the same, watng where he left them. 
  Fluxalle may, based on the reacton table below, be nclned to 
  converse and possbly even bestow hs specal mead upon those 
  who do not threaten hm. Halflngs recve a −1 modfier on the 
  reacton roll, whle dwarves (whom Fluxalle generally despses) 
  take a +1 penalty. Fluxalle’s mead s a thck and sckly sweat lq-
  ud wth the followng propertes: halflngs find t delcous, and 
  when consumed t heals 1d6 ht ponts damage; humans find 
  the flavor unremarkable, also enjoy 1d6 healng, but must save 
  vs. poson or be stupefied (conscous, but unable to act n any 
  way) for 1d6 hours; dwarves and elves find the substance utterly 
  repulsve, but do not enjoy or suffer any other effects.
  Fluxalle Reaction Table
  Halflings -1; dwarves +1.
   
  2 
  Friendly: Offers 1d6 doses of Fluxalle’s mead. 
   
  3-5 
  Indifferent: Offers 1d6 doses of  
  Fluxalle’s mead f properly proptated. 
   
  6-8 
  Neutral: Ignores nearby creatures. 
   
  9-11 Unfriendly: Hurls nsults, curses the  
  posessons of 1 creature, then escapes. 
   
  12 
  Hostile: Attacks wth surprse on 1-3 on 1d6. 
  Frog Gods (pantheon)
  &	Chris Tamm
  Please see individual entries related to the Frog Gods pantheon.
  RELATED ENTRIES: G) Grandpa Toadflap, Johnny Hopper, 
  Wart Mother, D) Goggles of the Frog Gods.
  Fubar  
  (petty god of magical mishap and adventure)
  &	Darcy Perry
  F	Rom Brown
  SYMBOL: 
  A flamng, smple five- 
   
  ponted star
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  120' (40') fly
  ARMOR CLASS: 9
  HIT PTS. (HD): 
  9 hp (3 HD)
  ATTACKS:  
  1 (bte) or specal
  DAMAGE: 
  1d4 or specal
  SAVE: 
  Always fals
  MORALE: 
  9
  HOARD CLASS: None
  XP: 
  350 
  Fubar s a somewhat reluctant mnor god assocated wth death by 
  magcal mshap and msadventure. He was once a lvng, breath-
  ng magc-user of the thrd crcle of power. A conjurer. Almost a 
  theurgst. Hs career n the ars arcana ended abruptly when he 
  cast a spell from an undentfied scroll n the heat of battle. The 
  ratmen cultsts had summoned a gant demon rat and the bloody 
  tde was turnng aganst hs party of dungeon delvers. Faced wth 
  a deadly set of rdescent teeth and hs own mmnent death, 
  Fubar drew forth a newly-found scroll from ts case and read t 
  hastly—as an act of desperaton that resulted n a tremendous 
  ball of flame engulfing the demonc rat, the remanng ratmen, 
  and a few of hs unfortunate companons. All were ncnerated, 
  ncludng hmself. The survvors recounted hs astoundng error 
  of judgement at a tavern a few days later and the legend of Fubar 
  was born. Legend became myth and myth became a small cabal 
  of magc-users that cursed hs name for the llrepute he brought 
  upon ther professon. Nowadays the story s told as a warnng 
  to apprentce wzards, lest they become Fubar.
  Fubar stll has no dea how he became a petty god, whch rks 
  hm. He’s also almost certan hs name was Bundy. What upsets 
  hm even more s that before becomng a dvne entty, he was 
  firmly of the belef that gods were nothng more than relgous 
  mumbo jumbo to help the ‘weak of mnd’ wth ther fear of the 
  unknown. The fact that he appears as a smokng, dsemboded 
  floatng skull wth eere glowng eye sockets annoys hm no end. 
  He wll only turn up whenever and wherever a spell or savng 
  throw versus a magcal effect has faled mserably, proudly wear-
  ng hs most przed possesson: a burnt, ponty, wde-brmmed 
  hat wth a fiery five-ponted star emblazoned on t. Fubar can 
  only be seen by magc-users (and ther famlars), wth whom 
  he can ‘speak’ telepathcally (as he has no vocal chords). On 
  a favorable reacton roll, he can offer sagely advce of dubous 
  mert, dentfy magc tems (75% accuracy), or conjure a bronze 
  cylnder contanng a magc-user spell scroll (random, 1d3 level 
  magc-user spell). However, should he deem the spell caster un-
  worthy, Fubar wll recount dreadful stores of doomed dungeon 
  delvers and the dangers of eldrtch magc.
  Somethng werd always happens upon Fubar’s arrval. Roll 1d6:
  1 Sagely Advice: Fubar offers wsdom, garnered from 
  hs own experence (earned the hard way through  
  hs lack of wsdom). One queston on any subject may 
  be asked by the magc-user. Because Fubar s tryng 
  to mprove hs reputaton, the answer gven s often 
  cryptc, though rarely accurate. Upon answerng, he 
  self-combusts and vanshes n a puff of smoke.
  2 Heavy Rain: Hundreds and thousands of flamng  
  rats fall from above; damage s 1d3 ht ponts per 
  round unless cover s found; flammable tems wll 
  combust; the downpour lasts 1d4 hours.
  3 Conjures Scroll: Fubar dsappears n a puff of  
  smoke and a charred scroll case drops to the ground; 
  wthn, unharmed, s a scroll (random 1d3 level magc-
  user spell).
  4 Soul Switch: Each player hands ther character sheet 
  to the player on ther left. Play on!
  5 Yellow Ruin. Everythng the magc-user s wearng 
  turns to custard (no save). For rules lawyers, f t’s on 
  the character sheet, t’s custard.
  6 Overly Familiar. A ghostly owl haunts the  
  magc-user, tellng woeful tales for 2d6 days and 
  nghts, dsturbng any chance of rest for the  
  magc-user. When he finally departs n a fiery  
  howl-hoot, the magc-user gans +1 Wsdom and  
  a five-ponted star upon hs forehead.
  PeTTY GODS
  FLUXALLe - FUBAR
  
  54
  Gadfiel (petty goddess of spells gone awry)
  &	Matt Fischer
  F	Mark Allen (Gadfiel) 
  F	James V. West (feature)
  SYMBOL: 
  A prsm
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  180' (60')
  ARMOR CLASS: 3
  HIT PTS. (HD): 
  38 hp  
   
  (20 HD)
  ATTACKS:  
  1 (dagger)
  DAMAGE: 
  1d4
  SAVE: 
  M20
  MORALE: 
  6
  HOARD CLASS: VIII, XIV
  XP: 
  2,263 
  Gadfiel appears as a statuesque, gorgeous redheaded woman 
  dressed n gauzy robes. To any whose eyes can perce lluson, 
  however, Gadfiel appears as an agng, slghtly below average 
  heght redheaded man wth a bald spot, weak chn, and thck 
  mustache. Gadfiel’s favors are fickle, though she often responds 
  favorably to flattery.
  Gadfiel has all the power of a 20th level magc-user. Spells used 
  on or near her do not have the desred effect, nstead producng 
  a random effect of equal or lesser level (roll randomly for level, 
  then for effect), possbly affectng the wrong target (all at the 
  dscreton of the DM.) Her spells work perfectly, of course. 
  Gadfiel Reaction Table
   
  2 
  Gadfiel attempts to make out wth the  
  male n the party wth the hghest Charsma.
   
  3-4 
  Gadfiel tags along, makng lascvous  
  comments or nvtng PCs to dance, sng or  
  otherwse cavort wth her.
   
  5-6 
  Gadfiel helps the party brefly wth her spells.
   
  7 
  Gadfiel dances and sngs popular songs  
  of a bygone era.
   
  8-9 
  Gadfiel curses any spellcaster so hs spells  
  go awry for 1-3 days.
   
  10-12 Gadfiel leaves, puts up spell defenses,  
  then returns to attack the party or msleads  
  them wth llusons. 
  Galdu Aurkitu (petty god of things lost and found)
  &	Anthony Ragan
  F	Scott Faulkner
  SYMBOL: 
  Keys on a rng; 
   
  a sngle sock
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  180' (60')
  ARMOR CLASS: −3
  HIT PTS. (HD): 
  90 hp  
   
  (19 HD)
  ATTACKS:  
  Specal
  DAMAGE: 
  Specal
  SAVE: 
  T20
  MORALE: 
  10
  HOARD CLASS: VIII, XVII
  XP: 
  10,000 
  Galdu Aurktu s the petty god of all thngs mslad and unexpect-
  edly found. A relatve of the gods of good and bad luck, Galdu 
  Aurktu appears n one of three forms: an elderly, forgetful man; 
  a young woman wth three walnut shells and a pea; and a help-
  ful lad. When encountered, each represents an aspect of Galdu 
  Aurktu’s role: forgettng where one put somethng; beng sure 
  somethng set asde was there just a moment ago; and suddenly 
  findng n an unexpected place somethng thought lost. 
  Galdu Aurktu s often nvoked by those lookng for a mslad 
  object, from somethng as mnor as the house keys to some-
  thng as mportant as a secret treaty. He (or she) can be a ca-
  prcous god. If a person annoys the god (or one of the god’s 
  dvne frends), Galdu Aurktu wll cause a needed tem not to be 
  where t was supposed to be, even though t was just put there a 
  moment ago. The dea s not to cause harm, but to annoy and 
  nconvenence the vctm. On the other hand, Galdu Aurktu 
  can take pty on those who have lost somethng dear to them, 
  such as the son who was sure he lost an herloom rng, or the 
  poor wdow frantc because she can’t find the rent money. The 
  tem wll be found n the least lkely place to look, and t s stll 
  up to the searcher to find t. Whether causng an tem to be lost 
  or found, Galdu Aurktu takes great pleasure n mortals’ reac-
  tons and may well be nearby, watchng. 
  In combat, Galdu Aurktu attacks by ‘mslayng’ opponents’ 
  weapons and magc tems (e.g., a fighter wll reach for a sword, 
  only t’s not there—he must have left t back n camp; the wz-
  ard wll reach for a scroll, only to dscover t s not where t s 
  supposed to be). In each case, the tem wll be n the hand of 
  Galdu Aurktu, who wll then put t to best use. The petty god 
  can use ths power once per round. 
  When truly angry, Galdu Aurktu can curse a mortal, ensurng 
  that, once n the next 24 hours, an tem wll be mssng when 
  most needed. If Galdu Aurktu partcularly lkes a mortal and de-
  cdes to bless hm or her, then somethng treasured and thought 
  long-lost wll be unexpectedly found and returned to them some-
  tme n the next week, or perhaps opponents n combat wll 
  mslay a weapon or magc tem. Ths latter blessng lasts for only 
  24 hours, however, and, lke the curse, only happens once. 
  G
  gAdfiel • gAldu Aurkitu • gAlishmA • gilthigoet • ginny milk eye • glAriA •  
  glorfAll • glyreA • gnunnug • god of the iron urn • god on the mountAin •  
  gor nochri & gAr nAchri • gorgonmjolk • go’ruush • grAnd plAnAr god •  
  grAndpA toAdflAp • gremlyn • groín • grugzAret • gyttjAn
  GADFIeL – GALDU AURKTU
  PeTTY GODS
  
  55
  PeTTY GODS
  GALDU AURKITU – GILTHIGOeT
  Galdu Aurkitu Reaction Table
  Modifed by Intelligence instead of Charisma.
   
  2 
  Friendly: Blesses 1d4 nearby targets. 
   
  3-5 
  Indifferent: Blesses 1d4 nearby targets.  
  f properly proptated.
   
  6-8 
  Neutral: Ignores nearby creatures.
   
  9-11 Unfriendly: Curses 1d4 nearby targets  
  f not properly proptated. 
   
  12 
  Hostile: Curses 1d4 nearby targets.
  RELATED ENTRIES: S) Lose.
  Galishma (petty goddess of  
   
  darkness under bridges and the disposing of bodies)
  &	Ben Djarum
  F	Studio Arkhein
  SYMBOL: 
  The left half of a skull
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  180' (60')
  ARMOR CLASS: 0
  HIT PTS. (HD): 
  90 hp (20 HD)
  ATTACKS:  
  Specal
  DAMAGE: 
  Smotherng or drownng
  SAVE: 
  M20
  MORALE: 
  10
  HOARD CLASS: Specal (see below)
  XP: 
  15,000 
  Assassns and murderers pray for Galshma’s blessng when 
  they are n need of dsposng of ther lfeless vctms. The kller 
  wll carve a symbol of Galshma nto the vctm’s head, or place 
  a talsman n the mouth, before the body s bured or sunk nto 
  a body of water. Ths guarantees that Galshma wll hde the 
  bodes n her vaults n the deep waters.
  Galshma appears n her corporeal form as a young woman 
  wearng a black cowl, wth a vel over her eyes. Long black 
  gloves cover her long slender fingers and forearms. Under her 
  hood, Galshma’s har s a mass of wrthng black tentacles. Be-
  neath her gloves, the hands and fingers are also a long sltherng 
  mass of tentacles.
  Galshma’s tentacles can grasp anyone wthn a 60' radus. She 
  can drown a vctm n any body of water, no matter how shal-
  low. She can also use her tentacles to smother or choke a vctm 
  as well. Those struck by Galshma’s tentacles must save vs. pa-
  ralyss each round or be klled n four rounds.
  Galshma favors the chaotc, especally assassns and rogues. 
  Some assassn gulds wll buld secret shrnes to Galshma. Her 
  followers place offerngs of skulls, funereal ncense, and small 
  cakes made of blood, urne and ashes under brdges and near 
  lakes and rvers.
  A famous homly of Galshma tells of a woman who murdered 
  her unfathful lover. The man was very wealthy and held n great 
  regard, but he was cruel and abusve to the woman. The wom-
  an cred besde the ocean and Galshma took the body away, 
  never to be found. The woman was never suspected and n fact 
  won great favor from her people. In reponse to ths story, some 
  women preserve a space n ther famly shrnes for Galshma.
  Other stores tell of Galshma gvng presents of mystcal curved 
  daggers to her followers. The daggers contaned a specal po-
  son that could nstantly kll any lvng creature wth so much as 
  a gentle poke (+1d10 to ht and save vs. poson or de). Very few 
  of these are sad to be n exstance, and only the hghest prest-
  esses and prests are known to carry them.
  To summon Galshma, one must te themselves to two freshly 
  slan nnocent corpses (meanng they have never been con-
  vcted of a crme n ther homeland) and drown themselves n 
  a dark rver on a moonless nght. Galshma wll then revve the 
  summoner on the shore.
  Galshma can also, at wll, cast polymorph self, breathe under-
  water, teleport, limited wish, power word kill, and invisibility.
  Galshma’s vault s n ts own watery dmenson—an mposs-
  bly huge hall filled wth bodes slowly decomposng n the salty 
  depths. Also, her treasure vault s filled wth thousands of year’s 
  worth of armor, treasure, and weaponry. One can only gan ac-
  cess to the vault by Galshma’s nvtaton.
  Gar Nachri (twin petty god of gossip, rumor,  
   
  unfounded hearsay and baseless speculation)
  See the entry for Gor Nochri & Gar Nachri n ths secton.
  Gilthigoet  
  (petty god of magical and forgotten pools)
  &	R.J. Thompson
  F	Kevin Chevernet
  SYMBOL: 
  A bronze con pcturng  
   
  a rver flowng from a pool
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  60' (20')
   
  SWIM: 
  180' (60')
  ARMOR CLASS: −3
  HIT PTS. (HD): 
  106 hp (16 HD)
  ATTACKS:  
  3 (2 clawed hands  
   
  + 1 tentacle) 
  DAMAGE: 
  1d6+4/1d6+4/1d8
  SAVE: 
  E10
  MORALE: 
  10
  HOARD CLASS: XVII
  XP: 
  4,200 
  
  56
  Petty god of magcal and forgotten pools, Glthgoet began hs 
  career as a true god. Once upon a tme Glthgoet was the elven 
  god of sacred lakes and pools. In the long forgotten tme before 
  man, when the other planes were closer to the prme materal, 
  Glthgoet enjoyed a devout followng. The elven kngs would 
  make sacrfices to hm n the form of ornate treasures and pow-
  erful weapons n exchange for hs abundant blessngs upon ther 
  lakes, wells, and sprngs. That tme s long past and few but the 
  most ancent of sages remember ths god. Wth a lack of follow-
  ers the god has fallen from grace and has been left only wth the 
  charge as guardan of magcal and forgotten pools, fittng for a 
  forgotten god. Ths has left the god n a damaged state, remem-
  berng hs former glory, but unable to reclam t. 
  Glthgoet appears (from the wast up) as a gaunt, pale elf, wth 
  ears longer than those of a common elf. Hs eyes are dark, as 
  s hs har. From the wast down, nstead of legs, grows a sn-
  gle black tentacle, whch the petty god uses to both swm and 
  attack. Ths fallen dety can be found n and around magcal 
  and long forgotten pools, ndeed he may teleport to any such 
  pool that he knows of by smply swmmng nto any pool and 
  wllng hmself nto another. Unfortunately, hs petty godhood 
  and physology prevent hm from leavng the vcnty of such 
  places. If he s encountered, Glthgoet may be ndfferent to 
  the party. However, f elves are present, Glthgoet has a 50% 
  chance of becomng depressed and 50% chance of becomng 
  enraged and attackng the elves for ther race’s ‘betrayal’ n hs 
  abandonment. In any case Glthgoet may be placated by mak-
  ng an offerng n one of hs pools. If he s placated (moreover, 
  f placated by elves) Glthgoet may be moved 50% (75% for 
  elves) nto helpng a group usng any of hs abltes. Glthgoet 
  casts spells as a clerc of the 16th level.
  In combat Glthgoet wll use any spells avalable to hm. He also 
  attacks wth hs webbed and clawed hands (each dong 1d6+4 
  damage) as well as hs tentacle (dong 1d8). If Glthgoet’s tentacle 
  strkes, he deals 1d8 damage and hs target must save vs. paraly-
  ss or become grappled. Each round a target remans wrapped 
  n n the tentacle, the petty god can squeeze for 2d8+4 damage. 
  An addtonal savng throw can be attempted each successve 
  round the target remans entangled, n order to escape the tenta-
  cle. The treasure that Glthgoet keeps n any gven pool should 
  be rolled before he s encountered there; he wll have access to 
  and can use any magc tems usable by clercs and fighters.
  Ginny Milk Eye  
  (petty goddess of termagants and viragos)
  &	Vindico Vindicatum
  F	Danny Perdue
  SYMBOL: 
  A whte marble, pearl or gem
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  120' (40')
   
  FLY: 
  240' (80') n kettle
  ARMOR CLASS: −1
  HIT PTS. (HD): 
  65 hp (15 HD)
  ATTACKS:  
  1 (see below)
  DAMAGE: 
  2d6+2
  SAVE: 
  M18
  MORALE: 
  10
  HOARD CLASS: d1000+100 copper cons
  XP: 
  11,000 
  Gnny Mlk Eye s a gleeful hag wth a local folk hat, tattered 
  dress, strpey stockngs, and bg long boots. She rdes her kettle 
  through they sky, knockng over chmneys of selfish people or 
  defecatng down chmneys nto the cauldrons of mean people. 
  She wll also steal ther clogs, or smply fill them wth excre-
  ment. Gnny also throws dung at foul-mouthed trouble-makers 
  from out of town. She s adept at swoopng n to attack wthout 
  beng seen (surprses on a 1-3 outdoors when flyng ambush).
  If her vctms fight back, are defended, or take out ther frustra-
  ton on nnocents, she attacks. Each of her attacks (a rollng 
  pn, a par of shears, or a thrown clog), do 2d6+2 ponts of 
  damage, wth each causng an addtonal specal effect: her roll-
  ng pn wll addtonally stun a foe for 1d4 rounds on a faled 
  save vs. paralyss; her shears wll addtonally cause wounds 
  that result n a blood loss of 1 hp per round (cumulatve) untl 
  magcally healed; her clogs addtonally cause ther target (on 
  a faled save vs. paralyss) to temporarly lose 1d4 Intellgence 
  ponts, wth the lost ponts beng reganed at rate of one pont 
  per day. If a vctm s knocked to zero Intellgence, the vctm 
  wll forget to breathe and de (no save).
  Vndctve old women (not necessarly wtches, even f they have 
  a few too many cats), call upon her when selfish persons have 
  brought sufferng, or when trouble-makers come nto town and 
  harm locals. They wrte the names of the evl-doers on leaves 
  (smply referrng to them as “the strangers” s good enough for 
  Gnny), and burn the leaves n ther fireplace wth some hog 
  whskers and a hedgehog qull. Vllage women meet yearly (on 
  the occason of a local festval) and send Gnny to bother the 
  one person they deem the most selfish vllager of the year. 
  Glaria (petty goddess of time’s lawful inevitability) 
  TITLES: She Who Watches the Sands, The Faceless Bride of  
   
  Time, The Goddess of the Lonely, the Lost, and Lunatics 
  AFFILIATIONS: The Mearra 
  &	Eric Fabiaschi
  F	Scott Faulkner
  SYMBOL: 
  A broken hour glass
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  150' (50')
  ARMOR CLASS: 2
  HIT PTS. (HD): 
  75 hp (15 HD)
  ATTACKS:  
  1 (fists or  
   
  lghtnng bolt)
  DAMAGE: 
  6d6 or 8d6
  SAVE: 
  F15
  MORALE: 
  10
  HOARD CLASS: XVII + 3,000 gp
  XP: 
  3,300 
  Glara s the goddess of the lawful nevtablty of tme tself. 
  She s the eternal moment of the final tck of tme. She moves 
  from the fullness of one moment to the next, watchng between 
  the seconds of the Prme Plane for the opportuntes whch le 
  there. It s she who nterferes wth the events of lves, causes 
  the swng of Law to happen, and forces final outcomes. Glara 
  s the wfe of Merramorna and mother of the Famly of Inev-
  tablty. She has been know to have affars wth comely mortals 
  of partcular genus (e.g., artsts, lovers and madmen). It s one 
  of these affars that produced her bastard son Serttt. 
  GILTHIGOeT – GLARIA
  PeTTY GODS
  
  57
  PeTTY GODS
  GLARIA – GLORFALL
  Ths gantess s permanently of mddle age. She wears a gown 
  of draped black velvet, about whch float a host of small jewels 
  and tny stars (whch move wth her). In contrast to her pale whte 
  skn, her eyes are black spheres of swrlng space and tme.
  Glara loathes the undead, because t s she who gudes crea-
  tures toward ther nevtable deaths. The undead, however, 
  make a mockery of these deeds by to returnng to ‘lfe.’ In turn, 
  Glara s the bane of the undead, and seeks to destroy them 
  whenever she can. For ths reason, Glara s commonly wor-
  shpped by small communtes plagued by scourges of undead. 
  As the goddess of the lonely, the lost, and lunatcs, she may 
  choose to exacerbate such stuatons by showng mortals the 
  streams of nsanty whch flow through tme and space, plac-
  ng them (on a faled savng throw vs. spell) nto a permanent 
  catatona (removable through the spell remove curse). She s 
  able to use ths ablty three tmes per day.
  In combat, Glara may strke wth her fists for 6d6 damage, or 
  wth a lghtenng bolt of pure Law (180' long and 10' wde) that 
  does 3d8 on a successful “to ht” roll. She may use one of these 
  lghtnng bolts every three rounds. Addtonally, she s able to 
  gate n any of her chldren (one chld per attempt) durng any 
  gven round, wth a 75% chance of success. 
  RELATED ENTRIES: G) Arvirive, Avirgiri, The Mearra, Merramo-
  rina, Micicara, Nardrea, Ruslivia, Sertetti, Termarr, Tsrura.
  Glorfall (petty god of academic arguments)
  &	Blair Fitzpatrick & Johnstone Metzger
  F	Thomas Fitzgerald
  SYMBOL: 
  A large tome wrapped n chans
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: 2
  HIT PTS. (HD): 
  90 hp (20 HD)
  ATTACKS:  
  1 (tome)
  DAMAGE: 
  (1d10+5) + Intellgence  
   
  & memory loss
  SAVE: 
  C20
  MORALE: 
  11
  HOARD CLASS: Nl
  XP: 
  4,250 
  Glorfall, the petty god of academc arguments, appears as a 
  tall, powerfully bult scholar wth a wldly unkempt salt-and-
  pepper beard, a huge mouth, and rotten teeth. Glorfall dwells 
  n an vory tower that exsts smultaneously n both Krangath, 
  the cy layer of Gehenna, and also floatng freely n Acheron. 
  Glorfall bears a gargantuan tome, bound shut wth heavy 
  clasps and affixed to a heavy chan. The other end of ths chan 
  s locked around Glorfall’s left wrst. Glorfall welds ths tome 
  n battle, beng able to throw t up to 30 feet and than mme-
  dately pull t back. Any struck by the tome must save vs. spell 
  or lose 1 pont of Intellgence and a handful of memores. The 
  tome acts as a +5 weapon. 
  He may shout, wth the effect of a horn of blasting, five tmes 
  per day. As t s nsufferably hard to do well under Glorfall’s 
  gaze, those who are subject to hs baleful glare must save vs. 
  spell or suffer a −2 penalty on attacks aganst Glorfall (for the 
  duraton of the encounter). 
  Any former students of a unversty, college, academy or the 
  lke, who finds themselves n Glorfall’s prescence must make 
  a save vs. paralyss or be struck awed, dumbfounded, and un-
  able to take any acton whle Glorfall speaks. Any command he 
  makes, however, wll be mmedately obeyed. 
  Any current professors (or equvalent, but not ncludng hon-
  orary professors) who find themselves n Glorfall’s prescence 
  must also make save vs. paralyss or they wll be commanded 
  by Glorfall to retract ther pror academc work and spend the 
  rest of ther careers argung an opposng thess; or, f they have 
  prevously reversed ther academc poston, argung an entrely 
  new thess that rejects all prevously held postons. 
  Glorfall s prmarly worshpped n the vy-covered, ebon halls 
  of Glorfallen Unversty. At the centre of campus s a 30'-tall 
  bronze and ron statue of Glorfall oratng, wth gant rubes for 
  eyes. Attempts to steal the rubes, the statue, or any part of the 
  statue, wll result n Glorfall beng summoned n 2d6 mnutes. 
  Glorfallen Unversty only accepts lght-sknned males as stu-
  dents, professors, or other professonal staff. 
  Prayers to Glorfall must be systematcally argued by a tenured 
  professor of a legtmate, respected academc nsttuton, and 
  the orator must sound lke they know what they are talkng 
  about. Whle Glorfallen Unversty has restrctve polces, 
  Glorfall accepts prayers from tenured professors of all persua-
  sons, provded that ther academc nsttuton s legtmate. 
  A tenured professor who prays to Glorfall once a week for a 
  whole semester wll receeve 2d20×1.7 (round down) addtonal 
  undergraduate students the followng semester, and 1d6 add-
  tonal applcatons from prospectve graduate students. 
  
  58
  Professors that have practced regular supplcatons to Glorfall 
  receve a +1 to all rolls for attacks, damage, and savng throws 
  whle defendng a thess n battle.
  Glorfall Reaction Table
   
  2 
  Friendly: Lectures those present at great length. 
  All present benefit from a 25% reducton n tme 
  requred for all research for the next three months.
   
  3-5 
  Indifferent: Dsappears.
   
  6-8 
  Neutral: Pontficates to academcs but  
  gnores non-scholarly types. 
   
  9-11 Unfriendly: Strkes one beng wth hs tome  
  and departs. 
   
  12 
  Hostile: Attacks. 
  Glyrea (petty goddess of  
   
  serpents, venom, and poisons) 
  TITLES: The Giantess; The Gorgon;  
   
  Glyrea of the Forked Tongue 
  CULT: Society of the Serpent 
  &	Josh Graboff
  F	Richard J. LeBlanc, Jr.
  SYMBOL: 
  An asp
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  180' (60')
  ARMOR CLASS: 2
  HIT PTS. (HD): 
  90 hp  
   
  (20 HD)
  ATTACKS:  
  1 (fists) plus 1d12 (serpents)
  DAMAGE: 
  1d12 (fists) plus 1d8+poson (serpents)
  SAVE: 
  Immune to all magc and posons,  
   
  otherwse saves as F20
  MORALE: 
  12 (never fals)
  HOARD CLASS: XVII, XVIII
  XP: 
  20,000 
  Glyrea s one of the Archao, the ggantne gods from before the 
  comng of the Aelo. Her worshp spread to the south men after 
  they settled n Rhøn and she became a common goddess durng 
  the Frst Empre. However, n the modern age she s publcly de-
  nounced (though her worshp s not proscrbed). Prvately, many 
  mportant poltcal figures make offerngs to her n the hopes 
  that she wll ‘remove’ ther rvals. Her temples are small affars, 
  and her presthood s revled. She s strongly assocated wth the 
  stan of necromancy and assassnaton, and s called the Gant-
  ess, the Gorgon, and Glyrea of the Forked Tongue.
  Offerngs to her can be made anywhere, though t s proper to 
  her worshp to make them at a shrne. These can nclude the 
  regular bevy of slaughtered anmals, but also offerngs of one’s 
  own precous blood to bnd a pact wth Glyrea are not uncom-
  mon. There are few members of her nner cult among the people 
  of the north, but those who are are certanly not to be trusted.
  She appears as an allurng woman of ggantc stature and flash-
  ng eyes, often wearng a toga or a robe. Beneath her clothng, 
  however, wnd hundreds of serpents of varous types, all of 
  them deadly. In combat, 1d12 of these at any gven tme can 
  poston themselves to strke (save vs. poson or de).
  RELATED ENTRIES: G) Insitor, Sernis; C) Society of the Serpent.
  Gnunnug (petty god of the number seven)
  &	Gavin Norman
  F	Richard J. LeBlanc, Jr.
  SYMBOL: 
  A seven-ponted  
   
  star atop  
   
  a ranbow
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: −7 [+2]
  HIT PTS. (HD): 
  77 hp  
   
  (17 HD)
  ATTACKS:  
  7
  DAMAGE: 
  1d7 each  
   
  (roll 1d8; count  
   
  results of 7 & 8  
   
  as a 7)
  SAVE: 
  M17
  MORALE: 
  10
  HOARD CLASS: XVIII,  
   
  crystal rod (see below)
  XP: 
  6,250 
  Gnunnug s the petty god of the number seven, known only to 
  students of numerology and geometry. He s assocated wth 
  the seven days of the week and the colors of the ranbow, and 
  appears as a tall, lthe humanod, wth seven arms, seven eyes, 
  and seven ranbow hued horns projectng from hs brow n a 
  crown-lke formaton. Hs skn s completely smooth, and glows 
  fantly wth rdescent colors. 
  In combat the petty god s extremely agle and makes a whrl-
  wnd of attacks wth the seven weapons he carres (all dealng 
  the same damage)—a whp, a sckle, a mace, a flal, an axe, a 
  sword, and a crystal rod. He can only be struck by magcal weap-
  ons wth a +2 or greater enchantment. Addtonally Gnunnug 
  has the followng spell-lke abltes (welded through hs crystal 
  rod) whch he can use at wll: mirror image (projects 7 mages), 
  feeblemind, and prismatic sphere. Gnunnug’s rod s fabled to 
  also have other powers relatng to the colors of the ranbow. 
  Gnunnug s engaged n an eternal medtaton on the numercal 
  dervatves of hs number, and, when encountered, s always deep 
  n thought. He resents any ntruson to hs task, except for the 
  offerng of sets of seven tems, whch he gladly receves, rrespec-
  tve of ther materal worth. A sutable offerng grants a −2 bonus 
  to the reacton roll. The petty god also reacts favorably to groups 
  of seven characters, grantng a −2 bonus to the reacton roll. 
  Gnunnug Reaction Table
  Use Intelligence instead of Charisma for modifier. 
   
  2 
  Friendly: Wll answer a sngle queston  
  relatng to hs doman of nfluence. 
   
  3-5 
  Indifferent: Wll answer a sngle queston  
  relatng to hs doman of nfluence, f deemed  
  a matter of mportance.
   
  6-8 
  Neutral: Ignores nearby creatures and  
  returns to medtaton.
   
  9-11 Unfriendly: Attempts to dscourage further  
  ntruson by use of the powers of hs rod. 
   
  12 
  Hostile: Attacks ntruders.
  GLORFALL – GNUNNUG
  PeTTY GODS
  
  59
  God of the Iron Urn  
  (petty god of madness and sacrifice)
  &	Geoffrey McKinney
  F	Richard J. LeBlanc, Jr.
  SYMBOL: 
  A black urn
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  180' (60')
  ARMOR CLASS: 5 [+1]
  HIT PTS. (HD): 
  84 hp  
   
  (15 HD)
  ATTACKS:  
  4 (claws)
  DAMAGE: 
  See below
  SAVE: 
  F15
  MORALE: 
  10
  HOARD CLASS: None
  XP: 
  3,300 
  Scattered upon countless worlds are stoppered, featureless ron 
  urns (about 1' tall). If one of these ron urns s unstoppered, a 
  green gas wll flow out and soldfy nto the God of the Iron 
  Urn—a horrd four-armed entty wth a bare rbcage and cla n 
  place of a mouth under ts bulgng eyes.
  The God of the Iron Urn takes 1 round to fully ssue from ts 
  urn. Durng ths round t cannot attack, but t can be attacked. 
  Only enchanted weapons, magc, or hgh-tech weaponry (such 
  as laser blasts) can harm t. The god can never travel farther 
  than 100’ from ts urn. Each tme t comes forth from the urn, 
  the DM should re-roll ts ht pont total usng 15d4, 15d6, 15d8, 
  15d10, or 15d12 (equal chance of each). Each of ts claws does 
  1d4, 1d6, 1d8, 1d10, or 1d12 ponts of damage, randomly 
  determned each round. (If he so wshes, the DM can rule that 
  the God of the Iron Urn always has 68 ht ponts, and always 
  does 1d8 damage per attack.)
  If the God of the Iron Urn strkes an opponent wth at least two 
  claws n a sngle round, the god pulls hm to the contact poson 
  on ts cla (save vs. poson or de).
  The God of the Iron Urn wll slay those who release t unless they 
  gve the entty worshp and lve human (or dem-human) sacrfice. 
  When a sacrfice s made, the god (wthout actually touchng the 
  sacrfice) takes 1 round to consume t. The sacrfice desccates to 
  a skeleton covered wth dry skn. The sacrfice’s blood appears 
  on the god’s rbcage, and t twtches n ecstasy as the sacrfice 
  wrthes n pan. Durng ths round the god cannot attack. It takes 
  2 rounds to consume a fertle human female vrgn.
  Each human sacrfice grants the supplcant a 25% (non-cumu-
  latve) chance of a boon. Adjust the chance accordng to the 
  followng table:
   
  Sacrifice is... 
  Bonus 
   
  female 
  +5% 
   
  vrgn 
  +5% 
   
  halflng 
  −5% 
   
  half-elf 
  −7% 
   
  elf 
  −10% 
   
  dwarf or gnome 
  −15% 
   
  half-orc 
  −20% 
   
  per pont of Charsma over 12 
  +1% 
   
  per pont of Charsma under 9 
  −1%
  The boon conssts of the one-tme ablty to transform oneself 
  nto a black puddng, gray ooze, green slme, or ochre jelly 
  (equal chance of each). Transformed persons retan ther ntel-
  lgence and psonc powers, but nothng else. Possessons do 
  not transform. If not careful, one’s new form mght destroy ts 
  own possessons, such as an armored character transformng 
  hmself nto green slme. The transformaton lasts 24 hours, no 
  more and no less. A character can receve ths boon an unlm-
  ted number of tmes, and can even accumulate multple boons 
  through multple sacrfices.
  The God of the Iron Urn can ssue from ts urn no more than 
  once every 4 hours. It can stay out of the urn for only 1 hour at 
  a tme, though each sacrfice restarts the hour.
  God on the Mountain  
  (petty patron god of the city of Shazid Mon*)
  &	Mike “Carlson” Davis
  F	Vindico Vindicatum
  SYMBOL: 
  Slhouette of  
   
  a mountan  
   
  surmounted  
   
  by a halo
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  Vares
  ARMOR CLASS: Vares
  HIT PTS. (HD): 
  Vares (at  
   
  least 10 HD)
  ATTACKS:  
  Vares
  DAMAGE: 
  Vares
  SAVE: 
  Vares
  MORALE: 
  9
  HOARD CLASS: XV (temple),  
   
  XVI (personal)
  XP: 
  Vares 
  The God on the Mountan s the patron god of the cty of Shaz-
  d Mon. Protector of the cty, the god s never encountered 
  outsde the temple complex atop Mount Shazd, nor seen by 
  any other than the hghest members of ‘hs’ presthood. It s 
  sad that so long as the god resdes n hs temple, no harm shall 
  befall the cty.
  What s unknown to the laty and even the clergy outsde the 
  man temple complex s that the God on the Mountan s a 
  fraud perpetrated by the founder of the cty, a charsmatc con 
  artst; n truth, there have been a successon of “gods” on the 
  mountan, each a sklled adventurer who has usurped the po-
  ston from the pror “god.” In total, there have been twenty-
  seven gods resdng on Mount Shazd, each brngng ther own 
  specal blend of charsma and chcanery (thus the god’s varable 
  stats). The god has, at varous tmes, been male and female; hu-
  man and non-human; a warror, a wzard, a prest, a con artst, 
  a butcher, and varous other occupatons.
  The fact that there s no actual god on the mountan does not, 
  however, mean that the presthood of the God on the Moun-
  tan s wthout power—far from t. The people of Shazd Mon 
  have great fath n ther god, that he wll protect and empower 
  ther cty. Many are called to the clergy, and on strength of fath 
  alone are able to perform mracles as well as the followers of 
  true gods.
  PeTTY GODS
  GOD OF THe IRON URN – GOD ON THe MOUNTAIN
  
  60
  God on the Mountain Reaction Table
   
  2 
  Friendly: Treats those approachng as trusted 
  confidants, even (possbly) to the pont of revealng 
  the truth of the God on the Mountan n prvate 
  audence. Wll provde almost any assstance. 
   
  3-4 
  Indifferent: Calm and somewhat relaxed; allows 
  an extended ‘publc’ audence, and wll provde 
  reasonable assstance.
   
  5-6 
  Neutral: Allows a (very) short audence wth those 
  approachng. May provde lmted assstance. 
   
  7-9 
  Unfriendly: Wary, but wllng to lsten.  
  Stll, slently gathers a clerc (level 1d4+4)  
  and 1d4 fighters (level 1d4). 
   
  10-12 Hostile: Assumes he s beng approached  
  by usurpers and wll lead an attack of 1-2 clercs 
  (level 1d4+4) and 1d6 fighters (level 1d4). 
  Gor Nochri and Gar Nachri  
  (twin petty gods of gossip, rumor,  
   
  unfounded hearsay, and baseless speculation) 
  TITLES: T’tel and T’tall; Old Tittle and Old Tattle
  &	David Haraldson
  F	Kent Miller
  SYMBOL: 
  Two starlngs (regon’s most prevalent type)
  ALIGNMENT: 
  Lawful and Chaotc (see below)
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: 9 [+1]
  HIT PTS. (HD): 
  99 hp (20 HD) each
  ATTACKS:  
  As manfested entty + specal (charm, curse)
  DAMAGE: 
  As manfested entty + specal
  SAVE: 
  T20
  MORALE: 
  6 (+1 per 10 cult ntates present,  
   
  up to maxmum morale of 10)
  HOARD CLASS: III + IV n combnaton
  XP: 
  5,250 each 
  The twn godlngs of gossp and rumor are among the oldest 
  known to the world’s peoples—for, as often noted, whenever 
  two people congregate, they wll talk about a thrd. These gods 
  can be found on the edge of any place where people gather, 
  whsperng conspcuously. Ther appearance s not fixed but 
  approprate to the locaton n whch they manfest; when they 
  do appear, they tradtonally do so as members of the same 
  peer group.
  One delghts n causng mayhem through spreadng untruths, 
  the other gossps as a way of enforcng socal mores—publcz-
  ng socally unacceptable behavor. One s algned wth Chaos, 
  the other wth Law. Of the two, nobody s sure whch s whch.
  Annually, at one of the largest publc gatherngs n the realm, 
  the godlngs hold court for devotees n the Great Murmuraton. 
  The meetng to whch the Murmuraton attaches tself may 
  be ether relgous or secular; the precse tme and locaton s 
  made known to worshppers through dvnely nspred rumor 
  up to one month n advance. Durng ths festval, celebrants 
  swap tttle tattle wth each other and may also petton the 
  godlngs for new gossp, n exchange for alcoholc lbatons (the 
  better to loosen lps) and ther own rumors. Oddly enough, 
  the congregaton passes entrely unnotced by authortes, even 
  though t frequently takes place n broad daylght.
  It s possble that a party of adventurers (or ndvdual adventur-
  ers) mght seek out Gor Nochr and Gar Nachr, n order to ds-
  cover nformaton about places, groups, or ndvduals. Whether 
  the godlngs are somehow summoned or found at the Great 
  Murmuraton, the characters should roll on the reacton table.
  Gor Nochri and Gar Nachri Reaction Table
  Apply the single largest Wisdom bonus  
  of the petitioning group as a penalty, and vice versa.
  -1 per gallon of beer or pint of wine offered 
  (-2 if fine quality or higher).
  -1 per two pieces of gossip offered about a subject;  
  one must be true and one must be false but believable.
  -2 if initiated into the cult.
   
  2 
  Benevolent: Wll pass on two true rumors and 
  two false but belevable rumors (that, however, 
  provde some nsght) about the subject. 
   
  3-5 
  Well-disposed: Wll pass on one true and one 
  false but belevable rumor about the subject. 
   
  6-8 
  Indifferent: Wll share one pece of random  
  tttle-tattle unrelated to the topc at hand. 
   
  9-10 Mildly Irritated: Wll gnore the pettoner,  
  preferrng to talk to another.
   
  11-12 Angered: As rrtated but wll also curse  
  pettoners (see below). 
  Additional Reaction Notes
  • Unless pettoners are cult ntates, there s a cumulatve  
  +1 penalty per prevous request for nformaton to the  
  reacton roll.
  • If cursed by the godlngs, pettoners wll find that they  
  are now the subject of unflatterng gossp whch has a  
  percentage chance:
  – equal to the vctm’s level ×10 of beng known by anyone  
  of ther professons wthn level ×10 mles radus.
  – equal to the vctm’s level ×5 of beng known to people 
  outsde ther professons wthn level ×5 mles radus.
  – equal to the vctm’s level of beng known n socety’s  
  hghest echelons.
  • The curse can only be removed by a clerc or prest  
  of a level hgher than the character(s) or by undertakng a 
  publc performance of contrton.
  PeTTY GODS
  GOD ON THe MOUNTAIN – GOR NOCHRI AND GAR NACHRI
  
  61
  • People possessed of any common sense are less lkely to 
  trust nformaton from known cult ntates. (Worshppers 
  wear necklaces wth one of the godlngs’ symbols both as 
  sgns of devoton and as wards aganst malcous gossp 
  about themselves. When makng a reacton roll, the react-
  ng ndvdual apples hs/ her Wsdom modfiers drectly to 
  the result, n addton to other modfiers. Double bonuses/
  penaltes f the modfier would already be n effect.)
  • If attacked, the godlngs wll be defended by the nearest 
  1d6+1 NPCs (all charmed) and make ther escape  
  nto the crowds (count as theves’ Hde-n-Shadows ablty  
  of approprate level), fightng only as a last resort.
   
   
  Gôrgônmjôlk  
  (petty goddess of steel  
   
  and metallurgy)
  &	Jonas Mustonen
  F	Darcy Perry
  SYMBOL: 
  Soot-covered  
   
  smlng head  
   
  of a medusa
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: −3
  HIT PTS. (HD): 
  50 hp (12 HD)
  ATTACKS:  
  1 (sword)
  DAMAGE: 
  1d8 + 4d6 (fire) + specal
  SAVE: 
  F12
  MORALE: 
  10
  HOARD CLASS: 5d50 steel weapons
  XP: 
  2,000 
  Every northern barbaran woman beleves that menfolk are 
  lazy, that patrarchs spend ther days sttng on the throne 
  and dodgng real work, and that behnd every great god s a 
  goddess. Out of frustraton for gender roles (e.g., that a black-
  smth’s work s sutable only to men) came the dvne spark that 
  brought ths goddess of steel nto beng. 
  Northern barbarans (who beleve the secret of steel workng to 
  be holy) have a very grm, duty-obsessed matrarchal dety—  
  Gôrgônmjôlk. Ths goddess of steel-hardenng appears as a 
  medusa covered by layers of soot and ash, accumulated dur-
  ng her mllena of workng the forge. As her face s obscured 
  by layer upon layer of ths resdue, lookng upon her does not 
  turn anyone to stone.
  Gôrgônmjôlk welds a +2 flamng sword of extreme sharp-
  ness known as Mjôlkblad (“Mlkblade”). In the goddess’s hand, 
  ths sword glows whte-hot and, on a successful “to ht” roll, 
  does 1d8+2 standard damage plus 4d6 of fire damage. Fur-
  thermore, on a natural “to ht” roll of 19 or 20, the sword wll 
  lop off the head ts vctm, kllng nstantaneously (no savng 
  throw). Gôrgônmjôlk has been known to lend Mjôlkblad to fe-
  male fighters of chaotc algnment, but n the hands of anyone 
  other than Gôrgônmjôlk, the sword operates as a standard +2 
  sword (dong only 1d8+2, wth no fire damage nor chance of 
  decaptatng a vctm).
  Gôrgônmjôlk Reaction Table
   
  2-4 
  Whspers hoarsely the secret of steel. Anyone 
  lstenng has a 1% chance per Intellgence pont 
  above 12 to learn the secret of makng a vorpal 
  sword. Any necessary materals must be acqured 
  separately (3d6×1,000 gp). There s 75% chance 
  each day that secret wll be forgotten, regardless 
  of any attempt to preserve the knowledge (e.g., f 
  wrtten down, the wrtng wll appear as gbbersh). 
  The secret s mpossble to pass to another person,
   
  5-10 Demands trbute n the form of 1d6 days worth of 
  tolng n her forge. Offenders wllng to pay ths 
  trbute wll be teleported to her home realm. Make 
  a new reacton roll at end of each servce perod,
   
  11-12 Angry, she wll threaten to start loppng off heads 
  f worshpful prostraton, beggng, and ululaton 
  does not begn mmedately (a promse she wll 
  gladly make good on).
  Go’Ruush  
  (petty ogre god of intelligence and subterfuge) 
  TITLES: The Ogre Sympathizer
  &	Mike Lizardi & Christopher Conklin
  F	Christopher Conklin
  SYMBOL: 
  An open book n front  
   
  of two crossed daggers 
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: −5
  HIT PTS. (HD): 
  100 hp (19 HD)
  ATTACKS:  
  2 (daggers)
  DAMAGE: 
  1d6+6 plus poson ×2
  SAVE: 
  T19
  MORALE: 
  8
  HOARD CLASS: See below
  XP: 
  6,000 
  Go’Ruush appears as short, sknny ogre dressed n a fine black 
  tunc. Go’Ruush does not appear to be armed (though he s 
  n fact carryng two cunnngly hdden daggers of venom +5; 
  unlmted doses of poson). Though he lacks an mpressve phy-
  sque, he possesses a very shrewd mnd. The act of speakng 
  to Go’Ruush s n tself a gamble, as hs voce constantly acts 
  as a suggestion spell (save vs. spell at –6 every for each round 
  spent n conversaton). 
  Machnatons wthn machnatons; plans wthn plans; the sub-
  tle le s deadler than the cudgel—these are the trappngs of 
  Go’Ruush the Ogre Sympathzer. Go’Ruush strves to awaken 
  ntellgence and cunnng n the ogre race. Go’Ruush feels that 
  these attrbutes, coupled wth the legendary physcal strength 
  of the ogre race, wll make them nvncble. 
  Most ogre trbes have a basc, savage and evl nherent culture. 
  Ther lves revolve around constant nfightng, crushng weaker 
  creatures and takng what they want by force, and servng pow-
  erful, evl masters as shock troops. Go’Ruush has studed hs-
  tory, however, and he has seen that at least one of the ‘hgher’ 
  races (men) share a smlar barbarc tradton. So, he bdes hs 
  tme, actng where he sees fit n order to push the ogre race 
  towards ther eventual ascendance.  
  PeTTY GODS
  GOR NOCHRI AND GAR NACHRI – GO’RUUSH
  
  62
  Go’Ruush only makes hs exstence known to those ogres he 
  deems worthy and smart enough to convey hs teachngs. As 
  such, hs name remans unknown to most scholars. Those few 
  who have learned of hm have become greatly unnerved—for a 
  smarter ogre race would certanly spell doom for the realms. 
  Asde from hs daggers of venom +5, Go’Ruush also wears 
  gauntlets of ogre power, as well as a circlet of persuasion 
  upon hs head. Hs fine black tunc functons as a cloak of 
  displacement, a robe of eyes, a robe of blending, and a robe 
  of useful items. 
  Go’Ruush’s followers erect no shrnes and hs name s never 
  wrtten down. After all, the less the enemes of ogreknd know 
  of hm and hs plans, the easer they are to vctmze. 
  The rare ogre clerc of Go’Ruush may cast commune and sug-
  gestion 3×/day. They also may read languages, read magic 
  and message at wll. It s rumored that a hgh prest of the 
  god s capable of castng speak with dead at wll. Clercs of 
  Go’Ruush may be enlghtened, but ther followers stll have a 
  penchant for smashng first and not askng questons.
  Grand Planar God  
  (guardians of the gateways and byways of the planes)
  &	Eric Fabiaschi
  F	Eric Campbell
  SYMBOL: 
  Vares 
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  600' (200')
  ARMOR CLASS: 8
  HIT PTS. (HD): 
  100 hp (20 HD)
  ATTACKS:  
  3
  DAMAGE: 
  1d10 (planar cosmc blast),  
   
  1d4 (tendrl attack), 1d8 (ocular blast)
  SAVE: 
  M20
  MORALE: 
  10
  HOARD CLASS: 7,000gp worth of artfacts
  XP: 
  3,500 
  The Grand Planar Gods stand wthn the vales of the Outer 
  Darkness, allowng travelers to pass through the gateways and 
  byways of the planes. They are the guardans at the threshold 
  for all other Mythos enttes. They ensure that none enter the 
  forbdden places where lfe s stll developng. They are sad to 
  be related to the gods of the Earth—those bengs of the Dream-
  lands who echo of formerly great gods and sprts. Others are 
  hghly evolved alen bengs who have rsen from the ranks of the 
  local tme space contnuum.
  These bengs project mult-dmensonal echoes of themselves 
  throughout the unrealty of planar space, allowng them to ap-
  pear to be many places at once. These bengs are called upon 
  to dvne the destnatons for hyperspace travel and dmenson-
  al routes through nterstellar dstance.
  They are masters of lfe, death, and unrealty. The three un-
  holy faces they wear are able to allow them to see what can 
  be unseen. Nothng hdes from ther gazes. These bengs are 
  hghly evolved enttes of Cosmc Planar energes. Many lost 
  and forgotten races sacrfice valuable technologes and relcs to 
  them for ther favor.
  Should any be so foolsh to attack them, they wll respond wth 
  a 1d10 planar cosmc blast, then a 1d4 tendrl attack, and fi-
  nally an ant-magc/psychc ocular blast that does 1d8 of dam-
  age (and dispels magic, per the spell). 
  Grand Planar Gods may also use an attack called the “grand 
  dismissal.” Ths nvocaton separates the target beng from the 
  local space-tme contnuum, separatng ther soul from the sl-
  very cord. The beng must save vs. death or be permanently 
  struck from the Cosmc Wheel of Lfe. Any beng destroyed n 
  ths manner has no hope of resurrecton. 
  Grand Planar Gods may also use an ablty called “the grand 
  recall.” Ths allows the Grand Planar God to call upon any 
  beng, and that beng’s alternatve world doppelgangers, for 
  the purpose of nformaton or nterrogaton. Ths s often done 
  when there s a dsturbance upon the planes.
  Grand Planar Gods may teleport without error anywhere wth-
  n the oververse, and are able to move 1d10 bengs wth them.
  These bengs may be found n thousands across the myrad of 
  scattered worlds. They gather together for a Grand Conclave 
  every thrty thousand years.
  Grand Planar Gods wll also possess the ablty to: cast spells as 
  a clerc (same level as ther HD), use psoncs as a mystc* (the 
  same level as ther HD), and commune wth ther gods (1×/day, 
  as the spell).
  RELATED ENTRIES: S) Call Grand Planar God.
  * See BASIC PSIONICS HANDBOOK.
  GO’RUUSH – GRAND PLANAR GOD
  PeTTY GODS
  
  63
  Grandpa Toadflap  
  (petty frog god of stashes and caches) 
  AFFILIATIONS: The Frog Gods
  &	Chris Tamm
  F	Eleanor Ferron
  SYMBOL: 
  A fat warty  
   
  toad sttng  
   
  on a con 
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  120' (40')
   
  JUMP: 
  60' (any  
   
   
  tme n  
   
   
  round)
   
  SWIM: 
  180' (60') 
   
  BURROW: 
  45' (15') 
  ARMOR CLASS: −4
  HIT PTS. (HD): 
  82 hp (18 HD)
  ATTACKS:  
  1 (bte) plus specal
  DAMAGE: 
  2d8+4 plus grp body part, plus chance  
   
  to swallow (3d6/round) and/or hold  
   
  (1d6+2 per hand) durng same round
  SAVE: 
  F18
  MORALE: 
  8
  HOARD CLASS: d1000+100 copper cons,  
   
  d100 slver, d20 gold
  XP: 
  4,250 
  Grandpa Toadflap s a testy, grumpy, ncredbly ancent toad 
  the sze of an ox. He loves cons and treasure, and revels n 
  sttng on hs celestal stash ple, whch s hdden n the depths 
  of a dawn-age sunken palace. He lars n pts, and wll never 
  hestate to attack those comng near hs sacred pt should he, 
  even for a moment, thnk they want hs loot. 
  Grandpa Toadflap s a very capable swmmer and moderate 
  burrower, but he s also able to burrow backwards. Further-
  more, he may jump up to 60' durng a sngle round. He cannot 
  be surprsed; he, however, surprses on 1-3 (on 1d6) f hdden 
  under drt or water.
  If Grandpa Toadflap makes a successful “to ht” roll wth hs 
  bte, he gets an addtonal “to ht” roll durng the same round. If 
  the second “to ht” roll succeeds, he swallows the vctm whole, 
  dong 3d6 per round untl the vctm (or Grandpa Toadflap) 
  des. Should hs swallow attempt fal, he s stll allowed two 
  more “to ht” rolls (1 for each hand). Each successful “to ht” 
  roll wth a hand does 1d6+2 n grapplng damage. Should 
  both of hs hand attack “to ht” rolls succeed, the vctm may 
  not move or attack untl Grandpa Toadflap releases hs grp, 
  and Grandpa Toadflap’s bte attack wll automatcally succeed 
  aganst that vctm durng the followng round, wth a +5 bonus 
  on the successve swallowng “to ht” roll. 
  Grandpa Toadflap may be called to our tme by an earnest com-
  moner. The commoner must collect a stash of cons and up to 
  40 pounds of worms n a pt, then sob and weep for the atten-
  ton of the god. After a mghty nght’s frog chorus, Grandpa 
  Toadflap may come rght away, but may also choose to lurk n 
  the pt for a few weeks before makng hmself known. Vllagers 
  may use hm to stump troublesome monsters or enemes by 
  placng the pt on a path near anmal stalls. Grandpa wll hap-
  ply eat hs HD n bengs then take hs new hoard home.
  Grandpa Toadflap may grant the wsdom of the prmordal 
  ones who remember proto-hstorc secrets of early creaton. 
  He s crotchety and may wander off topc. Best feed hm so he 
  doesn’t get hungry watchng twtchng, temptng, pnk-meat-
  people. Swamp folk, old msers, farmers, and poor and des-
  perate people call upon hm. If nsncere persons summon hm 
  (seekng only hs treasure), those people wll be placed under a 
  curse (no savng throw) whch compels (and enables) them to 
  vomt 4 pounds of toad spawn n a nce damp spot every day 
  for lfe (removable by remove curse).
  RELATED ENTRIES: G) Johnny Hopper, Wart Mother, A) Gog-
  gles of the Frog Gods.
  Gremlyn (Murphee)  
  (petty god of mechanical failure)
  &	Christopher Ziegler
  F	Glen Hallstrom
  SYMBOL: 
  A cracked gear 
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  90' (30')
  ARMOR CLASS: −6
  HIT PTS. (HD): 
  75 hp (18 HD)
  ATTACKS:  
  Specal
  DAMAGE: 
  Specal
  SAVE: 
  T20
  MORALE: 
  2
  HOARD CLASS: I, II, IX
  XP: 
  13,000 
  Spend an evenng wth an engneer, archtect or sapper, and 
  you may eventually hear grumblngs about Gremlyn, the mp of 
  mechancal mschef. The orgns of Gremlyn are unclear, but 
  he has been around snce the smplest mechancal devces were 
  constructed by the ancents. Gremlyn appears n two forms: hs 
  prmary appearance s as a shoddy dressed unkempt mp, wth 
  a bearded face and spndly lmbs. Alternatvely, when he wshes 
  to appear among humans or dem-humans, Gremlyn can adopt 
  the persona of Murphee, a dusty mustachoed tnkerer adorned 
  by tools of unknown functon. Murphee wll attempt to repar 
  or “tune-up” mechancal nstruments, only to have them break 
  down n repeated and ncreasngly spectacular fashon. Grem-
  lyn s not a malcous dety, but rather he smply enjoys watch-
  ng devces fal catastrophcally.
  In the presence of Gremlyn, mechancal tems and even smple 
  tools wll undergo falure on a roll of 3 out of 6; gears wll crack, 
  bowstrngs wll snap, axles wll break. If allowed to work on a 
  devce, the mechansm wll nvarably fal at some pont n the 
  future, to be decded by the referee. Gremlyn has no ablty 
  to affect magcal devces unless the tem has some physcal 
  mechansm. In these cases, falure of the devce does not per-
  manently break the tem or cause t to lose charges; rather the 
  malfuncton s temporary (a gear slps, a hnge stcks, etc) and 
  the player must take one round to fix the tem before t can be 
  used agan.
  When attacked, Gremlyn does not fight back but nstead wll 
  attempt to flee the melee. Those persons who attack Gremlyn, 
  however, are hghly lkely to experence a personal tem falure 
  of some knd (a belt strap breakng, a shoelace tanglng, etc) 
  PeTTY GODS
  GRANDPA TOADFLAP – GReMLYN
  
  64
  that wll cause the attacker to slp and fall, takng 1-6 ponts 
  of damage. Attackers must roll ½ of ther Dexterty or less 
  (roundng down) to make a successful attack wthout stumblng 
  pror to makng ther “to ht” roll. After three rounds of melee, 
  Gremlyn wll teleport from the scene to a dstant locaton.. 
  Very occasonally over centures, Gremlyn attracts a follower 
  as hs clerc, to whom he grants unusual spells desgned to 
  nduce mechancal falures (e.g., greater wardrobe malfunc-
  tion, spontaneous corrosion, axle’s bane, and instrumental 
  discord). Beng a clerc of Gremlyn can be lucratve, as many 
  rulers wll pay handsomely for you to leave ther terrtores, or 
  request that you make a vst to ther adversares.. 
  Gremlyn Reaction Table
   
  2-4 
  Appears before party but does not take  
  an nterest and departs mmedately.
   
  5-8 
  Follows party secretly for a perod of tme  
  untl a mechancal devce fals.
   
  9-10 Appears as Murphee, who generously offers  
  to take a look and repar any mechancal devces. 
   
  11-12 Takes an unusual nterest wth the party,  
  ether followng them secretly for several days,  
  or offerng to travel wth the party. 
  Groín (petty god of The Battered Dwarf tavern*)
  &	Kevin Brennan
  F	Kelvin Green
  SYMBOL: 
  Dwarven adventurer  
   
  carryng foamng mug 
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  60' (20')
  ARMOR CLASS: 4
  HIT PTS. (HD): 
  31 hp (7 HD)
  ATTACKS:  
  1
  DAMAGE: 
  1d8
  SAVE: 
  D7
  MORALE: 
  10
  HOARD CLASS: XII
  XP: 
  440 
  Groín s the petty god of The Battered Dwarf, a tavern n the 
  old part of town frequented by adventurers. He s called upon 
  by the patrons of the tavern, often n jest, to protect them 
  from the ravages of alcohol, award them luck n games of 
  chance and skll, and for almost anythng else they may wsh 
  when wthn the walls of the tavern. It has become customary 
  for regulars to only call upon Groín for help when wthn the 
  walls of the tavern.
  Groín wll occasonally manfest to the patrons, most commonly 
  durng hs hgh holy days (major sportng events, New Year’s, 
  and the lke), but most assume he s just a dwarf who has a 
  sense of humor and s wllng to go along wth the gag. When 
  he manfests, Groín appears as an ordnary dwarven adventurer 
  who has been n a number of recent fights. Outsde of combat, 
  he wll always be carryng a foamng mug of stout. 
  Snce The Battered Dwarf s a tavern for adventurers, Groín 
  hears an ncredble number of rumors about dungeons n the 
  area, and wll pass them on to regulars down on ther luck 
  when he manfests, although the rumor may be years or even 
  decades old. 
  The bartender at The Dwarf can call on Groín to bless or curse 
  patrons, and wll typcally do so a few tmes a nght. If Groín 
  s attacked whle the tavern s occuped, the tavern patrons are 
  lkely to assst n hs defence.
  Groín Reaction Table
  -1/+1 if bartender calls for blessing/curse; 
  -2 for regulars; −1 for good tippers; 
  +2 for difficult customers; +4 for those who  
  have stiffed the owners on a meal.
   
  2 
  Friendly: No hangover no matter how  
  much beer s drunk that nght; +2 bonus for  
  all rolls nvolvng games of chance or skll  
  wthn the tavern.
   
  3-5 
  Indifferent: No hangover the next mornng.
   
  6-8 
  Neutral: Ignores patron; no effect.
   
  9-11 Unfriendly: Double-strength-hangover the 
  next mornng.
   
  12 
  Hostile: All food tastes rotten; all beer s  
  skunky; −2 penalty for all rolls nvolvng games  
  of chance or skll wthn the tavern.
  GReMLYN (MURPHee) – GROÍN
  PeTTY GODS
  
  65
  Grugzaret (petty god of subterranean darkness) 
  TITLES: Grugzaret the Snuffer
  &	David Wellington
  F	Ryan Browning
  SYMBOL: 
  Candle snuffer 
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  60' (20') wth lght;  
   
  480' (160') n  
   
  total darkness
  ARMOR CLASS: 0
  HIT PTS. (HD): 
  75 hp (16 HD)
  ATTACKS:  
  2
  DAMAGE: 
  1d12/ 
   
  3d6 (breath)
  SAVE: 
  F16
  MORALE: 
  Specal
  HOARD CLASS: Specal
  XP: 
  2,500 
  Few are the worshppers of the Snuffer, but many the prayers 
  offered to hm. Grugzaret s a god of subterranean darkness, 
  and he despses those who pollute hs perfect gloom by strkng 
  lghts where they are not wanted. Though t s commonly held to 
  be a pontless superstton, many adventurers speak a scrap of 
  nonsense rhyme as they lght ther torches or lanterns: “’Ware 
  damp/Snuffer fly/burn true/where shadows le.” Ths prayer s 
  rarely heeded, though, for the Snuffer has no desre to be pla-
  cated, only to extngush lghts wherever he encounters them.
  In combat the Snuffer attacks wth a huge brass candle snuffer, 
  or wth a damp and cy breath weapon. Opponents may save 
  vs. breath to avod damage from the Snuffer’s breath attack, but 
  t wll automatcally extngush any flame (natural or magcal) 
  n ts path. Grugzaret wll never need to check morale n dark 
  condtons, but f he can somehow be lured nto daylght (or any 
  very brght lght) he wll flee at once, as even the presence of 
  lght weakens and pans hm. Woe betde the adventurer who 
  seeks to drve hm away wth lght spells, however, for he wll 
  thereafter follow the trespasser around, watng for the most 
  dsadvantageous tme to leave them suddenly and unexpectedly 
  n the dark.
  The Snuffer s beleved to lve at the bottom of an deep and 
  utterly lghtless well at the bottom of a long-forgotten cavern. 
  He takes the form of an albno gobln of larger than average 
  sze and wth enormous blank eyes. He wears a crown of unlt 
  candle stubs, the wax of whch has run down hs forehead and 
  temples. There s a legend that f someone could somehow 
  lght these candles he would de on the spot. He has nfravson 
  to 120', and s mmune to all cold and water-based attacks.
  Grugzaret Reaction Table
   
  2 
  Extremely favorable: Wll poke out  
  supplcant’s eyes, to spare them the pan  
  of ever seeng lght agan! 
   
  3-5 
  Favorable disposition: Wll ad supplcant 
  aganst lght-bearng foes.
   
  6-8 
  Taunts wth rddles and mpossble demands
   
  9-11 Sound rebuff: Wll attack f supplcant  
  does not mmedately flee.
   
  12 
  Attacks wthout provocaton.
  Gyttjan (petty god of peat and mire) 
  TITLES: Gyttjan the Decayed
  &	Paul Ballard
  F	Richard J. LeBlanc, Jr.
  SYMBOL: 
  Dred rottng leaf wrthng wth worms 
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  180' (60') 
  ARMOR CLASS: 5
  HIT PTS. (HD): 
  96 hp (22 HD)
  ATTACKS:  
  1 (staff or touch)
  DAMAGE: 
  See below
  SAVE: 
  M22
  MORALE: 
  9
  HOARD CLASS: XII, XVI
  XP: 
  10,000 
  Gyttjan the Decayed, the god of peat and mre, s called upon 
  to brng about demse and to decay the dead. He manfests as 
  a seven foot human covered n dred mud and leaves whch are 
  lttered wth tcks and maggots. He wears boar tusks ted to the 
  sdes of hs face, and a rottng stench lngers wherever he goes. 
  Whle hs staff does 1d8+2 (from a Strength bonus), a successful 
  attack wth ether hs hand or staff causes metal to corrode, skn 
  and wood to rot, and stone to crack, n a slow process whch 
  takes 4 combat rounds (no savng throw). A cure disease spell 
  wll stop the rottng of skn or wood, but any damage taken (3d6 
  hp per turn) must be healed separately.
  Gyttjan Reaction Table
   
  2 
  Beneficial: Offers to rot/destroy somethng. 
   
  3-5 
  Disinterested: Offers to rot/destroy somethng  
  f properly proptated.
   
  6-8 
  Brooding: Keeps to hmself.
   
  9-11 Unfriendly: Threatens to rot/destroy somethng 
  (wll choose somethng f somethng s not offered). 
   
  12 
  Hostile: Attacks the lvng. 
  PeTTY GODS
  GRUGZAReT – GYTTJAN
  
  66
  Haiah (petty god of “judicious retreat”)
  &	Dan Harms
  F	Eleanor Ferron (Haiah) 
  F	James V. West (feature)
  SYMBOL: 
  A man runnng
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  360' (120')
  ARMOR CLASS: −3
  HIT PTS. (HD): 
  92 hp (20 HD)
  ATTACKS:  
  None
  DAMAGE: 
  None
  SAVE: 
  T17
  MORALE: 
  2
  HOARD CLASS: XIII, XV
  XP: 
  3,250 
  Haah appears as an mposng, muscular gant wth a deep, 
  boomng voce. If anyone n range attacks hm, he responds 
  by runnng away as quckly as possble. He has the ablty to 
  teleport at wll, whch he wll use f cornered.
  Haah s referred to as the god of ‘judcous retreat,’ out of 
  polteness, though he s actually the patron of pancked flght. 
  If a character calls upon Haah as he or she begns to run from 
  an encounter, the DM should assgn a bonus of +1% to +20% 
  to rolls to evade pursuers. These rolls should be based on role-
  playng and actons taken, wth dropped tems, mpassoned 
  howls of fear, runnng nto objects or people, runnng n the 
  wrong drecton, or trppng over one’s feet for a moment, pro-
  vdng bonuses to the roll. (The exact percentle s always at the 
  dscreton of the DM.)
  Any tme Haah s called upon, there s a 50% chance that 
  some negatve consequence ensues—treasure beng left be-
  hnd, other monsters’ attenton beng attracted, etc.
  Haah s partcularly fond of kobolds, due to ther cowardly 
  ways. If an ndvdual who has klled a kobold on the current 
  expedton calls upon hm, any pursut attempts automatcally 
  succeed.
  Harbordorim (divine imposter) 
  TITLES: Herald of (a Dead God)
  &	Tim Huntley
  F	Adam Huntley
  SYMBOL: 
  Whatever pleases  
   
  those who  
   
  recognze hm
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: 0
  HIT PTS. (HD): 
  66 hp (15 HD)
  ATTACKS:  
  Specal
  DAMAGE: 
  Specal
  SAVE: 
  T16
  MORALE: 
  10
  HOARD CLASS: None
  XP: 
  2,400 
  In the dstant past, Harbordorm was the herald of one of two 
  non-petty gods. Whch two, not even Harbordorm can now 
  recall. For generatons and generatons the two non-petty gods 
  set ther efforts and followers aganst each other, wth Harbor-
  dorm fathfully actng as hs dvne lege’s servant, messenger, 
  and confidant. Unfortunately for Harbordorm hs lord eventu-
  ally lost the battle, fallng prey to hs nemess as hs follow-
  ers were ether converted or klled. Harbordorm fled, seekng 
  safety n soltude; wthout lord or purpose, he sunk deeper nto 
  self-pty and depresson. Now Harbordorm s a servant wthout 
  a master, a petty god cravng and searchng for hs nche yet 
  too paranod of beng dscovered by hs former lord’s enemes 
  to do so openly. 
  As a one-tme dvne herald, Harbordorm has the unque abl-
  ty to determne f a person or group of people s n need. Upon 
  findng such a stuaton, Harbordorm reveals hmself and as-
  sumes a false dentty as the petty god of whatever s needed at 
  the moment. He wll contnue n ths guse untl, unable to truly 
  fulfill hs new followers’ needs, suspcons arse surroundng 
  hs dvne authorty. Before he s dscovered to be a complete 
  fraud, however, Harbordorm flees, leavng hs new flock to 
  ther own devces once agan. 
  Harbordorm s not a combatant. If attacked, Harbordorm 
  wll nvoke hs divine majesty ablty (whch causes all of those 
  around hm to become awestruck at hs presence and unable to 
  act) and flee. Ths ablty automatcally affects all creatures wth 
  fewer ht dce than hs own; bengs wth equal or greater ht 
  dce are allowed a save vs. spell to gnore the effect. 
  Harbordorim Reaction Table
   
  2-9 
  Friendly: Attempts to determne need  
  and adopt dvne dentty.
   
  10-11 Neutral: Ignores nearby creatures and  
  attempts to leave.
   
  12 
  Hostile: Uses divine majesty ablty  
  to secure departure.
  H
  hAiAh • hArbordorim • hekA-kup • heolstor • hexAdron •  
  hlinjAssA • hlo-hlo • hoddypeAk • hymenphAliA • hweegArl
  HAIAH – HARBORDORIM
  PeTTY GODS
  
  67
  Heka-Kup (petty god of hiccups)
  &	Brian Rae
  F	Courtney Campbell
  SYMBOL: 
  See below
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: −2
  HIT PTS. (HD): 
  66 hp (16 HD)
  ATTACKS:  
  1 (claws) and  
   
  1 specal
  DAMAGE: 
  2d6 and  
   
  steal breath  
   
  or curse
  SAVE: 
  T16
  MORALE: 
  12
  HOARD CLASS: X (no gp or pp)
  XP: 
  10,000 
  Heka-Kup stands as one of the most vle, hated, and downrght 
  petty of the petty gods. A blue, gobln-lke creature, he dances 
  hs way through remote vllages each nght, castng the curse 
  of hiccups where and when he may. 
  Heka-Cup especally lkes to torment nervous brde-grooms on 
  the nght before ther weddngs, and often seeks out powerful 
  bshops and future kngs on the eve of a coronaton—all the 
  better to blght the ceremones wth hs presence. Fortunately, 
  the attentons of Heka-Kup can be warded by presentng hm 
  wth a set of cold keys or by standng on one’s head at first sgn 
  of hs approach. Better stll, Heka-Kup cannot enter any home 
  or buldng that has the house keys postoned by the door. As 
  a result, many homes, churches and palaces have at the very 
  least a small nal by the doorpost where the master keys may 
  be hung when the famly s at home. 
  Regardless of hs constant ggglng, Heka-Kup s qute stealthy. 
  Should he pursue a party n ths manner, he wll go unnotced 
  99% of the tme.
  Durng any gven combat round, Heka-Kup may attack wth hs 
  claws (dong 2d6 on a successful “to ht” roll), and use hs steal 
  breath or hs curse ablty. 
  Heka-Kup’s steal breath may be used automatcally aganst 
  any target creature wthn hs lne of sght. On a faled save vs. 
  breath, the vctm loses 1d6 Consttuton ponts per round untl 
  the vctm’s Consttuton reaches 0 (causng death), Heka-Kup 
  attempts to use hs steal breath ablty aganst another target 
  (whch shfts the steal breath ablty to that new target), or a 
  dispel magic spell s cast on the vctm. Once any of these con-
  dtons s met, the character wll regan 1d6 Consttuton ponts 
  per round (untl reachng ther normal maxmum). Bengs af-
  fected by ths steal breath ablty may not speak nor cast spells, 
  and addtonally suffer −4 and +4 penaltes on “to ht” rolls and 
  AC (respectvely) due to panc.
  Heka-Kup may curse any character n hs lne of sght wth 
  constant hccups (on a faled save vs. breath), causng −1 “to 
  ht” and damage penaltes, as well as a +1 AC penalty, for a 
  duraton of 4d6 turns. Addtonally, spellcasters sufferng from 
  these hccups wll be unable to cast spells whle so affected. The 
  curse may be removed by usng bless or dispel magic.
  Heka-Kup wll automatcally flee f presented wth a set of cold 
  keys or f an ntellgent beng stands on ts head. 
  Hs symbol s the upper body of a blue-faced gobln clutchng 
  wth both hands at hs own throat, set on a field of black. 
  Heka-Kup Reaction Table
  Heka-Kup is a mercurial creature,  
  his reaction roll is determined  
  purely by chance. It is not modified  
  by any statistic. 
   
  2 
  Is that a key I see before me?  
  Heka-Kup mstakes a small object (such as a 
  pendant hangng around a character’s neck) 
  for a cold key, and flees n panc. If possble, 
  he wll browbeat the first group of monsters 
  he encounters nto trackng down the party 
  and kllng whchever character he beleves to 
  be one of those “cursed key-bearers.”
   
  3-5 
  Speak up dear, I can’t quite hear you!  
  Heka-Kup decdes to make no effort at stealth  
  and nstead capers around the party cacklng  
  lke a lunatc. He wll make no attempt to 
  attack the party wth hs claws or steal breath 
  attack (even laughng-off attacks whch cause 
  hm damage) untl he has successfully cursed 
  every member of the party. He wll then de-
  part, cacklng even more wldly, as swftly and 
  mysterously as he came.
   
  6-8 
  I do so like to toy with my food. Heka-Kup 
  wll utlze hs stealth abltes to follow the party  
  at a close dstance, ggglng quetly to hmself  
  as he follows the party. Durng any ensung 
  combat encounter, he wll begn by cursng wth 
  hccups those party members he beleves to be 
  spellcasters, attemptng to fol ther chances  
  of castng spells aganst hm. Once all apparent  
  spellcasters n the party have been dealt wth  
  n ths manner, he wll randomly pck one of  
  them to afflct wth hs steal breath power.  
  Once combat ends, or hs chosen vctm s dead, 
  Heka-Kup wll grow bored and depart, lookng  
  for other toys to play wth. If dscovered, he wll 
  fight wth hs full capabltes, holdng nothng 
  back, untl he has klled at least one character wth 
  hs steal breath ablty. He wll then depart.
   
  9-11 Oh, you look tasty.  
  I’ll swallow your breath!  
  Heka-Kup fances a snack—and a random 
  player character s nvted for dnner. Forgong 
  all subtlety, Heka-Kup mmedately hdes  
  n shadows and attempts to kll a random 
  character wth hs steal breath ablty. If  
  dscovered and attacked, he wll fly nto a  
  rage and fight wth all hs strength and power 
  untl hs chosen foe s slan, whereupon he 
  wll pck up the corpse and attempt to flee.
   
  12 
  Sooooo hungry!  
  As wth 9-11 above, except that Heka-Kup 
  wll contnue to stalk the group untl every last 
  member (PC, mule, henchman or hrelng) s 
  dead. Once he has klled a character wth hs 
  steal breath ablty, he wll flee, only to return 
  1d4 hours later after havng consumed the 
  body and soul of the fallen character.
  PeTTY GODS
  HeKA-KUP
  
  68
  Heolstor  
  (petty god of the breath of dying men)
  &	Jeremy Holley
  F	Oxide JCHart
  SYMBOL: 
  Three whte  
   
  sprals arrayed  
   
  n a trangle
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: −5
  HIT PTS. (HD): 
  72 hp (20 HD)
  ATTACKS:  
  2 (weapon/weapon)  
   
  or 1 (breath)
  DAMAGE: 
  2d6+3/2d6+3  
   
  or specal
  SAVE: 
  F20
  MORALE: 
  10
  HOARD CLASS: XIII, XVI
  XP: 
  9,500 
  Heolstor s the petty god of dyng men’s breath. As the collec-
  tor of the final breath of lfe, few call upon Heolstor wllngly 
  durng lfe. Those desperate and mortally wounded wll beg for 
  hs mercy n the hope that he wll not take what s, n truth, 
  rghtfully hs.
  Heolstor s an mpressve figure that appears to the dyng ar-
  rayed n warlord’s garb wth sword n hand. Wth ths sword he 
  severs the breath of the dyng from ther corpse, freeng ther 
  souls from ther corporeal bodes.
  In combat, Heolstor strkes wth hs +3 dark blade (makng 
  2 attacks per round, and dong 2d6+3 per successful “to ht” 
  roll), or he may use hs breath of the dying attack. Ths breath 
  takes the form of an nk-colored cone of smoke 30' long and 
  10' wde at ts termnus. Any caught wthn the cone must save 
  vs. breath or lose 1d4 Consttuton. Any target that has ts Con-
  sttuton reduced to 0 by ths attack wll de. Those who de wll 
  return as wraths n 2d6 days. Those who survve the attack wll 
  recover 1 pont of Consttuton per day of rest.
  Heolstor has the ablty to cure all types of damage and lls, 
  ncludng all dseases, blndness, lycanthropy, mummy rot 
  and curses, unless the afflcton was caused by a greater dety.  
  Heolster wll, however, rarely choose to use these abltes. 
  Occasonally, the lvng wll stumble upon Heolstor as he trav-
  els to hs next prze. Such persons wll ntally be gnored.  
  If Heolstor s hndered n any way, he wll turn hs full atten-
  ton to those hnderng hm. If the hnderng person s hostle, 
  Heolstor wll mmedately become hostle (as below). However, 
  f the hndrance takes a frendler bent toward Heolstor, roll on 
  the table below.
  Heolstor Reaction Table
   
  2-3 
  Friendly: Cures 1d6 targets of all damage  
  and other lls, ncludng all dseases, blndness, 
  lycanthropy, mummy rot and curses; removal  
  of curses and magcal dsease wll not work  
  f the afflcton was caused by a greater dety. 
   
  4-5 
  Indifferent: As frendly above f properly  
  proptated (he s partcularly fond of gems and 
  strong sprts).
   
  6-8 
  Neutral: Acknowledge whoever dstracted hm; 
  wll answer questons but wll not stop movng 
  towards hs destnaton.
   
  9-11 Unfriendly: Wll teleport 1d4 targets to a  
  dstance of 2d10×100'. Ths teleportaton wll 
  always be wthout error and wll not harm the 
  targets. If targets return, Heolstor wll be hostle. 
   
  12 
  Hostile: Attacks. Remans hostle as long as  
  he remans hndered.
  Hexadron (petty god of cubes) 
  TITLES: The Divine Cube
  &	Colin Chapman
  F	Richard J. LeBlanc, Jr.
  SYMBOL: 
  A perfect cube
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  0' (0')
  ARMOR CLASS: −5 [+1]
  HIT PTS. (HD): 
  108 hp  
   
  (24 HD)
  ATTACKS:  
  None
  DAMAGE: 
  None
  SAVE: 
  F24
  MORALE: 
  12
  HOARD CLASS: None
  XP: 
  14,400 (1203)
  Hexadron s a dstant dety, The Dvne Cube, an entty bound 
  wth concepts of mathematcs, the holy expresson of the 
  number 6, and all thngs of regular sx-sded form such as boxes 
  and dce. Alen n outlook, t cares for lttle beyond the promo-
  ton and expresson of ts perfect form n the mortal realms, 
  though some esoterc scholars and craftsmen pray to the Dvne 
  Cube for mathematcal nsght or ad n brngng approprate 
  forms nto creaton.
  Resdng n a strange home plane, Hexadron s a slver cube, 
  each edge 36 feet n length, suspended exactly 216 feet up n 
  a unform gray sky, turnng endlessly over a landscape of n-
  terlockng hexahedrons; rectangular prsms, pentagonal pyra-
  mds, and cubes. Each mrror-lke face s sad to be a gateway to 
  another bzarre plane of precson and mathematcal form.
  Hexadron does not tself attack nterlopers, but nstead s pro-
  tected by a swarm of Cubc Drones (see Minions, Knights 
  & Servitors secton), enttes of smlarly perfect form that fly 
  forth from the landscape to defend The Dvne Cube should t 
  be attacked or f a strong source of Chaos threatens n some 
  way to contamnate ts home plane. Hexadron s, however, also 
  able to protect tself personally, for t boasts the nnate pow-
  ers of a cube of force, albet one that refreshes ts 36 charges 
  every sx hours rather than once per day. Indeed, some sages 
  postulate that cubes of force, and some strange sx-sded stones 
  of vared hue known to orbt those who bnd them, have ther 
  orgns on Hexadron’s plane.
  Hexadron may only be affected by magc and magcal weap-
  ons, and s mmune to sleep, charm, and hold spells as well as 
  posons and gases.
  RELATED ENTRIES: M) Cubic Drone.
  HeOLSTOR – HeXADRON
  PeTTY GODS
  
  69
  Hlinjassa (petty god of broken dreams,  
   
  fleeting nightmares, and lucid dreaming) 
  TITLES: Deity of Many Faces; God of Broken Dreams,  
   
  Fleeting Nightmares and Lucid Dreaming
  &	Simon Forster
  F	Garrisonjames
  SYMBOL: 
  A pocketful of sand,  
   
  or a tny hourglass of slver sand
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  Randomly determned every round:  
   
  3d6×10 feet per round (×30' per turn)
  ARMOR CLASS: Randomly determned every round: 1d8
  HIT PTS. (HD): 
  62 hp (14 HD)
  ATTACKS:  
  Randomly determned every round:  
   
  1d6 attacks (varous appendages)
  DAMAGE: 
  1d6 per attack (plus specal)
  SAVE: 
  M14
  MORALE: 
  10
  HOARD CLASS: II, III
  XP: 
  3,800
  Hlnjassa s a constantly shftng god(dess) that solely nhabts 
  the dreams of those rudely awoken, those who slp nto deep 
  dreams for a few seconds as they nod off, and those whose day-
  dreams swftly change nto nghtmares, wakng them wth sud-
  den shock. It often has multple faces, varous lmbs and tentacles 
  that warp n and out of ts turbulent form. Its worshppers take 
  drugs to slp n and out of conscousness, experencng fleetng 
  dreams that break nto fragments of pseudo-realty upon wak-
  ng, grantng the worshppers vsons and portents of the future, 
  the past, or events takng place n the present. Mostly these are 
  vague, but sometmes they are meanngful and true.
  The God(dess) of Many Faces can only be confronted and fought 
  n these fragmented and bref dreams, and s an nsubstantal 
  dety that s harmed only by magc. It can force dreamers back 
  nto the real world by force-of-wll, requrng the dreamer to 
  save vs. spell to reman n the dream. It can also cast the fol-
  lowng spells, one per round, at wll, as a 14th level magc-user: 
  confusion, dispel magic, feeblemind, phantasmal force, and 
  polymorph other.
  Hlinjassa Reaction Table
   
  2-3 
  Friendly: Touches the mnds of all present,  
  allowng them to commune wth the god(dess). 
   
  4-5 
  Indifferent: Watches and wats to see what  
  happens, wth a 1-n-6 chance of nflctng  
  vsons on a random character, grantng them  
  the equvalent of a divination spell.
   
  6-8 
  Neutral: Ignores the dreamer, passng by and 
  leavng the scent of orange blossom behnd t.
   
  9-11 Unfriendly: Attempts to send the dreamers  
  back to realty. If ressted, may attack. 
   
  12 
  Hostile: Lashes out wth lmbs and spells,  
  sendng anyone who can harm t back to realty  
  by ts force of wll.
  RELATED ENTRIES: M) Sandman.
  Hlo-hlo (petty spider god and 
   
   protector of the Dead Man’s Diamond)
  &	Keith Sloan
  F	Jason Sholtis
  SYMBOL: 
  Spder
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  90' (30')
  ARMOR CLASS: −3
  HIT PTS. (HD): 
  121 hp (23 HD)
  ATTACKS:  
  3 (bte, 2 claws)
  DAMAGE: 
  2d10 + poson  
   
  (bte); d10 (claws)
  SAVE: 
  F19
  MORALE: 
  12
  HOARD CLASS: XII
  XP: 
  12,000
  Hlo-hlo s a cruel god n spder form, a hunter who slays even 
  other gods for sport. Some say he wears the halos of those 
  he slays from golden hooks on hs huntng belt. Hs chef tem-
  ple s Moung-ga-lng n the cty of Moung, where a huge da-
  mond called Dead Man’s Damond rests on the lap of Hlo-hlo’s 
  PeTTY GODS
  HLINJASSA – HLO-HLO
  
  70
  dol. Ths damond has often been stolen, ncludng once by 
  the legendary thef Thangobrnd the Jeweler, but always seems 
  to make ts way back to ts temple. Indeed, many beleve that 
  Hlo-hlo wshes t thus, as those that steal hs damond swftly 
  become hs prey. Wthn 24 hours of the damond beng taken, 
  Hlo-hlo wll enter nto hs dol and begn to hunt the thef for hs 
  sport. He never wavers or falters n hs huntng, and none have 
  ever escaped hm.
  Hlo-hlo can detect the dstance and drecton of the damond at 
  all tmes, regardless of any magcal protecton to hde t. He s 
  fast and treless, and wll pursue hs prey untl he can catch and 
  kll them. Hlo-hlo delghts n battle and wll laugh ncessantly 
  as he torments and klls hs prey. In melee, he strkes wth two 
  foreclaws and hs great fangs whch drp a vrulent poson (save 
  vs. poson at -3). In addton, he can detect invisibility at wll, 
  can clmb even the smoothest vertcal surfaces, can cast web at 
  wll, and casts spells as a 9th level magc-user. Hlo-hlo can only 
  be struck by magc weapons and s mmune to fear, charm, and 
  hold spells, as well as poson.
  Hoddypeak  
  (petty god of fools, simpletons, and village idiots)
  &	Keith Sloan
  F	Glen Hallstrom
  SYMBOL: 
  Hand held out n warnng
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  180' (60')
  ARMOR CLASS: −3
  HIT PTS. (HD): 
  88 hp (19 HD)
  ATTACKS:  
  Specal
  DAMAGE: 
  Specal
  SAVE: 
  F16
  MORALE: 
  11
  HOARD CLASS: XI
  XP: 
  8,000
  Hoddypeak s the god of fools, smpletons, and vllage dots. 
  He has the unenvable task of ensurng that such moronc souls 
  are protected from ther own stupdty. To ths end, he s con-
  stantly busy helpng smpletons avod walkng nto open pts, 
  pokng themselves n the eye wth sharp objects, puttng ther 
  hands n open flame, and so forth. It s a thankless task, as 
  none of those he helps are ntellgent enough to understand 
  what he does for them. Many gods look down on hm as well, 
  feelng that the stupd should be punshed, not coddled. But 
  Hoddypeak feels hs duty strongly, and perseveres despte the 
  dfficultes. He only asssts fools—hs brother Yemeles protects 
  drunkards, and hs sster Pollycockle s tasked wth protectng 
  chldren—both are far more popular than he. The god has no 
  enemes; nether does he have any frends to speak of. 
  Hoddypeak dsdans combat, and wll flee f attacked, the ex-
  cepton beng f those he s seekng to help msunderstand and 
  attack hm. In that case, he wll smply slap them a lttle to knock 
  a modcum of sense nto them (rather than seek to harm them, 
  whch would contradct hs prmary purpose). He s able to fly, 
  teleport without error, and can generate a varety of forces and 
  llusons that he uses to protect and turn asde hs charges from 
  dong foolsh thngs. Hs prmary defense s a permanent sort of 
  invisibility that prevents anyone wth an Intellgence of greater 
  than 5 from ever seeng hm; those wth 5 or less Intellgence 
  can see hm, though he s somewhat blurry and ndstnct, and 
  seeng hs precse appearance s dfficult. For those that can 
  see hm, he appears as a man n hs md-fiftes, always wth an 
  expresson of wearness and resgnaton. He s able to alter hs 
  appearance at wll, but usually can’t be bothered to do so, as 
  those that see hm are too stupd to care.
  Hymenphalia  
  (petty god of hermaphroditic fertility) 
  AFFILIATIONS: The Jale God
  &	Matthew W. Schmeer
  F	Francis & Margaret MacDonald
  SYMBOL: 
  An apple blossom  
   
  encrcled by a strng of  
   
  pearls or two snals  
   
  engaged n copulaton
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: 0
  HIT PTS. (HD): 
  60 hp (10 HD)
  ATTACKS:  
  1 (spear or  
   
  bastard sword)
  DAMAGE: 
  1d8 or 2d8
  SAVE: 
  C12
  MORALE: 
  2
  HOARD CLASS: VI
  XP: 
  3,100
  Hymenphala, once the regnng godlng of the thrd sex, s now 
  a btter husk, banshed from the world by the curse of a rval 
  petty goddess and rendered sterle by the lack of worshpers for 
  thousands of years.
  Once, the cult of Hymenphala had temples n every tradng 
  town, major port, and cty-state. The major ctes of most em-
  pres n the realms were host to the annual Sprng Rtes where-
  n the three sexes gathered n the fields to copulate n orgastc 
  ecstasy and ensure the harvest. The three genders lved n har-
  mony, protected by the varous gods of the sx carnal loves.
  Then Pherosathoola, Petty Goddess of Sexual Fear, ganed n 
  power and Hymenphala’s worshpers began to de. Rumors 
  that succub and ncub were the chldren of hermaphrodtes 
  spread amongst the populatons. Whspers of the evls of the 
  ntersex were spread among men and women, and hermaph-
  rodtes were banshed, persecuted, tortured, murdered. Her-
  maphrodtes born to women were klled at brth, and women 
  who bore such chldren were themselves sometmes klled. The 
  thrd gender nearly dsappeared through ths genocde, Phero-
  sathoola growng stronger all the whle.
  Of the gods of the sx carnal loves, only three stll have nflu-
  ence, and two of those are weak but reganng power. Hymen-
  phala s not one of them.
  Hymenphala s a peaceful godlng yet longs for Pherosathoo-
  la’s destructon. The Jale God favors ths godlng wth boons 
  from tme to tme. By hs decree one out of every 5,000 souls 
  borne to earth s a hermaphrodte, but as Pherosathoola’s pow-
  ers are so great, ntersex who survve brth must lve n hdng, 
  blendng nto a world that s blnd to ther sufferng.
  HLO-HLO – HYMeNPHALIA
  PeTTY GODS
  
  71
  Hymenphala s weak and has lmted powers. Hermaphrodtes 
  may seek a blessing whch wll grant a +3 to all melee attacks, 
  but the spell’s effect wll not last longer than a week at most. 
  Those who buld a small shrne n Hymenphala’s honor wll 
  earn the favor of the Jale God and be rewarded n some way 
  by one hs aspects. Those adventurers whom Hymenphala en-
  counters that have persecuted hermaphrodtes (or worse) wll 
  be cursed nstead; the Jale God does not generally nterfere 
  when ths occurs.
  Hymenphala wll attack only f there s no other opton, weld-
  ng a large spear (1d8) or a double-edged bastard sword (2d8). 
  Hymenphalia Reaction Table
  Roll 1d4 (instead of 2d6).
   
  1 
  Friendly: Wll grant a blessing. 
   
  2 
  Indifferent: Wll gnore the party.
   
  3 
  Morose: Wll openly weep and seek  
  solace from the Jale God.
   
  4 
  Enraged: Wll curse the party.
  RELATED ENTRIES: Please see the Jale God entry n ths secton 
  for a complete lstng of entres related to the Jale God.
  Hweegarl (petty god of hitching posts)
  &	James Mishler
  F	Jennell Jaquays
  SYMBOL: 
  A htchng post,  
   
  a fist wth a  
   
  thumb stckng out
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  120' (40') or 
   
  240' (80') as  
   
  centaur
  ARMOR CLASS: −5 [+1]
  HIT PTS. (HD): 
  78 hp (13 HD)
  ATTACKS:  
  2 hooves/ 
   
  1 great-club
  DAMAGE: 
  2d4/2d4/ 
   
  1d10+2
  SAVE: 
  C13
  MORALE: 
  11
  HOARD CLASS: Specal
  XP: 
  7,000
  Hweegarl s the god of htchng posts. He grew out of the an-
  cent centaur word for “stay,” whch early heroes used when 
  they htched ther horses to posts. The hopes of the heroes that 
  ther steeds would be there to he them back to cvlzaton even-
  tually took form as Hweegarl. Today he also has the secondary 
  portfolo of beng a patron of those lookng for a rde elsewhere, 
  known as “htch-hkers” as they meet others at htchng posts 
  hopng to bum a rde. The tradton of holdng out a thumb to 
  ask for a rde comes from the rder pontng hs thumb back at 
  the wagon/rear of the horse to slently say, “get on.”
  Hweegarl takes on one of two forms. The first s that of a scruffy 
  bum (usually human, though sometmes otherwse), complete 
  wth bndle, who hangs out at htchng posts lookng for a rde. 
  He does ths as he seeks to wander from post to post, makng 
  sure that the htchng posts are well-tended and of sold con-
  structon. He rdes wth any who are wllng, chastsng those 
  who seek to enslave or otherwse abuse ths smple htch-hker. 
  In hs wrathful form he takes the shape of a large centaur, and 
  hs bndle transforms nto a +2 great club. He s mmune to 
  weapons of less than +1 magcal enchantment, and can cast 
  spells as a 13th level clerc. He can also summon 1d10×10 
  horses, 2d10 centaurs, or 2d4 camels each once per day; these 
  creatures fight to the death for hm or can perform any other 
  acton desred by hm for up to 24 hours.
  Though he does not keep treasure hmself, n hs wde wander-
  ngs he know of many lost, bured, and hdden treasures. He 
  rewards goodly folk who treat hm, htch-hkers, and steeds well 
  wth a hand drawn treasure map to a random treasure; t mght 
  be n the next county over, or maybe on a far-away sland. The 
  better the treasure, the further the trp.
  He s appeased by constructon of strong, sturdy htchng posts, 
  strategc placement of waterng troughs, and far and generous 
  treatment of steeds and htch-hkers. Those who dsplease hm 
  by molestng a htch-hker or brngng gref to a steed suffer hs 
  curse. Hs lesser curse s that any steed the accursed tes up, 
  or s ted-up for hm, shall ever be freed and flee at the first op-
  portunty. Hs more potent curse s to place upon the forehead 
  of the accursed an nverted form of hs symbol; all steeds and 
  htch-hkers automatcally feel the negatve presence of ths and 
  flee from the accursed or attack hm as s ther way. No matter 
  what methods are used (magcal enchantment, for example), no 
  steed wll ever allow the accursed to rde ther back or rde n a 
  vehcle they mght draw.
  Hweegarl Reaction Table
  Roll 1d6 (instead of 2d6).
   
  1 
  Hungry: “Spare some stew or bread for a  
  hungry wanderer, frend?” Those who have the 
  least and provde the most mght be blessed  
  wth a wllng, gentle steed or even a war-horse. 
  Those who mstreat hm are gven back ten-fold, 
  often run over and trampled by a herd of horses  
  n addton to be cursed.
   
  2 
  Wrathful: Someone hurt a htch-hker? A horse? 
  A camel? Maybe a rdng elephant? Anyway, 
  Hweegarl’s pssed and lookng for revenge. He 
  offers a treasure map for help n gettng those he 
  currently hates.
   
  3 
  Mellow: “Hey man, I need to get to Gold’s  
  Gulch. Mnd f I rde n the back of your wagon?  
  I’ll share my ppeweed. Its good stuff, man.”
   
  4 
  Sympathetic: He’s got a tear n hs eye.  
  Someone has done somethng very nce (maybe  
  t was the adventurers), and s gong to get  
  rewarded or someone who has done nce  
  thngs n the past now needs help—help whch the  
  adventurers can provde; he can be generous.
   
  5 
  Drunk: “You know, tha’sh shome real powerful 
  hwskee they got there. Whee!” A frendly f  
  dangerous drunk, he can get the adventurers  
  nto no end of trouble, though t usually turns  
  out just fine n the end.
   
  6 
  Prophetic: On rare occasons he gets a glmpse 
  of the future, or a possble future. Roll a de—  
  low s a good thng, hgh s a bad thng. Whether 
  he uses ths nformaton to help or hnder  
  the party depends on how they react to hm.
  PeTTY GODS
  HYMeNPHALIA – HweeGARL
  
  72
  Insitor (petty god of serpents) 
  TITLES: Lord of Knowledge; Master of Learning 
  CULT: Society of the Serpent 
  &	Josh Graboff
  F	Richard J. LeBlanc, Jr.
  SYMBOL: 
  A serpent
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  150' (50')
  ARMOR CLASS: −3
  HIT PTS. (HD): 
  100 hp (20 HD)
  ATTACKS:  
  2 (fists) or 1 (serpent staff)
  DAMAGE: 
  1d8/1d8 (fists) or 1d6+3 and save vs.  
   
  paralyss or be held as spell (serpent staff)
  SAVE: 
  Magcally mmune to all but elder magc; 
   
  otherwse saves as F20
  MORALE: 
  11
  HOARD CLASS: XV, XVI, XVII
  XP: 
  75,000 
  Instor s the chld of Glyrea, the Lord of Knowledge and Master 
  of Learnng. Unlke the much more popular Qulan Knowas, 
  Instor s not concerned wth scholarshp or the spread of n-
  formaton. He works n close concert wth Serns often, but 
  tends to keep clear of hs mother, who he finds overbearng 
  and hateful. 
  Instor most commonly appears as a pale blue-sknned man of 
  cloud gant stock wearng a long toga and carryng a staff wth 
  a brazen or copper serpent wound about t.
  There are generally sde shrnes n Qulan foundatons dedcat-
  ed to Instor, and he s far from the purely self-centered Serns 
  n temperament. Hs temples are small affars, and hs prests 
  generally do not have the dvne spark that grants clercs access 
  to magc.
  Instor may also replcate the effects of any spell, from any 
  source. He s lmted to exercsng a number of spell levels per 
  day; generally f he s wthn ground sanctfied to hs name, he 
  may utlze 60 spell levels per day. Anywhere else, he wll be 
  reduced to 40 spell levels per day.
  RELATED ENTRIES: G) Glyrea, Sernis; C) Society of the Serpent.
  Iracaecus (petty god of flaming fury and blind rage) 
  TITLES: The Flaming Fury
  &	Johnathan Bingham
  F	Johnathan Bingham
  SYMBOL: 
  A face twsted n rage  
   
  wth sghtless  
   
  eyes wreathed  
   
  n flame
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  90' (30')
  ARMOR CLASS: −4 [+1]
  HIT PTS. (HD): 
  81 hp  
   
  (20 HD)
  ATTACKS:  
  2 fists/ 
   
  1 specal
  DAMAGE: 
  1d12/1d12/ 
   
  specal
  SAVE: 
  F20
  MORALE: 
  11
  HOARD CLASS: IX
  XP: 
  8,250 
  Appearng as a filthy, bearded, blnd man wth hs features con-
  torted n rage, wrthng n a fit of anger, wreathed n flames 
  and streamng obscentes. Iracaecus s attracted to those of a 
  wrathful nature. 
  Appearng to those who are actng n anger; Iracaecus envelops 
  the subject n hs flame. The target must succeed n a save vs. 
  spell or be subject to the effects of Iracaecus’ wrathful embrace. 
  Once so affected, the target becomes unreasonngly enraged. 
  All AC bonuses the target possesses are negated and attack 
  values are at a −1 “to ht.” The affected subject wll screech n 
  nartculate rage, stumble about blndly and attack the near-
  est target ndscrmnately (wth a +2 to damage due to beng 
  enraged). The fit of fury wll contnue for 1d8 rounds untl dis-
  pelled (as f charm cast by 20th level caster). 
  When attackng, Iracaecus wll whrl around, lashng out wth 
  hs fists (+2 weapons dealng 1d12 damage). In addton, Iracae-
  cus’ rate rantng wll affect targets n a 15' radus as f affected 
  by a symbol of stunning unless a save vs. breath s made.
  I
  insitor • irAcAecus • ixomAnt
  INSITOR – IRACAeCUS
  PeTTY GODS
  
  73
  Iracaecus s mmune to sleep, charm, slow and hold spells, as 
  well as all fire attacks (normal and magcal). He takes only half 
  damage from acd and electrcal attacks, but full damage from 
  cold-based attacks. Iracaecus s only affected by magc weapons 
  (+1 or greater enchantment) and regenerates 4 hp per round. 
  Iracaecus Reaction Table
   
  2-3 
  Neutral: Is blnded by hs own rage and does not 
  acknowledge others unless they try to nhbt hm 
  n some fashon. Those wthn hs radus are stll 
  subject to the stunning effect of hs ravng.
   
  4-8 
  Unfriendly: Wll envelop subject n hs flame,  
  and contnue on n hs wrathful ramblngs.
   
  9-12 Hostile: Wll attack nearest creature wthn  
  hs range.
  Ixomant  
  (petty god of the dark and fear of the dark) 
  TITLES: The Living Darkness
  &	Sándor Gebei
  F	Rom Brown
  SYMBOL: 
  A black crcle
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  180' (60')
  ARMOR CLASS: 0 [+1]
  HIT PTS. (HD): 
  58 hp (11 HD)
  ATTACKS:  
  8 (tendrls of shadow)
  DAMAGE: 
  1 pt. Strength dran per tendrl
  SAVE: 
  E11
  MORALE: 
  11 (5 when confronted wth ranbows  
   
  or other colorful objects)
  HOARD CLASS: XVI
  XP: 
  4,400 
  Ixomant dwells n the deepest of caves and the darkest of dun-
  geons. Even f unseen, hs presence can be experenced as the 
  feelng of a nghtly breeze chllng to the bone, a lurkng amor-
  phous shadow, or smply the overwhelmng fear of the dark, 
  for t s he.
  Ixomant radates fear to a dstance of 360'. All those n that 
  area must save vs. fear; those who fal wll ether run away (1-4 
  on 1d6) or smply stand, vrtually paralysed for 1d6+2 rounds 
  (5-6 on 1d6). In hs close proxmty (30'), mundane lght sources 
  nstantly go out, and even magcal ones slowly fade away (1d6 
  + spell level rounds).
  Ixomant appears as blackness made nto the form of a hoverng 
  human n robes. Instead of arms, however, he has eght tendrls 
  of materalzed darkness, the merest touch of whch drans 1 
  pont of Strength (no save), ultmately turnng mortals nto obed-
  ent shadows (as monster) f Ixomant reduces them to a Strength 
  of 0. He also has the ablty of warpng space around hmself, 
  so that he can virtually teleport from shadow to shadow. Hs 
  otherworldly body can only be harmed by magc weapons and 
  spells (although he s qute resstant to cold-based damage).
  It s sad that to earn hs favor, hs followers must blnd them-
  selves wth ther own hands. Despte the panful act’s necessty, 
  Ixomant by no means lacks fanatcal mnons. As a result, schol-
  ars clam that Ixomant hmself s also blnd.
  Ixomant Reaction Table
  In addition to Charisma, treat each  
  light source as a +1 penalty.
   
  2 
  Blesses the party (recpents act as f  
  under haste for 6 turns whle n shadows),  
  and provdes some useful nformaton.
   
  3-5 
  Offers a quest to undermne ether  
  Grugzaret, Thuf, or some other god of lght.
   
  6-8 
  Orders the party to leave the area, 
  but can be barganed wth.
   
  9-10 Summons 1d12 shadows (monster) and leaves.
   
  12 
  Curses the party (save vs. spell or blinded  
  permanently) and attacks.
  SHRINE OF IXOMANT: A typcal shrne of Ixomant s a medocre 
  chamber wth a stone altar n the mddle, n whose every sde 
  a crcle s carved. Over the altar, a black globe hovers, upon 
  whch a prest of Ixomant has cast continual darkness. The 
  walls are hollow, and up to a dozen shadows (monster) dwell on 
  the other sde, tormented by ther current exstence, haunted by 
  memores of ther former lves. The shrne s also home to half 
  a dozen blnd fanatcs who lve ther lves n complete darkness, 
  takng care of the place and often lurng surface dwellers to 
  ther doom.
  PeTTY GODS
  IRACAeCUS – IXOMANT
  
  74
  Jabim (petty god of broken things)
  &	Igor Vinicius Sartorato*
  F	Richard J. LeBlanc, Jr.
  SYMBOL: 
  A broken mask
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  60' (20')
  ARMOR CLASS: 4
  HIT PTS. (HD): 
  68 hp 15 HD)
  ATTACKS:  
  1 (broken  
   
  weapon  
   
  or tool)
  DAMAGE: 
  1d8
  SAVE: 
  F15
  MORALE: 
  5
  HOARD CLASS: XV
  XP: 
  5,000 
  Jabm, the petty god of broken thngs, s a strange figure ndeed. 
  He appears as a hunchbacked, deformed humanod, wth body 
  members of dfferent szes, and fractured bones that have healed 
  ncorrectly. Hs crooked head s hdden by a broken mask, and 
  hs clothng s torn and frayed. He wears shattered peces of 
  armor and peces of broken objects dangle from hs body. Ad-
  dtonally, he commonly welds a broken weapon or bent tool.
  Despte hs somewhat dauntng appearance, Jabm s a kndly 
  god. He suffers whenever somethng s broken and goes un-
  repared and s cast away, forever lost. He s the guardan of  
  broken thngs and laments each of those thngs we cast asde—
  a lamentaton that perssts untl someone mends the broken 
  thng, or untl the world ends (should t go unrepared).
  The Lord of Broken Thngs frequents those places where aban-
  doned thngs find themselves (e.g., on junk ples at the outskrts 
  of town, or on the banks of rvers, watchng as forgotten thngs 
  drft along the surface of the water). Jabm has a great apprec-
  aton for those who know how to fix thngs (professonal or oth-
  erwse), and despses those who pursue destructon, or those 
  too lazy to have thngs repared, dsposng of them nstead.
  Unfortunately, Jabm s unable to mend those thngs whch he 
  finds. However, should someone dsplease hm, he often choos-
  es to break thngs those people hold dear. Jabm s capable of 
  bestowng a curse whch causes all tools used by such offenders 
  (ncludng armors and weapons, magc or otherwse) to have 
  a 50% chance of breakng. Ths curse lasts untl the offender 
  learns to fix thngs rather than abandon them.
  If any treasure s found wth hm there wll never be cons; t 
  wll always be bts of precous metal, damaged magcal tems, 
  broken jewelry and flawed gemstones.
  Jabim Reaction Table
   
  Use Dexterity instead of Charisma for Modifier.
   
  2-3 
  Friendly: Reveals the locaton of a powerful  
  and/or valuable broken object (may be more  
  than one fragment).
   
  4-5 
  Indifferent: Gves some mnor broken treasure, 
  or nformaton about somethng broken, f  
  the character repars an object guarded by hm.
   
  6-8 
  Neutral: Laments wth the character  
  about thngs left behnd.
   
  9-11 Unfriendly: Challenges the character to  
  fix somethng broken, or suffer hs curse. 
   
  12 
  Hostile: Remembers somethng that  
  was broken and cast away by the character,  
  and bestows a curse upon the PC.
  * Based on an original concept by Lord Dunsany.
  Jaiden (petty goddess of jade and jade carvers) 
  TITLES: The Jade Goddess; The Jaid Goddess 
  &	Richard LeBlanc, Jr.
  F	Richard J. LeBlanc, Jr.
  SYMBOL: 
  A jade crown
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  150' (50')
  ARMOR CLASS: 5
  HIT PTS. (HD): 
  48 hp  
   
  (10 HD)
  ATTACKS:  
  4 (jade  
   
  daggers +1)
  DAMAGE: 
  1d4+1 × 4
  SAVE: 
  M10
  MORALE: 
  7
  HOARD CLASS: 1,000 jade tems;  
   
  total value =  
   
  5d6×1,000gp
  XP: 
  2,300 
  Jad (alternately The Jade God or Jad God) s the petty goddess 
  of jade and the patron of jade carvers. The skn of ths 8'-tall, 4-
  armed humanod female appears as hghly polshed deep green 
  jade. Durng combat, Jad may attack up to 4 separate targets at 
  once wth her 4 jade daggers +1. In addton to the +1 “to ht” 
  bonus of the daggers, her first attack for each round strkes wth 
  an addtonal +3 “to ht” bonus, her second wth an addtonal 
  +2 “to ht” bonus, and her thrd wth an addtonal +1 “to ht” bo-
  nus. Jad may also cure alments of the lons and kdneys at wll.
  Jaiden Reaction Table
   
  Use Dexterity instead of Charisma for Modifier.
   
  2 
  Friendly: Gves 1d6 pcs. of carved jade (worth 
  1d10×100 gp each) or cures lon/kdney alment.
   
  3-5 
  Indifferent: Gves 1d6 pcs. of carved jade  
  (worth 1d10×100 gp each) or cures lon/kdney 
  alment, f properly proptated.
   
  6-8 
  Neutral: Offers 1d6 jade tems at standard cost.
   
  9-11 Unfriendly: Offers 1d6 jade tems at 200% cost.
   
  12 
  Hostile: Offers 1 jade tem at 500% cost.
  RELATED ENTRIES: S) Locate Jade.
  J
  jAbim • jAiden • jAle god • jessrA • jexvennA •  
  jhillenneth • johnny hopper • jöögengeld • jus’enuf
  JABIM – JAIDeN
  PeTTY GODS
  
  75
  Jale God (petty god of delusion and dissolution) 
  TITLES: The Dancer
  &	Greg Gorgonmilk
  F	Paul Gallagher
  SYMBOL: 
  [Redacted]
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  N/A (statonary)
  ARMOR CLASS: 0
  HIT PTS. (HD): 
  95 hp (20 HD)
  ATTACKS:  
  Specal
  DAMAGE: 
  Specal
  SAVE: 
  M20
  MORALE: 
  12 (never fals)
  HOARD CLASS: XVII
  XP: 
  4,250 
  In the underworld realm called Öthengelne, n a cathedral of 
  fosslzed agony, gbbers an abhorrent god-thng of the deepest 
  jale* tones, draped nsolently across a char of non-Eucldean 
  proportons. A crclet of dreary lght adorns the ar just above 
  the thng’s cracked and weathered countenance. Dreams man-
  festated as a flud medum drp honey-lke through ts bran-
  cap’s fissures and pool n the cavty of ts uncoled navel. 
  Lo! t s the Jale God. Avert your gaze.
  The God’s eyes are mockng mrrors reflectng the sxth essence 
  of all who approach t. Ths s a secret and sacrosanct knowl-
  edge that often proves too panful to bear. Characters must save 
  vs. nsanty** or find that ther mnds have been dsplaced by the 
  dawnng realzaton of ther hexessence. Falng the save, each 
  round thereafter, affected characters have a 1-n-6 chance of 
  forcng ther conscousness nto any unoccuped form nearby 
  (randomly determned by the DM). 
  The Jale God s sometmes euphemstcally named the Dancer 
  n deference to the spastc and twtchng shambles of ts bony 
  lower body, omnous motons that gently tug at one’s santy 
  and reason and threaten the collapse of ordered thought n ts 
  presence (37% chance each turn).
  Its ptch-lke jsm flows n a constant, greasy stream from the 
  proud horn betwxt ts runed legs. The Jale God has seeded 
  the creaton of many strange sons and daughters. All of ts lne 
  may be dstngushed by an ulcerous mark, though ths blem-
  sh s only dstngushable through the use of detect magic or 
  smlar augury.
  It s sad that the lltng of the Jale God’s crooked ppe s poson-
  ous to the very ar. Those who hear may find that ther bodes 
  have been profaned or twsted n some way. Those who lsten 
  wll be of two mnds ever after—one jonng the musc of the 
  ppe, the other fleeng from t forever nto the darkness where 
  thoughts cannot reach. When encountered, the Jale God s 
  33% lkely to be playng at ts ppe.
  Its true name has been forgotten, or has yet to be spoken—
  esotercsts dffer on the exact detals. Some even speculate 
  that t s not a god at all—only an old dream that has managed 
  through sheer wll-power to hold ts threadbare exstence to-
  gether across unspeakable gulfs of angush and fever-dreams. 
  • • • • • • • • •
  The Jale God’s countless representatons are reflectons of ts 
  baleful countenance, cast from each of the facets of ts eldrtch 
  seeng-stone, the or-Klune. The followng aspects are examples 
  of possble Jale God manfestatons. The referee s encouraged 
  to magne a form unque to hs/her campagn world.
  The Averted Onlooker (p.14) 
  The Lady of Cauldrons (p.87) 
  The Lady of Rans (p.89) 
  Lord Greensayne (p.95) 
  Nyctalops (p.126) 
  Thwzevblyz (p.170) 
  Verthsh (p.183) 
  The Yellow Kng (p.196)
  * “Just as blue is delicate and mysterious, yellow clear and 
  unsubtle, and red sanguine and passionate, so he felt ulfire to 
  be wild and painful [and] jale [to be] dreamlike, feverish, and vo-
  luptuous.” – David Lindsay, A Voyage to Arcturus (1920)
  ** See UNDERWORLD LORE #1, p.14.
  RELATED ENTRIES: G) Atanuwé, Averted Onlooker, Hymen-
  phalia, Lady of Cauldrons, Lady of Rains, Lord Greensayne,  
  Nyctalops, Tallemaja, Thwizeviblyz, Verthish, Yellow King; 
  M) Atacorn, Bat-faced Strokechucker, Gray Messenger, Ggiyy, 
  Mooks of Verthish, Mouthless Tongue, Sybevmry & Creqvg’n, 
  Tetskuize, Twee Philosophers, Wälläkatüntün; D) Balanced 
  Quarterstaff, Dagger of Fairness, Eidelons, Eldoon Namar, 
  Stone Heads of Jergen Groot; Unicorn Horns; S) Curse of the 
  Jale God.
  PeTTY GODS
  JALe GOD
  
  76
  Jessra (petty goddess of truces, armistices, and parleys)
  &	Malcolm Bowers
  F	bygrinstow
  SYMBOL: 
  A whte flag
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: 2
  HIT PTS. (HD): 
  90 hp (18 HD)
  ATTACKS:  
  1
  DAMAGE: 
  2d8+8
  SAVE: 
  F18
  MORALE: 
  11
  HOARD CLASS: XIV
  XP: 
  5,250 
  Jessra s the petty goddess of truces, armstces, and parleys. 
  She presdes n sprt over any such breaks n combat under 
  her symbol. In the event of treacherous attacks durng a parley, 
  she s 60% lkely (90% f nvoked by name) to punsh the of-
  fenders. Ths results n the truce-breakng sde beng at −1 on 
  attack rolls and saves and automatcally losng ntatve for the 
  remander of the battle. The honorable (rather than less dshon-
  orable) sde gans an equal and opposte bonus. 
  Jessra appears as a stern, keen-eyed, golden-hared warror 
  mad wearng gleamng slver chanmal and a whte cloak. She 
  welds a quarterstaff that acts as a luck blade, dong double 
  damage n her hands. Anyone who attacks her suffers the same 
  penaltes as truce-breakers.
  Jessra Reaction Table
   
  2 
  Amused: Lord, what fools these mortals be! 
   
  3-5 
  Interested: Wants to know the party’s  
  vews or experences.
   
  6-8 
  Judicious: Wll apply her keen mnd to  
  any stuaton.
   
  9-11 Preoccupied: Has much to oversee,  
  and resents ntruson.
   
  12 
  Abrupt: Has no tme for talk,  
  and wll attack f hndered.
  Jexvenna  
  (petty goddess of the spoilage of rations) 
  TITLES: Jexvenna the Despoiler
  &	Dennis Laffey
  F	Rom Brown
  SYMBOL: 
  A black  
   
  weevl
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  150' (50')
  ARMOR CLASS: 4
  HIT PTS. (HD): 
  75 hp  
   
  (10 HD)
  ATTACKS:  
  2 claws/ 
   
  1 bte
  DAMAGE: 
  1d8/1d8/ 
   
  2d6
  SAVE: 
  C10
  MORALE: 
  9
  HOARD CLASS: XIX
  XP: 
  4,600 
  Jexvenna the Despoler s the demon-goddess of hard-tack 
  weevls, hard cheese mold, and the desalnaton and rehydra-
  ton of jerky. She presdes over the spolage of tack and other 
  preserved foods, ensurng that despte ther long shelf-lves, 
  Entropy always wns n the end. She appears as a large green-
  sh-purple, partally humanod fungus wth nsectle wngs and 
  several claw-tpped tentacles danglng from the bottom of the 
  fungal stalk. All ron ratons, and other preserved foods such 
  as jams or pckled vegetables, spol wthn 60' of Jexvenna’s 
  presence. Non-preserved foods and water are unaffected. 
  Those eatng foods runed by the Despoler must save vs. po-
  son or suffer from food posonng, sufferng a −2 penalty to 
  attacks, saves and checks for 24 hours, and runnng the rsk 
  of volent retchng durng perods of exctement. Anyone suf-
  ferng Jexvenna’s food posonng must make a save vs. poson 
  at the begnnng of each combat encounter or be unable to act 
  for 1d4 rounds due to vomtng. Jexvenna may cast clercal 
  spells of levels 1-to-5 at wll.
  Jexvenna s worshpped by small solated, suspcous halflng 
  communtes of vegan, raw-foodst homebodes, who sacrfice 
  travelers apprehended carryng ron ratons nto ther closed 
  communtes. They offer up the travelers and ther ratons n 
  great bonfires durng the new moon, then feast on fresh-pcked 
  vegetables and the raw meat of any pack anmals used by the 
  travelers. Certan debased elven famles have also been found 
  worshpng the demon-goddess.
  Jexvenna never answers when her followers call upon her, but 
  she s 1% lkely to appear any tme an adventurer n the wlder-
  ness or a dungeon makes a comment statng how much they 
  actually enjoy eatng ron ratons (or smlar comments). Unless 
  all ron ratons and other preserved foods are mmedately of-
  fered up to her, she attacks untl her opponents are dead or her 
  morale fals.
  JeSSRA – JeXVeNNA
  PeTTY GODS
  
  77
  Jhillenneth (petty goddess of miraculous horrors) 
  TITLES: Goddess of Sustenance; Mother of Horrors
  &	Matt Fischer
  F	Mark Allen
  SYMBOL: 
  A headless bust  
   
  havng 6 breasts
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  As monster form taken
  ARMOR CLASS: As monster form taken
  HIT PTS. (HD): 
  As monster form taken
  ATTACKS:  
  As monster form taken
  DAMAGE: 
  As monster form taken
  SAVE: 
  C13
  MORALE: 
  8
  HOARD CLASS: None
  XP: 
  As monster form taken +1,000 
  Ever encounter a room whose occupant was too large to have 
  entered va the door? Or perhaps a lone orc just sttng n a 
  10'×10' room, armored, standng and posed to attack as soon 
  as the door was opened? A gelatnous cube or cloaker watng 
  n a closet? Humanods lvng n a sealed tomb, unopened for 
  dozens of years? Or how about an entre trbe of ntellgent 
  creatures who st patently n ther rooms, attackng only when 
  adventurers enter ther doman? How do they sustan them-
  selves? These mraculous occurrences are the sgn of the favor 
  of Jhllenneth, monsters’ “Goddess of Sustenance” (known to 
  cvlzed folk as the “Mother of Horrors”). 
  When she manfests, she does so as a monster of some sort 
  (often a female-headed mantcore) wth many breasts (for suck-
  lng her “chldren”.) She has the power to magcally noursh 
  her “chldren” (any monster the DM deems approprate, even 
  PCs who commt monstrous actons). She also has the power 
  to magcally nterbreed monster speces as well as to, herself, 
  brth new horrors upon the world.
  Jhillenneth Reaction Table
   
   2-3 
  Jhllenneth attacks the party, callng her  
  “chldren” (nearby monsters) to her ad. 
   
  4-5 
  Jhllenneth whps nearby monsters nto a frenzy 
  (by wthholdng her sustanng nourshment untl 
  they become crazed wth hunger). 
   
  6 
  Jhllenneth converses wth the party, askng 
  them to punsh (harm or slay) certan of her chl-
  dren (nearby monsters) who have offended her, 
  and attacks f the party denes her ths courtesy. 
   
  7 
  Jhllenneth converses wth the party, askng 
  them to refran from harmng certan of her 
  chldren (nearby monsters), and attacks f the 
  party denes her ths courtesy. 
   
  8-9 
  Jhllenneth protects the party from her “chldren,” 
  magcally satng nearby monsters’ hunger. 
   
  10-11 Jhllenneth magcally sates the hunger of all 
  nearby monsters, as well as the adventurers. 
   
  12 
  Jhllenneth seeks to mate wth, or mate one of 
  her “chldren” (nearby monsters) wth, a mem-
  ber of the party; the offsprng of course beng 
  some sort of monster or abomnaton; as usual, 
  she attacks f the party denes her ths courtesy.
  Jodj (twin god, petty god of vandals)
  See the entry for Chelk & Jodj n ths secton.
  Jonny Hopper  
  (petty frog god of revelry and frog-kissing) 
  AFFILIATIONS: The Frog Gods
  &	Chris Tamm
  F	Jennell Jaquays
  SYMBOL: 
  A frog head  
   
  smlng, wnkng  
   
  and wearng  
   
  a fancy hat 
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  240' (80')
   
  JUMP: 
  80' (any tme  
   
   
  n round)
   
  SWIM: 
  360' (120') 
  ARMOR CLASS: −1
  HIT PTS. (HD): 
  65 hp (16 HD)
  ATTACKS:  
  2 (sword cane)
  DAMAGE: 
  3d6 (as stck) or 2d6+4 (as fencng sword)
  SAVE: 
  C24
  MORALE: 
  7
  HOARD CLASS: d100+100 gp con purse
  XP: 
  11,000 
  Johnny Hopper s a wly frog dandy, a lover, muscan, adven-
  turer and trckster. He s well dressed, and covets the fancy 
  thngs and treats whch belong to hs betters. He plays nearly 
  every nstrument, and sngs offensve songs n joyful tones. 
  He often woos prncesses from shadows or tells them he s 
  a cursed prnce. He sometmes steals a polymorphing scroll 
  to turn lades nto frog folk. He has unfortunately left many 
  slghtly froggy chldren n many lands among the rch.
  PeTTY GODS
  JHILLeNNeTH – JOHNNY HOPPeR
  
  78
  He has the abltes of a 16th level thef. He prefers to snatch-
  and-grab and steal ksses rather than fight, but s a sklled war-
  ror. Commoners sng songs of Johnny, and swear to never eat 
  or harm frogs or toads unless n self defense (but atonement s 
  requred for the sn). Johnny lampoons the rch, takes ther shny 
  thngs, steals the vrtue of lades. The common folk get a laugh 
  out of ths, and Johnny gets hs fun.
  RELATED ENTRIES: G) Grandpa Toadflap, Wart Mother, D) 
  Goggles of the Frog Gods.
  Jöögengeld  
  (petty god of mockery, sarcasm and schadenfreude) 
  TITLES: The Mocker; The Mocking God;  
   
  He Who Laughs at Your Expense
  &	Adam Dickstein
  F	Adam Dickstein
  SYMBOL: 
  A combned  
   
  comedy and tragedy  
   
  mask of dsturbed vsage 
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  150' (50')
  ARMOR CLASS: −6
  HIT PTS. (HD): 
  75 hp (15 HD)
  ATTACKS:  
  Specal
  DAMAGE: 
  Specal
  SAVE: 
  M15
  MORALE: 
  10
  HOARD CLASS: XII, XVI
  XP: 
  11,000 
  Known as The Mocker, The Mockng God and sometmes “He 
  Who Laughs At Your Expense,” Jöögengeld s a mnor dety 
  whose sole purpose appears to be makng fun of others. He s, 
  or more approprately was, a god of humor. Worshpped only 
  by those jesters and playwrghts who apprecate hs comcal 
  and expertly barbed qups, Jöögengeld fell out of favor as more 
  and more of those who followed hs brand of wt came before 
  the axes of royalty that were not amused. 
  Nowadays, Jöögengeld s best descrbed as the petty god of 
  sarcasm and laughng at the msfortune of others. Hs favorte 
  actvty s to mock heroes and vllans wth very hgh opnons 
  of themselves. On occason Jöögengeld appears to adventur-
  ers n dre perl and makes fun of them n ways both humorous 
  and spteful. Some adventurers, especally those wthout much 
  power or chance of survval, wll call upon hs gudance to help 
  them mock ther obvously more powerful enemes durng bat-
  tle. Ths amuses Jöögengeld to no end and he wll sometmes 
  ad such scrappy underdogs. 
  Though ncredbly fast, quck mnded and agle, Jöögengeld al-
  most never engages n personal combat, preferrng to use one 
  of hs pecular dvne powers aganst an opponent. Jöögengeld 
  can make a gaze attack that causes hs enemy to ether cry 
  lke a lttle chld or laugh uncontrollably, renderng them help-
  less and unable to do anythng else for 1d8+1 rounds. To try 
  and resst, characters must save vs. paralyss at -2. If the vctm 
  manages to save, they wll stll suffer from mnor tearng or ‘the 
  gggles’ (dependng on Jöögengeld’s ntent). He can only use 
  ths attack once on any gven ndvdual. 
  If forced to go nto battle, Jöögengeld wll often weld a com-
  mon, nearby object as a weapon, such as a candlestck, a roll-
  ng pn or some other smple tool. In hs hands t functons as a 
  +4 magical weapon that does 4d6 damage. Jöögengeld enjoys 
  teasng hs opponent by sayng they are so weak that he can 
  defeat them wth the tem nstead of needng a real weapon.
  Jöögengeld Reaction Table
   
  2 
  Friendly: Blesses 1d4 sarcastc characters  
  or curses 1d4 pompous blowhards.
   
  3-5 
  Indifferent: Mocks everyone equally.
   
  6-8 
  Neutral: Ignores everyone and yawns  
  from boredom.
   
  9-11 Unfriendly: Curses 1d4 nearby targets  
  f no one s makng hm laugh. 
   
  12 
  Hostile: Curses 2d4 nearby targets f no one s 
  makng hm laugh (for double normal duraton).
  Jus’enuf (petty god of small favors) 
  TITLES: Friend of Yearning; Foe of Want
  &	Stephen Bartok
  Jus’enuf s the petty god of small favors. The god s wth-
  out form and does not appear physcally. Belevers contend, 
  though, that the god provdes approprate aural clues (such as 
  ggglng, laughng, cryng, sneezng) to ndcate that a favor has 
  been granted (for example, a partcularly tough carpenter’s nal 
  mght mraculously be pounded n on the next ht by a belever, 
  followed by an audble, “Whew!” from the god that only the 
  belever can hear).
  There s no ‘relgon’ surroundng Jus’enuf—no symbols, no 
  ttles or other form of organzed worshp. Belevers of Jus’enuf 
  have no ttle to them.
  Curously, belevers n Jus’enuf repeatedly chant a short rhyme, 
  though, when requestng the assstance from the god. The 
  rhyme vares greatly from regon to regon, professon to 
  professon and even gender, age and race. However, the one 
  rhyme that practcally all belevers know s as follows:
   
   
  “Jus’enuf, I pray to thee, 
  Please fulfill my humble need. 
  Frend of Yearnng, Foe of Want, 
  Grant my wsh and I wll stop.”
  Jus’enuf s not a malcous god. Wth no form and very lttle 
  contact wth the Materal Plane, Jus’enuf can only retalate by 
  smply not fulfillng a wsh or, on very rare occasons, scream, 
  shout, or otherwse dstract an ndvdual for a very bref mo-
  ment wth some other such audble nose.
  Belevers contend that Jus’enuf favors the elderly and the poor, 
  physcal laborers—grantng them wishes over other demo-
  graphcs. These belefs, of course, can never be verfied, but 
  these people show more fath n the god than others.
  JOHNNY HOPPeR – JUS’eNUF
  PeTTY GODS
  
  79
  Kahladaht (petty god of undeath) 
  TITLES: Kahladaht the Once Deified 
  &	R.J. Thompson
  F	Todd McGowan
  SYMBOL: 
  A skull wth a sword  
   
  behnd t and  
   
  a rose held  
   
  n ts mouth
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: 0
  HIT PTS. (HD): 
  110 hp  
   
  (19 HD)
  ATTACKS:  
  3 or charge  
   
  or spells
  DAMAGE: 
  1d8+5/ 
   
  1d8+5/ 
   
  1d8+5
  SAVE: 
  F19
  MORALE: 
  10
  HOARD CLASS: XV + specal
  XP: 
  7,250 
  Kahladaht the Once Defied was once a great knght n the 
  servce of a god of law and vrtue. Durng a crusade n a for-
  egn land Kahladaht was trcked by a necromancer nto slayng 
  the avatar of hs own god durng an executon. Upon realzng 
  what he had done the knght wandered nto the desert. There 
  he dwelt for forty days attemptng to repent for hs sn. In the 
  end hs god was unforgvng. Kahladaht, lost, now thought only 
  of revenge. He sought the necromancer out, but n hs frag-
  le state of mnd was seduced by the necromancer’s honeyed 
  words. Kahladaht served the necromancer untl he was slan n 
  battle, after whch he was brought back as a powerful undead 
  beng to serve hs new master for eternty. Kahladaht, how-
  ever, grew ambtous and struck hs master down, clamng hs 
  keep and undead legon for hmself. The undead knght spent 
  years studyng the forces of necromancy and cults related to 
  the dread practce. In dong so he dscovered some of the se-
  crets of mmortalty, and ndeed dvnty. From a demon prnce, 
  he learned a secret whch allowed hm to sphon some level 
  of power from the goddess of death. He had secretly stolen 
  enough power to nearly become a true god, but the followers 
  who flocked to hm upon acqurng such power also attracted 
  the unwanted attenton of adventurers and would-be heroes. 
  One of these bands was able to perform a rtual n an ancent 
  palace known as “Where Angels Fear to Tread.” It alerted the 
  goddess of death to Kahladaht’s scheme and he was stopped. 
  Some of hs power was taken from hm at ths tme and he 
  was left a broken and petty god, always ambtous and seekng 
  more power.
  Kahladaht s now a lesser god of undeath. He appears a an 
  enormous man, a full 6'-7" tall, wearng mal made from the 
  bones of hs prevous foes, and a horned helm carved from the 
  skull of a demon. Ths armor protects as f t were +3 plate mail, 
  weghng as lttle as a sut of chan. He bears a copper bastard 
  sword wth a hlt of bone named “Life Drinker.” Life Drinker s 
  a +3 bastard sword wth the ablty to dran ½ hp for each hp 
  that Life Drinker deals to a lvng creature. When Life Drinker 
  has accumulated 30 hp n ths way, t converts the hp to nega-
  tve energy whch t then dsperses n a 30' radus around tself 
  healng all undead n the radus equal portons of the 30 hp. 
  The Once Defied has the ablty to create 20 HD of undead per 
  week. All non-ntellgent undead that are created ths way are 
  under hs command at all tmes. He can also command undead 
  that he encounters by makng a successful turn attempt as a 
  clerc of the 10th level. Clercs attemptng to turn any of Kahla-
  daht’s undead n hs presence suffer a −5 penalty to such rolls. 
  In addton Kahladaht casts spells as a 10th level clerc.
  In combat, Kahladaht wll allow any undead n hs vcnty to 
  attack first watng to close wth hs opponents untl they are 
  softened up, all the whle castng spells to enhance hmself. 
  He wll ntate combat by chargng the relentlessly utlzng all 
  three of hs attacks wth Life Drinker to harm hs opponents 
  and heal hmself and hs mnons. Despte beng a lesser dvn-
  ty, for all purposes Kahladaht counts as an undead creature 
  wth all that entals (e.g., mmune to sleep, charm, hold).
  Kakanuawana (petty god of yam destitution) 
  TITLES: The Yam-Bereft; The Hungry Planter;  
   
  He Whose Barn Stands Empty 
  &	Ezra Claverie
  F	Jennell Jaquays
  SYMBOL: 
  A basket n  
   
  whch a  
   
  spder has  
   
  bult a web,  
   
  but whch  
   
  s otherwse  
   
  empty
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  90' (30')
  ARMOR CLASS: 9 [+1]
  HIT PTS. (HD): 
  80 hp  
   
  (20 HD)
  ATTACKS:  
  1 (yam- 
   
  dggng stck)
  DAMAGE: 
  3d6 + specal
  SAVE: 
  C20
  MORALE: 
  10
  HOARD CLASS: I
  XP: 
  3,250 
  Kakanuawana—the Yam-Bereft, the Hungry Planter, He 
  Whose Barn Stands Empty—was once the greatest farmer 
  among the gods, hs yams renowned for ther sze. However, 
  Kakanuawana lacked the gule of hs neghbors, who enved 
  hs harvests. Varous godlngs and trcksters cheated hm, stole 
  hs seed-yams, and sabotaged hs plantng-mounds. Hs wves 
  abandoned hm and returned to ther fathers’ farms, leavng 
  Kakanuawana lonely and btter.
  K
  kAhlAdAht • kAkAnuAwAnA • kAlAntos • kAldrAbikkiA •  
  kArgA sAvAshA • khAldrAnAth • khorissA • kilooloogung • king shroom •  
  king under the mountAin • krythyle • kwunndle • kypselus
  PeTTY GODS
  KAHLADAHT – KAKANUAwANA
  
  80
  Kakanuawana sometmes appears to those who sacrfice the 
  last of ther provsons n hs name. He appears as a sturdy, 
  pot-belled man dressed n a lava-lava skrt and sandals, and 
  carryng a yam-dggng stck. 
  Should anyone prove foolsh enough to attack Kakanuawana, 
  he wll retalate wth hs yam-dggng stck, whch nflcts 3d6 
  damage. Anyone he strkes must save vs. spell or suffer the 
  curse of the hungry planter, unable to keep down any food or 
  drnk wth calorc value for the next 4d6 days. (The DM should 
  determne the effects of ths fast.) Once Kakanuawana has be-
  stowed hs curse on one foe, he returns to hs own plane. Only 
  magcal weapons can harm hm.
  If those proptatng hm have offered ther last meal n hs 
  name, the referee should roll on the table below to determne 
  Kakanuawana’s response. 
  Kakanuawana Reaction Table
  If one or more supplicants... 
  ...has stolen in the past year: -2 
  …sacrifices yams: +1 
  …has been the victim of a theft in the past year: +1
  Roll 1d6 (instead of 2d6).
   
  1 
  Kakanuawana sezes the nearest supplcant, 
  opens the person’s mouth, and places a 
  seed-yam on the person’s tongue. It mme-
  dately sends roots throughout the vctm’s 
  almentary tract, and a yam-plant rses from 
  the vctm’s mouth. Kakanuawana then 
  vanshes, leavng the vctm unable to move 
  wthout assstance. A clerc can remove ths 
  curse, whch allows the vctm to pull out 
  the roots (a panful and dsgustng proc-
  ess). Manually removng the plant wthout 
  first lftng the curse costs the vctm 3d6 
  Consttuton, whch he or she can recover at 
  the rate of one pt. per day through bed rest. 
  Anyone reduced to zero Consttuton by ths 
  removal des from the ordeal.
   
  2-3 
  Kakanuawana contnues and deepens the 
  supplcants’ hunger. The next place that 
  they go n search of food has experenced 
  a mysterous famne: a farmhouse’s larder 
  contans only crumbs; a tavern’s stew-pot 
  nexplcably empted between the cook’s 
  strrngs; a snare that should have contaned 
  a grouse holds only blood and feathers.
   
  4 
  Kakanuawana gves a two-pound yam, 
  whch feeds one adult for one day.
   
  5 
  Kakanuawana gves a five-pound yam, 
  whch feeds five adults for one day.
   
  6 
  Kakanuawana gves a fifty-pound yam, 
  whch feeds 20 adults for one day.
   
  over 6 Harvest Feast: Kakanuawana nstantly 
  transports the fathful to hs house,  
  where he offers them a feast, heavy on yam 
  dshes but ncludng roast goat, fish-ball 
  soup, deep-fred locusts, and abundant 
  wne. Eeryone partakng recovers from any 
  wounds or dseases and gans a +4 on all 
  savng throws for the next 24 hours. When 
  they finsh, Kakanuawana returns them  
  to ther world.
  Kalantos (petty god of axe executions) 
  &	Craig Schwarze
  F	Eric Wirsing (Kalantos)
  F	Richard J. LeBlanc, Jr. (feature)
  SYMBOL: 
  Axe
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  150' (50')
  ARMOR CLASS: 2
  HIT PTS. (HD): 
  66 hp (10 HD)
  ATTACKS:  
  1 (axe)
  DAMAGE: 
  4d8
  SAVE: 
  F10
  MORALE: 
  10
  HOARD CLASS: None
  XP: 
  3.900 
  Kalantos s a tall, hooded figure wth fantly glowng eyes barely 
  vsble n the depths of hs hood. Those comng nto hs pres-
  ence for the first tme must save vs. death or flee n terror. He 
  usually spends nghts n those large ctes whch practce execu-
  ton by the axe. The nght before an executon, he wll find the 
  headsman’s axe and then sharpen and bless ts blade. He has 
  been known to stand watch outsde the door of those headsmen 
  who are especally unpopular, and are n danger of volence 
  aganst them.
  Kalantos has also been known to hunt those who have escaped 
  prson to avod the axe. He wll track down such fugtves wth-
  out rest, finally approachng them only when they are alone. He 
  wll be accompaned by four-to-sx zombes, who wll restran 
  the fugtve whle Kalantos completes the executon. In other st-
  uatons, Kalantos wll flee rather than fight f he s threatened.
  Kalantos Reaction Table
   
  2-10 Flees.
   
  11-12 Ignores PCs.
  KAKANUAwANA – KALANTOS
  PeTTY GODS
  
  81
  Kaldrabikkia  
  (frigid petty goddess of violence) 
  &	Dungeon of Sketch
  F	Dungeon of Sketch
  SYMBOL: 
  A red,  
   
  spear-shaped  
   
  rune
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  240' (80')
  ARMOR CLASS: −3
  HIT PTS. (HD): 
  122 hp  
   
  (20 HD)
  ATTACKS:  
  3  
   
  (Bludsoltnngyr)
  DAMAGE: 
  1d6+4
  SAVE: 
  M16
  MORALE: 
  12
  HOARD CLASS: XVI
  XP: 
  6,250 
  Kaldrabkka s a dark, brutal goddess of ce that haunts the 
  northern lands. She s worshped by a rag-tag hoard of barbar-
  ans, bandts and evl humanods. Kaldrabkka leads her fath-
  ful n brutal rads aganst any unsuspectng settlement, so she 
  may revel n the bloodshed. 
  A strange, unnatural snow storm precedes each rad. Dscord, 
  hallucnatons, and mass hystera spread among the vctm 
  populaton. At the heght of chaos, Kaldrabkka unleashes her 
  hoard. The vctms have lttle chance for survval.
  Well nto the slaughter, the goddess wll manfest. She appears 
  as a palld, seven-foot-tall woman of exceptonal beauty and 
  cruelty. Her eyes are an nhuman pale blue color. Kaldrabk-
  ka’s har s wast-length and platnum blonde. She s dressed n 
  clothng whch s nothng more than blood-soaked rags.
  In combat, Kaldrabkka s cold, calculatng, and frghtenngly 
  fast. When she plunges her wcked spear nto her vctms, t 
  drans ther lfe energy and she feeds from t. The goddess also 
  wreaks havoc wth her terrble ce magc. Kaldrabkka and her 
  fathful fight untl none are left alve, then depart quckly.
  Potental vctms of Kaldrabkka’s wrath try n van to appease 
  her, but to no aval. Stronger kngdoms have made attempts to 
  seek out and elmnate the goddess and her followers, never to re-
  turn or worse—comng back as raders n Kaldrabkka’s hoard. 
  BLUDSOLTINNGYR, THE SPEAR OF KALDRABIKKIA: Ths s a 
  +3 spear. On a natural roll of 18 or hgher, all damage done to 
  the target s transferred to the welder. If these bonus ht ponts 
  rase the welder’s ht ponts beyond ther normal total, they wll 
  only last untl the end of combat.
  SPELL-LIKE ABILITIES: Kaldrabkka uses the followng abltes 
  as a caster of 20th level: manipulative powers – phantasmal 
  force (1×/day), mass charm (1×/day), confusion (at wll), charm 
  person (at wll), charm monster (at wll), cause fear (at wll); de-
  structive powers – ball of ice (as fireball spell, but cold/frost 
  damage; 2×/day), cloud of frost (as ncendary cloud, but cold/
  frost damage; 2×/day), wall of fire (2×/day), magic missile (3×/
  day); striking (at wll; the Goddess uses ths power on herself 
  and her followers), earthquake (1×/day); symbol (3×/day). Ka-
  ldrabkka also has the ablty to fly (as per the spell) at wll.
  Karga Savasha  
  (petty god of death birds and tengu warriors) 
  &	Robert Morris
  F	Jennell Jaquays
  SYMBOL: 
  Whte crow
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  120' (40')
   
  FLY: 
  240' (80')
  ARMOR CLASS: −2 [+3]
  HIT PTS. (HD): 
  100 hp  
   
  (16 HD)
  ATTACKS:  
  2 or specal
  DAMAGE: 
  2d6/2d6  
   
  or specal
  SAVE: 
  F16
  MORALE: 
  10
  HOARD CLASS: XV
  XP: 
  6,000 
  Karga Savasha appears as an 8'-tall tengu warror. Hs feathers 
  are bone whte except for hs tal feathers and crest. These are 
  both bone whte strped wth black. He typcally wears a smple 
  weapon harness that holds hs javelns and s decorated wth 
  tokens, trophes, and fetshes taken from exceptonal enemes.
  In battle he welds barbed javelns whch he may throw up to 
  360'. Each javeln acts as a +3 weapon and causes 2-12 ponts 
  of damage on a successful ht. He may throw two such javelns 
  durng a sngle round.
  Three tmes per day, he may mark a target for death by call-
  ng the target’s name aloud. When he does so, hs next javeln 
  targetng that character s +4 to ht. If the target s ht, the target 
  must save vs. death at −4 or de. If the vctm survves, he or she 
  takes 4d6 ponts of damage. When Karga Savasha uses ths at-
  tack, he may not throw a second javeln durng that round.
  Karga Savasha may make an ear-rendng screech every thrd 
  round. Enemes hearng the screech must save vs. spell at −2 
  or be stunned for 1-6 rounds.
  Karga Savasha may only be harmed by +3 or better weapons. 
  He s mmune to sleep, charm, hold, death magic, and energy 
  or level drain. He cannot be harmed by any specal attacks 
  from undead (e.g., a vampre’s gaze, mummy rot, a lch’s chll 
  touch, etc.).
  Karga Savasha s always accompaned by flocks of ravens, 
  crows, and other predatory brds. He may call these brds to 
  swarm an enemy. Callng the swarm replaces hs normal at-
  tacks for that round. He may call up to two swarms at a tme. A 
  character attacked by the swarm loses all Dexterty bonuses to 
  armor class and s at −4 to ht whle beng swarmed. The swarm 
  may attack up to two characters smultaneously, provded both 
  characters are wthn 5’ of each other.
  BIRD SWARM: AL:neutral; M:180' (60'); AC:2; HD:5; AT:5 
  (1d6/1d6/1d6/1d6/1d6); ST:F5; ML:10. For each 8 hp dam-
  age nflcted aganst the swarm t loses one ht de and one 
  attack. For each two ht dce lost n ths fashon, reduce the 
  swarm’s morale by 1 (e.g., a swarm that has taken 17 ht ponts 
  of damage would have only three attacks as a 3 HD monster, 
  and would only have a morale ratng of 8).
  PeTTY GODS
  KALDRABIKKIA – KARGA SAVASHA
  
  82
  Khaldranath  
  (petty god of draft animals)  
  TITLES: The Ox Lord 
  &	William Maranto  
   
  & Jim Brewer
  F	Edward Heil
  SYMBOL: 
  Ox’s head  
   
  super- 
   
  mposed on  
   
  a wagon wheel
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  180' (60')
  ARMOR CLASS: −4
  HIT PTS. (HD): 
  108 hp (20 HD)
  ATTACKS:  
  1 (gore) plus possble trample
  DAMAGE: 
  3d6+3 (gore), 2d8 (trample)
  SAVE: 
  F20
  MORALE: 
  9
  HOARD CLASS: XV, XX
  XP: 
  9,000 
  Khaldranath, the Ox Lord, s the god of draft anmals. Team-
  sters, farmers, and caravan masters all call upon the Ox Lord 
  to help ensure that ther beasts contnue to pull ther burdens. 
  Sgns of hs favor nclude ncreased speed or strength of draft 
  anmals, and the smell of newly mown hay. Hs dspleasure s 
  often manfested by broken harnesses, broken cart wheels, or 
  the persstent smell of manure. 
  Khaldranath s seen as a huge, heavly muscled ox wth varous 
  tattoos and brands scattered about hs body. He has a heavy 
  ron rng n hs nose and many golden baubles n hs ears. Hs 
  eyes smultaneously have a look of ennu and channeled rage. 
  The horns of Khaldranath are a dusky orange.
  Clercs of the Ox Lord are called upon to bless caravans and 
  are frequently summoned when a przed anmal has taken 
  ll. More mltant prests are known to demand alms for Kha-
  ldranath; those who do not open ther purses are sad to nvte 
  hardshp and msery nto ther lves. The most mltant prests 
  are known to nflct Khaldranath’s wrath upon the stngy, even 
  gong so far as to sabotage wagons wheels, cut harnesses and 
  empty feedbags when no one s watchng. 
  Should a mortal be so unlucky as to face hm n combat, Kha-
  ldranath s known to charge hs opponents relentlessly, only 
  stoppng to reverse hs tde of horns and hooves.. Anyone struck 
  by the Ox Lord’s gore attack must save vs. paralyss or fall to the 
  ground and be subject to hs trample attack.
  Khaldranath Reaction Table
   
  2 
  Friendly: 1d6 nearby draft anmals blessed 
  wth ncreased speed, strength, or stamna,
   
  3-5 
  Indifferent: 1d6 nearby draft anmals blessed 
  wth ncreased speed, strength, or stamna, 
  f properly proptated.
   
  6-8 
  Neutral: Ignores nearby creatures.
   
  9-11 Unfriendly: 1d6 nearby draft anmals become 
  slowed or obstnate, f not properly proptated. 
   
  12 
  Hostile: 1d4 nearby draft anmals are  
  freed from ther tracngs and run off.
  Khorissa  
  (petty goddess of ghouls) 
  TITLES: The Ghoul Queen 
  &	Greg Johnston
  F	Zach Jaquays
  SYMBOL: 
  A gnawed  
   
  bone
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  120' (40')
   
  TUNNEL: 
  90' (30')
  ARMOR CLASS: 0
  HIT PTS. (HD): 
  100 hp (12 HD)
  ATTACKS:  
  1 bte/2 claws
  DAMAGE: 
  2d6/ 
   
  2×1d10+ 
   
  paralyss
  SAVE: 
  C12
  MORALE: 
  12
  HOARD CLASS: XVIII
  XP: 
  3,600 
  Khorssa’s natural form s that of an emacated woman of al-
  most skeletal countenance, greensh skn stretched tght over 
  her bony frame and wth saggng, pendulous breasts. Despte 
  her appearance, she has supernatural strength whch allows 
  her to rend flesh wth her long drty, blood-staned fingernals 
  and crack bones wth her teeth. She s covered wth drt, stnks 
  of decay, and s accompaned by a swarm of fles. Ths stench 
  s smlar to a ghast’s but s −4 on any save vs. poson to resst. 
  The swarm of fles act to dstract anyone wshng to attack the 
  Ghoul Queen by mposng a −5 “to ht” penalty.
  She may shape-change to appear as a beautful, f pale-sknned, 
  human female wth long, dark har. She usually takes ths more 
  pleasng form to get close to her prey before strkng. In ths 
  form, she does not have her stench ablty or the swarm of fles. 
  It takes her 1 round to change between ether form.
  Khorssa s usually hungry and always seekng a meal n the 
  form of any nearby dead corpses or lve prey. She does not 
  lke the taste of elves and wll refuse to eat ther corpses. She s 
  worshped by ghouls and ghasts. Khorssa can be encountered 
  stalkng graveyards or other subterranean places wth an ample 
  supply of dead bodes on whch to feast. There s a 15% chance 
  that any PCs attackng ghouls n ther warren wll attract the 
  attenton of Khorssa and she wll appear. 
  Khaldranath Reaction Table
  +4 if recently attacked/killed ghouls or ghasts
   
  2 
  Friendly: Wll cast 1 necromantc spell for the 
  party f that wll help them.
   
  3-5 
  Indifferent: Allows PCs to leave unharmed 
  and may answer 1 or 2 questons about the 
  dungeon or graveyard they are n.
   
  6-8 
  Neutral: Ignores nearby creatures.
   
  9-11 Unfriendly: Attacks any nearby creatures 
  unless appeased. Appeasement s usually an 
  offerng of a lve vctm. 
   
  12 
  Hostile: Attacks any nearby creatures. 
  Summons addtonal 2d6 ghouls.
  KHALDRANeTH – KHORISSA
  PeTTY GODS
  
  83
  Kilooloogung (petty god of arising smoke)  
  TITLES: The Lord of Arising Smoke
  &	Igor Vinicius Sartorato*
  F	Richard J. LeBlanc, Jr.
  SYMBOL: 
  A slhouette of smoke  
   
  wth ts ‘arms’ upward
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  120' (40')
   
  FLY: 
  240' (80')
  ARMOR CLASS: 0 [+1]
  HIT PTS. (HD): 
  107 hp (20 HD)
  ATTACKS:  
  Specal
  DAMAGE: 
  Specal
  SAVE: 
  C20
  MORALE: 
  9
  HOARD CLASS: None
  XP: 
  10,250 
  Klooloogung, the Lord of Arsng Smoke, resdes n the fire-
  places and hearths of homes, n the brazers of temples, and 
  n the large fires of festvals. He appears as a face n the col-
  umns of smoke that ascend nto the sky. Hs work s to take the 
  smoke from fires n the hearth and send t skyward, as a sgn to 
  the great gods that he s dong hs job.
  It s customary to seek the blessngs of ths god n the construc-
  ton of chmneys by burnng ncense n hs honor, so that the 
  smoke may ext and be carred to the sky. It s beleved that f he 
  gets angry, the smoke wll not rse, and wll stay nsde houses 
  and close to the ground, suffocatng the occupants.
  Klooloogung s also consdered a dvne messenger. Many peo-
  ple pray to hm, askng that he carry ther prayers (along wth 
  the smoke of the ncense they burn) to the heavens, so that 
  the greater gods may hear. Klooloogung s pleased when men 
  pray n ths way, and sends hs servant smoke to the heavens, 
  so that the gods may know that the people pray.
  Klooloogung s a benevolent god and rarely enters nto combat. 
  However, f he does, he can be a very dangerous opponent. 
  As a creature of smoke, Klooloogung s almost ntangble (re-
  qurng a +1 or better weapon “to ht”), and can spread smoke 
  throughout an envronment, obscurng vson. He does not per-
  form physcal attacks. However, each round a creature remans 
  n a smoke-filled area they receve 3d6 ponts of damage due to 
  suffocaton and ntoxcaton (a successful save vs. breath each 
  round wll halve the damage).
  Kilooloogung Reaction Table
   
  2 
  Friendly: Gves preference to any character 
  prayers. Clercs burnng ncense n hs  
  presence (regardless of dety) have a 50% 
  chance of doubled spell effects for 2d6 turns.
   
  3-5 
  Indifferent: Wll send a specal request  
  to the gods f properly proptated.
   
  6-8 
  Neutral: Ignores nearby creatures.
   
  9-11 Unfriendly: The smoke around the PCs  
  does not rse and fills a 100 sq. ft. area. 
   
  12 
  Hostile: Does not carry any character  
  prayers to the gods. All clercal spells have  
  a 50% chance of falure for 3d6 turns.
  * Based on an original concept by Lord Dunsany.
  King Shroom  
  (petty god of the mushroom kingdom)  
  TITLES: Cannibal Godspawn of Mushrooms;  
   
  Devourer General of the Lizardwars;  
   
  Patron of Shroomeaters
  &	Jens Durke
  F	Steve Zieser
  SYMBOL: 
  Dfferent from cult to cult  
   
  (mushroom crcles beng very popular)
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  Specal
  ARMOR CLASS: 0 [+1]
  HIT PTS. (HD): 
  23 to 184 hp  
   
  (23 HD, roll anew  
   
  for every spawn)
  ATTACKS:  
  Specal
  DAMAGE: 
  Specal
  SAVE: 
  M23
  MORALE: 
  12
  HOARD CLASS: IV, VII, XXII
  XP: 
  23,000 
  Kng Shroom, Cannbal Godspawn of Mushrooms, Devourer 
  General of the Lzardwars, and Patron of Shroomeaters, s a 
  lesser god of the mushroom kngdom, worshpped by those 
  that seek enlghtenment by dgestng mushrooms wth psych-
  edelc propertes. Wherever these fung grow (1-n-8 chance 
  per regon), there wll be a cult worshppng hm (roll 1d10; 1-
  2=n publc; 3-4=accepted, but hdden; 5-6=hunted by the law; 
  7-8=hunted by a church; 9-10=nvolved n snster wtchcraft; 
  even and uneven numbers beng respectvely human or non-
  human communtes). There s, of course, a strong and alen 
  connecton between fung and magc, only known by those 
  wzards adept n The Way of the Shroom.
  PeTTY GODS
  KILOOLOOGUNG – KING SHROOM
  
  84
  No sober ntellgence s able to grasp the cryptc reasonng for 
  hm appearng, the bzarre nteractng wth hs surroundngs or 
  why the mushroom kngdom s at war wth all lzards (yes, that 
  ncludes dragons). It s rare to encounter hm by accdent. Gven 
  the fact that fung are nearly everywhere, some scholars con-
  cluded that Lord Shroom s very nformed and very aware of 
  what’s happenng n the World (75%), but hs nterpretaton of 
  ths knowledge s very dstorted at best. Everytme somethng 
  mushroom-related s part of the game (ngame or at the table, 
  mushrooms mentoned n a module, mushrooms on a pzza, 
  the ranger dong a wlderness survval check, all counts, even 
  f t’s not delberate), there s a 1-n-8 chance that Kng Shroom 
  wll be nterested enough to get nvolved. 
  If a group of adventurers gets hs attenton, he wll keep hs 
  dstance for a whle and observe. Sgns of hm beng around are 
  mushroom crcles n the area, rumors of mushroom posonng 
  or even stoned cultsts engagng the group wth cryptc mes-
  sages (“He s seeng you!”). Hs tmng for appearng s always 
  nconvenent, but the surroundngs decde f encounterng hm 
  wll be a pleasant or an unpleasant “trp” (wth no connecton 
  to hs ntentons, of course). So he wll be seen as a humanod 
  mushroom of sorts, but how he manfests to the observer to-
  tally depends on the entre experence. How he communcates 
  may be read from the result of the Reacton Table.
  King Shroom Reaction Table 
  Roll 2d8 (instead of 2d6).
   
  2 
  Alterng realty, blessng characters  
  (psychc tranfer of language).
   
  3-5 
  On a msson (speakng n a hgh ptched voce).
   
  6-8 
  Offerng knowledge (psychc transfer of mages).
   
  9-12 Offerng an experence (psychc transfer of feelngs).
   
  13-15 Needs somethng done  
  (speakng n a dark, deep voce).
   
  16 
  Stoned, blessing turns curse  
  (talkng gbbersh for all but those under  
  the nfluence of shrooms or hs aura).
  Kng Shroom has no legs, so he won’t walk. But he s able 
  to use dimension door at wll wthn a fungus network and 
  teleport at wll n between fung networks (spawnng n a mush-
  room crcle every tme). He casts spells lke a 23rd level magc-
  user, wth the spell effects always mrrorng fungus behavour. 
  He emanates a psychedelic aura 30' around hm (save vs. spell 
  to avod the effects of a feeblemind spell; nteracton wth Kng 
  Shroom remans possble under the nfluence of the aura and 
  wears off after 1d4 turns). He wll fight back f threatened, but 
  only usng hs spells. Lzards he wll attack on sght. Only magc 
  weapons may harm hm.
  Destroyng hm wll release hs spores and he wll respawn 
  1d6 days later. It s the way of the mushroom. Kllng hm s 
  qute dfficult, trappng hm mght be the best way to acheve 
  that. Hs blessng s a random spell n the mnd of the blessed, 
  to use one tme at wll. Hs curse s a fungal nfecton that 
  makes t mpossble to process any other food but mushrooms, 
  slmes and molds, transformng the host nto a mushroom af-
  ter (Consttuton) months. Kng Shroom eats mushrooms for 
  the varous effects they mght have, and he s qute fond of 
  fermented beverages. 
  Gant crckets sng hs song.
  RELATED ENTRIES: M) Fruggar.
  King Under  
  the Mountain  
  (petty god of the  
   
  downtrodden  
   
  and oppressed) 
  &	Evan Van Elkins
  F	Luigi Castellani
  SYMBOL: 
  A crown  
   
  placed over  
   
  the hlt  
   
  of a sword
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: −4
  HIT PTS. (HD): 
  89 hp  
   
  (18 HD)
  ATTACKS:  
  1 (weapon)
  DAMAGE: 
  As weapon +3 
   
  (+6 vs. chaotc)
  SAVE: 
  F18
  MORALE: 
  12
  HOARD CLASS: XII, XXII
  XP: 
  10,000 
  The Kng Under the Mountan s the god of the oppressed 
  and the downtrodden. They pray to hm for delverance from 
  poltcal malefactors. When he appears, t s always as a ghostly 
  figure n the finest of contemporary armors, most often as a 
  mddle aged man wth a wse face.
  He may cause any who look upon hm to save vs. spell; f they 
  fal, they are compelled to jon hs crusade aganst the local ty-
  rant. Chaotc creatures are not ever susceptble to ths, though 
  they are lkely to become the vctms of mob volence. Ths 
  s not an automatc ablty, and the Kng can choose to sup-
  press t f necessary. He welds the sword Caliburnus, whch 
  s a +3 bane weapon aganst chaotc creatures and charac-
  ters. The Kng Under the Mountan can only be hurt by spells 
  and swords of chaotc algnment. Lawful magcal weapons wll 
  refuse to strke hm. All chaotc characters and creatures who 
  see hm must make a morale save.
  After leadng the dssdents and ganng vctory aganst whatever 
  regme provoked hs wrath, he dsappears and allows the re-
  manng rabble to sort thngs out for themselves.
  King Under the Mountain 
  Reaction Table
  Use Wisdom as modifier instead of Charisma.
   
  2 
  Friendly: Wll ask characters to jon hs  
  crusade. If they refuse he wll look crestfallen  
  and contnue on hs way.
   
  3-5 
  Indifferent: Wll nether ask characters to jon  
  hs crusade or force them to wth hs power.
   
  6-8 
  Neutral: Ignores nearby targets. If someone 
  attempts to communcate wth hm he mpresses 
  them nto servce mmedately.
   
  9-11 Unfriendly: Impresses all present nto servce. 
  Attempts to kll any chaotc targets nearby.
   
  12 
  Hostile: Smply attempts to kll present targets.
  KING SHROOM – KING UNDeR THe MOUNTAIN
  PeTTY GODS
  
  85
  Krythyle  
  (petty goddess of snares  
   
  and foot traps)  
  TITLES: Mistress of the  
   
  Wounded Foot
  &	Wayne Rossi
  F	Joel Priddy
  SYMBOL: 
  Two jagged  
   
  blades
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  90' (30')
  ARMOR CLASS: 4
  HIT PTS. (HD): 
  61 hp  
   
  (12 HD)
  ATTACKS:  
  Specal
  DAMAGE: 
  1d6 +  
   
  mmoblzaton
  SAVE: 
  F12
  MORALE: 
  8
  HOARD CLASS: XVII
  XP: 
  4,500 
  Krythyle, the Mstress of the Wounded Foot, s the petty god-
  dess of snares and foot traps. She appears as a lovely woman 
  n forest garb, wth flowng red har, but her feet are badly hob-
  bled, as f she has only recently extracted herself from a trap. 
  Approachng her n the wld there s a 4-n-6 chance that char-
  acters wll step nto a snare that she has set.
  When Krythyle attacks, she can cause foot traps to come out 
  of the ground at unsuspectng foes. These are made of sharp 
  metal and mmoblze a character for 1d6 rounds. When freed, 
  a character whose foot was caught n the trap has ther move-
  ment rate cut n half untl the wounds are fully healed. There 
  s a 5% chance that the traps are rusty and wll cause dsease, 
  whch must be cured magcally. If attacked by a sufficently 
  powerful character, she wll attempt to lasso ther throat wth 
  a snare, causng 1d4 ponts of damage per turn; addtonally 
  each turn the character must roll under ther Consttuton on 
  1d20 or pass out.
  Krythyle s fond of hunter types, who get a −3 bonus to ther 
  reacton rolls on the chart below. For other character types, she 
  wll often vew them as prey to be hunted. Her slow movement 
  functons as a decoy, snce the path between any character and 
  Krythyle wll be lttered wth danger.
  Krythyle Reaction Table
  Use Wisdom as modifier instead of Charisma. 
  Hunter types get −3 bonus.
   
  2-3 
  Friendly: Gves one of her traps as gft  
  (opponents only have a 20% chance  
  of notcng t, f lookng actvely for traps;  
  no chance f not lookng).
   
  4-7 
  Indifferent: Dsappears, leavng foot trap  
  n her wake.
   
  8-10 Unfriendly: Attempts use of snare trap  
  on character(s).
   
  11-12 Hostile: Immedate attack usng foot trap.
  Kwunndle  
  (petty god of misplaced objects) 
  &	Andrew Branstad
  F	Andrew Walter
  SYMBOL: 
  A dozen wavy vertcal lnes  
   
  (represent the reachng  
   
  fingers of Kwunndle)
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  90' (30')
  ARMOR CLASS: 2
  HIT PTS. (HD): 
  50 hp (12 HD)
  ATTACKS:  
  2 (hands)
  DAMAGE: 
  1d6/1d6
  SAVE: 
  T12
  MORALE: 
  8
  HOARD CLASS: XVII
  XP: 
  2,800 
  Obsessve Kwunndle s the god of msplaced tems. Hs beady 
  eyes can peer out of the corners of far-away rooms, where 
  he snatches unattended objects wth hs mpossbly long fin-
  gers. Kwunndle cannot take whatever he wants; only thngs 
  that have slpped from ther owners’ conscous thoughts are 
  hs for the takng. Kwunndle appears as a squat blue humanod 
  wth countless unnaturally long and bendable fingers. However, 
  he s completely nvsble when looked at drectly and must be 
  vewed out of the corner of the eye to be seen (whch s re-
  flected n hs Armor Class).
  Kwunndle s naturally cowardly and avods contact wth others. 
  He s very covetous, however, and hs greed wll sometme drve 
  hm to seek out mortals to barter for ther possessons. More of-
  ten, others come to Kwunndle and try to convnce hm to return 
  some precous lost trnket. In any case, the god wll only accept 
  lost or stolen goods n exchange for hs acqured ‘treasures.’
  Kwunndle possesses the abltes of a 13th level thef. When 
  forced to fight, he strkes from the shadows and uses hs near-
  invisibly to flee f thngs go aganst hm. He attacks wth hs 
  long, plable fingers, wrenchng and chokng hs enemes. If 
  Kwunndle hts wth both attacks n a round, he can automat-
  cally strangle hs opponent for 2d6 addtonal damage. Ths 
  damage s ongong unless Kwunndle releases hs grp or the 
  target breaks free (va a Strength check at -2).
  PeTTY GODS
  KRYTHYLe – KwUNNDLe
  
  86
  Kwunndle Reaction Table
  * Modify based on possessions as as follows... 
  Character is obviously impoverished +2;  
  Character is conservatively dressed +1; Average gear +0;  
  Well-dressed or moderately adorned -1;  
  Heavily adorned in jewelry, gear, or fine clothes -2.
   
  2-3 
  Very Interested: Attempts to bargan  
  for one of the characters’ possessons.
   
  4-6 
  Interested: Attempts to steal  
  one of the characters’ possessons.
   
  7-9 
  Neutral: Ignores nearby creatures.
   
  10-11 Unfriendly: Hdes n shadows  
  from nearby creatures.
   
  12 
  Unfriendly: Hdes n shadows and  
  possbly attacks.
  Kypselus  
  (petty god of deals, bargains,  
   
  and creeping corruptions)  
  TITLES: The Black Hand;  
   
  The Lord of Deals; The Lord of Sin
  &	Josh Graboff
  F	Richard J. LeBlanc, Jr.
  SYMBOL: 
  A blackened  
   
  hand or orcsh claw
  ALIGNMENT: 
  Chaotc (keeps  
   
  deals as f lawful)
  MOVEMENT: 
  60' (20')
  ARMOR CLASS: −3
  HIT PTS. (HD): 
  115 hp (25 HD)
  ATTACKS:  
  1 (touch or axe) 
  DAMAGE: 
  2d10 + specal  
   
  (touch) or  
   
  3d8+3 (axe)
  SAVE: 
  F25
  MORALE: 
  12
  HOARD CLASS: 1 each of VIII  
   
  through XXII
  XP: 
  16,000 
  Kypselus, also known as the Black Hand, the Lord of Deals, 
  and the Lord of Sn, s sad to be the son of Ulagos the Pot-
  ter and Nyxos Husband-Eater. As one of hs natural chldren, 
  Kypselus s mbued wth much of hs father’s strength, godly 
  blood runnng n hs horrble black vens.
  The Lord of Sn s a master of deals, bargans, and creepng 
  corruptons. He represents both physcal decay and moral col-
  lapse. Few men and demhumans are foolsh enough to follow 
  hm or seek hs favor, though he has many fathful amongst 
  gobln-kn, ogres, and trolls.
  He reslshes swamps, snkholes, and corpses (though not of 
  elves, whch are resstant to hs touch). Kypselus walks amongst 
  the ranks of the dead to encourage them to decay, touchng 
  them wth hs long nals and breedng rot. Ghouls and ghasts 
  are supposedly creatures of hs own hdeous desgn and are 
  consdered partcularly sacred. These undead tradtonally 
  serve hs prests and are used as temple-servants and warrors 
  by hs ranks.
  In appearance, Kypselus resembles a squattng orc wth jet black 
  skn and a grotesquely knotted beard extendng from hs chn. He 
  s frequently depcted wearng a sut of smoke-black plate armor.
  In combat, Kypselus s a formdable foe ndeed—hs very touch 
  can cause bols, welts, weals, and skn laceratons. When he 
  strkes wth an open palm, hs subject must mmedately save 
  vs. poson or become subject to some horrfic wastng dsease 
  (specfic type at DM’s dscreton) n addton to sustanng 2d10 
  ponts of damage from the contact.
  Meetngs wth Kypselus, however, are generally not martal. He 
  appears to those who worshp hm fervently, make the proper 
  sacrfices, and stand on sacred ground—an ekon s usually 
  necessary to draw hm forth, and good relatons wth hs prest-
  hood never hurts.
  Kypselus s able to cast wish and geas at wll. Any wish granted 
  wll always be accompaned by some sort of contractual rder 
  or ronc turn of fortune. Generally, he only uses geas for the 
  spell’s target to fulfill the condtons of a deal or contract. 
  When he appears, the Lord of Deals wll be n one of five states, 
  determned by the current affars of the world, hs temple’s 
  standng, etc. Alternately, roll on the Reacton Table below:
  Kypselus Reaction Table
  Roll 1d6 (instead of 2d6).
   
  1 
  Gleeful: Kypselus arrves n great sprts. He  
  offers wne to drnk (should anyone be so foolsh 
  as to partake n t, he s mmedately struck wth 
  a geas to complete some task Kypselus demands) 
  and showers the PCs wth prase. He wll grant a 
  sngle wish to hs summoner as well as a wish  
  to whoever else asks for t. O course, he wll  
  certanly attach several rders to ths, askng for 
  much n return. The deals wll be sweeter when  
  he s happer (perhaps you smply bargan away 
  the color of your har for a pont of Strength,  
  or perhaps he grants you lycanthropy).
   
  2 
  Maudlin: Kypselus laments the current state  
  of the world and upon appearng mmedately  
  begns a solloquy on hs wanng power. He  
  wll gve a potent magc tem to the person who 
  summoned hm n return for a servce to hs  
  temple—of course, a geas s lad on the PC  
  who agrees to ths to ensure he fulfills hs end  
  of the bargan.
   
  3-4 
  Cunning: Hs normal self, Kypselus wll arrve n 
  a sly and crafty mood. He offers unposoned wne 
  but tanted food whch wll cause whoever eats of 
  t to scken over the followng three weeks and de 
  unless they do a servce for hm. He wll offer a 
  sngle wish n return for some great boon or trade.
   
  5 
  Angry: An angry Kypselus s one best avoded. 
  Upon appearng, he mmedately begns beratng 
  hs summoner. After several rounds of ths,  
  he smply attacks! If the PC can wthstand hs  
  onslaught for 1d4+1 rounds, Kypselus becomes 
  calm agan and offers a wish n return.
   
  6 
  No One Home, Try Again: The prayers  
  msfire, accdentally drawng one of hs servant  
  pt fiends to the Materal Plane. PCs are advsed  
  to mmedately begn apologzng and explan  
  what they want. The dsposton of the fiend at  
  the dscreton of the DM.
  KwUNNDLe – KYPSeLUS
  PeTTY GODS
  
  87
  Lacta Lacrima (Lacrimosa)  
  (petty goddess of pointless regret and remorse) 
  &	Duncan Young
  F	Eleanor Ferron
  SYMBOL: 
  A val of  
   
  whte lqud,  
   
  carred  
   
  on a chan
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: −2
  HIT PTS. (HD): 
  90 hp (20 HD)
  ATTACKS:  
  Specal
  DAMAGE: 
  Specal 
  SAVE: 
  C20
  MORALE: 
  7
  HOARD CLASS: IX, X
  XP: 
  7,250 
  Most often appearng as a strkngly beautful creature (of 
  varyng race dependng on the stuaton) whose features are 
  wracked wth pan and loss, Lacta Lacrma s the petty god 
  of pontless regret and wasteful remorse. She s called upon 
  whenever someone s dwellng on past mstakes, unable to fo-
  cus on the matter n hand whlst mred n self-pty. 
  Her clergy s a small, secretve organsaton, ncludng many 
  clerc-theves, who spread regret through subterfuge and spy-
  ng to uncover dark secrets n the pasts of all, from promnent 
  publc figures to lowly farmers and barmads. Mstakenly seen 
  by some as a seeker of truth n ths regard, Lacta Lacrma cares 
  lttle for the nature of the regret, only that others worshp her 
  by jonng her n ther self-ptyng remorse wthout closure. 
  Dangerously temperamental, Lacta Lacrma s prone to rash ac-
  tons—for over what else can she spend tme n morose regret 
  afterwards? Fortunately, her thoughtless actons are as lkely to 
  nadvertently help through dvulgng others secrets, as they are 
  to actually harm an ndvdual. She carres a val of mlky lqud 
  about her neck, the Phial of Penitence sometmes carred as 
  an aspergllum, and can spray ths as an attack over an area of 
  up to 20' dameter, up to 5 tmes a day. Those caught wthn 
  the spray, must spend the rest of the day or nght wallowng n 
  self-pty, as they relve ther mstakes (no save). Any attempt to 
  take an acton requres a save vs. spell each round n order to 
  shake off the lethargy. On occason, Lacta Lacrma s known 
  to gve her most morosely fathful an extract of ths lqud to 
  use themselves. 
  Kypselus Reaction Table
  Modify by Charisma or Wisdom (based on roleplaying). 
  Roll 1d6 (instead of 2d6). 
   
  1 
  Helpful: Grants advce or nsght nto  
  problem or regret n character’s past, or may  
  grant the character a dose from her val for  
  ther own use (see above).
   
  2-5 
  Neutral: Ignores any and all attempts  
  to communcate.
   
  6 
  Neutral: Blames character for a randomly  
  determned problem. May cause the character  
  to be affected as by the Phial of Penitence  
  descrbed above.
  Lady of Cauldrons  
  (petty goddess of cooking, food preparation, and flavor; 
   
  aspect of the Jale God) 
  TITLES: The Kitchen Witch, The Pot Watcher 
  AFFILIATIONS: The Jale God 
  &	Richard J. LeBlanc, Jr.
  F	Richard J. LeBlanc, Jr.
  SYMBOL: 
  A crossed cleaver & spoon  
   
  set over a bolng cauldron
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  90' (30')
  ARMOR CLASS: 9 [+1]
  HIT PTS. (HD): 
  45 hp (12 HD)
  ATTACKS:  
  1 (flesh hook, cleaver, knfe, or spoon)
  DAMAGE: 
  1d4+specal, 1d4+1+specal,  
   
  1d4+poson, or specal
  SAVE: 
  M12
  MORALE: 
  8
  HOARD CLASS: None
  XP: 
  3,500 
  L
  lActA lAcrimA • lAdy of cAuldrons • lAdy of lost Angles • lAdy of rAins •  
  lAdy of tAsks forgotten • little lights • llewel • lobon • loe-hAnn • lord bArleycorn •  
  lord downAll • lord greensAyne • lord of mediocre plots • lumAgog • luriel
  PeTTY GODS
  LADY LACRIMA – LADY OF CAULDRONS
  
  88
  The Lady of Cauldrons is one of many forms of the Jale God (qv).
  The Lady of Cauldrons s the petty goddess of cookng and 
  food preparaton, and s an aspect of the Jale God. She ap-
  pears as a hunched elderley woman wth three eyes, for one 
  of them s always on the pot. Around her wast hang a varety 
  of untensls, ncludng a flesh hook (a mult-pronged tool used 
  for removng boled meat from a cauldron), a cleaver, and a 
  spoon. She wll also have 1d6 knves of varyng szes. 
  She enters the house through the steam of pots or the fires be-
  neath them. From the grandest castle ktchen to the humblest 
  hearth, no cook calls her stranger, for they know her power to 
  make any meal delcous. They also know her wrath should she 
  drop n for a vst and find no food left asde for her, for the con-
  sequences wll be dre. She consders even the most bland and 
  tasteless offood offerngs to be better than no offerng at all. 
  The Lady of Cauldrons s non-confrontatonal. She wll normal-
  ly arrve n the dead of nght. For those leavng offerngs, she 
  mproves the flavor and extends the lfe of ther foods. Should 
  she find no food offerng, she wll cast a rotting spell that m-
  medately spols all foodstuffs wthn a radus of 180' (no savng 
  throw). Anyone who eats the rotten food must save vs. poson; 
  those falng the savng throw wll de n 1d6 hours. Those mak-
  ng the savng throw wll suffer debltatng dysentery for 3d6 
  days. Each day durng that perod, the afflcted person must 
  save vs. death or de.
  Should the lady be confronted drectly (e.g., t s not uncommon 
  for the folk of the house to hear noses n ther ktchen durng 
  the nght, and enter to find her), she wll attack wth one of the 
  utensls from her wast. Her flesh hook does 1d4 on a success-
  ful “to ht” roll and (on a faled save vs. spell) stuns the vctm 
  for 2d6 turns. Her +1 cleaver does 1d4+1 on a successful “to 
  ht” roll and on a natural roll of 20 wll sever an appendage 
  (as vorpal weapon). The mscellaneous knves she carres act 
  as +1 throwing daggers whch are always posoned wth the 
  dust of exotc spces (save vs. poson or de). Fnally, her spoon 
  s a normal one. However, any spoon welded by The Lady of 
  Cauldrons acts a focus for a varety of magcal powers (all as a 
  12th level spellcaster, and all at wll), ncludng: knock, obscur-
  ing steam (as obscuring mist), polymorph food (as polymorph 
  object, but works only on food, and changes only the qualtes of 
  the food, ncludng substance, taste, etc.), and spice of choking 
  (as dust of choking magc tem).
  Lady of Cauldrons Reaction Table
   
  2 
  Friendly: Improves the flavor and  
  extends the lfe of the party’s ratons  
  (f properly proptated).
   
  3-5 
  Indifferent: Improves the flavor  
  and extends the lfe of one PC’s ratons  
  (f properly proptated).
   
  6-8 
  Neutral: Asks for a gft of food or threatens  
  to make the party’s ratons bland and tasteless 
  (10% chance each PC wll find them nedble).
   
  9-11 Unfriendly: Asks for a gft of food  
  or threatens to spol the party’s ratons  
  (as rotting spell above). 
   
  12 
  Hostile: Spols party’s ratons (as rotting  
  spell above) and attacks.
  RELATED ENTRIES: Please see the Jale God entry n ths secton 
  for a complete lstng of entres related to the Jale God.
  Lady of Lost Angles  
  (petty goddess of mathematical errors) 
  &	Nathan Cohen
  F	Johnathan Bingham
  SYMBOL: 
  Fve-pont  
   
  tesseract  
   
  star
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: −8
  HIT PTS. (HD): 
  100 hp  
   
  (20 HD)
  ATTACKS:  
  None
  DAMAGE: 
  None 
  SAVE: 
  M25
  MORALE: 
  10
  HOARD CLASS: None
  XP: 
  15,500 
  The Lady of Lost Angles s the nemess of mathematcans, 
  archtects, engneers, cartographers, astronomers, dungeon 
  explorers, toursts, and home-owners. She s the reason why 
  the numbers don’t add up.
  Those whose lves have anythng to do wth geometry, ds-
  tance, or space, at any gven moment may suffer her mschef. 
  Her name s only whspered n academc crcles though. To 
  admt the exstence of the Lady of Lost Angles would be a ser-
  ous socal blunder, sure to run the reputaton of the ndvdual 
  who muttered her name.
  Her collecton bowls can be found at random buldng corners 
  and at the end of alleys around major ctes. The bowls fun-
  nel nto the corner of the buldng that they are connected to. 
  Her name s nvoked only for the purposes of protecton. The 
  Lady of Lost Angles demands the blood of those who seek her 
  guardanshp. Theologans aren’t sure why a geometrc god-
  dess wouldn’t prefer somethng closer to her dvne assoca-
  tons, lke mathematcal proofs. It s beleved that she requres 
  blood to keep her body lubrcated.
  Sometmes corners of buldngs (usually on the nsde) and roads 
  have shrnes dedcated to the Lady. Her shrnes are ntrcate 
  garshly-colored geometrc mosacs no more than a meter n d-
  ameter. They aren’t ever assocated wth her collecton bowls.
  She appears n three dfferent forms, all of whch are sublmely 
  beautful and terrfyng. The first s an ever-shftng funnel of 
  prsmatc crystallne planes. The second s the crystallne fac-
  smle of a curvaceous woman that has so many mnuscule sur-
  faces t almost looks lke ts skn s smooth flesh, almost. The 
  thrd s a black swan that only appears n dreams as a herald 
  of doom.
  The Lady of Lost Angles never attacks anybody drectly. She 
  antagonzes targets by addng or subtractng spaces (such as 
  hallways, alleys, rooms, starwells, and pt traps) to structures 
  that her targets nhabt.
  LADY OF CAULDRONS – LADY OF LOST ANGLeS
  PeTTY GODS
  
  89
  Lady of Rains  
  (petty goddess of political corruption & indiscretion;  
   
  aspect of the Jale God)  
  TITLES: The Kingdom Breaker 
  AFFILIATIONS: The Jale God
  &	Grant Stone
  F	Richard J. LeBlanc, Jr.
  SYMBOL: 
  A con broken  
   
  n two peces
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  180' (60')
  ARMOR CLASS: 0
  HIT PTS. (HD): 
  80 hp (20 HD)
  ATTACKS:  
  Specal 
  DAMAGE: 
  Specal
  SAVE: 
  M20
  MORALE: 
  9
  HOARD CLASS: 1 each of VIII  
   
  through XXII
  XP: 
  5,000 
  The Lady of Rains is one of many forms of the Jale God (qv).
  The Lady of Rans (also known as The Kngdom Breaker) s 
  an aspect of The Jale God. She s most commonly found n 
  wealthy and populous ctes, newly admtted to the crcles 
  of the rch and powerful. To those wth great wealth or so-
  cal status, she appears as a woman (or man) of remarkable 
  beauty. When she arrves n a cty, the doors of hgh socety 
  are mmedately thrown open to her. She finds herself n-
  vted to dscreet prvate sorees. She wll be seen sttng next 
  to promnent busnessmen or poltcans at mportant socal 
  events. Her remarkable beauty wll be remarked upon so of-
  ten t may seem to be the only topc of conversaton.
  The Lady travels n a dscreet, yet obvously expensve, black 
  carrage wth smoked wndows, pulled by four jet black hors-
  es. She often wears long dresses of red or yellow; when n 
  publc she s never wthout a chffon vel n the same color 
  as her dress.
  No more than a week after her first appearance, she wll 
  take a lover, often more than one. She seeks out the men 
  and women wth the greatest poltcal power: hgh-rankng 
  clergy, admrals and generals, chefs of gulds, kngs or em-
  perors. These people wll of course find her completely r-
  resstble. It s not unknown for a merchant or lord mayor to 
  mmedately throw hs spouse and chldren out n the street 
  upon takng up wth the Lady of Rans. Whle she enjoys 
  such small dramas, she prefers affars that are, ntally at 
  least, dscreet. In ether case, she s mmedately taken nto 
  her target’s confidences. Wthn days her opnon s beng 
  sought about sgnficant busness, poltcal or mltary dec-
  sons. Many thousands of wars have been ntated by the 
  noddng of her head.
  Before the month s out, the Lady’s plans wll have come 
  to fruton. Scons of noble houses wll fight openly n the 
  street; Traders wll burn the warehouses of ther rvals; gener-
  als wll turn ther armes aganst ther own leaders; the naves 
  of nearby and alled natons wll be sunk n ther ports. And 
  all the whle, as the realm s runed, the upper reaches of 
  socety are lost n a haze of balls and pageants and spectacle, 
  nterrupted only by the occasonal assassnaton.
  When she leaves the cty, the Lady of Rans may leave her 
  carrage and lft her vel. The lower classes, those wth rag-
  ged clothes and grme-staned faces, wll see her true face: 
  the ancent skn, the weepng eyes, the double row of teeth, 
  lcked by the graspng tentacle that serves as her tongue. Her 
  mere presence n the poorer parts of the cty wll spark rots, 
  fires and wdespread panc. As the kngdom falls, so does 
  the cty.
  Several days after the Lady of Rans has departed, a few 
  nobles, f any are stll lvng, wll walk through the smokng 
  runs of ther lves. Ther cres of loss wll jon those of the 
  dyng and bereaved.
  And n some other place, a black carrage passes through the 
  gates of another great cty.
  SPELL-LIKE ABILITIES: The Lady of Rans uses the followng 
  abltes as a caster of 20th level: phantasmal force (3×/day), 
  mass charm (1×/day), charm person (at wll), cause fear (at 
  wll), limited wish (1×/day).
  RELATED ENTRIES: Please see the Jale God entry n ths secton 
  for a complete lstng of entres related to the Jale God.
  Lady of Tasks Forgotten  
  (petty goddess of forgotten tasks) 
  &	Logan Knight
  F	Rose Turner (symbol) 
  F	Richard J. LeBlanc, Jr. (scene)
  SYMBOL: 
  Dyng ants floatng n a  
   
  bottle of dubous content
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: 9
  HIT PTS. (HD): 
  16 hp (2 HD)
  ATTACKS:  
  Specal 
  DAMAGE: 
  Specal
  SAVE: 
  M20
  MORALE: 
  12
  HOARD CLASS: See below
  XP: 
  1,000 (546,000 f you’re the one to kll her) 
  You settle in and try to block out the din of the tavern, contem-
  plating your next step, weighing the options.
  A tankard slides beneath your nose, the frothing ale spills slightly 
  onto your hand.
  There’s nothing extraordinary about the waifish woman who put 
  it there, she’s pale and without a curve, or is she terribly obese 
  under that dress? You’re too preoccupied to really notice.
  She smiles pleasantly but emptily, “You look worried about 
  something, burdened, why don’t you tell me what’s bothering 
  you so much.”
  And you do.
  You tell her everything, every twist every turn, you tell her every-
  thing there is to know about what you’re trying to achieve. And 
  PeTTY GODS
  LADY OF RAINS – LADY OF TASKS FORGOTTeN
  
  90
  you do feel better for it. You feel fantastic, purged and light, and 
  someone has left a full tankard of ale here on the table for you. 
  Wait, what is this place?
  The Lady of Tasks Forgotten can be called on by those who 
  have lost ther way, those that feel there was somethng mpor-
  tant they were meant to do but can no longer recall. The elxr 
  they prepare probably shouldn’t be consumed under normal 
  crcumstances—dstlled lquor and locusts flavored wth datu-
  ra, poured nto a flask wth lve wnter ants, already kept n the 
  flask for days and belly-deep n secreted poson. If they survve 
  drnkng ths concocton they wll remember the task wthout 
  fal, but t s rarely ther own, and they wll never understand 
  that t never was. The Lady has many thngs to remember.
  You could lkely kll the Lady qute easly f you desred, but how 
  would you know her?
  If you find a way to summon and bnd her, her flesh softly brols 
  and churns, meltng n places whle expandng n others, form-
  ng mpossble beauty then rottng lke a bed sore. She looks on 
  you wth such sympathy, you have so many troubles.
  Every round that you are near her n ths state you wll forget 
  somethng, save vs. spell for t to be somethng unmportant.
  Use the table below for mportant thngs or pck somethng the 
  character wll really mss.
  I’m sure I’m forgetting something.
  Roll 2d6.
   
  2 
  You forget why you’re here, who you are, who 
  these people are, what ths thng floatng n front 
  of you s, you want to go home, you don’t know 
  where t s; you’ll only find out f you kll her.
   
  3-5 
  Correct use of your weapon eludes you, −4 to ht 
  wth melee/ranged weapons dependng on what 
  you were usng from now on.
   
  6-8 
  You lose all memory of a random companon; 
  everyone else seems to know them; she must have 
  done somethng to ther mnds; you should kll ths 
  mposter before they can do any harm.
   
  9-11 You can no longer speak n a common tongue; 
  you understand t when others speak t, but you’re 
  oblvous to the fact that you’re replyng to them n 
  another language entrely.
   
  12 
  You lose all memory of the flora and fauna  
  of the world you lve n; everythng s strange  
  or terrfyng; the first tme you see a swamp  
  wll be nterestng.
  She has no gold to steal, no relcs, and whoever klls her wll ab-
  sorb every task she stll held, convnced beyond queston that the 
  tasks are ther own, crppled by overwhelmng responsblty.
  LADY OF TASKS FORGOTTeN
  PeTTY GODS
  
  91
  Little Lights  
  (petty god of small lights in underground places) 
  &	David Haraldson
  F	Richard J. LeBlanc, Jr.
  SYMBOL: 
  Four small flames aganst a black field
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  300' (100'); may not  
   
  move more than a 
   
  40' dstance from a 
   
  lght source whle  
   
  n the Prme Plane
  ARMOR CLASS: 5 (magcal weapons  
   
  requred “to ht,”  
   
  but takes damage  
   
  as burnng ol)
  HIT PTS. (HD): 
  46 hp (10 HD)
  ATTACKS:  
  Specal 
  DAMAGE: 
  Specal
  SAVE: 
  M10
  MORALE: 
  10 (mnus  
   
  dungeon level,  
   
  plus reacton  
   
  modfiers)
  HOARD CLASS: None
  XP: 
  3,800 
  Whle not offically sanctoned by Imperal authortes, devoton 
  to Lttle Lghts plays an mportant role n mnng communtes. 
  Durng the annual Festval of the Lttle Lghts, mnng vllag-
  ers and townsfolk leave votve candles outsde ther houses and 
  along the streets to honor the godlng n hs daly work and hs 
  search for hs lost older brother, Thuf (wth whom he hopes to 
  be reconcled). Worshppers beleve Lttle Lghts nhabts and 
  protects all lvng flames carred underground. Mners wll assgn 
  one of ther work-party to tend the lghts they brng wth them. 
  To ensure that Lttle Lghts feels at home, ther ron lanterns 
  often take the form of elaborate houses wth large wndows.
  The god s benevolent but needy, ntally brave but quck to 
  frghten, and he requres constant attenton and reassurance. 
  Tradtonal “Lghtng Songs” exst to entertan and encourage 
  the dety but he especally apprecates new ones (-2 reacton 
  bonus) and offerngs of ol, tnder, and tny toys made of ether 
  wood or sackcloth stuffed wth sawdust. Wthout such entce-
  ment, he becomes more tmd as he and hs bearers descend 
  further nto the depths of the Earth (the mnor dety’s morale 
  suffers a cumulatve −1 penalty for each dungeon level descend-
  ed after the second).
  Some devotees clam they can see hm dancng among the 
  flames they carry; a very few that they have seen hm appear 
  at moments of great perl underground, n order to bestow 
  blessngs (or even curses on enemes). Outsde the flames, he 
  manfests as a small, grubby pre-adolescent boy wth ragged 
  clothes and equally ragged harcut, reflectons of tny flames 
  n hs eyes.
  Little Lights Reaction Table
  -1 per non-magical light source carried by dedicated  
  light-bearers (i.e., persons for whom this is the only  
  assigned role in the group).
  -1 per high quality component used in  
  the summoning or propitiation ritual.
  -1, if summoning song includes new elements.
  -2, if summoning song is entirely new.
  -1 per laymember or initiate present.
  +2 per (visible) magical source of illumination  
  that the party carries.
  +1 if anyone in the party has uttered an oath  
  against Little Lights or their fire-starting tools  
  while attempting to make any flame that day.
   
  2 
  Friendly: Blesses 1d6+3 nearby targets.
   
  3-5 
  Indifferent: Blesses 1-2 nearby targets  
  f properly proptated.
   
  6-8 
  Neutral: Ignores nearby creatures.
   
  9-11 Unfriendly: Curses 1d4 nearby targets  
  f not properly proptated.
   
  12 
  Hostile: Curses 1d8 nearby targets.
  BLESS: Any lght source carred by the blessng’s recpent wll 
  have ts lfe extended by 25% for one day; non-magcal lght 
  sources cannot be blown out by unexpected non-magc gusts of 
  ar but wll only flcker.
  CURSE: All lghts (non-magcal and magcal) wthn 90' are n-
  stantly extngushed, causng confuson as per an attack by 
  normal bats; t takes 1d6 rounds to relght the orgnal lght; 
  1d3 rounds to lght a new torch or other source. Lghts car-
  red by the vctm wll more quckly, lastng only 75% of ther 
  expected duraton.
  Should anyone attempt to attack Lttle Lghts, he can employ 
  the followng specal attacks, before fleeng:
   
  Extinguish lights: causng confuson (as per an attack by nor-
  mal bats), plus darkness.
   
  Flare: Magcal lghts flare, causng temporary blndness n 
  vewers f they fal a save vs. spell (“magc wll be magc”). 
  Flames explode as small fireball spell (they catch a prevously 
  undetected gas pocket; does 3d6 damage).
  RELATED ENTRIES: G) Thuf.
  PeTTY GODS
  LITTLe LIGHTS
  
  92
  Llewel (petty god of bent nails) 
  &	David Haraldson
  F	Andrew Shields
  SYMBOL: 
  A wooden cap wth  
   
  nals jammed nto t
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: 1
  HIT PTS. (HD): 
  120 hp (14 HD)
  ATTACKS:  
  10 (nals) 
  DAMAGE: 
  1 pt. + poson  
   
  (per nal)
  SAVE: 
  F14
  MORALE: 
  12
  HOARD CLASS: 560 gold bent nals (1 gp each),  
   
  300 slver bent nals (1 sp each)
  XP: 
  2,800 
  Llewel s a tall, tan man wth short rust-red har. He s dressed n 
  forman’s work clothes. At each hp s two bags of bent nals. He 
  s frendly and helpful and knows a lot about wooden construc-
  ton, but he s very easly provoked. Hs mood s that of a happy 
  constructon worker who wll wthout warnng lose hs temper 
  as f he suddenly jammed hs finger wth a hammer. He lashes 
  out by throwng 10 rusted nals from hs bags that ht unerrngly 
  and do 1 pont of damage each. If lashng out at more than one 
  person, the nals are dstrbuted randomly, but never exceed ten 
  per round. Anyone ht by one of the rusted bent nals must save 
  vs. poson for each nal or de.
  Lobon (petty god of youthful  
   
  ambition and naïve hope) 
  &	Chris Wellings
  F	Eric Quigley
  SYMBOL: 
  A spear wound  
   
  ’round wth vy
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  90' (30')
  ARMOR CLASS: 0
  HIT PTS. (HD): 
  85 hp (15 HD)
  ATTACKS:  
  1 (spear +3) 
  DAMAGE: 
  1d6+3 + charm
  SAVE: 
  F15
  MORALE: 
  12
  HOARD CLASS: X, XI (gems/ 
   
  jewelry only)
  XP: 
  2,400 
  A blond, noble youth surrounded by the smell of ncense, Lobon 
  s the god of youthful ambton and naïve hope. Hs followers are 
  all young men and women who have unrealstc or unattanable 
  goals, whch Lobon encourages, seeng ths as a natural part of 
  the human condton. He also accepts that as hs followers grow 
  older and dsllusoned, they wll leave hs servce and scorn hm. 
  Ths too, he accepts wth equanmty.
  Lobon’s magc spear acts as a charm person or charm mammal 
  spell on those t strkes.
  Lobon Reaction Table
   
  2-5 
  Friendly: Lobon s eager to dscuss the  
  character’s hopes and dreams and wll gft  
  them wth wne and food.
   
  6-9 
  Indifferent/Uninterested: Lobon acts much  
  lke one would expect a spolt, noble youth.
   
  10 
  Neutral: Lobon s curt and to the pont.
   
  11 
  Unfriendly: How last season.
   
  12 
  Hostile: Wth a sgh at the character’s  
  gaucheness, Lobon attacks and encourages  
  hs followers to mob the character.
  Loe-Hann (petty goddess of recidivism,  
   
  licentiousness, addiction, and uncontrolled urges) 
  &	Johnathan Bingham
  F	Johnathan Bingham
  SYMBOL: 
  The hand of a young maden and  
   
  an old crone formng the shape of a heart,  
   
  or a golden hookah ppe 
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  120' (40')
   
  FLY: 
  300' (100')
  ARMOR CLASS: 0 (-5) [+1]
  HIT PTS. (HD): 
  76 hp (19 HD)
  ATTACKS:  
  Specal 
  DAMAGE: 
  Specal
  SAVE: 
  M19
  MORALE: 
  5
  HOARD CLASS: XV
  XP: 
  8,250 
  Temptaton nto vce, the seductveness to fulfill an uncontrolled 
  urge of a lcentous nature, the allure of addcton; these are the 
  provnce of Loe-Hann. Temptng those of weak character, Loe-
  Hann revels n the lewd, crude, and socally unacceptable. Urgng 
  her thralls nto an orgy of unrestraned passon wthout thought to 
  consequence, Loe-Hann wrecks homes, brngs low the mghty, 
  and abandons those enslaved by her caprcous charms.
  Loe-Hann seduces her vctms by engenderng wld urges to 
  abandon vrtue and descend nto vce. Those targeted must 
  save vs. spell or be charmed (as f cast by a 25th level magc 
  user) nto commttng an act of vce. Further, those that have 
  prevously succumbed to Loe-Hann charms are at a −1 to save 
  for each successve successful ensnarement by the goddess (ne-
  gated by remove curse).
  Loe-Hann casts spells as a 19th level magc-user (except for her 
  charm ablty as noted above). She can only be struck by magc 
  weapons of a +1 or greater enchantment. She s mmune to all 
  charms/hold/sleep and only takes half damage from electrc-
  ty/cold/fire. Ultmately a coward at heart, Loe-Hann wll flee f 
  pressed nto attack by dsspatng nto a cloud of foul greensh 
  vapor (AC:-5; Move:300'(100'), able to seep through cracks/
  small openngs). 
  Loe-Hann s usually n possesson of a golden, jewel encrusted 
  water ppe (or hookah). Wth the hookah, Loe-Hann can create 
  any of the followng magcal effects three tmes per day: hold 
  person, charm person, and/or sleep. Twce per day, she can 
  use the water ppe to cast any of the followng: hallucinatory 
  LLeweL – LOe-HANN
  PeTTY GODS
  
  93
  terrain and/or feeblemind. Once per day, the water ppe can 
  cast one of the followng: geas, irresistible dance, mind blank 
  or mass charm. 
  To those ensorcelled by her charms, Loe-Hann appears as a 
  temptng seductress adorned n gltterng jewels and allurng 
  attre. She s fond of temptng pllars of socety nto corrup-
  ton; the more vrtuous/famous/powerful the person, the more  
  tenacously Loe-Hann wll pursue them. Once she has suc-
  ceeded n runng the lves of her vctms, she appears as a 
  cadaverous crone wth a malcous smle, and she wll abandon 
  her thralls to ther fate.
  In the ancent texts, ths goddess goes by the name Atra.
  RELATED ENTRIES: G) Atra.
  Lord Barleycorn (petty god of harvest*)  
  TITLES: The Scarecrow King
  &	Roger S. G. Sorolla*
  F	Michael Cote
  SYMBOL: 
  A doll of straw bound  
   
  around anmal bones 
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  120' (40') clad; 180' (60') unclad
   
  BURROW: 
  60' (20')
  ARMOR CLASS: −3 (clad) or −1 (unclad)
  HIT PTS. (HD): 
  75 hp (15 HD)
  ATTACKS:  
  2 (claws) 
  DAMAGE: 
  2d10/2d10
  SAVE: 
  C15
  MORALE: 
  9
  HOARD CLASS: XIX
  XP: 
  5,000 
  Lord Barleycorn, the Scarecrow Kng, regns over the harvest 
  n a benghted and remote dstrct. The center of hs area of 
  worshp s a town blessed wth abnormally hgh and huge fields 
  of gran, the stalks towerng some ten feet n the summertme. 
  Labyrnthne paths are stamped through the gran by the Bar-
  leycorn fathful. For t s at the center of the largest and rchest 
  field, full two mle square, that Lord Barleycorn dwells, n a 
  spacous clearng at the center of a strange desgn of nterlock-
  ng rngs pressed down nto the crop tself.
  To confuse ntruders, hs votares have filled the maze leadng 
  to hs abode wth dead ends, ptfalls, traps, and bloodthrstng 
  anmated scarecrows of straw and bone n the mage of the 
  Rattler of the Ears hmself. Also, the former foes of the gran, 
  now grown accustomed under Barleycorn’s tutelage to a det of 
  meat and blood, prowl through and above the stalks—hordes 
  of ravenous rats and flocks of sharp-beaked crows.
  In the clearng the farmers have erected a great hooded effigy 
  ten feet tall, made of bound straw from the felled stalks, the 
  ears of gran stll attached danglng. Around and upon the effi-
  gy, blood s soaked. Crow-pecked skulls and rat-gnawed bones 
  are strewn about from the sacrfice of anmals, and under ts 
  feet votve treasure s bured. In a frenzed Mdsummer Nght 
  rtual the terrble godlng clams a human sacrfice, whch 
  brngs hm forth bodly nto the effigy. Thereafter he lves n 
  materal form, a gant bound wthn the great scarecrow, untl 
  he departs after the harvest. Vcous amber eyes peer forth 
  from ts face. Scythng claws dangle from ts arms.
  Clad n straw, Lord Barleycorn s slow but better protected. 
  Those who use fire aganst hm wll find he takes but half dam-
  age from t, and as hs straw effigy burns, he takes 2d6 dam-
  age (halved) per round but deals 2d6 addtonal fire damage 
  wth each sweep of hs claws. In tmes of threat to the fields he 
  shucks the effigy and walks among the stalks, all angles and 
  knobs, lke a great glstenng green stck-nsect. He may bur-
  row f n grave danger, but f he retreats completely under the 
  ground, he wll not come forth agan untl the next Mdsum-
  mer Nght. Hs spells are those of a 15th level evl hgh prest 
  (or alternately a drud of lke level, at DM’s dscreton).
  * With apologies to Stephen King and Anthony Shaffer.
  PeTTY GODS
  LOe-HANN – LORD BARLeYCORN
  
  94
  Lord Downall (petty god of drains and floods) 
  TITLES: Lord of Drains and Floods 
  &	Joel Sparks
  F	Mark Allen
  SYMBOL: 
  Forked spral 
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  120' (40') 
   
  SWIM: 
  120' (40')
  ARMOR CLASS: 9 (specal: mmune to all weapons  
   
  and most magc; see below)
  HIT PTS. (HD): 
  108 hp (18 HD)
  ATTACKS:  
  Specal
  DAMAGE: 
  Specal
  SAVE: 
  C18
  MORALE: 
  11
  HOARD CLASS: VI, VII, XIV
  XP: 
  12,250 
  To Lord Downall’s worshppers, trash floatng by s a holy 
  thng; overflowng gutters nstll relgous ecstasy; every dran 
  s a “Mouth of Downall.” Dranage dtches n the countrysde, 
  sewer nlets n town, ranppes from rooftops, and huge floods 
  that sweep everythng away: all these are holy to Downall. 
  Standng puddles, latrne pts, and other stagnant places are 
  anathema. Downall worshppers run nto the streets durng 
  storms, tppng over ran barrels to free the captve water. At 
  tmes they sabotage dams and reservors. Authortes therefore 
  persecute the Downall cult, although areas where the populace 
  accepts hm tend to be free from plumbng ssues. “All thngs 
  flow to Lord Downall,” nsst hs worshppers, often folk wth 
  unbearable memores who pray to Downall to wash ther pasts 
  away. Hs clercs get the magc-user spell amnesia as a first 
  level spell. Downall s n eternal conflct wth the varous rat 
  gods over domnon of the sewers, and hs worshppers kll rats 
  whenever possble. In hgh rtuals, they sacrfice gant rats, rat-
  men, and wererats, floatng ther bodes downstream. 
  Great sacrfices and vast floods can cause Downall to manfest 
  as a gant suckng whrlpool, foamy wth vle resdues and stud-
  ded wth flotsam. On dry ground, filthy water rushes n from 
  all drectons to flood the area to a depth of 1d4+2 feet for up 
  to a hundred feet n every drecton. Anyone wthn the flood 
  suffers the mpact of debrs caught up n the swrlng current. 
  Every round, the flotsam attacks as a 2 HD monster, nflctng 
  1d20 hp, wth a hgh roll ndcatng a larger, harder, or faster-
  movng object. 
  The 20'-wde whrlpool tself ssues a wretched masma, re-
  qurng all wthn 60' to save vs. poson or become nauseated 
  (–2 to ht and damage untl 3d6 rounds after leavng the area). 
  Lord Downall’s whrlpool moves to engulf hs foes, attackng 
  every target n the vortex each round. If he hts, the foe s 
  knocked off hs feet and forced under the water. The vctm 
  mmedately suffers 2d8 damage from batterng and begns to 
  asphyxate. Each round thereafter, Lord Downall makes hs 
  attack before the vctm can act, and armor does not protect. If 
  Downall hts, the character takes 1d8 damage, remans under-
  water, and loses 1 pont of Consttuton. If Downall msses, the 
  character can attempt to regan hs feet by rollng hs Strength 
  or less on 1d20, +4 for each level of encumbrance. Should the 
  character’s hp or Consttuton reach 0, he drowns and s swept 
  away to another plane of exstence wth all hs gear. 
  Downall s mmune to weapons and most magc, but takes nor-
  mal damage from fire and ce spells. Spells that control weather 
  and wnds can slow hs whrlpool’s movement. Lower water or 
  purify water nflcts 1 hp per caster level. Aganst a part water 
  or reverse gravity spell, Downall must save v. spells or be ds-
  persed, vanshng n a gant wet pop. Transform mud to rock 
  nflcts 5d6 damage, but anyone currently held underwater by 
  Downall must save vs. spell or become entombed n stone. 
  Anyone survvng an encounter wth Lord Downall contracts 
  a nasty dsease—the character loses 1 pont of Consttuton, 
  does not benefit from natural healng, and suffers +1 reactons 
  due to a vle smell that wll not wash off. After one month, 
  effects end, and the character can save vs. poson to recover 
  the lost Consttuton. If he fals, the loss s permanent. Lord 
  Downall sometmes responds to fervent prayers from those n 
  one of hs channels (e.g., those lyng n a gutter, swept up n a 
  flood, etc.). If a PC sncerely nvokes Downall n one of these 
  stuatons, roll on the followng table: 
  Lord Downall Reaction Table 
  Modifed by reverse of Charisma modifier  
  (e.g., −2 becomes +2). The uglier the better!
   
  <2 
  The next tme the character’s head s below water 
  for more than one round, he s mmedately  
  affected by a water breathing spell lastng one day. 
   
  2 
  As above, wth water breathing lastng one turn. 
   
  3-5 
  The character s purged of all dsease and poson, 
  and gets +4 on hs next save vs. ether.
   
  6-8 
  The character s purged of all dsease and poson, 
  and all hs loose possessons are washed away,  
  rretrevably gone to Lord Downall (at dscreton  
  of DM as to whch possessons are secure enough 
  to reman). 
   
  9-11 The character’s loose possessons wash away as 
  above, along wth all the color n hs har and skn. 
   
  12 
  As 9–11, plus the character loses all memory of 
  the last 24 hours, ncludng any memorzed spells. 
   
  13+ As 12, but the character loses all memory;  
  he can stll speak hs natve tongue, but s  
  llterate; a heal or wish restores most knowledge, 
  but nothng about Downall or hs cult.
  LORD DOwNALL
  PeTTY GODS
  
  95
  Lord Greensayne  
  (an aspect of the Jale God) 
  AFFILIATIONS: The Jale God 
  &	Matthew W. Schmeer
  F	Richard J. LeBlanc, Jr.
  SYMBOL: 
  A blood-filed  
   
  moneybag 
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  60’ (20’)
  ARMOR CLASS: −3
  HIT PTS. (HD): 
  55 hp  
   
  (9 HD)
  ATTACKS:  
  2 
  DAMAGE: 
  1d6+2 OR  
   
  1d6+2 or +4  
   
  (see below)/ 
   
  1d4+2
  SAVE: 
  C12
  MORALE: 
  6
  HOARD CLASS: VII
  XP: 
  5,600 
  Not a petty god n hs own rght and ostensbly the fifth son 
  of a fifth son of a seventh son of a seventh son, Lord Flchard 
  Pettybane Humbert Albn Adolphus Greensayne s regarded 
  as a generous albet mnor noble n the court of the Cersan 
  Empre, where he serves as an economc advsor to the Em-
  peror. Knowledgeable n all trade goods that move through the 
  empre, he has made a name for hmself by exposng compl-
  cated mport/export tax evason schemes of rch merchants, 
  mddlng nobles, and other enemes of the court; thus, he has 
  many enemes seekng hs demse. No one has ever dscov-
  ered Greensayne’s network of spes and stooles and so no one 
  knows exactly how Greensayne comes by hs ntmate knowl-
  edge of hdden trade routes, back room money laundres, and 
  hves of economc nequty.
  Greensayne’s poston at court s a front; he s a prest of the 
  Cersan Empre’s branch of the Cult of the Jale God, whose 
  bloodcurdlng nducton ceremones, nsanty-nducng sacr-
  fical rtes, fetsh-laden orgastc festvals, byzantne organza-
  tonal structure, and scrumptous cocktal recpes are detaled 
  elsewhere n ths tome. As a member of the cult’s councl 
  of prests for over twenty years, Greensayne has selected, 
  seduced, preened, and nducted members of polte socety 
  nto ts membershp. He has taken great care to select those 
  nobles and prosperous merchants whose poltcal and finan-
  cal connectons enhance the power and reach of the cult, so 
  much so that t s rumored that Lord Greensayne controls the 
  Cersan Empre from hs whsperngs n the Emperor’s ear.
  Several years ago, Greensayne came nto possesson of the 
  Eidolons of Fear and Hate (see Divine Items). He often 
  welded both durng lavsh ceremones n the catacombs 
  beneath the Empre’s captal cty. Due to the stones’ corro-
  sve nfluence, he developed an ncurable fear and hatred of 
  dwarves and often demands ther removal and/or executon. 
  He s carryng out a quet pogrom aganst the dwarven clans 
  of Cerse to drve them from ther ancestral homes beneath 
  the Fogthrum and Harthstrop Mountans, sendng ntates 
  and novces n the Cult to wage hs secret war.
  The Eidolons warped hs body as well: he now has a hdeous, 
  fully artculated thrd arm wth a three-fingered hand growng 
  from the mddle of hs back, the mddle finger of whch con-
  tans a fully-functonng eyeball mpervous to rrtaton. Ths 
  arm s functonal durng combat and gves hm an addtonal 
  attack. Addtonally, the eyeball acts as an orb of true see-
  ing. Greensayne has taken to hdng ths arm whle at court 
  or on offical busness by wearng rchly woven robes and 
  other loose-fittng clothng. (Alas, the Eidolons were stolen 
  from Greensayne by hs former brde, Tallemaja, and ther 
  whereabouts are currently unknown.)
  Greensayne currently possesses the Eldoon Namar (see 
  Divine Items), whch he extracted from the cargo hold of 
  the Townsend Hawk, a sleek smugglng shp attemptng to 
  make the Lessek Route n under twelve days to avod the 
  nter-empre fortnght tax. Greensayne dspatched the crew 
  va sacrfical rtes and now uses the shp for hs own travels. 
  Greensayne s unaware the Townsend Hawk’s true owner s 
  Ur-mu “the Bastard” Ab’rkada, a powerful lch and adherent 
  to the Cult of Ywehbobbobhewy, Lord of Waters, Kng of 
  Mrrors, Patrarch of the Most Profound. Ab’rkada s search-
  ng for hs mssng crew and shp. Greensayne now suffers 
  from a permanent case of telepathic noise due to hs use of 
  the Eldoon Namar.
  Greensayne plays thngs close to the vest, constantly puttng 
  the nterests of the cult first, hmself second, and the empre 
  thrd. He awats the sxth comng of the Jale God and the open-
  ng of the Age of Slth whch wll follow. On multple occasons, 
  the Jale God has nhabted Greensayne’s flesh to prepare Hs 
  arrval. There s a 10% chance the Jale God s dong such when 
  the party encounters Greensayne; the observant party wll rec-
  ognze the Jale God’s presence through Hs habt of washng 
  hs hands n spced goat blood before meals.
  Greensayne welds a short sword +2, a dagger +2, and a 
  mace of dwarf smiting (+2; +4 aganst dwarves); the dagger s 
  usually used by hs mutant hand. Greensayne wll parley or flee 
  before attackng, but he wll defend hmself fiercely and deftly 
  f pressed. If at court or at home, he wll call 2d20 cultsts to 
  hs ad f attacked; f n temple, he can summon 6d20 cultsts, 
  1d20 lesser demons, 1d12 greater demons, wth a 30% chance 
  of successfully beseechng the Jale God hmself to manfest f 
  Greensayne feels hs lfe s n mmnent danger.
  Lord Greensayne Reaction Table 
  Note: if dwarves are in the party,  
  he will immediately demand the dwarves  
  be dispatched or turned over to him before  
  dealing with the rest of the party.
   
  2-4 
  Friendly: Wll gladly do what he can for the party 
  f the party s wllng to do a lttle favor for hm.
   
  5-7 
  Indifferent: Wll answer questons, but not really 
  wllng to go out of hs way to help.
   
  8-10 Scheming: Wll attempt to use the party to  
  do hs bddng n exchange for as lttle as a reward 
  as he can get away wth.
   
  11-12 Coercive: Wll trck and/or threaten the party  
  to do hs bddng; wll wllngly mprson or sell  
  PCs nto slavery f they refuse.
  RELATED ENTRIES: Please see the Jale God entry n ths secton 
  for a complete lstng of entres related to the Jale God.
  PeTTY GODS
  LORD GReeNSAYNe
  
  96
  Lord of Mediocre Plots  
  (petty god of hackneyed stories and unoriginal tales) 
  &	Nathan Cohen
  F	Vindico Vindicatum
  SYMBOL: 
  Four runes n a language that no one knows,  
   
  but that everyone mplctly understands  
   
  to translate as comedy, romance, tragedy,  
   
  and satre 
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  As the creature the  
   
  Lord s mtatng
  ARMOR CLASS: −8
  HIT PTS. (HD): 
  100 hp (20 HD)
  ATTACKS:  
  None
  DAMAGE: 
  None
  SAVE: 
  M25
  MORALE: 
  10
  HOARD CLASS: None
  XP: 
  15,000 
  The Lord of Medocre Plots s the bane of bards, skalds, story-
  tellers, wrters, playwrghts, actors, and adventurers. He’s a 
  natural dsaster of the human experence. 
  Not everyone s capable of spnnng a great yarn, and the Lord 
  makes sure of that. He manpulates people lke puppets to 
  make sure there s a never-endng supply of medocre md-
  dlebrow stores n whch the far maden s saved from the 
  dragon, the tyranncal wzard s brought to justce by the coun-
  try boy turned knght, and the star-crossed lovers prove that 
  love conquers all. Hs manpulatons are vulgar, forceful, and 
  uncharacterstc of hs vctms. Vctms must make a save vs. 
  spell at −5 or fall under the Lord’s nfluence (as charm person 
  spell) for one week.
  Actors and theater-folk are a supersttous lot. Though no one 
  wants to admt hs exstence, they do n subtle, hushed, and 
  harsh tones. Shrnes dedcated to The Lord of Medocre Plots 
  can be found tucked away n theater dstrcts and road-sde 
  nns across the land. The shrnes are nothng specal. They 
  could be easly looked over f one doesn’t know what they’re 
  lookng for. The Lord of Medocre Plots’ shrnes are a smple 
  rudely grnnng actor’s mask strung up by red rbbon to some 
  long forgotten corner of the buldng.
  Hs name s nvoked for protectve purposes only, because hs 
  presence s never a blessng. The Lord accepts offerngs n the 
  form of the sweat of consternaton, partcularly from strug-
  glng bards on the verge of greatness and current vctms. The 
  rtual nvolves takng a rag, wpng one’s brow wth t, and then 
  squeezng t out over the mask, lettng the sweat drp nto the 
  eyes and the mouth of the mask. 
  The Lord of Medocre Plots s partcularly annoyng to adven-
  turers as he removes challenge and nterest for the sake of 
  popularty. The conspraces that they unravel or schemes that 
  they construct fall nto the abyss of the borng and predctable. 
  Once a plan s predctable, t s ultmately preventable. 
  The Lord of Medocre Plots takes on many forms as they are 
  needed to propel the story forward, though somewhere n the 
  mmedate vcnty the grnnng actor’s mask can be found.
  Lubella (petty goddess of transformation)  
  TITLES: Lubella the Transformative
  &	Vance Atkins
  F	Joel Priddy
  SYMBOL: 
  Wnged cocoon 
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: 3 (ht only by  
   
  magc weapons
  HIT PTS. (HD): 
  47 hp (8 HD)
  ATTACKS:  
  1 (knout) + specal
  DAMAGE: 
  1d4+1 (+1hp/turn  
   
  bleedng damage)
  SAVE: 
  C9
  MORALE: 
  5
  HOARD CLASS: XIV
  XP: 
  1.060 
  Lubella resdes as the god of transformaton. Worshpers pe-
  tton her to assst n the commencement of new endeavors, 
  or to smooth the way durng sgnficant or dfficult transtons. 
  Because of ths, many adolescents find need to seek her out, 
  causng her to be dersvely referred to as the god of the awk-
  ward teen years. Androgynous, she ether appears as a human 
  of ndstnct gender, or alternates between a stubbly boy and 
  an awkward grl, dependng on the moment or the angle of the 
  vewer.
  She s a sympathetc god, senstve to those n transformaton or 
  growth. However, she also recognzes that she wll have few lfe-
  tme adherents, and often feels abandoned when a worshper’s 
  change s complete. Snce ths worshp s typcally short-lved 
  and specfic to a perod or event, she may feel slghted at not 
  recevng due thanks. 
  When bored, Lubella may also appear spontaneously at a cross-
  roads or along a tortuous path as an adolescent beggar. Tossng 
  a con or two and sayng a few knd words may be sufficent for 
  her to pont out the preferred route before dsappearng. Insult-
  ng or gnorng her wll cause her to gve ncorrect drectons f 
  asked. More egregous nsults wll result n her castng confuson 
  upon the dsrespectful ndvdual(s) (see below).
  Lubella wll typcally flee from aggresson or combat. If pressed, 
  she wll let loose a blood-curdlng scream to cover her retreat. 
  Creatures wthn a 30'×10' cone before her must save vs. breath 
  or be stunned for 2d4 rounds (-4 to ht, movement at half nor-
  mal). If she does have to engage n combat, she wll strke out 
  wth a barbed knout that she keeps ted around her wast.
  Lubella Reaction Table
   
  2 
  Totally psyched: Blesses endeavor.
   
  3-5 
  Shrugs, generally agreeable: Ponts out best 
  course or acton or drecton. 
   
  6-8 
  Neutral: Bored, rolls eyes; dd you just ask her 
  to come all ths way to help wth that? Decdes to 
  hang out a bt to see what happens.
   
  9-11 Insulted: Leaves n huff; nsultng ndvdual  
  made awkward, prone to napproprate outbursts 
  for 1 day.
   
  12 
  Incensed: Confuson/transton mpeded  
  or prolonged, perhaps even cursed.
  LORD OF MeDIOCRe PLOTS – LUBeLLA
  PeTTY GODS
  
  97
  Lumagog (petty god of itching, festering wounds)  
  TITLES: The Scab-Monger; Lord of the  
   
  Dreadful Itch; He Who Won’t Let It Alone
  &	Garrisonjames
  F	Josephe Vandel
  SYMBOL: 
  A filthy, scabrous  
   
  scratchng finger 
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  90' (30')
  ARMOR CLASS: 5
  HIT PTS. (HD): 
  70 hp (18 HD)
  ATTACKS:  
  2 (specal)
  DAMAGE: 
  1d4/specal
  SAVE: 
  C12
  MORALE: 
  11
  HOARD CLASS: X, XI
  XP: 
  4,250 
  Lumagog presents hmself as a ragged beggar, hs filthy skn 
  crss-crossed wth scores of scratches and small wounds that 
  crawl across hs flesh of ther own volton, creatng an elabo-
  rate, blasphemous pattern of overlappng scabs. It s not good to 
  lnger overlong n the unfortunate presence of ths petty god.
  Hs cracked, cacklng voce robs those who hear t of ther rest 
  for the next 1d4 nghts (save vs. spell to cut duraton n half), 
  durng whch tme the vctms cannot regan ht ponts nor-
  mally. Should he be forced to defend hmself, Lumagog wll 
  attack by scratchng wth hs drty, talon-lke nals that are the 
  equvalent of +2 weapons n terms of who or what they can ht. 
  Wounds nflcted by Lumagog’s nals tend to fester f not mag-
  cally healed and t s possble they may also become nfected*.
  Thoroughly dsagreeable and dsreputable, Lumagog s sought 
  out only by those who are seekng after dangerous knowledge 
  or blasphemous secrets most others have ether forgotten or 
  never knew to begn wth. Ancent and btter n hs unrelentng 
  mmortalty, Lumagog s rumored to know many thngs best 
  not mentoned, thngs that nevtably become the focus of other 
  people’s obsessons, quests or mssons. It s sad that Lumagog 
  knows many obscure, dsreputable spells no other god would 
  wllngly teach to a mortal, let alone barter for a small boon. But 
  even though he s a lonely, wretched beng, Lumagog makes 
  everyone pay dearly for anythng he mght let them have. 
  UNIQUE SPELLS KNOWN TO LUMAGOG: animate scabs, fester, 
  bloodcurdle, skincrawl, and drastic itch.
  Lumagog Reaction Table
  Use Intelligence as modifier instead of Charisma.
   
  2-4 
  Neutral: Ignores others as he mutters brokenly  
  to hmself n preparaton to leave for someplace 
  less crowded.
   
  5-10 Unfriendly: Annoyed at beng nterrupted n md- 
  grumble, everyone wthn 120' must save vs. spell 
  or begn to tch for the next 1d4 hours It sn’t  
  damagng, just persstent and very uncomfortable.
   
  11-12 Hostile: Lumagog teleports away after castng 
  cause light wounds on the closest vctm.
  * See UNDERWORLD LORE #2, pp.24-43; or infection details 
  at DM’s discretion.
  Luriel  
  (petty goddess of temptresses and cosmetics) 
  &	Malcolm Bowers
  F	Arthur Pyle
  SYMBOL: 
  A panted smle 
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: 9
  HIT PTS. (HD): 
  50 hp (12 HD)
  ATTACKS:  
  1 (scratch or stab)
  DAMAGE: 
  d4 or sleep
  SAVE: 
  C18
  MORALE: 
  8
  HOARD CLASS: IX, XIV
  XP: 
  5,200 
  The petty goddess Lurel appears as a dark-hared, dark-eyed, 
  sultry woman so curvaceously attractve that no male can harm 
  her. She prefers to wear clngng slk dresses n deep red, deep 
  purple, or black, cut to reveal entcng glmpses of creamy skn. 
  She s the patroness of temptresses, seductresses, panted Jez-
  ebels, and slnky vamps. One smoulderng kss from her scarlet 
  lps can gnte passon n any male (make a save to keep a clear 
  head), or equally well gnte combustbles, f she wshes. She 
  can bestow on a supplcant the ablty to use one smlar seduc-
  tve kss. Wth a wave of her hand she can cause swelterng 
  heat n an area, makng those there langud and dsnclned to 
  any volent acton (save to make an effort); any who wear armor 
  or heavy clothng are effectvely slowed. Her hair-pin dagger 
  causes magcal sleep (on a faled save vs. spell). 
  She can retreat to her personal extradmensonal boudor n 
  one round, ether to escape attack or to get to know a new 
  frend wllng to accompany her. Any such fellow wll be re-
  turned somewhere 2d12 hours later, dazed but happy, wth hs 
  Consttuton score halved (reganed at 1 pont per day). 
  Luriel Reaction Table
   
  2 
  Pleasant: Charmng to talk to;  
  has make-up tps for the grls.
   
  3-5 
  Flirtatious: Lghtly weaves a brght, begulng  
  web of words.
   
  6-8 
  Amorous: Very seductve, but all n the  
  best possble taste.
   
  9-11 Languorous: “Too much effort, darlng.  
  Peel me a grape.”
   
  12 
  Jealous: Brooks no rval; “That man s mne.”
  PeTTY GODS
  LUMAGOG - LURIeL
  
  98
  Machuk (petty god of crafting and artifice) 
  TITLES: Machuk the Smith;  
   
  The Trickster 
  &	Tom Kilian
  F	Tom Kilian
  SYMBOL: 
  An anvl wth  
   
  a grnnng face
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  300' (100')
  ARMOR CLASS: −4
  HIT PTS. (HD): 
  96 hp (22 HD)
  ATTACKS:  
  5
  DAMAGE: 
  Specal
  SAVE: 
  T22
  MORALE: 
  9
  HOARD CLASS: VIII, IX, XV
  XP: 
  7,750 
  Machuk the Smth, known to hs brother gods as the Trckster, 
  s the Frst Chef of Papa’loku’u and the son of mghty Taroa. 
  Machuk played no part n the orgnal creaton, but he made all 
  of the crafts whch keep hs people alve. He s patron of the 
  cookfire and campfire, fishng, and artfice. In addton, Ma-
  chuk forged many gfts (some benevolent, some less so) for 
  hs sblngs, ncludng the Mask of Opaweh Sunfaced and the 
  Hnged Shell of Ootonu the Storm Turtle. Machuk appears as a 
  short, masked, man of heroc proportons garbed n a loncloth 
  and sandals. 
  Whle Machuk prefers to play trcks on hs enemes rather than 
  fight, he can be a terrble opponent when roused. Hs tattoos, 
  gfts from Wa-Agh of the Inks, are magcal and create dstract-
  ng llusons as he fights (all attacks suffer a 20% chance to 
  mss). He welds the First Sword, a weapon of such perfect 
  lethalty that ts creaton gave brth to a new godlng. The First 
  Sword cannot help but slay, for such s ts nature. Frghtened 
  of hs creaton, Machuk placed the blade nto an enchanted 
  sleep. In ths state, each strke results n an automatc crt-
  cal ht (see First Sword Damage Table below). When the 
  sword slays ts first target, or when Machuk falls below half of 
  hs hp, the sword brefly wakes. From then on, roll 1d8 and 
  consult the followng table to determne the results of each ht. 
  (The DM s encouraged to create sutably grevous effects for 
  these results.) 
  Player characters should find the First Sword mpossble and 
  dangerous to weld unless they can prove ther worth to the 
  sword (detals at dscreton of DM). 
  Machuk s mpressed by cleverness and ngenuty. If frendly 
  towards the characters, he may admnster to ther equpment 
  whle they sleep, causng t to functon at the pnnacle of ts 
  performance, although the enchantment wll lay dormant untl 
  the tem s needed to perform some great deed. Ropes hold 
  when they should break, boots keep ther footng n the worst 
  condtons, etc. If Machuk s ndfferent. he may gnore the 
  characters, lead them nto perlous but potentally rewardng 
  stuatons, or sng nsultng songs about them whle nvsble as 
  the mood takes hm. If nsulted or n a vndctve mood, the god 
  may stalk the characters nvsbly untl he can trp them up n 
  the most dsastrous and entertanng way possble.
  First Sword Damage Table (Roll 1d8)
   
  1 
  The sword s stll sleepy (resolve as an  
  ordnary crtcal ht).
   
  2 
  The sword s mercful, merely nflctng  
  severe bleedng.
   
  3 
  The sword severs 1d4 fingers.
   
  4 
  The sword cuts off an ear or puts out an eye.
   
  5 
  The sword removes a hand or a foot.
   
  6 
  The sword severs an arm or leg.
   
  7 
  The sword strkes an nternal organ. 
   
  8 
  The sword decaptates ts target, kllng nstantly. 
  Magpie Princess  
  (petty goddess of magpies  
   
  and pregnant mothers) 
  TITLES: Maggie; Mags 
  &	James Murphy
  F	Ryan Browning
  SYMBOL: 
  A golden rng
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  120' (40')
   
  FLY: 
  300' (100')
  ARMOR CLASS: 0
  HIT PTS. (HD): 
  54 hp (9 HD)
  ATTACKS:  
  2
  DAMAGE: 
  By weapon or 1-3/1-3
  SAVE: 
  T9
  MORALE: 
  10
  HOARD CLASS: VI, but convert half of conage nto jewelry,  
   
  much of whch wll be costume
  XP: 
  3,800 
  The Magpe Prncess (who usually ntroduces herself as “Mags” 
  or “Magge”) appears as a tall, strkng woman wth pale skn, 
  long wld black har, and dark eyes, though she can turn nto a 
  large magpe at wll. She’ll be wearng tattered and thread-bare 
  examples of last year’s fashons (prmarly, f not entrely, n 
  black) and far too much jewelry. Beyond the usual wealth of her 
  Hoard Class, she wll also always have at least one randomly se-
  lected magcal rng (75% of the tme) or other pece of enchant-
  ed jewelry (25%) on her person. She may also have any number 
  of empty poton bottles, spent wands, or other enchantable but 
  no longer functonng magcal tems n her possesson, whch 
  she keeps because “they are pretty.” 
  Stand-up, face-to-face fights are not her style, but she’ll fight 
  vcously f cornered. She has the sklls and abltes of a 9th 
  level thef, and casts spells as a 9th level magc-user, and can 
  M
  mAchuk • mAgpie princess • mAgrundi • mAhArb’AAl • mAlAdmin • mAl-lAm • mAlnor • mAn in  
  the moon • mAnguAçA • mAnidono • mAr nod • meArrA • meer-smAh • meifer • mephAssuros •  
  merrAmorinA • mespilus • micicArA • mico • mixmAlix • moen hepnir • mooreAleth •  
  morbiphAllugus • mosht Al blopp • moslAmmin • moss-worn goAt, the • mysticAl mArtAn 
  MACHUK – MAGPIe PRINCeSS
  PeTTY GODS
  
  99
  also bestow curse (as per the reverse of the 3rd level remove 
  curse clerc spell) once per day. She may summon a flock of 
  2d12 magpes once per day, who do no damage n combat, but 
  for every two brds assaultng an ndvdual, ther target suffers 
  a −1 on all dce rolls and cannot cast spells. The flock has an 
  AC of 4; every pont of damage done to t removes one brd 
  from the flock. They wll fight to the death for ther prncess, 
  but once banshed or slan, there’s a 25% chance one of ther 
  vctms wll have lost a small tem chosen at random. 
  Nobody but magpes worshp the Magpe Prncess, but t s 
  sad she can bless pregnant mothers and pck the gender of 
  ther offsprng. Where she’s known to roam, the father or son 
  of a pregnant woman wll clmb a tall tree and te a trnket to 
  the hghest branch they can reach as an offerng to the Magpe 
  Prncess; cons or unadorned jewelry are requests for a boy, 
  whle gemstones, ether alone or set n jewelry, requests a grl. 
  Magpie Princess Reaction Table
   
  2-3 
  She s fascnated. She wll follow the party for  
  2d4 days, ether n human or brd form. Durng 
  ths tme ths tme, she wll actvely ad them when 
  t won’t put herself at serous rsk and, f ap-
  proached poltely, may even travel wth the party 
  for at tme. When she leaves, there’s a 10% chance  
  that she wll steal some random shny object  
  from a randomly chosen member of the party.
   
  4-6 
  She s ntrgued. She wll seek to make  
  conversaton, and, f treated poltely, she wll gft 
  the party wth a treasure map or the locaton of a 
  nearby treasure. There’s also also a 10% chance 
  that she wll steal some random shny from the  
  PC wth the lowest Charsma.
   
  7 
  If treated wth polteness, she wll respond n knd; 
  f treated wth dsdan, she’ll bestow curse on the 
  most offensve person; otherwse, she’s happy to 
  gnore and be gnored. 
    
  8-10 She gnores the party unless they force themselves 
  nto her attentons. Roll agan, but ths tme adjust 
  the roll by the worst Charsma n the group.
   
   11-12 She consders ther presence an ntruson,  
  and she bestows a curse (as per the spell) on  
  one random member. 
  Magrundi (petty goddess of  
   
  guano and trogloditic vermin)
  &	John Turcotte
  F	Richard J. LeBlanc, Jr.
  SYMBOL: 
  A bat wthn  
   
  a brown rng
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: 3 [+1; see below]
  HIT PTS. (HD): 
  40 hp (8 HD)
  ATTACKS:  
  Specal
  DAMAGE: 
  Specal
  SAVE: 
  C10
  MORALE: 
  10
  HOARD CLASS: None
  XP: 
  4,060 
  Magrund s the petty goddess of guano and troglodtc vermn; 
  creepng cave lfe s dear to her. Guano harvesters make offer-
  ngs to her to ensure that the guano contnues to flow. Care s 
  taken not to dsturb cave pools and the blnd fish and sopods 
  she shepherds. She prefers that baskets of frut be placed n-
  sde cave openngs, to attract fles for her precous bats.
  Magrund s sometmes beseeched by adventurers. Although 
  she s nterested n lttle beyond her purvew, she s knowl-
  edgeable of cave systems and of resdent monsters that are 
  upsettng her charges. She wll only seldom drectly ntercede; 
  she s mndful that adventurers are as dsruptve, f not mo-
  reso, than monsters. Only a great upheaval n a cavern eco-
  system would warrant her dvne nterventon.
  Magrund dslkes lght and finds any llumnaton greater than 
  torchlght dspleasng. She can extngush normal fires at wll. 
  Magrund can manfest f she must, coalescng a body out of 
  guano, or even out of bats or sktterng cave nsects. She ap-
  pears as a shortsh naked femnne figure wth gltterng black 
  eyes and dank tangled har long enough to touch the cave floor. 
  All manfestatons are accompaned by a powerful stench.
  If forced nto combat, her opponents find that her body 
  s unaffected by normal weapons; they pass through her 
  wthout harm. Magc weapons nflct only 1 pont of dam-
  age per “plus” of the weapon (except for flaming swords, 
  whch nflct full damage), Strength and other modfiers do 
  not ncrease any damage nflcted. Spells affect her normally, 
  as does fire. Her form cannot be harmed by paralyzaton, 
  poson, polymorph or death magc; she smlarly dsregards 
  hold and charm spells. She s unaffected by darkness, even 
  of the magcal varety. Drect sunlght, however, wll dispel 
  her. Upon reachng 0 ht ponts, her form dsperses and she 
  cannot agan materalze for 24 hours. If forced to engage n 
  a physcal contest, she wll engulf an opponent (requrng a 
  successful “to ht” roll to do so); ths has the effect of nflctng 
  2 ht ponts of damage every round (f her form s comprsed 
  of cave lfe), untl she chooses to relent (no further attack rolls 
  requred), or t causes suffocaton (f her form s comprsed of 
  guano), causng gnomnous death wthn 1-4 rounds. She 
  can always summon 10-100 bats or center an underground 
  insect plague (comprsed of cave crckets, centpedes and 
  other vermn) on herself, but s loath to put her creatures n 
  harm’s way. 
  Those who curry her favor, however, wll be rewarded wth 
  a small, seemngly normal, brown bat whch wll escort them 
  throughout the cave complex (or perhaps a smlarly-colored 
  cave crayfish, f the party s spelunkng n an underground 
  water system). The bat (or cave crayfish) s actually anmated 
  guano and, as such, s as mmune to physcal harm as she s 
  (and subject to spells and fire). Upon reachng the destnaton, 
  the guano creature wll return to ts nert form. It s left to the 
  PCs bargan for a gude out of the caverns. 
  Should a PC especally curry her favor, she may reward hm 
  or her wth a kiss. Ths places a specal mark on the character, 
  and no cave anmal (ncludng gant varetes) wll attack hm 
  or her (although they wll defend themselves normally f the 
  protected PC attacks them first). Alas, the brown lp prnts are 
  permanent, as s the odor mparted. 
  PeTTY GODS
  MAGPIe PRINCeSS – MAGRUNDI
  
  100
  Maharb’aal  
  (petty god of remorse and guilt) 
  TITLES: The One Who Buzzes in the Dark;  
   
  The Ten Thousand Faces 
  &	Nicolas Senac
  F	Richard J. LeBlanc, Jr.
  SYMBOL: 
  A dlated pupl
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: Immune to  
   
  all weapons  
   
  (ncl. magcal)
  HIT PTS. (HD): 
  100 hp  
   
  (25 HD)
  ATTACKS:  
  Specal
  DAMAGE: 
  Specal
  SAVE: 
  See below
  MORALE: 
  12
  HOARD CLASS: XVI
  XP: 
  10,000 
  Far beneath the surface, n the depths of the earth, n the 
  mdst of scorchng masmc vapors, hums a huge swarm of 
  fles. Here s the realm of Maharb’aal—The One Who Buzzes 
  n the Dark. Ths sem-conscous entty s the hve mnd of the 
  nsect cloud, and only pays attenton n the swarm’s apathy 
  to remorse from above. He feeds on these thoughts of harm-
  ng themselves—thoughts of gult whch are a pleasant balm 
  for hs demented and ncomprehensve mnd. Unfortunately, 
  t sometmes happens that Maharb’aal s not satated. It then 
  releases a pestlental breath from ts underground caverns to 
  strde the land and provde for ts wcked wants. Ths cloud of 
  fles, haloed n an atmosphere of decay, prowls n search of n-
  nocent humans. The fles of the swarm are not normal—they 
  have the faces of the prevous vctms (although they retan the 
  faceted eyes of fles). 
  Few are those who try to worshp such an abomnaton; these 
  fools are, n fact, the first targets of the lttle grateful monstrosty.
  The swarm attacks unfortunates who cross hs path, surround-
  ng them, as f they were swallowed by the cloud of fles. The 
  ever-changng creature takes varous forms, but all dsturbng 
  for the vewer (a gapng maw, a crabbed hand). Once the vctm 
  s thus surrounded (after a successful ht—one ht per oppo-
  nent per round), the vctm must make a savng throw vs. spell 
  every round to avod becomng deeply melancholc and subject 
  to rumnatng thoughts so dark that he or she no longer pays 
  attenton to ther surroundngs, allowng the fles to penetrate 
  the vctm’s body through mouth and nose, slowly suffocatng 
  (death occurs three rounds later). The swarm can surround one 
  person per ten of ts remanng ht ponts (at the begnnng, 
  the swarm can surround ten people). Once a vctm s klled, 
  the body dsntegrates nto numerous fles that strengthen the 
  ranks of the swarm.
  The swarm s mmune to all weapons (ncludng those of a mag-
  cal nature) as well as most magc. Only lawful clercal spells or 
  an excorcism can affect t (wth the swarm makng all saves as 
  a 25th level magc-user).
  Maladmin  
  (petty god of bureaucracy)
  &	Malcolm Bowers
  F	Eric Quigley
  SYMBOL: 
  Sheaf of paper  
   
  ted wth red tape
  ALIGNMENT: 
  Lawful (though, 
   
  neffably evl)
  MOVEMENT: 
  30' (10')  
   
  at top speed
  ARMOR CLASS: 6
  HIT PTS. (HD): 
  112 hp (18 HD)
  ATTACKS:  
  Specal
  DAMAGE: 
  Specal
  SAVE: 
  T18
  MORALE: 
  9
  HOARD CLASS: VIII x d6
  XP: 
  7,250 
  Maladmn, God of Bureaucracy, may be the pettest god of 
  all, coverng as he does officaldom, nflated ttles, paper-shuf-
  flng, pontless rules, and procedural delay. He appears as a 
  stooped, gray-sknned man wth nk-staned fingers, n a dusty 
  robe. Close up, hs skn looks lke paper overwrtten wth fine 
  prnt. He can create complex regulatons, lsts, and forms at 
  wll (whch confuse any who try to make sense of them). 
  He has no physcal attacks, and takes double damage from 
  fire. Any hts on hm rase such a cloud of dust that attackers 
  must save or cough and sneeze whle n 10 feet radus (-2 on all 
  rolls). He can once per round spray forth volumnous red tape 
  from hs sleeves wth the effects of a slow spell. A second such 
  barrage paralyses those already slowed (as hold monster), and 
  a thrd puts those already held nto temporal stasis. Vctms 
  can be carefully cut free wth a magcal blade by someone 
  not already entangled, ths takng d6/2d6/3d6 turns for the 
  prmary/duplcate/trplcate effects. 
  Once per day, Maladmn can cast a specal trple-duraton maze 
  spell affectng an entre party. Vctms wander n a labyrnth 
  where gobln-lke servants of the god (d12 3 HD mn-avatars; 
  cause paper cuts for 1d3 each) try to force them to fill out a 
  seres of tedous forms for mundane or absurd thngs. (If play-
  ers choose to fill forms rather than fight, the DM should nvent 
  detals and dalogue to torment them.) 
  Typcally, personaltes nfuratng the god or for hs uncvl 
  servants should roll on the table below as each s encountered. 
  Maladmin Bureaucratic Personality Table
  Roll unmodified 1d12 (Charisma has no effect).
   
  1 Annoyngly nept
   
  2 Blandly evasve
   
  3 Grndngly dogmatc
   
  4 Huffily officous
   
  5 Insufferably pompous
   
  6 Irrtatngly earnest
   
  7 Omnously bleak
   
  8 Patronsngly dsmssve
   
  9 Sndely sarcastc
   10 Soporfically verbose
   11 Stoldly nert
   12 Whnly obsequous
  MAHARB’AAL – MALADMIN
  PeTTY GODS
  
  101
  Mal-laM  
  (petty god of right angles,  
   
  regular shapes, and symmetric patterns) 
  TITLES: The Fearful Symmetry 
  AFFILIATIONS: The Jale God
  &	Sándor Gebei
  F	Richard J. LeBlanc, Jr.
  SYMBOL: 
  Three concentrc crcles n the  
   
  colors of red, green, and blue
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  60' (20') 
  ARMOR CLASS: 0
  HIT PTS. (HD): 
  66 hp (13 HD)
  ATTACKS:  
  1 (psychc strke) or 3 (tentacles)
  DAMAGE: 
  Specal or 1d8+specal ×3
  SAVE: 
  M13
  MORALE: 
  12
  HOARD CLASS: XIV
  XP: 
  3,300 
  Although the thought of perfecton n geometry amazes peo-
  ple, when t becomes a realty, they are terrfied of t; that fear 
  s Mal-laM, who gans hs powers from the rght angles, regular 
  shapes, and symmetrcal patterns of nature and our creatons 
  as well.
  Mal-laM communcates through reflectng surfaces or the most 
  perfect works of art. He s aware of everythng happenng 
  around such objects as f he had cast clairvoyance and clairaudi-
  ence, unless they are covered wth somethng (n case of mrrors) 
  or turned ntentonally mperfect (may be consdered vandalsm 
  n cvlsed areas). Furthermore, he s capable of castng sugges-
  tion thrce per day and quest once per day va smlar means.
  Mal-laM appears lke an amorphous blob of molten mrror; an-
  yone lookng at hm must make a save vs. nsanty* or develop 
  a random dsorder, snce mortals cannot bear the sght of true 
  perfecton. Rays of any knd are completely nnefectve aganst 
  Mal-laM (25% chance they are reflected back at the caster/
  shooter) and he s mmune to polymorph effects, as well.
  The Fearful Symmetry s capable of unleashng a powerful psy-
  chc strke that affects everyone n a 50' radus, forcng them to 
  save vs. spell or become confused (as the spell). Mal-laM can 
  also form tentacles, appearng as lthe Ionc columns, that deal 
  1d8 ponts of damage and entangle ther targets, unless they 
  make a successful save vs. breath.
  Not much s known about Mal-laM’s doctrne or followers. 
  Some beleve he s an ncarnaton of the Jale God, whle oth-
  ers clam he s a jelly who swallowed a weak godlng and thus 
  earned hs apotheoss. He seems to be nterested n acqurng 
  ancent objects of art, magcal mrrors, lens, and devces facl-
  tatng nterstellar travel.
  Reaction Table
  Use Intelligence instead of Charisma.
   
  2 
  Hostile: Attacks the party, tryng to weaken them.
  Later, devses an ntrcate plan to get rd of them.
   
  3-5 
  Unfriendly: Interrogates the party,  
  torturng them f necessary.
   
  6-8 
  Neutral: Sends the party on a msson  
  usng quest/suggestion.
   
  9-11 Indifferent: Offers help f the characters  
  prove themselves worthy.
   
  12 
  Friendly: Provdes nformaton and  
  promses more n exchange for a favor.
  * See UNDERWORLD LORE #1, p.14.
  RELATED ENTRIES: Please see the Jale God entry n ths secton 
  for a complete lstng of entres related to the Jale God.
  Malnor (petty god of military discipline) 
  TITLES: The Scourged Flank
  &	Thomas Martin
  F	Eugene Jaworski
  SYMBOL: 
  Crossed club and mult-taled whp
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  180' (60') 
  ARMOR CLASS: 0
  HIT PTS. (HD): 
  125 hp (21 HD)
  ATTACKS:  
  2-8 (see below)
  DAMAGE: 
  2d10+specal (club)/  
   
  1d6+specal (whp)
  SAVE: 
  F21
  MORALE: 
  Specal
  HOARD CLASS: Specal
  XP: 
  7,000 
  Malnor, The Scourged Flank, the god of mltary dscplne, s 
  often nvoked by those who command unruly solders and often 
  by those who are about to be punshed for breakng mltary 
  rules and law.
  PeTTY GODS
  MAL-LAM – MALNOR
  
  102
  Items that are precous to those beseechng hs assstance are 
  burned by fire as the nvoker requests Malnor’s ad n havng a 
  firmer hand n the control of ther troops or a speedy, even f 
  stll panful, punshment.
  Malnor has been known to manfest avatars of hmself on bat-
  tlefields where all dscplne has broken down and a bloodbath 
  has ensued. The avatar then proceeds to whp, slay and punsh 
  hs way through the armes untl he has reached ther leaders 
  and punshed them for ther lack of leadershp and control.
  When manfestng n physcal form, Malnor appears as a large 
  7-8' bare chested muscular man wearng a klt of golden scales 
  encrusted wth rubes. Hs chest and back are crss-crossed wth 
  many scars from a whp. He carres n hs hands the symbols 
  of hs godhood: Paden, the massve club whch knocks down 
  men; and Calnth, the many headed whp that punshes men.
  In combat, Malnor wll attack wth both hs club and whp. When 
  the club s used to attack, t can attack up to two people wthn 
  melee dstance, those ht take 2d10 damage and must make a 
  save vs. paralyss or be knocked to the ground. When the whp 
  s used to attack, the whp wll reach out and attack 1d6 enemes 
  that are wthn 60' of Malnor. Each ht wll force the enemy to 
  save vs. poson or take a −1 to all attack/skll rolls. Ths effect 
  can stack up to a −5 penalty, and contnues untl a cure poison 
  spell s cast upon the enemy.
  Malnor never has to roll for morale; he wll always fight wth 
  strct and cool dscplne to the death.
  If Malnor s klled n combat, hs body, clothng and weapons 
  wll melt away nto nothngness, leavng behnd a ple valuable 
  objects (e.g., art, gems, jewelery, etc.) worth 1,000-2,000 gp. 
  These wll be objects that have been sacrficed to hm, often 
  havng a story of ther own (for these are the types of sacrfices 
  Malnor prefers).
  Man in the Moon  
  (petty god of voyeurism and aloof observation)
  &	Barry Blatt
  F	Richard J. LeBlanc, Jr.
  SYMBOL: 
  Anthopomorphsed  
   
  crescent moon, smlng
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  Specal
  ARMOR CLASS: Vares
  HIT PTS. (HD): 
  Vares, max. =  
   
  75 hp (21 HD)
  ATTACKS:  
  Specal
  DAMAGE: 
  Specal (btes from  
   
  1 to 3d10, based on  
   
  sze of manfestaton)
  SAVE: 
  F16
  MORALE: 
  8
  HOARD CLASS: None
  XP: 
  7,000 
  The Man n the Moon manfests n any nanmate object that re-
  mnds the vewer of a face. Hs most famous mage s the “man 
  n the moon” tself, but he can appear anywhere a dstracted or 
  daydreamng person sees the vague semblance of two eyes and 
  a mouth—a tree wth an oddly shaped bole, a keyhole plate wth 
  two screws, the entre face of a clff wth a cave and two boul-
  ders, and so on. He cannot appear n ron or steel objects. He 
  only appears where people can see hm; at any tme an object 
  goes observed, s seen from the wrong angle, or s seen only by 
  unmagnatve anmals, he s not there. 
  He s manly worshped by wtches and hedge magcans who 
  gan much useful advce from hm about what s transprng 
  anywhere he has a face. He can be dsbeleved and effectvely 
  dsmssed by a strong-wlled observer (roll Wsdom −6 or below 
  on a d20 to dsbeleve/dsmss hm); however, everyone who 
  s n sght of the mage must make the dsbelef roll. If the DM 
  decdes there s a potental face near the PCs, each ndvdual 
  has a 1-n-10 chance of notcng the face and summonng the 
  god’s presence (+1 f Intellgnece s above 15; +1 f Wsdom s 
  below 6; +1 f he has been encountered by the PC before; +1 
  f someone nearby has ponted at hm or mentoned where he 
  s; +1 f the vewer s a halflng, as he appears n many halflng 
  folk tales). 
  Encounterng hm s always a bt of a shock at first. One does 
  not usually expect the back of a char to suddenly look up at 
  you and say, “Hello!” as you st down, though when he man-
  fests n natural objects he mght be mstaken for an elemental 
  or fay. He cannot be summoned nto objects whch have been 
  delberately carved wth faces or wth any rough semblance of a 
  face. The appearance of the face must be accdental. 
  Man in the Moon Reaction Table 
   Roll 2d6. Add +1d6 if a person  
  tries to disbelieve in him. 
   
  2 
  Very friendly: He wll nqure what a person’s 
  busness s, and how he can help. 
   
  3-4 
  Friendly: He wll say hello, and maybe wnk or 
  whstle, and f someone addresses hm, he wll act 
  as 2 above. 
  MAL-NOR – MAN IN THe MOON
  PeTTY GODS
  
  103
   
  5-6 
  Indifferent: He wnks, whstles, or makes a rude 
  nose, then goes stll agan—watng to see what 
  the observer wll do. He adores slly jokes lke ths. 
  If a person speaks to hm, he wll be sarcastc  
  and accuse the observer of beng crazy before 
  admttng who he s.
    
  7-8 
  Neutral: Stcks hs tongue out at the observer (the 
  tongue s made of whatever the object s—brass, 
  wood, drt, etc.), and makes an nsultng joke or 
  remark; f attacked, he wll retalate for a whle (at 
  an effectve morale of 6) then de-manfest.
   
  9-10 Annoyed: He s n a bad mood for some reason, 
  and the last he wants s some gnorant mortal yo-
  kel summonng hm nto the folds of a dscarded 
  boot or whatever. He wll be loudly abusve, then 
  accuse the observer of beng utterly nsane. If the 
  person reacts negatvely, he wll demand to be 
  fed gold or he wll attack or, even worse, haunt a 
  person’s nghtmares.
   
  11-12 Quite annoyed: He wll holler loudly to any  
  nearby monsters, sng rude songs, mtate a 
  person’s voce, and generally be rrtatng. He wll 
  fight, and f the object n whch he s manfested s 
  destroyed, he wll appear n the next approprate 
  object (n whch the person can see a face), then 
  renew hs attack. He can only be bought off wth 
  gold or a large amount of food. 
   
  13-14 Very annoyed with knobs on: After an ntal 
  assault, he wll play a long game—scarng the 
  lvng daylghts out of vctms, and dstractng 
  targets by momentarly manfestng n all sorts of 
  nooks and crannes, whle he glares at them and 
  mutters madly under hs breath. He wll keep  
  ths up for a very long tme, untl the frazzled 
  vctms are jumpng every tme they see a  
  polshed wood gran table wth knotholes, a 
  damp stan n the celng, a leaf wth holes n t, 
  etc. He can only be bought off by a lvng  
  sacrfice, whch he wll ask be fed to hm by  
  havng t taken to a cave or buldng where he 
  can manfest then swallow t whole. 
   
  15+ 
  Incandescent: As 13-14 above, but he wll use 
  hs best power—breathng fire, whch does 1d6 
  to 6d6 damage (dependng on the sze of flame 
  he can create) as well as causng flammable 
  tems to gnte. Each tme he uses ths power, he 
  loses 1d6 hp. Should a vctm place two pewter 
  plates on the mantle pece above a great hall’s 
  fireplace, they mght just have sgned ther own 
  death warrant.
  Fghtng the Man n the Moon s not easy—he can de-manfest 
  n a splt second, change the object he nhabts at the drop of a 
  hat, nhabt horrbly hard thngs lke grante (AC of -9), and take 
  over massve objects lke whole buldngs or even landscapes. If 
  the moon s n the sky, you wll never catch hm, and find hm 
  laughng at you every tme you look up. 
  Each object he nhabts wll have ts own hp. For example, 
  should he nhabt an old boot, he mght have 5 hp, and AC of 
  8, and do 1 pont of damage; should the boot be destroyed, 
  the Man n the Moon wll lose 5 of hs total 75 hp, but be 
  forced to manfest n some other object. Should he manfest 
  n some larger object (lke a barn), the object wll lkely have 
  more than 75 hp. However, should 75 or more ponts of dam-
  age be done to the object (whle the Man n the Moon s stll 
  manfested n t), he wll de (whch s why t hghly lkely he 
  wll wthdraw from such an object before that pont s reached 
  (leavng the PCs the job of explanng to the farmer why they 
  have been hackng madly wth battle axes at the doors and 
  wndow shutters of hs barn). 
  The Man n the Moon can use the followng spell-lke powers: 
  light or darkness 3×/day, charm person 1 ×/day, curse or bless 
  3 ×/day, hold portal 1 ×/day, knock 1 ×/day, hold person 
  1 ×/day, confusion 1 ×/day. 
  If you make frends wth hm, he can be very useful. He wll 
  watch your house for you and scare ntruders; t s common 
  for old halflng lades to leave crumbs of cake n front of brass 
  plates as a brbe for ths servce. 
  Wtches, wzards (and the odd drud) who brbe hm may learn 
  the art of watchng for hs faces: roll Intellgnece or Wsdom 
  (whchever s hgher) or under on a d100. They also may learn 
  the charm for callng hm—summon Man in the Moon (a 1st 
  level spell for clercs and magc-users). He can then be used 
  as a spy, though hs nformaton s not always relable, and he 
  may not be able to see anythng useful at all to the caster. He s 
  always, however, a good source of advce, and may gve hnts 
  on the best course of acton for many crcumstances. 
  Experts dsagree as to what the Man n the Moon s, and 
  whether he really exsts at all. He says he s a god, though often 
  clams to be merely the product of the observer’s dseased m-
  agnaton, exhbtng characterstcs of a demon, a faere crea-
  ture, a ventriloquism spell gone wrong, and even an elemental. 
  Magc desgned to dsmss these classes of bengs may work on 
  the Man n the Moon (at the DM’s dscreton).
  Manguaça  
  (petty goddess of alchoholic stupor) 
  TITLES: Lady of the Drunks
  &	Igor Vinicius Sartorato
  F	Brian Walker
  SYMBOL: 
  A branch of barley, a grapevne leaf,  
   
  and a pece of sugar cane
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: 7
  HIT PTS. (HD): 
  47 hp (10 HD)
  ATTACKS:  
  1 (slap)
  DAMAGE: 
  1d4
  SAVE: 
  T10
  MORALE: 
  7
  HOARD CLASS: II, IX
  XP: 
  2,400 
  Manguaça, Lady of the Drunks, s the petty goddess of alcoholc 
  stupor. She usually manfests n crowded taverns and festvals 
  where there s a lot of drnkng. Her appearance and behavor, 
  however, depend on the state of ntoxcaton of her nterlocutor.
  To those who are sober, Manguaça appears as an ugly woman, 
  who s completely obnoxous and annoyng, and of hostle ds-
  poston. However, to drunkards, Manguaça presents herself as 
  as the most beautful of women—sweet and pleasant, and of 
  frendly dsposton. Manguaça usually only manfests herself to 
  PeTTY GODS
  MAN IN THe MOON – MANGUAçA
  
  104
  men. By comparson, t s more common that her servant St. 
  Brtus appears to women.
  Sometmes she wll approach someone who s sober and ask 
  hm to buy her a drnk. If the ndvdual refuses, she wll curse 
  hm; the next tme he drnks, he wll wake overwhelmed by nau-
  sea and plagued wth a massve hangover, soon after dscover-
  ng that he has commtted some mmensely-vexng act, wth no 
  memory of the event.
  It s also common for Manguaça to manfest to someone really 
  drunk and bless hm wth a kss. Someone blessed n ths way 
  wll manfest a type of “drunkard’s luck” that protects hm from 
  accdents and problems (e.g., people wll gnore offensve acts by 
  the drunkard, the drunkard won’t be hurt n falls, and the drunk-
  ard able to escape from accdents n an unbelevable manner).
  RELATED ENTRIES: M) Saint Biritus.
  Manidono  
  (petty god of slackers, half-assed effort, and loose change)
  &	Erin Palette
  F	Adam Dickstein
  SYMBOL: 
  An unmade bed
  ALIGNMENT: 
  Chaotc*
  MOVEMENT: 
  90' (30')
  ARMOR CLASS: 9
  HIT PTS. (HD): 
  21 hp (7 HD)
  ATTACKS:  
  Specal
  DAMAGE: 
  Specal
  SAVE: 
  F7
  MORALE: 
  12
  HOARD CLASS: V
  XP: 
  1 (Serously, you guys just whacked  
   
  a stoner and you want a reward?)
  Created by the halfhearted, momentary worshp of people who 
  desperately desre for only a few moments that ther current 
  problem goes away. Mandono s the petty god of slackers, half-
  assed effort, and loose change. He has no organzed prest-
  hood, no formal temples, and no offical holy days, because 
  those thngs would take dedcaton, foresght, and effort, all of 
  whch are anathema to Mandono. He s called upon only n 
  moments of duress (and at no other tme) by people too lazy to 
  do any real work who expect a quck and effortless mracle. If 
  Mandono can be bothered to answer the prayer of a supplcant 
  (25% chance), t usually manfests n the form of a handful of 
  pocket change: 3d6 copper and 1d6-3 slver peces. However, 
  f the supplcant s truly lucky (rollng a 100 on percentle dce) 
  then Mando’s curosty has been aroused and he wll bless hs 
  follower accordng to the Reacton Table below. 
  Manidono Reaction Table 
   Grab the closest die or dice at hand and roll.  
  Just because the table has 100 entries doesn’t mean  
  you should roll percentile dice; sometimes  
  Manidono just doesn’t care enough to roll more  
  than a 6-sider, you know? Just chill, dude.
   
  1 
  Dude, that’s a major bummer! Mandono s 
  bummed on your behalf. Everyone must succeed 
  at a morale check or do nothng except st around 
  and be bummed out for 1d6 rounds.
   
  2-3 
  Wat, what? Everyone n the vcnty loses  
  a round as they figure out what just happened. 
   
  4-5 
  Here, have 1 ht pont. It tastes lke nachos. 
   
  6-7 
  So, lke, stuff? A random pece of  
  equpment worth no more than 50 gp  
  appears n your possesson.
   
  8-9 
  Aw, man, that sucks. Take a do-over  
  and roll agan. 
   
  10-11 That thng you don’t lke, stop dong t.  
  Restart the round from the begnnng. 
   
  16-18 The sprt of half-assed effort fills the area.  
  Everyone takes a −2 penalty to all rolls.
   
  19-20 OK, lke, everyone needs to just chll. Combat  
  ends and everyone s returned to maxmum  
  ht ponts. Dplomacy s possble but everyone  
  has the munches.
   
  21-99 Mandono has nothng better to do and  
  appears next to hs supplcant to “hang out  
  for a bt.” (See below.)
   
  100 
  Mandono delvers you from your current  
  dlemma by nvtng you to hang out on hs couch 
  for a whle. You dsappear from wherever you are, 
  reappearng 1d10 turns later. All of your wounds 
  are healed, but you have aged 2d10 years. 
  Adventurers who end up summonng Mandono must now 
  deal wth the presence of a slovenly, bored godlng who shuf-
  fles along behnd them. He does not help the party n any way 
  (“I’m just here to hang out, dude, I’m not on the clock”), but stll 
  consumes party resources such as food, water, bed space, etc. 
  He wll try to cooperate wth the party’s actons such as beng 
  stealthy or tryng to appear nconspcuous, but wll do so n such 
  a half-assed manner that t mght as well be falure. 
  Mandono never attacks, as that would be too much work. If 
  attacked, he half-assedly defends hmself (mostly by holdng 
  up hs arm and sayng “Ow! Qut t, dude!”), and forces an-
  other roll on the reacton table. If the party perssts n combat, 
  Mandono dsappears n a huff after takng more than half hs ht 
  ponts n damage, and forever after they wll carry the Curse of  
  Manidono—whch wll be really awesomely panful when he 
  gets around to makng t. 
  Mandono always appears as a large, unkempt man wth strngy 
  har, staned clothes, and a strange odor about hm.
  * Chaotic in the sense of entropic. It’s a very lazy form of chaos.
  RELATED ENTRIES: D) Half-Assed Relics of Manidono.
  MANGUAçA – MANIDONO
  PeTTY GODS
  
  105
  Mar Nod  
  (petty god of rare and seemingly random  
   
  fortune and misfortune during combat)
  &	James Patterson
  F	Steve Zieser
  SYMBOL: 
  Two crossed  
   
  swords,  
   
  one breakng  
   
  the other
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: Specal
  HIT PTS. (HD): 
  150 hp (20 HD)
  ATTACKS:  
  1 (spear +1)
  DAMAGE: 
  1d6+1
  SAVE: 
  F20
  MORALE: 
  10
  HOARD CLASS: XXI
  XP: 
  10,000
  Mar Nod, the Unexpected, s the petty god of rare and seemng-
  ly random fortune and msfortune durng combat. Though both 
  cursed and prased when a melee battle takes an unexpected 
  turn, Mar Nod s ncted too nfrequently to garner a true fol-
  lowng. He travels the multverse lookng for worthy opponents 
  and may be summoned (1%) whenever a natural 1 or 20 s rolled 
  durng combat. Mar Nod appears as a warror approprate to the 
  gven crcumstances but welds an obscure bladed weapon wth 
  an unusually long handle. Ths unque weapon s never subject 
  to a crtcal fumbles and scores a crtcal ht on rolls 18-20.
  Mar Nod Reaction Table 
   Roll 1d20 (instead of 2d6).
   
  1 
  Curses the summoner: when rollng “to ht,”  
  roll two dce and take the worst value; when  
  rollng for damage, roll the value twce and  
  take the better. Ths curse stays n effect untl  
  cured wth a remove curse or smlar.
   
  2-19 Mar Nod does nothng but observe the battle  
  wth a bemused look on hs face
   
  20 
  Blesses the summoner: when rollng “to ht,”  
  roll two dce and take the better value; when  
  rollng for damage, roll the value twce and  
  take the worst. Ths blessng stays n effect untl 
  cured wth a remove curse or smlar.
  Attackng ths dvne beng s a terrble mstake although Mar 
  Nod wll engage wth gusto. Every attack aganst hm has a 50% 
  of mssng and all msses are treated as crtcal fumbles. Any ht 
  has a 10% chance of beng a crtcal ht. Any crtcal ht aganst 
  Mar Nod heals hm nstead. After 1d6 turns he wll grow bored 
  and smply dsappear.
  Sample Critical Fumble Chart (1d12)
   
  1 
  Sign of weakness: All nearby opponents wll 
  target you on ther next turn.
   
  2 
  Bad swing: Save vs. paralyss or drop weapon.
   
  3 
  Swing wide: If there s adjacent frend or foe,  
  roll “to ht” vs. that target.
   
  4 
  Ruined: Mundane weapons are destroyed and no 
  longer usable; magc weapons lose ther enchant-
  ment untl the end of the next turn (subject to an 
  optonal savng throw at DM’s dscreton).
   
  5 
  Disoriented: May not act durng next round.
   
  6 
  Pulled a muscle: Lose 1d3 ponts of Strength 
  untl rested at least 8 hours.
   
  7 
  Broken: Weapon s −1 to damage untl repared.
   
  8 
  Easy to predict: −2 “to ht” on next attack  
  versus the same opponent.
   
  9 
  Strained something: Lose 1d3 ponts of  
  Dexterty untl able to rest at least 8 hours.
   
  10 
  Bent: Weapon s −1 to ht untl repared.
   
  11 
  Misdirection: Attacker hts themself;  
  roll normally for damage.
   
  12 
  Off balance: Opponent gans +2 “to ht” bonus 
  durng next round.
  Sample Critical Hit Chart (1d12)
   
  1 
  Stunning display of prowess: Forced morale 
  check (or, morale s not used, all opponents wll 
  avod you f possble).
   
  2 
  Disorientating hit: Opponent’s AC s 2 worse  
  on followng round.
   
  3 
  Powerful swing: Roll “to ht” for an addtonal 
  adjacent enemy (f there s one).
   
  4 
  Solid hit: Addtonal 1d6 damage.
   
  5 
  Deep wound: Opponent contnues to take  
  1 pont of damage each turn untl healed.
   
  6 
  Trick shot: Opponent loses next acton.
   
  7 
  Brutal hit: Double damage.
   
  8 
  Crushing blow: Opponent must save vs.  
  paralyss or fall prone.
   
  9 
  Fierce hit: Roll twce for damage (addng them).
   
  10 
  Staggering blow: All attacks vs. ths opponent 
  durng next round gan +2 “to ht” bonus.
   
  11 
  Mighty swing: Opponent s forced back 5'.
   
  12 
  Precision attack: Opponent must  
  save vs. death or de.
  PeTTY GODS
  MAR NOD
  
  106
  Mearra (petty gods of the inevitability of time; pantheon) 
  TITLES: The Family of the Clever; The Keepers of the  
   
  Sands of Inevitability; The Stop Watch Gods;  
   
  The Second Hand Gods
  &	Eric Fabiaschi
  F	Scott Faulkner
  The Mearra are known by many names across the planes—
  among others, they are known as The Famly of the Clever, 
  The Keepers of the Sands of Inevtablty, The Stop Watch 
  Gods, and The Second Hand Gods. They are those entrusted 
  wth overseeng tme, whose presence s as sure as the truth 
  that each and every moment des ts own death, and that the 
  forces of tme have no choce but to steal away every hour, 
  mnute, and second. Sometmes they tarry a bt too long, and 
  find themselves nvolved n the affars of manknd. Though 
  many have felt ther presence, there are few who know of ther 
  exstence. There are even fewer who choose to worshp these 
  gods, for ther laws can seem unknd. The Mearra are, how-
  ever, smply carryng out the necessary tasks and dutes whch 
  have befallen them.
  Although the Mearra tend to appear smlar to varous gants 
  (e.g., cloud and storm gants), as a whole they are much larger 
  than most gants (beng closer n sze to ttans). All of the Me-
  arra are able to travel at wll between the Prme, Ethereal and 
  Astral Planes. 
  NOTE REGARDING MEARRA ALIGNMENT: Whle, as a whole 
  the Mearra are gods of Law (and of lawful algnment n most 
  respects), ndvdual algnments have been gven to each of the 
  Mearra so that the DM wll better understand ther personal-
  tes for the purposes of game play.
  Pictured above, left-to-right, The Mearra are: Ruslivia, Nardrea, 
  Termarr, Glaria, Merramorina, Tsrura, Micicara, Avirgiri, Sertetti,  
  and Arvirive.
  RELATED ENTRIES: G) Arvirive, Avigiri, Glaria, Merramorina, 
  Micicara, Nardrea, Ruslivia, Sertetti, Termarr, Tsrura.
  Nardrea
  (petty god of
  hidden taxes and
  caches of time)
  Avirgiri
  (petty god of
  ordered decay)
  Merramorina
  (petty god of
  the lawful end
  of time)
  Glaria
  (petty goddess
  of time’s lawful
  inevitability)
  ?
  (unknown god)
  Tsrura
  (petty god of
  starvation, illusion, and
  time’s wintry end)
  Micicara
  (petty godess of
  vendettas and
  murderer's possessions)
  Sertetti
  (petty god of
  knives, scalpels, and
  methodical serial killers)
  Termarr
  (petty god of
  the lawful execution
  of time)
  Ruslivia
  (petty god of
  time wasters, entertainers,
  and orderly amusements)
  Family Tree of the Mearra
  (The Family of Inevitability)
  MeARRA
  PeTTY GODS
  
  107
  Meer-Smah (petty god of flatulence prevention)
  &	Eric Wirsing
  F	Eric Wirsing
  SYMBOL: 
  Dark clouds
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  90' (30')
  ARMOR CLASS: −3
  HIT PTS. (HD): 
  133 hp (16 HD)
  ATTACKS:  
  1
  DAMAGE: 
  See below
  SAVE: 
  MU16
  MORALE: 
  9
  HOARD CLASS: VII, XVI
  XP: 
  3,300
  On the whole, t seems as f the noblty have t made. They 
  dne n magnficent palaces, attend sumptuous feasts, and really 
  never have to worry about starvaton. But all ths luxury brngs 
  attendant problems of ts own—namely, flatulence. Whether at-
  tendng an arranged marrage or sgnng an mportant treaty of 
  non-nterference, the sonorous notes of flatulence would brng 
  an napproprate tone to the proceedngs. In polte company, t 
  s an unpardonable offense. A potental sutor mght well find 
  hs brde-to-be revulsed, and the concomtant vapors can scken 
  even the hardest of souls. 
  On a tny altar, a pece of artchoke or cabbage s burnt n sac-
  rfice, whle supplcatons are voced to Meer-Smah. Hs has the 
  power to cure dyspepsa and related gastrc dsorders. He rarely 
  appears n person, as he can heal from hs pocket dmenson. 
  Should anyone find hs unearthly home, he s generally qute 
  genal f the guests are frendly, even nvtng them to partake 
  of a fantastc feast. Should anyone be foolsh enough to attack 
  hm, he farts out a huge, green, sckenng cloud, the equva-
  lent of a prismatic sphere spell of the 7th order. The blndness 
  caused by the cloud s a result of the excessve tears due to the 
  stench. He can move ths cloud at wll. Should he be n extreme 
  danger despte all ths, he takes the form of a green, soupy fog 
  and floats away.
  Meifer (petty goddess  
   
  of streetlamp lighters*)
  &	Thorbjørn Steen
  F	Eugene Jaworski
  SYMBOL: 
  A lantern  
   
  surrounded  
   
  by a glow
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: 0
  HIT PTS. (HD): 
  25 hp (6 HD)
  ATTACKS:  
  1 (staff)
  DAMAGE: 
  1d6 + 2d6 fire
  SAVE: 
  F6
  MORALE: 
  7
  HOARD CLASS: VI
  XP: 
  1,320
  Mefer s the petty dety of street-lamp lghters, worshped only 
  n the port town of Klarat. There she wanders the streets at 
  nght, clad n the tradtonal brown robe of the street-lamp lght-
  ers and carryng a street-lamp lghter’s staff—a stout oaken staff 
  wth a lantern mounted on the top. 
  She s worshped by street-lamp lghters, but also receves the 
  occasonal prayer from those venturng through the cty at nght, 
  hopng that her lght wll reveal any cutthroats or footpads that 
  mght be hdng n the shadows. 
  If forced nto battle, she welds her street-lamp lghter’s staff 
  whch explodes n bursts of fire when httng. In addton she has 
  the followng spell-lke abltes usable at wll: continual light, 
  cure blindness, cure light wounds, light, protection from evil, 
  remove fear, and sanctuary. (A small percentage of the street-
  lamp lghters also know one or more of these spells). She can 
  also sense (as a clairvoyance spell), light, or snuff any torch, 
  lantern, lamp, light spell, or other small lght source wthn the 
  cty at wll. 
  The below table assumes that the characters have not recog-
  nzed Mefer for beng a goddess. If they have, treat rolls of 
  “Indfferent” or “Neutral” as “Frendly.”
  Meifer Reaction Table
   
  2 
  Friendly: Heals the characters, and leads  
  them safely to one locaton of ther choosng  
  wthn the cty.
   
  3-5 
  Indifferent: Leads the characters safely to  
  one locaton of ther choosng wthn the cty. 
   
  6-8 
  Neutral: The characters wll find all streets on 
  ther way to be adequately lt and generally safe. 
   
  9-11 Unfriendly: The characters wll find that  
  the streets they vst have a tendency to be ll lt.  
  A heghtened rsk of robbery attempts follows.
   
  12 
  Hostile: Not only are the streets ll lt,  
  but the characters’ own lght sources have a  
  tendency to flutter out at the worst of tmes.
  Mephassuros  
  (petty god of mislaid and unanswered prayers) 
  TITLES: Collector of Lost Prayers
  &	J.P. Glutting
  F	Richard J. LeBlanc, Jr.
  SYMBOL: 
  A slver conch filled wth stars
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: −3
  HIT PTS. (HD): 
  90 hp (20 HD)
  ATTACKS:  
  Specal
  DAMAGE: 
  Specal
  SAVE: 
  F20
  MORALE: 
  10
  HOARD CLASS: None
  XP: 
  10,000
  Mephassuros s a collector of prayers that have gone astray, 
  ether because they have been made to false gods, have been 
  rejected by real gods, or have smply been malformed or nap-
  PeTTY GODS
  MeeR-SMAH – MAPHASSUROS
  
  108
  proprately constructed. Mephassuros collects these lost ‘tems’ 
  n a large, ramblng archve as nsubstantal as smoke, whch 
  drfts on the Astral Plane, and s so nnocuous that t s nearly 
  undetectable to travelers. Hs collecton s a curosty shop of the 
  frutless, petty desres or desperate hopes of humanty. Walkng 
  through hs home, a vstor s surrounded by the whspers of the 
  pentent: mplorng, cajolng, exhortng. 
  Sometmes he responds randomly when a lost entreaty reaches 
  hm, wth some apparently meanngful sgn (a fant glow, a feel-
  ng of hope, a soft puff of wnd—see Reaction Table). In 
  practcal terms, however, hs sgns do nothng. If encountered, 
  he s pleasant enough, and s open to a bref conversaton. He 
  wll not engage n combat or accompany anyone anywhere.
  Mephassuros rarely travels, but when he does he carres hs per-
  sonal relc, a large conch shell, wth hm. He may allow others 
  to lsten to t, and they wll hear the fant, unanswered prayers 
  of a lost loved-one. Whle ths may provde mportant nforma-
  ton, the lstener must make a save vs. petrficaton or have ther 
  Wsdom reduced to 4 for 1-3 days.
  If threatened, Mephassuros wll teleport away. Hs conch gets 
  lost more often than seems reasonable, and retrevng t s one 
  of the few reasons he wll stray from hs comfortable archve.
  Mephassuros’s exstence s known only to a very few collectors 
  of metaphyscal mnutae, and hs worshpers are even fewer. 
  Some scholars beleve that Mephassuros was a ‘dead god’ wth 
  a penchant for collecton and archvng, and naturally grew nto 
  hs current role. Others say that the conch tself s the dvne 
  entty, and Mephassuros s but a servant, or a manfestaton t 
  projects.
  Mephassuros Reaction Table
  Responses to Lost Prayers...
   
  2 
  A fant lght n the vague form of a face appears, 
  and fades away.
   
  3 
  A soft breeze passes through the area.
   
  4-10 Nothng happens. 
   
  11 
  A fant chme sounds nearby.
   
  12 
  The supplcant feels a vague sense of hope  
  and renewed determnaton.
  Merramorina  
  (petty god of the lawful end of time) 
  TITLES: The Old Razor, The Time Ender,  
   
  The Father of the Inevitable 
  AFFILIATIONS: The Mearra 
  &	Eric Fabiaschi
  F	Scott Faulkner
  SYMBOL: 
  A broken crcle  
   
  wth four dots  
   
  n the center
  ALIGNMENT: 
  Lawful (Neutral)*
  MOVEMENT: 
  150' (50')
  ARMOR CLASS: 2
  HIT PTS. (HD): 
  75 hp (15 HD)
  ATTACKS:  
  1 (fists or staff)
  DAMAGE: 
  8d6 or 1d4+specal
  SAVE: 
  F15
  MORALE: 
  10
  HOARD CLASS: XVIII + 5,000gp
  XP: 
  3,300 
  As the petty god of the lawful end of tme, t s Merramorna 
  who s charged wth overseeng the dyng moments of tme, as 
  the final grans of sand drp to the bottom of the hourglass. It 
  s also he who assures that the lllusons that supersede realty 
  are dsposed of lawfully. He s the son of Tsrura, the husband 
  of Glara, and the father of Nardrea, Avrgr, Mccara, Ter-
  marr, and Ruslva. Though, n truth, Sertett s the product of 
  an ndscreton on the part of Merramorna’s wfe Glara, ths 
  s unknown to all but Glara, so Merramorna treats Sertett no 
  dfferent than any of hs sblngs.
  Merramorna normally goes unseen (able to become nvsble 
  at wll n all planes), even when he tarres too long before de-
  partng. However, the eyes of the keenest wzards and most 
  nnocent chldren have an apttude for spottng such thngs. 
  Merramorna appears smlar to an ancent storm gant bearng 
  a massve staff edged wth a razor-lke blade. In the past, ths 
  has led to more than one awkward moment for Merramorna. 
  Hs wsdom s sardonc and hs humor of the gallows, so those 
  who have had conversatons wth hm rarely choose to speak 
  of them. 
  Those creatures foolhardy enough to attack Merramorna wll 
  find themselves facng hs formdable attacks—hs ggantc fists 
  and a bladed staff. He may strke wth hs fists for 8d6 ponts of 
  damage. Whle a crack from hs huge bladed-staff may only do 
  1d4 ponts of damage, t wll also age ts vctm by 1d20 years 
  upon each successful strke (on a faled save vs. death). 
  Merramorna collects the reflectons of the great treasures, 
  peces of art, and artfacts that catch hs eye. Ultmately, these 
  thngs become lost to tme and hstory, as they are collected and 
  dsplayed n hs galleres for hs famly’s pleasure. It s beleved he 
  also uses these galleres to woo those human lasses that catch 
  hs fancy, for there are rumors that he s not a fathful husband. 
  It s told that the planes are filled wth hs progeny. Vengeful 
  fathers and sutors have been known to try to find and end hm. 
  They too are dsplayed wthn the galleres of Merramorna. 
  In addton to the standard planar travel afforded to the Mearra, 
  Merramorna s able to travel at wll between the Prme Plane 
  MePHASSUROS – MeRRAMORINA
  PeTTY GODS
  
  109
  and all of t’s alternate dmensons (e.g., those wth hstores that 
  dffer from the tmelne of any gven campagn world).
  RELATED ENTRIES: G) Arvirive, Avirgiri, Glaria, the Mearra, 
  Micicara, Nardrea, Ruslivia, Sertetti, Termarr, Tsrura.
  * Please see the entry in this section for the Mearra for informa-
  tion regarding their alignment.
  Mespilus  
  (petty god of medlar trees and their fruit) 
  &	Chris Wellings
  F	Chris Hüth
  SYMBOL: 
  A medlar frut
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: 1
  HIT PTS. (HD): 
  26 hp (6 HD)
  ATTACKS:  
  1 (+2 quarterstaff)
  DAMAGE: 
  1d6+2
  SAVE: 
  T6
  MORALE: 
  9
  HOARD CLASS: VII
  XP: 
  570 
  Mesplus has the appearance of a somewhat surly chmpanzee 
  (albet one that walks uprght) dressed n the manner of a farm-
  er. Hs sole dstngushng feature (bar hs beng an ape) s hs 
  large hat, whch somehow combnes the attrbutes of a fez and 
  a beret of muddy brown hue. Mesplus s nordnately proud of 
  hs hat. 
  Ths petty god s worshpped by those who gather, ferment (n 
  a process known as blettng) and consume the frut of the med-
  lar tree. Mesplus finds adventurers tresome, usually rebuffing 
  them wth “I deal wth med-LARS, not medd-LERS”. If he can 
  be convnced that the task the party s undertakng wll benefit 
  hs trees or hs worshpers, he may part wth some medlars or 
  medlar jelly (see below). 
  If drawn nto combat, Mesplus wll fight to defend hmself wth 
  hs +2 quarterstaff and hs medlars as bullets for hs slng, 
  before tryng to escape under cover of hs flatulence (as per 
  the spell stinking cloud). If slan, he wll reform n a medlar 
  grove 1d6 days later, rrtated and less nclned than ever to 
  share hs medlars. 
  Mespilus Reaction Table
  Modified by Wisdom, rather than Charisma. 
  (Mespilus values good honest sense, over flashy talkers.) 
   
  2 
  Friendly: Unbletted medlars functon as  
  +1 sling bullets, medlar jelly functons  
  as potion of healing.
   
  3-8 
  Indifferent/Uninterested: If asked, wll gve  
  the party non-magcal jelly and medlars (bletted). 
   
  9-10 Neutral/Uncertain
   
  11 
  Unfriendly: Rather than attackng, he gfts the 
  party wth unbletted medlars, tellng them they are 
  delcous, wthout lettng on they are actually foul.
   
  12 
  Hostile 
  Micicara  
  (petty godess of vendettas and  
   
  murderers’ possessions) 
  TITLES: The Bleeding Mistress  
   
  Of The Gallows 
  AFFILIATIONS: The Mearra 
  &	Eric Fabiaschi
  F	Scott Faulkner
  SYMBOL: 
  An empty gallows
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  150' (50')
  ARMOR CLASS: 2
  HIT PTS. (HD): 
  70 hp (14 HD)
  ATTACKS:  
  1 (fist) or specal
  DAMAGE: 
  6d6 or specal
  SAVE: 
  F14
  MORALE: 
  10
  HOARD CLASS: XVII + 5,000gp
  XP: 
  3,300 
  Mccara, petty godess of vendettas and murderers’ possessons, 
  s most often called upon as a convcted murderer ascends to the 
  last step of the gallows to meet hs doom. She s present n the 
  last moments of the executon, and the moments after as the 
  dead man’s last worldly possessons are gven to hs kn. Tme s 
  the final wtness, and she s there, watchng from the shadows, 
  lstenng to the thankful prayers of the vctms’ famles. Her 
  corpse-lke face watches slently and cuts the final strngs of lfe 
  as the wll of the law s carred out. Her hands wrng wth glee 
  as the last moments fade from the murderer and she catches 
  the last bts of hs lfe as the soul escapes to ts final reward or 
  punshment. 
  Executoners, bounty hunters, lawyers, and clercs all cast ther 
  slent thanks upon her as the pages of her book are turned. 
  There are those, however, who would prefer to keep her from 
  her rounds, and avod learnng of her final truths, for no beng 
  may survve f she reads the end of ther lfe’s story out loud. 
  Such nterlopers are dealt wth swftly as the claws of her bony 
  hands strke! Should she finsh readng a person’s story, they 
  must save vs. death as the final sounds escape her corpse-lke 
  lps or de n 1d4 rounds. She wll not tarry for long as all as 
  there are always more n need of her servces. 
  As she turns the pages n her great Book of the Law, the final 
  reflectons of the past (artfacts, weapons, and possessons of all 
  types) are collected for dsplay n her gallery.
  RELATED ENTRIES: G) Arvirive, Avirgiri, Glaria, the Mearra, 
  Merramorina, Nardrea, Ruslivia, Sertetti, Termarr, Tsrura.
  PeTTY GODS
  MeRRAMORINA – MICICARA
  F	Vindico Vindicatum
  
  110
  Mico  
  (petty god of burning oil) 
  TITLES: He Who Blocks the Path;  
   
  He Who Smells of Burning Hair 
  &	Jim Pacek
  F	Richard J. LeBlanc, Jr.
  SYMBOL: 
  A broken bottle  
   
  wreathed n flame
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: −4
  HIT PTS. (HD): 
  90 hp (15 HD)
  ATTACKS:  
  1 (gaze) or  
   
  2 (balls of fire or flamng claws)
  DAMAGE: 
  3d6+specal or 2d6/2d6  
   
  or 1d6+1d6 (claw/flame) ×2
  SAVE: 
  F15
  MORALE: 
  10
  HOARD CLASS: IX, XVI
  XP: 
  11,000 
  Mco, He Who Blocks the Path or He Who Smells of Burnng 
  Har, s the petty god of burnng ol. When adventurers find 
  themselves backed nto a corner or facng desperate odds, Mco 
  s called upon to make ther am true and ther flasks fragle. 
  He s a slumped over humanod, burned and scarred, smellng 
  of burnt har; hs hands and head are wreathed n pale orange 
  flame and hs eyes twnkle wth a manacal menace. 
  Mco s able cast an enflaming gaze upon any creature wthn 
  sght; that creature must save vs. spell or take 3d6 fire damage 
  plus 1d6 for each flask of ol carred upon hs or her person 
  (whch gnte on the faled savng throw). Because Mco can 
  sense the presence of any type of ol wthn range of sght (func-
  tons as a sort of x-ray vision), he wll often use ths gaze attack 
  on the target wth the most ol n ther backpack. 
  In combat, Mco attacks by hurlng balls of flame formed n the 
  palms of hs claw-lke hands. He attacks n ths manner twce per 
  round (one per hand). Targets are automatcally ht (no “to ht” 
  roll requred) for 2d6 damage per ball of fire (or half damage wth 
  a successful save vs. breath at -3). If engaged n melee, Mco at-
  tacks wth both claws whch each do 1d6 claw damage plus 1d6 
  flame damage (no savng throw) upon successful “to ht” rolls. 
  Three tmes per day, Mco s able to summon 1d6 hell hounds 
  to assst hm n combat or to cover hs retreat. 
  Mco can also grant boons to those he favors, ncludng mmun-
  ty to fire, accuracy wth thrown objects, restoraton of burns and 
  scars, and the transformaton of ol nto “atrox”, an extremely 
  potent and dangerous flammable flud (whch does trple the 
  normal damage of flamng ol).
  Mico Reaction Table 
  Instead of Charisma, modify by the average number  
  of flasks of oil held by the party members. 
   
  2 
  Grants dfferent boon to each member of the party.
   
  3 
  Grants boon to 1d3 members of the party.
   
  4-5 
  Grants a boon to the party member wth the most 
  ol flasks on ther person, or a party member  
  wth burn scars or recent burn damage. 
   
  6-8 
  Reacts n a favorable manner. Identfies hmself 
  and f gven a trbute wll reward one party  
  member wth a boon.
   
  9-10 Identfies hmself and expects approprate  
  treatment; f treated poorly, may attack  
  or merely dsappear. 
   
  11 
  Demands trbute n the form of magc or gold;  
  f not assuaged, attacks ferocously.
   
  12 
  Attacks mmedately, focusng hs attacks on spell-
  casters or those that have ol n ther backpacks.
  Mixmalix (petty god of pranks and pratfalls) 
  &	Malcolm Bowers
  F	Scott Faulkner
  SYMBOL: 
  Banana skn
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  150' (50')
  ARMOR CLASS: 9 (specal)
  HIT PTS. (HD): 
  75 hp (12 HD)
  ATTACKS:  
  1 (stck)  
   
  + specal (prank)
  DAMAGE: 
  2d6 (non-lethal)  
   
  + specal
  SAVE: 
  T12 + specal  
   
  (see below)
  MORALE: 
  8
  HOARD CLASS: I-V, IX
  XP: 
  4,400 
  Mxmalx appears as a swarthy, monkey-lke man, some of 
  whose clothng s partcolored. He can perform mnor chaotc 
  pranks at wll, 1 per round: make any 10x10 foot surface slp-
  pery, make belts undo, pants fall down, helms drop over eyes, 
  clasps unbuckle, clothes tear, wneskns spray about, swords 
  stck n sheaths, etc. In combat, he also strkes wth a leather-
  wrapped knobbly stck, knockng foes down on ther backsdes 
  for d3 rounds (they keep slppng as they rse). Damage s 75% 
  temporary and mschef non-lethal, except socally. Those who 
  attack hm fumble unless they roll a natural 20: weapons are 
  dropped, attackers trp up, ht walls, etc. Spells or devce effects 
  lkewse (19-n-20) bounce off wth random amusng or punnng 
  results: sleep mght turn the caster to a sheep or create a mug of 
  cocoa, say, or any area affect spell mght cause a caster-centred 
  ran of frogs, fish, feathers, banana skns, rabbt droppngs, or 
  tchng powder. 
  MICO – MIXMALIX
  PeTTY GODS
  
  111
  Mxmalx wll usually (75%) play trcks f met: magcally glung 
  someone to a seat or creatng tadpoles n hs beer, turnng har 
  purple, etc. He tends to be pleased f ths causes hearty laugh-
  ter, spteful f not (he s a very petty god). He can ‘rub off’ some 
  of hs aura on partes: the next 1d3 mportant encounters (socal 
  or combat) wll be marked by party grace (everythng done well) 
  or clumsness: wne splled, mnor chaotc effects as above. 
  Mixmalix Reaction Table
  Roll 1d8 (instead of 2d6);  
  Modify +/- d2 for victim reaction.
   
  1-2 
  Pleased: Graces vctm and frends.
   
  3-6 
  Ho-hum: Goes on hs way.
   
  7-8 
  Irritated: Dsgraces vctm and frends.
  Moen Hepnir  
  (petty god of the peaks, pinnacles and summits  
   
  of mountains & glaciers) 
  TITLES: Dweller in the High Places;  
   
  Lord of the High Places 
  &	Johnathan Bingham
  F	Johnathan Bingham
  SYMBOL: 
  Stone axe wth a head carved  
   
  n the shape of a beast’s face
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: −1
  HIT PTS. (HD): 
  124 hp  
   
  (21 HD)
  ATTACKS:  
  2 fists or 1 grapple/crush or 1 avalanche  
   
  or 1 weapon (+3 stone great axe)
  DAMAGE: 
  1d10/1d10 (fists) or 2d12 (grapple/crush) 
   
  or 8d6 (avalanche) or 3d6+3 (Bek Moda He)
  SAVE: 
  F20
  MORALE: 
  11
  HOARD CLASS: XXI
  XP: 
  8,250 
  Slent as a cloud shadow drftng over the peaks, suddenly gven 
  the bone crushng physcalty of an avalanche wth the furor 
  of a mountan storm; ths s Moen Hepnr, the Dweller n the 
  Hgh Places. Moen Hepnr s rarely seen but hs cres are often 
  reported by travelers n hgh mountan passes. It s beleved that 
  those that fal to pay hm trbute are subject to beng vctms 
  of falls from great heghts or crushed by avalanche. For ths 
  reason, many pay hm obesance, even f he s not worshped 
  outrght and has no formal temples or churches. 
  Moen Hepnr wanders the hgh peaks and s constantly on the 
  move through the hgh passes and crevasses. He s sometmes 
  reported by mountaneers and mountan gudes as revelng n 
  the fierce storms that embrace the hgh peaks, bangng hs great 
  axe n tme wth the thunderclaps. Moen Hepnr s reclusve 
  and there few accounts of any who have encountered hm and 
  survved to tell the tale.
  Moen Hepnr passes amongst the glacal ce and deep snows of 
  the tallest mountans wthout leavng a trace of hs passng. He 
  therefore can surprse on a 1-7 on a 1d8. He s often slent, but 
  does possess a ferocous roar that echoes the mountan gales. 
  Those wthn a 20' range must save vs. petrficaton or be deaf-
  ened for 1d12 turns.
  Moen Hepnr can attack by usng hs enormous fists, by grap-
  plng and crushng hs vctms, by causng an avalanche, or 
  wth hs great stone axe Bek Moda Hei. When causng and 
  avalanche (8d6 damage), Moen Hepnr wll savagely charge n 
  amongst the tumult to further savage hs opponent wth hs fists 
  or wth Bek Moda He.
  Moen Hepnr s mmune from cold attacks and takes half dam-
  age from electrcty. Acd and fire attacks do full damage. 
  Moen Hepnr’s symbol and weapon s Bek Moda He (Great 
  Crushng Axe). Bek Moda Hei s a +3 stone great axe that deals 
  3d6 ponts of damage. Three tmes per day, Moen Hepnr can 
  use the axe to cause a boomng thunder clap that wll cause 
  vctms wthn 50' to save vs. paralyzaton or be affected as f 
  by a symbol of stunning. Also, the axe can be used to teleport 
  (as per the spell) three tmes per day. Further, the axe enables 
  Moen Hepnr to regenerate 1d4 hp per round. Bek Moda Hei 
  can only be welded by those possessng a Strength equvalent 
  to a cloud gant.
  Moen Hepnr appears as a monstrous, bpedal, bestal, anthro-
  pod covered n matted whte fur. He wears beads and bones 
  braded nto hs fur and has great bronze bracers on hs fore-
  arms. He stands 15' tall, wth hs massve arms draggng the 
  ground much lke an ape. 
  PeTTY GODS
  MIXMALIX – MOeN HePNIR
  
  112
  Moorealeth  
  (petty god of lost chapters) 
  &	Patrick Stuart
  F	Richard J. LeBlanc, Jr.
  SYMBOL: 
  A broken  
   
  crcle
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: 9
  HIT PTS. (HD): 
  Random (d20 HD; reroll every encounter;  
   
  he forgets how dvne he s)
  ATTACKS:  
  1 (touch)
  DAMAGE: 
  1d6 + specal
  SAVE: 
  F1-20 (by HD)
  MORALE: 
  Random (roll 2d6 before each encounter;
  HOARD CLASS: See below
  XP: 
  1,500 or 0 (f anyone doesn’t remember  
   
  at the end why they were fightng, then they 
   
  don’t get any) 
  Some books are so long, and so boring, that almost no-one 
  finished them.
  During the reading of a an important but very long and turgid 
  book, the mind of the reader will abruptly enter an unaware 
  fugue-state. It is at this moment that the god of lost chapters 
  makes his appearance.
  Say half-way through Das Kapital or the Bible, your head be-
  gins to nod, your eyes are open but in fact you are mildly 
  unconscious. The God of Lost chapters will fill your mind with 
  the memory of the chapter you should have read. After a few 
  moments you wake up again. You never realise you passed 
  out. You have the memory of reading the book and the book 
  is in your hands so your must have read it. You continue. 
  But he never ever gets it exactly right. 
  This god is the reason people who spend their lives reading 
  very long books always disagree about the exact meaning of 
  what they have read. They remember reading different things. 
  His powers are mild, almost non-existent, but he has probably 
  started a few wars. And a few crusades.
  Moorealeth looks lke a dstracted, bearded man wearng tat-
  tered gray robes. He knows everythng but can never relate t 
  correctly. He s unaware of ths. He s eager to help anyone 
  who passes by. Hs assstance s always slghtly wrong. If you 
  ask hm where the Gobln Cty s he wll gve your the wrong 
  place, or the wrong spellng. Or tell you t s a cty of Gnolls, 
  or say that the name “Gobln Cty” s based on a msspellng of 
  an ancent trbal term and actually t’s a mountan, or an oass. 
  Or he wll get t exactly rght but transpose the co-ordnates so 
  you end up on the wrong sde of the globe, exactly opposte the 
  gobln cty. Or he wll send you to “Robln Cty.”
  Moorealeth attacks as a normal man wth bare hands. But f 
  he touches you (on successful “to ht” roll), you don’t know why 
  you’re there (no save). Twce and you don’t know who he s (no 
  save). Three tmes and you don’t know who you are (no save). 
  The effects may only be negated by the spell remove curse.
  If a PC ever tres to ht Moorealeth and msses, they forget why 
  they were tryng to ht hm n the first place. Another member 
  of the party wthn earshot must spend one round explanng to 
  them why they are fightng and what s gong on. If everyone 
  forgets, and there s no-one to remnd them then the encounter 
  s over. Moorealth also forgets.
  Moorealeth’s hoard consst of nothng but books—expensve, 
  valuable beautful books of spells and strange knowledge, all 
  slghtly wrong. None of them work. You could probably prse 
  the gems off the front or sell them for the dragonskn bnd-
  ngs. If you try to sell them to anyone who knows what they are 
  dong, they are gong to read them. Wat a whle. Read them 
  agan. And get very pssed off.
  Morbiphallugus  
  (petty god of venereal afflictions and sexual disfunction) 
  TITLES: The Vile Spreader; The King of Crabs; 
   
  The Dread Crotch Creature† 
  &	Richard J. LeBlanc, Jr.
  F	Richard J. LeBlanc, Jr.
  SYMBOL: 
  A deteroratng combnaton of the  
   
  alchemcal symbols for man and woman
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  240' (80')
  ARMOR CLASS: 4
  HIT PTS. (HD): 
  120 hp (20 HD)
  ATTACKS:  
  6 (2 claws + 4 touches)
  DAMAGE: 
  1d8/1d8/0/0/0/0 + dsease
  SAVE: 
  F20
  MORALE: 
  11
  HOARD CLASS: Specal
  XP: 
  4,250 
  The domans of the petty god Morbphallugus nclude all of 
  dseases, afflctons and deformtes whch plague the sexual 
  organs, all dysfuncton and dfficulty assocated wth sexually-
  related actvty (ncludng those thngs as dverse as kssng and 
  castraton), and all related ssues (e.g, syphltc blndness, sterl-
  ty, burnng sensatons, tchng fits, unsghtly sores, and vagnal 
  dscharge). Hs appearance s as off-puttng as the alments he 
  celebrates. Hs lower torso appears as enlarged scrotum con-
  tanng a octet of testcles, swathed n a mlky-whte slme. Hs 
  serpentne upper torso features 6 arms, four of each have hu-
  man hands, and 2 of whch feature crab-lke claws. Hs draco-
  nan face and narrow eyes are offset by hs droolng mouth, and 
  hs rank, musky scent precedes hm (to a dstance of 60').
  No one conscously chooses to worshp Morbphallugus. They, 
  nstead, often find themselves beggng for hs mercy when nds-
  creton and mprudence get the better of them, and they fall prey 
  to the condtons over whch he lords. Furthermore, he prefers 
  the term “anonted” to “nfected,” for he thnks the symptoms 
  hs converts bear as the badges of honor that they wear. To ths 
  end, Morbphallugus s known to frequent the back-alleys and 
  brothels of the world, seekng unwttng servants to spread the 
  seeds of hs labor. Morbphallugus’s touch alone s enough to 
  anont unntended dscples. On any successful touch (nclud-
  ng claws; “to ht” requred at DM’s dscreton), the vctm of 
  Morbphallugus must save vs. paralyss or become nfected (untl 
  cured by the spell remove disease). Once an nfecton has been 
  determned, roll 3d8 on the followng table to determne whch 
  symptoms are presented:
  MOOReALeTH – MORBIPHALLUGUS
  PeTTY GODS
  
  113
  Morbiphallugus Disease Symptom Table
  * Indicates symptom will remain even after disease  
  is removed, unless symptom is cured separately. 
   
  3 
  Paralysis* (removed by cure light wounds).
   
  4-5 
  Blindness* (removed by cure blindness).
   
  6-8 
  Deafness* (removed by cure light wounds). 
   
  9-12 Genital Discomfort: Requres afflcted  
  creature to st/rest 1 turn per 5 turns of travel.
   
  13-15 Poor Muscle Coordination: +1 AC penalty and 
  on −1 “to ht” rolls (removed by cure light wounds).
   
  16-17 Numbness*: +2 AC penalty and on −2 “to ht” 
  rolls (removed by cure light wounds).
   
  18 
  Dementia* (removed by remove curse).
  It s rumored that Morbphallugus collects the testcles from the 
  corpses of hs vctms (both those that ded n drect combat, and 
  those that passed from the long-term effects of sexually-related 
  dseases), and dsplays them n a gallery located deep nsde the 
  long, slmy tunnel he calls home.
  Morbiphallugus Reaction Table
   
  2 
  Friendly: Attempt to ‘seduce’ the PCs;  
  f advances are refused, re-roll on ths table.
   
  3-5 
  Indifferent: Suggests the PCs vst one of  
  hs “anonted dscples” so that he or she may  
  gve the PCs hs or her “blessng.”
   
  6-8 
  Neutral: Inqures as to the party’s sexual  
  preferences and predlectons.
   
  9-11 Unfriendly: Slowly moves up to the PCs  
  n the least threatenng way possble, and attempts 
  to touch as many of them as possble at one tme.
   
  12 
  Hostile: Attacks nearby targets.
  † This term is used colloquially by those who fear, dread, or 
  suffer the presence of Morbiphallugus.
  RELATED ENTRIES: M) Divine Louse Crab; S) Touch of Morbi-
  phallugus.
  Mosht Al Blopp  
  (petty god of fetid pools)  
  &	Charles Turnitsa
  F	Claytonian J.P.
  SYMBOL: 
  Turtle head  
   
  drppng wth slme
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: −7
  HIT PTS. (HD): 
  120 hp  
   
  (27 HD)
  ATTACKS:  
  Specal
  DAMAGE: 
  Specal
  SAVE: 
  F25
  MORALE: 
  10
  HOARD CLASS: XVII  
   
  (see below)
  XP: 
  10,000 
  Know ths, oh traveler, that Mosht Al Blopp s the petty god 
  of fetd pools. Those who are unlearned n the glores and un-
  paralleled wonders to be found n the bottom of a dank, fetd, 
  rancd pool can never understand the frenetc blss enjoyed by 
  Mosht Al Blopp as he splashes about n hs great pool, Blopp 
  Harr—the Celestal Slme. The pool occupes a sacred and 
  specal place n the Chaotc realm of The Forgotten Ones, 
  but t s not uncommon for Mosht Al Blopp to travel from hs 
  beloved and comfortable, mud- and slme-coated home pool 
  to our own world. 
  Whenever a fetd pool s dsturbed—usually by those who are 
  gnorant of the proper obesances that need to be made to 
  Mosht Al Blopp—there s a small chance that the god wll be 
  summoned from hs splashng place, and wll come to the phys-
  cal world n order to punsh the heretcs. 
  If he appears (and he wll, oh traveler, he wll) Mosht Al Blopp 
  comes as a great hulkng figure, covered n green pond muck. 
  He welds no apparent weapon, nor does he have to. He s 
  the protector of the Celestal Slme, the guardan of the great 
  pool—brnger of pan and retrbuton to those who dare to vo-
  late a rancd and fetd pool n the mproper manner. In combat, 
  Mosht Al Blopp can unleash hs holy fury on hs foes (he can 
  strke drectly twce n combat, wth two great slmy fists, each 
  dong 2d10 of damage f they strke), but he would rather sum-
  mon hs holy servants from the realm of the Forgotten Ones. 
  In order to brng assstance, Mosht Al Blopp wll stand n a 
  ready pose, and, wth hs great slmy protuberances, he wll 
  splt open the apron of muck that drapes below hs bulbous 
  wastlne (dare not laugh, traveler, for although he appears 
  stout, Mosht Al Blopp s a great and terrble dety). Once open, 
  the servants of the god of fetd pools wll appear. There wll be 
  1d4 servants appearng each round, for 1d4 rounds. If Mosht 
  Al Blopp s n partcular dre straghts he may repeat hs call for 
  servants once per hour, but surely the foes of the god of fetd 
  pools would certanly collapse n terror by that pont. 
  In order to spread the blss and joys of fetd pool muck, when 
  Mosht Al Blopp vsts our world, he wll often exude fetd 
  pond muck. The muck wll spread out from Mosht Al Blopp 
  n a thck coverng of the ground, 20' radus the first round 
  PeTTY GODS
  MORBIPHALLUGUS – MOSHT AL BLOPP
  
  114
  he decdes to exude. After that t grows another 5' radus 
  (all drectons) per round f the great mucky one stands stll. 
  Should he decde to move, he wll exude another puddle of 
  muck at hs new locaton. The muck stays most unnaturally 
  for hours and hours after t s exuded, even n the drest of 
  envronments. Ths muck wll slow all who move through the 
  regon to a speed of 20' per round. 
  Mosht Al Blopp can teleport from one fetc pool to another 
  pool wthnt he same plane. If he s wthn 20' (or standng n) a 
  fetd pool, he can have 1d4 gant leeches (see the rulebook for 
  gant leech statstcs) sprng from the pool and attack a foe (the 
  summoned leeches wll soar through the ar out to 60' from the 
  pool). Ths can be done once per fetd pool.
  RELATED ENTRIES: M) Servant of Mosht Al Blopp.
  Moslammin  
  (petty god of the shutting and closing of doors) 
  TITLES: Closer of Doors 
  &	Joshua Burnett
  F	Joshua Burnett
  SYMBOL: 
  A wooden door, closed & held  
   
  by an ron spke
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: −5
  HIT PTS. (HD): 
  86 hp (20 HD)
  ATTACKS:  
  1 (slam)
  DAMAGE: 
  3d6 (×2 wth  
   
  backstab)
  SAVE: 
  T20
  MORALE: 
  9
  HOARD CLASS: 100 masterwork ron spkes
  XP: 
  6,250 
  Asde from all the monsters, traps, mad wzards, and cursed 
  artfacts that an adventurng party must face, the most per-
  sstent threat n any dungeon s the closed door. Deep n the 
  bowels of the dungeon, doors rarely functon properly. They 
  warp, swell, and stck, becomng ngh-unbudgeable obstacles 
  that only the brawnest of barbarans or fittest of fighters can 
  hope to shove open. Worst yet, dungeon doors have a nasty 
  habt of shuttng and stckng once more after the adventurers’ 
  backs are turned.
  The Acolytes of Sealed Temple n the Valley of Passages at-
  trbute ths uncanny behavor to Moslammn, Closer of Doors, a 
  petty god. Open doors, cleared passages, and accessble rooms 
  are anathema to Moslammn. As t s wrtten n the wood-bound 
  tomes of hs (few) clercs, “How mght a man prove hs worth, f 
  he can enter any sanctum wth ease? Better t s that hs every 
  step be dogged wth adversty, no matter how small.” Moslam-
  mn closes doors not to pester, they say, but to test manknd’s 
  patence and thus make us mmune to petty rrtatons. 
  Moslammn’s avatar appears as a hunched and hooded figure 
  who creeps slently through dark and damp dungeon corrdors, 
  closng and holdng shut any door he passes. If he encounters 
  an adventurng party he deems worthy of hs “blessngs,” he 
  wll follow them slently and nvsbly throughout an entre dun-
  geon, closng and sealng any open doors they may leave n 
  ther wake. 
  Moslammn has all the sklls and abltes of a level 20 thef, 
  except the Pck Locks skll. He may also cast at wll invisibility, 
  silence 15' radius, and wizard lock as a 20th level magc-user.
  Moss-Worn Goat (petty god of sterility) 
  TITLES: Bearer of Sterility 
  &	Logan Knight
  F	Logan Knight
  SYMBOL: 
  A carven wood phallus,  
   
  left to grow moss and fungus
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: 5
  HIT PTS. (HD): 
  46 hp (7 HD)
  ATTACKS:  
  N/A
  DAMAGE: 
  N/A
  SAVE: 
  M22
  MORALE: 
  9
  HOARD CLASS: (depends on  
   
  how long you keep hm around)
  XP: 
  4,000 
  The Moss-Worn Goat can be called upon to dry up the seed 
  of men seekng t or those whom they wsh to nflct t upon. 
  Offerngs of gold are left n the damp parts of the woods wth 
  a phallus carved from a dscarded branch, hdden by rottng 
  hollow logs. Some desre temporary afflcton, but unless they 
  save vs. spell they are permanently sterlzed.
  MOSHT AL BLOPP – MOSS-wORN GOAT
  PeTTY GODS
  
  115
  The Goat hmself wll be found n a dark hovel of a cav-
  ern, sweatng amdst lchen and mounded monolths of drt, 
  sprawled on the floor, moanng mournfully n a reverberatng 
  howl. Below the huge malformed head and horns of a goat hs 
  body s human, and the whole tme you watch hm he never 
  stops masturbatng, shudderng ntermttently wth spasms that 
  force enormous sngle golden sperm to spurt from hs cock 
  onto an already squrmng ple, creakng lke bendng metal.
  If you attack hm he doesn’t know how to defend hmself, he 
  doesn’t understand, and he doesn’t stop masturbatng. Eventu-
  ally he wll try to flee, leavng a golden tral of creakng sperm 
  as he stumbles away.
  Mystical Martan  
  (petty god of pranksters and jerks; trickster) 
  TITLES: Patron of Pranksters and Jerks 
  &	Tony A. Rowe
  F	Andrew Walter
  SYMBOL: 
  Concal, yellow hat wth a short brm
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  120' (40')
   
  FLY: 
  120' (40')
  ARMOR CLASS: 2
  HIT PTS. (HD): 
  133 hp (18 HD
  ATTACKS:  
  2 or spell
  DAMAGE: 
  1d6/1d6  
   
  or by spell
  SAVE: 
  MU18
  MORALE: 
  8
  HOARD CLASS: 2×XVI and 1d4 cursed magc tems
  XP: 
  6,250 
  Mystcal Martan s a master of pranks and trcks. He wanders 
  the land, usng hs magc powers to teach unwelcome lfe les-
  sons to any “do-gooders” and would-be heroes he encounters. 
  He enjoys summonng woodland creatures to hm, then usng 
  hs polymorph powers to turn ther bodes nsde out or change 
  them nto random objects. Martan spreads chaos and torment 
  wherever he goes.
  He appears as a grnnng, green-sknned human traveler, wear-
  ng yellow clothng wth a tall hat, torn shrt, trousers and a ms-
  matched par of boots. He carres a knapsack wth a bedroll on 
  hs back and has a small bag of possessons strapped to hs leg.
  Martan’s unassumng form gves no hnt to the great magcal 
  powers he possesses. In addton to all spells and abltes of 
  an 18th level magc-user, he may fly and cast dimension door, 
  polymorph self, polymorph others and pyrotechnics at wll. 
  He does not care for physcal combat, preferrng to use hs 
  magc powers to defend hmself or flee.
  Martan s often encountered n dsguse as a homeless beggar 
  wrapped n a tattered blanket to obscure hs dentty. He begs 
  for food from anyone he meets. After a party decdes to gve 
  hm food or not, Martan casts off hs dsguse n a flurry of py-
  rotechncs and reveals hs true dentty.
  Mystical Martan Reaction Table
  Add 1 if party gives Martan any food;  
  Add 1 if any party member is Lawful.
   
  2-4 
  Friendly: Gves the party a gft of a random,  
  useful magc tem. The DM should choose  
  a sgnficant drawback for the magc tem that s 
  dscovered the first tme t s used.
   
  5-6 
  Mischievous: Puts a mnor curse on the party;  
  for example, he may transform the party’s water 
  supples nto magcal har whch, when drunk, 
  causes the mbber’s own har to fall out.
   
  7-9 
  Educational: Teaches one of the party  
  members a mystcal lfe lesson by polymorphing 
  them nto a strange form of the referee’s  
  devsng (such as a monster or an overszed  
  body part). Ths form has new powers  
  (for example, resstance to certan types of  
  damage or the ablty to vomt lava) as well as  
  new restrctons. Martan returns the vctm  
  to ther orgnal form only after they guess  
  what the “lesson” was (for example, “don’t be  
  nce to jerks”).
   
  10-11 Hostile: Attacks the party by anmatng  
  ther own shadows (treat as shadow monsters  
  wth HD equal to the party’s average level).
   
  12+ 
  Big Jerk: Teaches the party a mystcal lfe  
  lesson wth a major curse; for example, he may 
  fuse the party members to each other by ther 
  hands. He wll remove the curse f they guess  
  the meanng of the “lesson,” as above.
  After the encounter, Martan fles nto the ar and dsappears 
  through a dmenson door n a flurry of pyrotechncs, spellng a 
  rude message n the sky.
  Mystcal Martan s actually a denzen from another world, a uto-
  pan socety of law and order. He spread chaos through the  
  socety untl hs four older brothers overpowered hm. They ex-
  led hm to ths world hundreds of years ago, hopng he would 
  learn compasson and stop beng such a jerk. Soon, hs brothers 
  wll come to return Martan to ther home world to stand tral for 
  hs crmes. Martan wll attempt to use hs polymorph powers to 
  trade forms wth some unsuspectng vctm (probably a player 
  character) so hs brothers capture the vctm nstead of hm.
  Even though he s a constant traveler, Mystcal Martan has 
  a lar hdden deep n the woods. Ths decrept, low, wooden 
  structure s lttered wth debrs and surrounded by poson oak 
  (to whch Martan s mmune). A secret door conceals a starcase 
  to a basement level: the storage area for Martan’s haphazard 
  collecton of magc tems, otherworldly artfacts and tny mon-
  sters trapped n glass bottles.
  PeTTY GODS
  MOSS-wORN GOAT – MYSTICAL MARTAN
  
  116
  Naaragiga (petty goddess of jellies and molds) 
  &	Todd Roe
  F	Mark Allen
  SYMBOL: 
  An rdescent dsk
  ALIGNMENT: 
  Neutral (possbly Chaotc)
  MOVEMENT: 
  0' (0')
  ARMOR CLASS: 9 (mmune to most attacks; see below)
  HIT PTS. (HD): 
  130 hp (22 HD)
  ATTACKS:  
  1 spore cloud
  DAMAGE: 
  Specal
  SAVE: 
  F22
  MORALE: 
  N/A
  HOARD CLASS: XXII
  XP: 
  11,000 
  Naaragga s the goddess of molds and jelles. She s older than 
  most lvng thngs and has survved snce dark eons past. She 
  lves n the deepest, darkest pts of the underworld, and her 
  dwellng s usually surrounded by a vast temple complex de-
  voted to her. 
  She resembles a gant oozng mold n appearance, and s con-
  tnuously shftng and changng color. A sngle manfestaton 
  covers an area of about 250 square feet. She s always sur-
  rounded by (and coverng) the treasure of would-be adventur-
  ers, wanderng creatures, and msguded followers. She nat-
  urally attracts molds, oozes, jelles, and slmes, and they are 
  numerous throughout her lar. They are all under her control. 
  She attacks by ejectng spores n a 30'-dameter cloud. Any 
  character caught n ths cloud must save vs. poson or de wth-
  n 1 round. A successful save requres a second save; falure of 
  the second save results n beng under the control of Naara-
  gga (equvalent to a charm person/monster spell). Comng 
  nto contact wth her causes 2d6 ponts of acd damage and 
  nstantly begns to dssolve organc materals. 
  She s only susceptble to fire and lghtnng attacks. Destroyng 
  her does not kll her; n tme she always seems to grow some-
  where else and begns agan to attract followers. 
  Worshpers of Naaragga are usually vctms of her charm abl-
  ty, and are qute mad. They beleve that she exsts to consume 
  the world, but t s more lkely that she s content to just survve, 
  feedng off of the fath of her worshpers and the flesh of the 
  unfortunate. 
  Nanefesterad  
  (petty god of  
   
  false friendship) 
  &	Dennis Carter
  F	Steven Goodman
  SYMBOL: 
  A frendly smle
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: −1 [+2]
  HIT PTS. (HD): 
  75 hp (15 HD)
  ATTACKS:  
  2 tentacles (4 f enraged)/specal
  DAMAGE: 
  2d6 per tentacle (2d6+4 f enraged)
  SAVE: 
  M15
  MORALE: 
  5
  HOARD CLASS: XVIII (n lar), XIV (carred)
  XP: 
  6,000 
  Thoroughly evl, Nanefesterad s eager to wn the frendshp of 
  those he encounters, and feeds on the lfe force of those around 
  hm. Any physcal contact wth hm functons as a charm per-
  son spell (as a 15th level magc-user). If the save (vs. spell) s 
  made, the character s mmune to Nanefesterad’s charm effect 
  for 24 hours. Those who spend more than 2 hours per 24 hour 
  perod n hs presence lose 1d4 ht ponts at the next sunrse. 
  Ths effect s not notceable by the vctm untl at least 20 ht 
  ponts have been lost n ths manner. These lost ht ponts can-
  not be reganed untl a remove curse spell s cast on the vctm. 
  Addtonally, ht ponts lost n ths manner wll heal an equal 
  amount of Nanefesterad’s ht ponts (up to hs maxmum). He 
  also has a beautful sngng voce, and s fond of playng a lyre 
  around a campfire. Once per day, hs sngng can functon as a 
  mass charm spell. 
  In hs guse as a frendly mortal, he wll gladly accompany an 
  ndvdual or adventurng party, especally f at least one of 
  those ndvduals s under hs charm effect. He wll use money 
  and magc tems for ther benefit. However, he s cowardly and 
  wll not put hmself nto a dangerous stuaton, even though 
  Nanefesterad can only be ht by +2 or better weapons.
  If he does partcpate n combat, he wll only use ranged weap-
  ons and wll stay as far away as possble from opponents. In hs 
  N
  nAArAgigA • nAnefesterAd • nAnny binx • nArdreA •  
  nAught • nAzArAsh • nebius • neco • neub • neuph • nhucyy •  
  nocton zython • nox • nug • numAthoth • nwee • nyctAlops
  NAARAGIGA – NANeFeSTeRAD
  PeTTY GODS
  
  117
  monstrous form, he can attack twce per round wth hs tenta-
  cles, dong 2d6 damage per ht and healng that same amount 
  of hs own ht ponts. Damage done by hs tentacles may be 
  healed normally. If Nanefesterad takes more than 25 ponts of 
  damage, he wll become enraged. Hs number of attacks per 
  round ncreases to 4, wth each successful ht dong 2d6+4 
  damage. No matter what hs form, or whether he s enraged 
  or not, Nanefesterad s cowardly and must check morale every 
  3 rounds. 
  Nanefesterad takes partcular delght n turnng people aganst 
  ther frends and loved ones. He wll cause those he has charmed 
  to behave n uncharacterstc ways, and they wll see hm as a 
  deeper and truer frend than ther former alles. He s very fond 
  of beautful females of any race, and he wll seek to charm 
  the female wth the hghest Charsma before anyone else n a 
  group. If anyone sees hm n hs true form, he wll seek to kll 
  that ndvdual usng hs charmed vctms. He wll not fight the 
  person hmself, unless no other optons are avalable. 
  Nanefesterad Reaction Table 
   
  2-5 
  Friendly: Offers 1 random magc tem. 
   
  6-9 
  Friendly: Seeks to shake hand of PC wth 
  hghest Charsma (see above). 
   
  9-11 Friendly: Smles but does not approach. 
   
  12 
  Flees: Runs away.
  Nanny Binx  
  (petty goddess of physical and intellectual sustenance) 
  &	Chris Tamm
  F	Richard J. LeBlanc, Jr.
  SYMBOL: 
  A goat cuneform pctogram of 9 strokes
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  180' (60')
  ARMOR CLASS: 4 (-2 wth demon skullcap)
  HIT PTS. (HD): 
  46 hp (9 HD)
  ATTACKS:  
  1 (head butt)
  DAMAGE: 
  2d6 (standard) or  
   
  4d8+5 plus specal (wth demon skull cap)
  SAVE: 
  M22
  MORALE: 
  11
  HOARD CLASS: Mlk; possbly goat food or cheese
  XP: 
  3,100 
  Nanny Bnx s a former wzard’s famlar who, after havng had 
  her body enchanted by her master (one of the greatest wzards 
  who ever was), outlved her master and went on to become the 
  greatest nanny goat ever, as well as a champon of domestc 
  anmals everywhere. 
  Nanny Bnx follows adventurers around, radatng goodness 
  and gvng freely of her healng mlk (heals 1d6 ponts per per-
  son per day). Wherever adventurers stay, she performs a rtual 
  to make the local barn and stable anmals sentent, and teaches 
  them her basc phlosophy and, f tme allows, some spells. She 
  has also convnced many of these anmals to worshp the earth 
  goddess to help her fight evl. Addtonally, her anmal spes 
  nform her of local cults who harm anmals.
  She has been known follow adventurers for as short a tme as 
  a few hours, but as long as a few years. She s able to speak 
  wth humanknd (common), but she s usually reluctant to do so 
  (preferrng to speak manly wth anmals). When she does start 
  talkng, even to humanknd, just try gettng her to stop. 
  In face of unspeakable evl, Nanny Bnx s rarely taken serously 
  by opponents, but can be a formdable opponent. She usually 
  attacks “bad people” by buttng wth her horns. On a natural 
  “to ht” roll of 20, her opponent must make a save vs. paralyss 
  to avod beng knocked over. Nanny Bnx also possesses a +5 
  demonic skullcap, forged of black metal and gfted to her by a 
  demon kng. Nanny doesn’t really lke to use ths, as demonc 
  evl sn’t really her thng. However, when pressured, and f gv-
  en assstance donnng the skullcap, she wll do so. The skullcap 
  allows Nanny Bnx to ht creatures whch are normally harmed 
  by certan metal or a mnmum magcal enchantment. Any be-
  ng reduced to 0 hp from an attack wth ths skullcap must save 
  vs. death or have ther soul draned (elmnatng the possblty 
  for resurrection, but not necessarly reincarnation). Addton-
  ally, Nanny Bnx s sometmes joned n battle by strange and 
  surprsng alles, who appear to fight alongsde her. 
  Nature sprts, elves, sentent anmals, and even beast-men get 
  along well wth her, and she s a favored subject of many bards 
  who have penned songs about her. In general, however, most 
  humans are oblvous to her decade-long project to battle evl. 
  She doesn’t bear any malce to knd humans. She’s had several 
  kds each year for centures; many now act as her agents. She 
  can cast spells as a 15th level magc-user and a 10th level drud.
  RELATED ENTRIES: D) Milk Bucket of the Gods.
  Nardrea (petty god of hidden taxes and caches of time) 
  TITLES: The God of  
   
  the Accounts of Law 
  AFFILIATIONS: The Mearra 
  &	Eric Fabiaschi
  F	Scott Faulkner
  SYMBOL: 
  A ledger
  ALIGNMENT: 
  Lawful (Neutral)*
  MOVEMENT: 
  150' (50')
  ARMOR CLASS: 2
  HIT PTS. (HD): 
  65 hp (13 HD)
  ATTACKS:  
  1 (fists or qull)
  DAMAGE: 
  6d6 or 1d8+4
  SAVE: 
  F13
  MORALE: 
  10
  HOARD CLASS: XVIII + 5,000 gp
  XP: 
  2,800 
  PeTTY GODS
  NANeFeSTeRAD – NARDReA
  
  118
  In all the courts and governments, there are blls that reman 
  unpad, debts that wat, and wages that waste away. Ths s 
  the doman of Nardrea, the petty god of hdden taxes and the 
  caches of tme. He s the nevtablty of Law who catches up 
  wth hs vctms. He collects, calculates, and balances the books 
  n Law’s favor. He moves between the grans of tme to collect 
  each and every unpad fine and debt belongng to the powers 
  of Law. He moves from one moment to the next, n a blur of 
  moton, untl he finds an oblgated vctm.
  Ths rather plan-lookng man appears smlar to a cloud g-
  ant garbed n gray, clerc-lke robes. Wthout pomp or crcum-
  stance, he wll appear before a vctm and demand payments for 
  any unpad debts. The vctm must begn makng arrangements 
  mmedately, or Nardrea wll strke the fool wth hs fists for 
  6d6 ponts of damage. Should Nardrea encounter Chaos n any 
  form, he wll use a quill of sharpness (as sword of sharpness), 
  dong 1d8+4 damage (on a successful “to ht” roll). 
  Nardrea may choose to balance the books of a person’s lfe, 
  whch stuns the subject for 1d8 rounds as the worst moments 
  of ther lves are relved. Nardrea may only use ths ablty 
  aganst a sngle ndvdual one tme per week, but may use t 
  aganst as many dfferent ndvduals per week as he chooses. 
  Should Nardrea so choose, he may collect 1d10 years for ther 
  unpad debts, whch wll settle ther accounts n full. Unwllng 
  vctms get a save vs. death to avod the remttance (but ther 
  accounts wll reman unsettled). These collected years wll ap-
  pear wthn Nardrea’s ledgers as the complex configuratons 
  and mathematcal formulas of Law. 
  Nardrea s often called by the other gods of Law to fix a varety 
  of space-tme anomales (and related ssues). He s also often 
  found upon the Prme Plane where he s worshped by tax col-
  lectors, bankers, watchmakers, and fools.
  RELATED ENTRIES: G) Arvirive, Avirgiri, Glaria, the Mearra, 
  Merramorina, Micicara, Ruslivia, Sertetti, Termarr, Tsrura.
  * Please see the entry in this section for the Mearra for informa-
  tion regarding their alignment.
  Naught (petty god of invisibility  
   
  and invisible stalkers) 
  TITLES: Nought; The Great Gone;  
   
  He Who Remains Unseen 
  &	Richard J. LeBlanc, Jr.
  F	Richard J. LeBlanc, Jr.
  SYMBOL: 
  A unknown symbol  
   
  (because t’s nvsble)
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: 0
  HIT PTS. (HD): 
  100 hp (12 HD)
  ATTACKS:  
  1 (touch)
  DAMAGE: 
  Specal (nvsblty)
  SAVE: 
  M12
  MORALE: 
  7
  HOARD CLASS: 20d10 rings  
   
  of invisibility
  XP: 
  2,800 
  Naught (or Nought) s the petty god of nvsblty and patron 
  of nvsble stalkers. If hs true appearance had ever been seen, 
  that nformaton has long been lost, as Naught s permanently 
  nvsble. He revels n those that use nvsblty wsely, regard-
  less of whether they are heroes seekng to conquer, cowards 
  wantng to hde, or murderers attemptng to kll. Though t s 
  rumored he resdes on the Elemental Plane of Ar, there has 
  never been any proof of ths. 
  The touch of Naught wll turn a target permanently nvsble 
  (on a faled save vs. spells), an effect whch may be removed 
  wth the use of dispel magic. Addtonally, Naught may become 
  completely slent at wll, allowng hm to move freely about any 
  creatures wthout beng noted, unless specal means are beng 
  employed (e.g., radar, nfravson, detect invisibility, etc.). If no 
  such ablty s beng used, Naught may automatcally touch any 
  creature he chooses. Those aware of hs presence (e.g., through 
  specal means, or because he s not slent), and unwllng to be 
  touched, requre that Naught make a successful “to ht” roll. If 
  nvsble only, Naught gets a +2 “to ht” bonus. If nvsble and 
  slent, Naught gans a +5 bonus “to ht.” All those attemptng to 
  strke Naught whle he s nvsble (and not slenced) do so wth a 
  −2 “to ht” penalty. Those attemptng to strke hm whle he s 
  nvsble and slenced do so wth only a 1% chance make a suc-
  cessful “to ht” roll (make d% roll as ndcated nstead of 1d20 
  attack roll). These penaltes are negated for any attackers usng 
  specal senses.
  Naught possesses the ablty to detect invisibility n a 360’ ra-
  dus around hs person (always on), and suffers no “to ht” roll 
  penaltes vs. nvsble targets. 
  Fve tmes per day, Naught s able to summon 1d4 nvsble stalk-
  ers. Naught s also able to communcate telepathcally wth any 
  nvsble stalker (not just those he summons), allowng hm to 
  slently command them. Furthermore, as Naught s the dety to 
  whom most nvsble stalkers pledge allegance, there s a 99% 
  chance that nvsble stalkers summoned by others wll defer to 
  Naught’s commands (over those of ther summoner). 
  Naught wll always have 1d6 rings of invisibility upon hs per-
  son, but they are just the hnt of the true treasure cache he keeps 
  n hs lar on the Plane of Ar (20d10 rings of invisibility).
  Naught Reaction Table
   
  2 
  Friendly: Wll offer permanent  
  invisibility to anyone n the party, and  
  a 1-n-6 chance he wll offer a (free)  
  ring of invisibility.
   
  3-5 
  Indifferent: Wll offer permanent  
  invisibility to anyone n the party  
  (wthout need of any proptaton).
   
  6-8 
  Neutral: Wll go slent, move away  
  from the party, and wat to see what  
  they do.
   
  9-11 Unfriendly: Wll go slent, turn nearest 
  creature nvsble, move away from  
  the party, summon 1d4 nvsble stalkers, 
  and depart.
   
  12 
  Hostile: Wll go slent, turn nearest  
  creature nvsble, move away from the 
  party, summon 1d4 nvsble stalkers  
  and jon the fight (summonng addtonal 
  nvsble stalkers as necessary).
  NARDReA – NAUGHT
  PeTTY GODS
  
  119
  Nazarash (petty god of broken glass)  
  TITLES: The Shatterer 
  &	Blair Fitzpatrick
  F	Chris Hüth
  SYMBOL: 
  A shattered glass bottle
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  120' (40') n humanod form 
   
  FLY: 
  180’(60’) n glass storm form
  ARMOR CLASS: 0
  HIT PTS. (HD): 
  68 hp (15 HD)
  ATTACKS:  
  2 (slashes)
  DAMAGE: 
  3d6/3d6
  SAVE: 
  F15
  MORALE: 
  10
  HOARD CLASS: None
  XP: 
  3,300 
  Nazarash, the Shatterer, s the petty god of broken glass. Nazarash  
  ntally resembles a older, human male wth numerous bloody 
  cuts and scratches, but wth masses of broken glass n the eye 
  sockets and mouth. Further examnaton reveals that Nazarash 
  s composed of a man-shaped mass of broken glass, wth the 
  skn of a man stretched over t, and havng long talons of glass 
  shards for hands. It s sad that Nazarash s the embodment of 
  one of the nfinte facets of entropy.
  Instead of attackng, Nazarash may shriek, shatterng all glass 
  and crystal wthn a 20' radus (magc tems are allowed a savng 
  throw, and gems have a 10% chance of shatterng). Three tmes 
  per day Nazarash may utter a greater shriek that shatters all 
  glass wthn a 500' radus (magc tems allowed a savng throw, 
  and gems have a 10% chance of shatterng).
  Nazarash may take the form of a swrlng storm of glass shards 
  at wll; n ths form, he fills a 20' dameter globe, and nflcts 2d4 
  plus the vctm’s AC per round to each creature caught wthn 
  ths area.
  Sometmes Nazarash wll extrude a crooked dagger of jagged 
  glass shards from hs body. These glass daggers of Nazarash 
  nflct trple damage but wll shatter on an attack roll of an un-
  modfied 4 or less. 
  Nazarash Reaction Table
   
  2 
  Friendly: Provdes  
  1 glass dagger  
  of Nazarash.
   
  3-5 
  Indifferent:  
  Dsappears.
   
  6-8 
  Neutral: Ignores  
  nearby creatures.
   
  9-11 Unfriendly:  
  Lets off a  
  shriek f  
  approached.
   
  12 
  Hostile:  
  Lets off  
  a greater  
  shriek and  
  attacks.
  Nebius  
  (petty god of dismal fogs and dreary mists)  
  TITLES: The Shrouded Lord 
  &	Johnathan Bingham
  F	Johnathan Bingham
  SYMBOL: 
  A stylzed cloud wth 
   
  morose human facal features
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  150' (50')
   
  FLY: 
  600' (as wind walk spell)
  ARMOR CLASS: −6 [+2]
  HIT PTS. (HD): 
  86 hp (21 HD)
  ATTACKS:  
  2 (+1 tendrls) plus specal
  DAMAGE: 
  1d8/1d8 plus  
   
  specal (lethargc depresson)
  SAVE: 
  C21
  MORALE: 
  8
  HOARD CLASS: VIII, XIV
  XP: 
  7,000 
  Chll msts and damp fogs are the doman of the Shrouded Lord. 
  Appearng as an ndstnct humanod figure of approxmately 8' 
  n heght, surrounded by a mass of rolng msts, Nebus gldes 
  slently through the world castng a chll gloom over all the areas 
  where he roams. 
  Nebus surprses on a 1-5 (on 1d6). Nebus envelops opponents 
  wthn hs swrlng msts. Ths clammy embrace acts as a silence 
  30' radius spell for all wthn. In addton, all wthn Nebus’s 30' 
  radus must save vs. spell or succumb to a lethargc depresson 
  (acts as a symbol of hopelessness). Nebus s under a constant 
  wind walk spell as f cast by a 21st level clerc (600' per turn 
  maxmum). Nebus can soldfy a poton of hs body and use t 
  to attack foes wthn hs 30' fog radus for 1d8 ponts of damage 
  twce per round (acts as a +1 weapon). Nebus can only be ht by 
  magc weapons of +2 or greater enchantment. Acd, electrcal, 
  sleep, hold, and charm spells have no effect on Nebus. Cold-
  based spells slow Nebus’s movement by half. Fre-based spells 
  do half damage.
  PeTTY GODS
  NAZARASH – NeBIUS
  
  120
  Nebius Reaction Table
   
  2 
  Friendly: Wll be well dsposed and provde  
  a mnor boon (.e. cast a clerc spell that  
  wll provde benefit such as cure, bless, etc.),  
  nformaton, or other mnor ad.
   
  3-4 
  Indifferent: Wll glde slently along gnorng  
  everythng unless obstructed or attacked. May  
  be amenable to entreates from others.
   
  5-8 
  Neutral: Wll gnore nearby creatures.
   
  9-11 Unfriendly: Wll envelop subject  
  n hs msty shroud then contnue on  
  wth hs morose wanderngs.
   
  12 
  Hostile: Wll attack.
  Neco  
  (petty goddess of political assassinations  
   
  and contract killings) 
  &	Troy J. Truchon
  F	Richard J. LeBlanc, Jr.
  SYMBOL: 
  A small green  
   
  frog facng  
   
  downward  
   
  (as vewed  
   
  from above)
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: −2
  HIT PTS. (HD): 
  75 hp (15 HD)
  ATTACKS:  
  3 (2 claws/ 
   
  1 bte or tongue)
  DAMAGE: 
  1d6/1d6/2d5 or specal
  SAVE: 
  T10
  MORALE: 
  7
  HOARD CLASS: Items taken from rule-breakng  
   
  assassns who steal outsde of the  
   
  bounds of ther ntal contract
  XP: 
  2,400 
  Neco s the petty goddess of lawful homcde. Her only concern 
  s that all murders, assassnatons, and coups proceed n an or-
  derly and, above all, legal fashon. However, consderng that 
  Neco recognzes the actons of governng officals as a sort of 
  demonstrated common law, orderly homcde s consdered by 
  her to be legal everywhere. 
  Neco s herself a sklled assassn, hrable only by greater gods, 
  and only to assassnate those bengs whch are n some way 
  not totally mortal (and, as such, not techncally kllable). She 
  s assumed to be responsble for many of the more hands-off 
  detes beng unwllng (or, more lkely, unable) to take physcal 
  form. Neco has even been known to kll the occasonal mortal 
  on contract, provded that mortal s somehow able to transcend 
  death, as anythng less would be unsportng. 
  Organzed worshp of Neco s generally confined to large, eco-
  nomcally or poltcally mportant, ctes. Altars to her can also 
  be found n the ancent runs of cvlzatons (and speces) long 
  past, as any cvlzaton whch comes to revere her has a ten-
  dency to have ts poltcal landscape devolve nto a seres of 
  orderly, and perfectly legal, regcdes. 
  Her physcal form, when encountered, s that of a large (twce 
  human sze) poson dart frog wth a small (but exotc and beaut-
  ful) maden luxuratng on ts tongue. Her avatars are notorous-
  ly hard to create, owng to the fact that her cult s a male-only 
  affar, and to her dual nature as both a frog and a woman. Whle 
  there are a few true avatars of Neco runnng around there are 
  nnumerable falures functonng as top notch assassns.
  In combat Neco wll strke wth the barely vsble claws on her 
  toes and wth her jagged maw. On a natural “to ht” roll of 20 
  wth her bte, she s able to (upon a faled save vs. breath) snatch 
  her opponent nto her mouth. Untl the vctm s able to break 
  free, a save vs. poson must be made each round to avod an 
  addtonal 1d4 hp of toxc damage (whle n the frog’s mouth). 
  Whle a vctm s trapped n Neco’s mouth, the human female 
  form (on the frog’s tongue) wll attack wth a small and posoned 
  dagger whch does 1d4 hp of damage, and requres an addtonal 
   save vs. poson each round to avod an addtonal 1d6 ponts of 
  damage (untl the poson s cured). 
  Neco Reaction Table
  -1 for Chaotic individuals; −1 for thugs and butchers.
   
  2 
  Neco has decded to bless you;  
  gan +2 on all saves vs. poson for 1 week.
   
  3-4 
  Neco wll reveal the detals of any contracts  
  for your death.
   
  5-7 
  Neco s rrtated.
   
  8-9 
  Neco s angry; ncur −1 to all saves vs. poson for 
  1d6 turns; f pushed, full on combat wll ensue.
   
  10-12 Neco s enraged and wll mmedately seek  
  or order your death (as approprate). 
  RELATED ENTRIES: S) Poison Self.
  Neub (petty goddess of slain novice adventurers)  
  TITLES: Mother of the Forgotten 
  &	Mark Bober
  F	Joel Bethell
  SYMBOL: 
  A broken sword, held wthn a teardrop
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  60' (20')
  ARMOR CLASS: 2
  HIT PTS. (HD): 
  Varable hp (1d4 HD; attacks F1)
  ATTACKS:  
  1 weapon or specal (“pont”)
  DAMAGE: 
  1d6+1 or level dran
  SAVE: 
  F by HD
  MORALE: 
  10
  HOARD CLASS: See below
  XP: 
  By HD*
  Born from the walng death cres of uncounted farmhands, 
  runaway apprentces, noble’s cocky sons, and peasants wth 
  nothng left to lose, Neub, Mother of the Forgotten stands alone 
  as the patron of novce adventurers slan on ther first delvng 
  nto the unknown.
  Neub appears from afar as a well-equpped female fighter, car-
  ryng herself as a warror of great ablty. As she closes, how-
  ever, one sees a changng vson of horrble fates. Her vsble 
  flesh (face and forearms) slowly morph through a seres of grue-
  NeBIUS – NeUB
  PeTTY GODS
  
  121
  some, fatal woundngs—cuts, crushng blows, partal severngs, 
  acd and fire burns, btes, and deep percngs. Her fine chan-
  mal armor reveals dents and slashes, melts away through her 
  flesh, spouts arrow percngs, and manfests all manner of ap-
  pallng, seemngly unsurvvable events before reformng anew. 
  Her weapon bends, breaks, and rusts away. Every death and 
  fate worse than death that has been suffered by the begnnng 
  delver s mrrored upon Neub’s form n an everchangng mleu 
  of horror. 
  Neub favors the nexperenced. When facng mmnent doom, 
  a young adventurer can call on Neub, wth so lttle as a cry of 
  her name as the unfortunate fool falls to hs death. If answered, 
  some strange chance of fate may save the delver from mpend-
  ng death, or, gve hm or her a chance to run and hde. The 
  supplcant must sacrfice to Neub the next 2,000 gp n treasure 
  the adventurer finds n cons, gems, or magcal tems, and must 
  also forgo any experence award from that treasure. If Neub s 
  not repad, a horrble death wll soon follow for the renegng 
  character. For 1st level characters, there s a 7% chance that 
  Neub wll absolve the doomed character. Ths reduces to 3% at 
  level 2, and 1% at level 3.
  Neub despses the successful explorer or hero, and can be called 
  upon to harry the same, untl the targets are dead or Neub s 
  defeated. Summonng Neub requres sacrficng cons, gems, 
  and magcal tems worth the notce of a sklled adventurer (as a 
  general gudelne, a number of tems, mundane or magcal, and 
  cons and gems worth 4 tmes the amount of XP the embod-
  ment of Neub s worth). Neub wll take these tems and engage 
  her targets whenever they next enter any underground envron-
  ment. Targets who have a habt of respectful treatment of the 
  corpses (anmated or not) of those lost early n ther careers may 
  only experence her as a vstaton, beng gfted wth nothng but 
  a sad smle and forlorn sgh.
  Whle Neub can be drawn nto the world at a varable strength, 
  she forever attacks wth her weapon as a 1st level fighter. If 
  melee proves unworkable, Neub begns to despar, and wll, on 
  an attack roll of 15+ that does not connect wth a target, pont 
  and (wth a plantve, accusatory cry) dran a level (on a faled 
  save vs. death). 
  Neub has no organzed followng, nor any temples to her. Her 
  churches are the first level of dungeons; her altars are spked 
  pts and other deadly obstacles. Her prophets are the tales of 
  bards and the hushed tones of those who called upon her and 
  were saved. 
  Neuph (petty god of silence) 
  &	Thorbjørn Steen
  F	Kelvin Green
  SYMBOL: 
  An unrngng bell
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: −7 [+2]
  HIT PTS. (HD): 
  181 hp (23 HD)
  ATTACKS:  
  2
  DAMAGE: 
  Specal
  SAVE: 
  F23
  MORALE: 
  10
  HOARD CLASS: X, XXII
  XP: 
  3,100 
  The god Neuph s the petty dety of slence. The clercs of 
  Neuph swear an oath of slence. As long as ths oath s not 
  broken, they are able to cast ther spells despte beng unable 
  to speak. 
  Neuph s usually found n solated, quet places; deep caverns 
  underground, lonely mountantops, and fog-shrouded moors 
  are favored places. The god appears as a vaguely elven figure 
  wearng a gray robe, and seems to be nether male nor female. 
  Where Neuph appears, all sound wthn 500' s slenced (makng 
  speech and spellcastng mpossble), and all sound wthn a fur-
  ther 500' s dampened (makng normal speech hard to hear). 
  Neuph does not attack n a normal manner, but can stll the ar 
  n up to two characters’ lungs, causng them to quckly suffocate. 
  The god can do ths anywhere wthn a dstance of 500', smply 
  by pontng at the character (sghtng requred). The round after 
  Neuph has started to suffocate a character, and for every round 
  thereafter that Neuph keeps up the treatment, a character must 
  make make a save vs. death, or fall unconscous for 1d6 hours. 
  If Neuph contnues to suffocate a character after he has fallen 
  unconscous, the character wll de after 1 mnute. Neuph can 
  only be struck by +2 weapons or better, and can cast all clerc 
  spells at wll. 
  Neuph’s reacton roll s made as a flat 2d6 roll wth no mod-
  fiers, as soon as the god spots the characters. He wll not react 
  to any amount of verbal negotaton, though (at the DM’s dscre-
  ton) non-sonc communcaton methods mght work. 
  Neuph Reaction Table
   
  2 
  Friendly: Neuph wll regard the  
  characters from a dstance, then ad them  
  wth one or more spells. 
   
  3-5 
  Indifferent: Neuph wll regard the  
  characters from a dstance. If hs presence 
  seems to bother them, he wll leave. 
   
  6-8 
  Neutral: Neuph wll gnore the characters. 
   
  9-11 Unfriendly: Neuph wll cast a permanent  
  silence 15' radius spell on the nosest  
  character (negated by remove curse), then 
  proceed to gnore them. 
   
  12 
  Hostile: Neuph wll cast a permanent silence 
  15' radius spell on all the characters (negated 
  by remove curse), and then proceed to follow 
  them (as long as they stay n the area).
  PeTTY GODS
  NeUB – NeUPH
  
  122
  Nhucyy (petty god of the proper invocation  
   
  of magical words and spells)  
  TITLES: Regulator of Arcane Phrases;  
   
  Enforcer of Syntactically Cogent Summoning 
  &	Duncan Eshelman
  F	Richard J. LeBlanc, Jr.
  SYMBOL: 
  A scrap of paper,  
   
  covered n runes,  
   
  emergng from  
   
  the pupl of  
   
  a severed eye
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: −2
  HIT PTS. (HD): 
  72 hp (16 HD)
  ATTACKS:  
  Specal
  DAMAGE: 
  Specal
  SAVE: 
  M19
  MORALE: 
  10
  HOARD CLASS: 2×VIII
  XP: 
  7,000 
  Nhucyy, Regulator of Arcane Phrases and Enforcer of Syntact-
  cally Cogent Summonng, s the petty god concerned wth the 
  proper nvocaton of magcal words and spells. Placated by wse 
  conjurors and fearful mag, Nhucyy s an nvsble, uncarng 
  force, the sze of a small melon. Utterly slent, Nhucyy surprses 
  all opponents who do not possess true seeing, or dweomers 
  of equvalent power. If detected, Nhucyy can only be struck or 
  damaged by weapons algned wth Chaos. Nhucyy wars eter-
  nally wth Bhalbelble, Demon Lord of Evolvng Languages.
  Nhucyy does not nstgate combat, and wll flee, va flight or 
  teleport, f attacked. Nhucyy can cause spells to fal utterly on 
  roll of 1, 2 or 3 on 1d6. Unless Nhucyy’s true name s known 
  to the caster, such spells also have a 1-n-6 chance of creatng 
  a zone of wld magc, where all numerc effects vary consder-
  ably. For each numerc effect, roll a d10 and d4. If the value on 
  the d4 s even, the value of the d10 s appled as a penalty. If 
  the d4 s odd, the value on the d10 s appled as a bonus.
  Nhucyy s chefly worshpped by summoners and conjurors, 
  to prevent poorly formed nvocatons, and thus uncontrollable 
  callngs. If a scroll, wrtten n gold nk on a sngle sheet of vel-
  lum crafted from an unweaned calf, s burnt as an offerng to 
  Nhucyy, the petty god wll render judgment on the syntactcal 
  accuracy of that spell, allowng the mage to determne f the 
  nvocaton thus wrtten would be successful. If the scroll s well 
  crafted, t wll burn blue, wthout smoke or heat. If errors are 
  present, thck black smoke wll ssue forth, from the erroneous 
  secton. In ether case, the scroll s utterly consumed. Learned 
  mag wll make two copes of every scroll, so that one may be 
  submtted to Nhucyy for revew.
  Nocton Zython  
  (petty god of hallucinations and sailors) 
  &	Lester B. Portly
  F	Lester B. Portly
  SYMBOL: 
  A trdent  
   
  or an anchor
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  180' (60')
  ARMOR CLASS: 0
  HIT PTS. (HD): 
  86 hp (23 HD)
  ATTACKS:  
  1 (staff of power)
  DAMAGE: 
  2d6
  SAVE: 
  M12
  MORALE: 
  10
  HOARD CLASS: XIV
  XP: 
  10,000 
  Nocton Zython s an extra-dmensonal entty that appears as 
  a green-sknned humanod wth elongated earlobes, dressed n 
  jewelled slver robes, and holdng a forked staff. Hs true form 
  resembles a crystallne snowflake that can only be seen through 
  spells of true sight. He casts spells as a 12th user magc-user 
  that favors llusory magc.
  Hs staff functons as a fully-charged staff of power that strkes 
  for 2d6 damage. Hs hoard represents hs jeweled slver robe. 
  The robe tself s a woven platnum materal that protects as 
  chan mal (AC 5) but s otherwse consdered as clothng, and 
  not treated as encumbrance or class restrctons. Hs true crystal-
  lne form grants hm AC 0.                                
  Nocton Zython s the patron of lotus eaters, llusonsts, and 
  marners. He may appear n hallucnogenc vsons or dreams. 
  The chances of encounterng Nocton Zython are as follows:
  LOTUS EATERS: There s a general 5% chance a lotus 
  eater wll encounter Nocton Zython n ther hallucna-
  tons. Lotus flowers come n many varetes—black, 
  purple, blue, green, yellow, and whte. Black lotus s 
  the most potent. 
  SPELLCASTERS: There s a 1% chance, per llusory spell 
  memorzed (for that day), that a spell caster wll have a 
  vson of Nocton Zython. 
  SAILORS: There s a cumulatve 1% chance, per week at 
  sea, that a marner wll encounter Nocton Zython n 
  ther dreams. Returnng to a manland port for a full 
  day brngs the chance back down to 0%.
  Nocton Zython Reaction Table 
  Modify per the character’s Wisdom  
  (instead of Charisma)
   
  2 
  Friendly: Grants 1 addtonal pont to the  
  character’s Wsdom; grants spellcasters  
  3 addtonal phantasmal force or sleep spells*.
   
  3-5 
  Indifferent: Wll converse and answer  
  most questons; grants spellcasters  
  2 addtonal phantasmal force or sleep spells*. 
   
  6-8 
  Neutral: Wll only answer the most  
  general questons; grants spellcasters  
  1 addtonal phantasmal force or sleep spell*.
  NHUCYY – NOCTON ZYTHON
  PeTTY GODS
  
  123
   
  9-11 Unfriendly: Wll not answer any questons; drans 
  1 permanent pont from the character’s Wsdom. 
   
  12 
  Hostile: Ignores the character; drans 2  
  permanent ponts from the character’s Wsdom.
  * The addtonal spells are treated lke a scroll—a character may 
  use t to learn the spell, or t may be cast once at any tme. Mul-
  tple spells are granted n any combnaton.
  Nox (petty goddess of twilight)  
  TITLES: Goddess of Twilight; Mistress of Near Dark;  
   
  Keeper of Secrets; Trick of the Light;  
   
  Mistress of Illusions; Keeper of Secrets 
  &	Timothy Brannan
  F	Mona Dowie
  SYMBOL: 
  A sunset wth a crescent moon  
   
  and a star above
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: 2
  HIT PTS. (HD): 
  80 hp (19 HD)
  ATTACKS:  
  Specal
  DAMAGE: 
  Specal
  SAVE: 
  M19
  MORALE: 
  9
  HOARD CLASS: XV
  XP: 
  8,500 
  Nox s the mysterous goddess of the twlght, near nght and 
  the space between sunset and full nght. She s the daughter of 
  nght (Nyx) and sster to the god of vampres (Camazotz). She s 
  not a wdely worshped goddess, but her name s often nvoked 
  by those that welcome the nght; typcally theves, vampres, 
  prosttutes, wtches, and lovers, especally clandestne lovers 
  that seek the cover of nght.
  She wll only manfest n a humanod form n the hour after 
  sunset but before full darkness. 
  Nox grants no spells to her followers, but she has been known 
  to render people nvsble or at least unnotced at the tmes of 
  twlght to hde ther actvtes. Ths boon s not extended to all 
  who nvoke her name, but her name s stll whspered by those 
  who wsh her ad.
  Nox never speaks. It s not that she can’t, she just has nothng 
  to say to mortals. She speaks through her mnons though. Not 
  that she s n telepathc communcaton wth them, they just 
  know. Because of ths she s also known as the Keeper of Se-
  crets. Lovers whsper ther secrets to her, wtches tell her where 
  ther sabbats are, theves plot ther crmes to her, vampres 
  speak the names of ther vctms, all knowng that ther secrets 
  are safe. A sayng has even taken root among those who know 
  her—“Only Nox knows,” meanng no one else knows.
  She prefers not to attack anyone as she s not a goddess of 
  volence. Any who attack her, or even annoy her, she can cast 
  any charm or illusion spell of her choce as a 19th level magc-
  user/wtch to deflect others. Falng that she can cast sleep that 
  can affect up to 20 HD of creatures. 
  She s honored by some vampres snce t s beleved she cre-
  ated vampres wth her brother and they are all ther chldren. 
  She s mostly honored by the reluctant vampre, new to ther 
  condton snce t s beleved that her partcpaton n the crea-
  ton of vampres was not through her own choce.
  Nox appears as a stunnng woman of young adulthood. She has 
  two forms she often chooses. She appears wth pale skn, flow-
  ng gold-red har (lke a sunset), and brght blue eyes. She also 
  appears as fiercely beautful woman wth dark, ebony skn and 
  slver-whte har (lke moonlght), but wth the same blue eyes. 
  Alternately she has appeared as a large whte owl. Wth her pow-
  ers of lluson she can appear as anythng she wshes, but those 
  forms are subject to the same rules that govern all illusions.
  She s on good terms wth the goddess of nght and the 
  goddess(es) of the moon. She s neutral to the god of vampres 
  and the god/goddess of the sun. She s on reasonable terms 
  wth the varous gods and goddesses of the occult and secrets, 
  provded that they do not share sad secrets.
  Nox Reaction Table
  Additional modifiers:
  -1 if you are present with a lover
  -1 if you are thief, witch, prostitute, vampire  
  (can’t combine, vampire thief is still only -1)
  -2 if you share a personal secret with her
  +2 if you have divulged the secret of  
  another in the last 24 hours
  +1 if you are a cleric of the sun
   
  2 
  Boon: She grants you the ablty to turn  
  nvsble once at any tme after sunset but  
  before full nght (1 hour after sunset).
   
  3-4 
  Boon: She grants you a boon, you can  
  reman undetected (as per a thef Hde n  
  Shadows at your Charsma ×5%).
   
  6-8 
  Fyre Fae: She remans, but so many  
  fyre fae are summoned that approachng  
  her s dfficult.
   
  9-10 Illusion: She casts an illusion of herself  
  whle she teleports from the area.
   
  12 
  Sleep: Nox s so nsulted by your presence  
  that she puts you to sleep for 8 hours.
  RELATED ENTRIES: M) Fyre Fae, Gloaming, Syla; S) Summon 
  Fyre Fae, Summon Gloaming. 
  PeTTY GODS
  NOCTON ZYTHON – NOX
  
  124
  Nug (petty god of madness)  
  AFFILIATIONS: Cthulhu
  &	James Mishler
  F	David L. Johnson
  SYMBOL: 
  A black sun rnged n red flames
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  180' (60')
   
  FLY: 
  240' (80') f wngs are manfested
  ARMOR CLASS: 2
  HIT PTS. (HD): 
  200 hp (25 HD)
  ATTACKS:  
  2 btes and 4 others  
   
  (usually tentacles and/or horns)  
   
  plus specal
  DAMAGE: 
  2d6/2d6/1d8/1d8/1d8/1d8
  SAVE: 
  F25
  MORALE: 
  11
  HOARD CLASS: None
  XP: 
  28,000 
  Nug s the twn of Yeb, together the spawn of Shb-Nggurath 
  and ether Yog-Sothoth and/or Yg. Nug s mpure blood and 
  flame personfied, blood splt of no sane beast and flame as 
  black and cold as the depths of space. Lke ts mother, t s natu-
  rally formless, an oozng, bolng, rolng red mass of proto-mat-
  ter, throbbng orbs, whrlng pseudopods, suckng orfices, and 
  varous non-Eucldean forms; unlke ts mother, t s not tself a 
  progentor, and does not generate spawn at random (though see 
  below). It can take on any knd of form t wshes, though, and 
  usually takes on the forms of several beasts at once, together 
  wth thngs and natures that are not altogether real. The cob-
  bled-together mass, when first seen, requres the vctm to save 
  vs. death or flee n horror for 20 turns. If the savng throw s a 
  natural 1, the vctm s permanently drven nsane.
  It attacks usng up to two btes and four other physcal attacks; 
  these usually take the form of tentacles, hooves, claws, horns, 
  or some other combnaton. If t has wngs t s lmted to a 
  sngle bte attack, as manfestng wngs takes the place of one 
  head/maw. It may have many other claws, tentacles, and such, 
  but t can only coordnate up to four such attacks per round. 
  It possesses the spell-castng abltes of a 20th level ant-clerc 
  and a 20th level magc-user, and n addton to all of ts physcal 
  attacks can cast one spell per round. If t forgoes a bte attack 
  and two other physcal attacks t can cast two spells per round; 
  f t forgoes all of ts physcal attacks t can cast three spells 
  per round. It can only be struck by blessed, slver, or magcal 
  weapons. It regenerates 3 ht ponts per round. It can commu-
  ncate telepathcally wth any creature on the same plane. It s 
  mmune to all mnd-affectng spells; f any beng tres to read 
  ts mnd that beng must save vs. death or be struck as though 
  feebleminded.
  Nug has done far better than ts twn blasphemy, Yeb, n that t 
  has ganed great knowledge and power of magcal sort, and ad-
  vanced much further n beng worshpped drectly by cultsts. It 
  grants spell-castng powers to ts clercs, and also teaches ts ar-
  cane magc to sorcerous magc-users who summon t for pacts 
  and power. It trades magcal knowledge and use of ts powers 
  for the stll-beatng hearts of human sacrfices. If t consumes 
  the heart as t s stll beatng, t consumes the soul of the sac-
  rfice, whch s forever after utterly destroyed. However, some-
  tmes t reforms the soul nto a servtor beast, ts preferred form 
  of such beng not unlke a phase tger, though t s certanly not 
  a tger, but somethng altogether far more loathsome and un-
  natural, requrng creatures of fewer HD to save vs. spell or flee 
  as though subject to the cause fear spell upon first seeng t.
  Nug s a Herarch of the cult of ts scon, Cthulhu, and as such 
  can command the servce of cultsts of Cthulhu. It can also 
  summon Cthulhod spawn and command them to servce. It s 
  wllng to trade the servce of the spawn or ts own servtors for 
  further knowledge and power; unlke ts twn, t s not satsfied 
  wth ts mere blasphemous exstence, and t seeks to further ts 
  own power and stature among the Old Ones.
  Nug cannot be slan permanently on any plane of exstence 
  save that upon whch Shub-Nggurath s currently found, for 
  eventually t wll regenerate back from any amount of dam-
  age, even from havng ts atoms torn apart by dsntegraton or 
  through atomc weapons. It can only be permanently destroyed 
  f t s reduced to less than 0 ht ponts and cast wholly nto the 
  form of ts mother, there to be consumed and regurgtated as 
  some other mndless beast. If slan n ths fashon t s worth 10 
  tmes the normal experence ponts.
  RELATED ENTRIES: G) Yeb.
  NUG
  PeTTY GODS
  
  125
  Numathoth  
  (former godlet of gnostic revelations) 
  AFFILIATIONS: The Dead Godlets of Suto Lore
  &	Gavin Norman
  F	Richard J. LeBlanc, Jr.
  SYMBOL: 
  A finger  
   
  beneath an eye,  
   
  lookng upwards
  ALIGNMENT: 
  Chaotc  
   
  (orgnally Neutral)
  MOVEMENT: 
  60' (20') 
  ARMOR CLASS: 9
  HIT PTS. (HD): 
  100 hp (15 HD)
  ATTACKS:  
  1 (bte)
  DAMAGE: 
  2d6
  SAVE: 
  M15
  MORALE: 
  10
  HOARD CLASS: None
  XP: 
  2,400 
  Numathoth’s decaptated head floats amlessly on the ntracta-
  ble currents of the Astral Plane. The whereabouts of hs torso 
  and lmbs s a matter whch he endlessly contemplates as he 
  drfts powerless through the astral msts, as s the exact reason 
  for hs dsmemberment and dsposal n ths manner. It s only 
  due to the near-tmelessness of the Astral Plane that Numathoth 
  has partly survved ths ordeal.
  In lfe the petty god took on a panoply of wondrous forms. 
  In quas-death hs transformatve abltes are nullfied, and hs 
  head appears as a stern man, dressed n the Egyptan nemes 
  head-dress. The head of Numathoth s of gant proportons, 
  measurng 50' n dameter. The gore of hs decaptaton stll 
  seeps from hs cloven neck, leavng a tral of blood and neural 
  flud through the vasts of the Astral Plane. Astral travelers may 
  come across these remans, and the perseverant may be able 
  to follow them to ther source.
  Over the course of the mllenna n whch hs head has drfted 
  n soltude, Numathoth has been drven qute nsane. Along-
  sde hs thoughts of recoverng hs body, he s obsessed wth 
  vsons of cosmc apocalypse and bouts of ravng glossolala. 
  Those who come wthn several astral mles of the head may 
  gan a forewarnng of the ex-god’s presence due to hs de-
  ranged bellowngs.
  In combat the petty god s vrtually defenseless, as he has no 
  means of propellng hmself or drectng hs course of move-
  ment—he drfts powerless on the astral wnds. Anyone who 
  comes nto melee range may be attacked by hs gnashng teeth, 
  but otherwse he presents a helpless target. Numathoth has but 
  one power at hs dsposal—the breath of gnostic revelation.
  In former tmes, hs loyal dscples sought after ths wondrous 
  power and ts enlghtenng potency. Now, however, ts effects 
  are somewhat more deleterous. The breath of Numathoth ex-
  tends n a 60'-radus cloud around hs head, and once every 2 
  combat rounds he can drect the breath aganst targets n a 30' 
  area up to 200' dstant. Characters engulfed n hs breath must 
  save vs. breath or suffer one of the followng effects, selected 
  at random:
  Numathoth Breath Weapon Table (1d6)
   
  1 
  Feeblemind
   
  2 
  Horrific visions render the character  
  permanently nsane.
   
  3 
  A revelation about the true nature of the cosmos 
  causes the character to change algnment.
   
  4 
  A prophetic vision has the effects  
  of a quest spell.
   
  5 
  Phantasmal killer
   
  6 
  Cosmic tranquility comes over the character; 
  Wsdom permanently ncreased by 1 (max 19).
  Numathoth Reaction Table
   
  2 
  Friendly: Implores those encountered to  
  help recover hs body and restore hm to hs  
  former status.
   
  3-5 
  Indifferent: Suggests that characters approach 
  and accept the gft of hs gnostc breath. 
   
  6-8 
  Neutral: Speakng n tongues, gnashng teeth  
  and rollng eyes. 
   
  9-11 Unfriendly: Lets out a blast of hs breath  
  to dscourage approach.
   
  12 
  Hostile: Blasts approachng characters wth hs 
  breath and screams threats and propheces of doom.
  RELATED ENTRIES: G) Dead Godlets of Suto Lore, Ammon 
  Thrax, Panathoth.
  Nwee (petty god of boredom and ennui) 
  TITLES: (Often goes by other names just for fun)
  &	Edward Green
  F	Eugene Jaworski
  SYMBOL: 
  A pece of well- 
   
  carved jade; the  
   
  exact desgn can be  
   
  whatever strkes  
   
  the devotee’s  
   
  fancy
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  150' (50') 
  ARMOR CLASS: 1
  HIT PTS. (HD): 
  91 hp  
   
  (19 HD)
  ATTACKS:  
  Specal
  DAMAGE: 
  Specal
  SAVE: 
  C19
  MORALE: 
  7
  HOARD CLASS: XIV×3
  XP: 
  Specal 
  Nwee s a petty godlng exstng n a perpetual state of boredom. 
  Nwee constantly travels the world, outer planes, and alternate 
  dmensons, seekng out new and exotc experences. Caprcous 
  and cruel, Nwee’s only concern s Nwee’s satsfacton. Nether 
  male nor female, Nwee appears at tmes as ether, as an androg-
  ynous beng, a hermaphrodtc hybrd of man and woman, or as 
  an anmal of some sort, dependng on the godlng’s mood. 
  Nwee s commonly worshpped by the decadent off-sprng 
  of the wealthy and powerful. These restless youth organze 
  PeTTY GODS
  NUMATHOTH – Nwee
  
  126
  extravagant, and often cruel, partes, orges, hunts, or arena 
  fights both to honor Nwee, and to allevate ther own boredom. 
  Such festvtes are always held at nght, and are seldom nter-
  estng or exotc enough to attract Nwee’s attenton, though f 
  Nwee does make an appearance (posng as a mortal, of course) 
  thngs quckly get out of hand. 
  Nwee never engages n physcal combat, findng t qute beneath 
  ts status as a dety. Instead, Nwee employs a varety of powers 
  to debltate, confound, or demoralze enemes. Once per round 
  Nwee wll do one of the followng (all as 19th level caster):
   
  STUPOR: Causes one lvng beng to fall nto a toxcant-n-
  duced stupor on a faled save vs. spell at -4; the beng wll 
  reman n a stupor for 1d6 days. A successful dispel magic 
  spell wll brng them out of the stupor mmedately.
   
  ILLUSION: Creates a powerful illusion to confound and con-
  fuse enemes. The lluson looks, feels, smells and even tastes 
  real. Ths affects all lvng bengs that can see Nwee, or that 
  can be seen by Nwee. One save vs. spell at −4 s allowed 
  to perce the lluson’s effects. The scenaro Nwee creates 
  depends greatly on Nwee’s whm, but s usually somethng 
  unusual and uncomfortable for the vctm. The godlng de-
  rves mmense pleasure watchng ts vctm(s) nteract wth 
  the lluson. The lluson lasts as long as Nwee focuses on t, 
  or untl Nwee gets bored and leaves.
   
  ENNUI: On a faled save vs. spell at -4, the vctm s filled wth 
  ennui—all endeavors seem pontless; all accomplshments 
  empty and meanngless. The vctm becomes lethargc and 
  apathetc, perhaps layng down n resgnaton or perhaps 
  skulkng away n defeat. Ether way, they’re no longer wllng 
  to fight. A successful dispel magic spell negates the effect.
  In addton, at the begnnng of each combat round after the 
  first, Nwee must check morale. On a faled morale check Nwee 
  teleports away n search of other dstractons. Note, Nwee can 
  only teleport away when bored.
  Fghtng Nwee s worth 999 experence ponts, even f t tele-
  ports away. However, actually defeatng Nwee n battle s worth 
  9,999 experence ponts. Smply encounterng the godlng (e.g., 
  at a party, or on the road somewhere) s worth 99 experence 
  ponts, though addtonal experence can be awarded by the 
  DM f the PCs partcpate n, or are subjected to, some of ts 
  more exotc or outlandsh “nspratons.”
  Nwee Reaction Table
  Roll 1d6 (instead of 2d6) applying no modifiers whatsoever.
   
  1 
  Nwee s n a good mood and does  
  somethng selfless and nce for a change.
   
  2 
  Nwee decdes rght now would be a great tme 
  for a party. No one may leave untl all manner of 
  earthly delghts and carnal pleasures are ndulged.
   
  3 
  The mere sght of the PCs saps all of Nwee’s 
  enthusasm, who then teleports away n dsgust.
   
  4 
  Nwee engages n some senseless act of vandalsm, 
  and may try to get the PCs to partcpate.
    
  5 
  Nwee, posng as a mortal or an anmal,  
  verbally torments the PCs, dong ts best  
  to provoke a reacton.
   
  6 
  Nwee nflcts some cruel, supernatural  
  torment on the PCs, and then watches ther  
  sufferng wth fascnaton.
  Nyctalops  
  (petty god of the lost/wayward, moonlight, and vampires) 
  TITLES: The Jale God, Night-Eye, Night-Seer  
  AFFILIATIONS: The Jale God 
  &	Richard J. LeBlanc, Jr.
  F	Richard J. LeBlanc, Jr.
  SYMBOL: 
  A moon soaked  
   
  red wth blood
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  450' (150')
   
  FLY: 
  300' (100') as mst
  ARMOR CLASS: −5
  HIT PTS. (HD): 
  125 hp (22 HD)
  ATTACKS:  
  1 (touch or specal) 
  DAMAGE: 
  lfe dran or specal
  SAVE: 
  M22
  MORALE: 
  12 (never fals)
  HOARD CLASS: XVI×5
  XP: 
  19,000 
  Nyctalops is one of many forms of the Jale God (qv).
  Nyctalops (lterally “nght-eye” or “nght-seer”) s the Great 
  Gatherer of the Wayward Chldren of the Nght. A grotesque 
  abomnaton of lfe and a hdeous undead gant, he s blnd 
  except n moonlght. He s rumored to be the progentor of an 
  unspeakable encounter between Selene (The Moon Goddess) 
  and Quachl Uttaus (The Treader of Dust)—an encounter that 
  purportedly took place whle Quachl Uttaus was n hs nfancy 
  as a god, and stll had control over hs ablty to turn the lvng 
  to dust. It s also rumored that t s Nyctalops, not Ambrogo*, 
  who s truly the first vampre. 
  All those who find themself lost, both lterally and figuratvely, 
  are hs “chldren,” and he s ther “father.” When the moon s 
  brght, he stalks the fields n search of those who have gone 
  astray and “leads” them (wllngly or unwllngly) back to hs 
  home Aloas—a grotto set hgh n a dark clffsde. It s there 
  he forces hs chldren to drnk hs lunar wne (fermented from 
  the blood of the moon) from a battered chalce forged of alen 
  metal (akn to slver). Any lvng creature takng a sp of ths 
  wne must save vs. death or be turned nto a vampre (wth an 
  addtonal save requred for each addtonal sp).
  Lke all undead, Nyctalops s mmune to all sleep, charm, and 
  hold effects, cannot be harmed by slver weapons, and +3 
  weapons or better are requred “to ht.” Addtonally, he regen-
  erates 6 hp per round. Hs touch drans 5 lfe levels. He s also 
  able to charm as a vampre, but wth the opponent ncurrng a 
  −5 penalty on the savng throw. If they are n the area, Nycta-
  lops can summon 3-18 of hs chldren. If reduced to 0 hp, he 
  may turn nto a mst (a form he can assume at wll) and flee.
  Each round he spends n sunlght, Nyctalops takes 1d6 damage 
  (no savng throw). He s also unable regenerate n sunlght.
  * According to The Vampire Bible, Ambrogio was the first 
  vampire, cursed jealously by Apollo for Selene’s affection. 
  RELATED ENTRIES: G) Quachil Uttaus. Please see the Jale God 
  entry n ths secton for a complete lstng of entres related to the 
  Jale God.
  Nwee – NYCTALOPS
  PeTTY GODS
  
  127
  Obnomeht (petty god of dentistry and teeth-pulling) 
  &	Jonas Mustonen
  F	Joey Lindsey
  SYMBOL: 
  Forceps
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  180' (60')
  ARMOR CLASS: −2
  HIT PTS. (HD): 
  75 hp (15 HD)
  ATTACKS:  
  1 (tooth pull)
  DAMAGE: 
  1d4 + specal
  SAVE: 
  C15
  MORALE: 
  7
  HOARD CLASS: XV
  XP: 
  3,300 
  Obnomeht s the petty god of dentstry, teeth-pullng, and ther 
  assocated professons; even f barbers and physcans don’t tru-
  ly worshp hm, they wll at least pay hm lp servce. Obnomeht 
  appears as gaunt bald man wearng a whte robe, sandals, and a 
  leather apron, holdng forceps n hs left hand. He rarely smles, 
  but when he does, t s done wth three rows of teeth. 
  Obnomeht possesses every tooth ever extracted n hs name, 
  and he has magcal connecton to each person whose tooth (or 
  teeth) he possesses. Obnomeht may curse anyone whose tooth 
  (or teeth) he possesses. Ths curse creates a wrackng pan n 
  the jaw that mparts a −2 modfier on “to ht” rolls and savng 
  throws for 6 turns (no savng throw). Obnomeht may use ths 
  curse aganst those for whom he possesses no teeth, but such 
  creatures are allowed a save vs. spell to avod ts effects.
  If forced nto combat, Obnomeht wll attack wth unnervng 
  speed and accuracy, extractng one tooth from hs opponent 
  wth each successful attack. When he has extracted at least one 
  tooth from each “offender” (or after beng beaten badly), he wll 
  teleport to hs own home pocket plane (the Whte Desert of 
  Skulls); he wll then curse each offendng party member whose 
  teeth he possesses. 
  Obnomeht Reaction Table
  Modified by Intelligence, rather than Charisma;  
  Obnomeht values intelligence and learning  
  more than eloquent expression.
   
  2 
  May I offer a service that could be  
  of interest to you? Obnomeht offers to  
  curse one of the PCs’ enemes.
   
  3-5 
  May I offer my help? Obnomeht offers  
  to extract alng teeth for free. To physcans  
  and barbers he offers teachng trade secrets 
  straght from the source.
   
  6-8 
  Obnomeht ignores the PCs. If they nsst  
  on botherng hm he wll start forcbly extractng 
  teeth from them.
   
  9-11 Mortals I demand tribute! Obnomeht demands 
  at least one tooth as trbute or he wll attack.
   
  12 
  Remember this? Obnomeht holds a tooth  
  n hs hand and glares at a random party  
  member. The tooth s one pulled fom that PC  
  years ago. Obnomeht curses that PC.
  Ochlos Volgus  
  (petty god of angry mobs) 
  &	Eric Jones
  F	Eric Jones
  SYMBOL: 
  A burnng  
   
  torch
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  180' (60')
  ARMOR CLASS: −4 [+2]
  HIT PTS. (HD): 
  8-200 hp  
   
  (1-25 HD)
  ATTACKS:  
  Specal
  DAMAGE: 
  Specal
  SAVE: 
  Varable
  MORALE: 
  12 (6)
  HOARD CLASS: Nl (XXII at 25 HD)
  XP: 
  Varable 
  Ochlos Volgus s the god of angry mobs. He first appears n the 
  smoke of furnture that has been wllfully burned. At ths stage 
  he s but a wsp; f he s detected by magc, the smoke appears 
  to have the form of a btter and beggarly lookng man wth a 
  pronounced hunch and a perpetual sneer. He has only one ht 
  de—though hs ht dce are always worth a full 8 ht ponts, 
  and he can only be ht by magcal weapons of +2 or better. As 
  soon as he appears, Ochlos finds a sutable nstgator, a beng 
  of hgh Charsma, who s sufferng from some fault or njustce 
  that they blame, rghtly or no, on external forces. When a can-
  O
  obnomeht • ochlos volgus • odxit • ogrimox • oklA •  
  old mother • old snicker • ollollde • ooboorA • ooom •  
  ophurton • ormix prol • otdA’btAtle • otto • ouk
  PeTTY GODS
  OBNOMeHT – OCHLOS VOLGUS
  
  128
  ddate s found, Ochlos taps them on the shoulder and whspers 
  a powerful curse nto ther ear. 
  The vctm s enttled to a savng throw vs. spell at -3. If the curse 
  fals, then Ochlos may not try agan untl the followng day. If 
  the curse succeeds, then Ochlos gans a second full Ht De, 
  and the vctm becomes nstantly sngle-mnded about castng 
  lght on the perceved njustce and spreadng the “truth” of t 
  to any who wll lsten. They wll typcally nomnate a scapegoat, 
  a certan class of people, the clergy, the arstocracy, the poor, 
  or a partcular race or creed on whch to blame the njustce. 
  The nstgator seeks out anyone he or she can nspre to answer 
  the call. When such a person s found Ochlos gans a thrd full 
  Ht De; lkewse, he gans hs fourth and fifth Ht Dce as two 
  more are recruted, and they have the begnnngs of a humble 
  mob. Consequently, Ochlos’ other powers begn to manfest—
  begnnng wth the ablty to cast confusion once per day. He 
  s also able to drect members of the mob to a lmted extent by 
  whsperng n ther ears; so long as the drecton can be at least 
  vaguely assocated wth ther cause they wll see to t at once. 
  Ochlos remans smoky and nsubstantal at ths stage, yet hs 
  vague shape now appears more vgorous. 
  Ochlos gans an addtonal full Ht De when the mob (not 
  countng the first nstgator) reaches the followng szes: 5, 8, 
  13, 21, 34, 55, 89, 144, 233, 377, 610, 987, 1,597, 2,584, 
  4,181, 6,765, 10,946, 17,711, 28,657, and finally 46,368. 
  Ochlos acqures the use of feeblemind at 10 Ht Dce (34 fol-
  lowers) and control weather at 15 Ht Dce (377 followers), 
  each usable once per day. At 20 Ht Dce (4,181 followers) 
  Ochlos gans the ablty to hurl members of the mob wth nvs-
  ble teleknetc force at targets, and have them explode n a 
  manner smlar to the spell meteor shower—though he must 
  take care not to deplete the mob to a lower rank. Hs ghostly 
  aspect, when detected for, s now that of a strong and rancor-
  ous leader. Note that only under extraordnary crcumstances 
  wll a mob grow beyond a few hundred. The gatherng of each 
  new rank requres exhaustve effort on the part of Ochlos, as 
  the larger the mob gets the more dlgent and clever he must be 
  to keep t together. Typcally the mob wll not last more than a 
  day or two; and only f the god has been exceptonally ngen-
  ous and had more than a few turns of luck wll the fervor last 
  longer than a week. 
  Ochlos always saves as a fighter at hs current level of ht dce. If 
  the mob shrnks for any reason, be t casualtes, dsperson, or 
  the prevalng of cooler heads, Ochlos’ power dmnshes and he 
  loses Ht Dce accordngly. When the last two members of the 
  mob dsperse Ochlos lkewse dsperses, untl summoned agan. 
  Hs experence value s calculated at the hghest level of ht dce 
  he acheves after first beng confronted + 5.000 XP. In the un-
  lkely event that the mob reasonably encompasses 46.368 or 
  more people, Ochlos reaches the peak of hs powers (25 Ht 
  Dce), and effectvely becomes a major dety. Members of the 
  mob need no longer be drectly agtatng to count as followers, 
  so long as they are sutably devoted. The ntal nstgator, lvng 
  or dead, s revered as a prophet. Ochlos now receves trbute 
  and has a Hoard Class of XXII. 
  Ochlos reacts best to creatures of low Wsdom. When deter-
  mnng hs reacton on the table below, adjust usng the char-
  acter’s Wsdom modfier nstead of Charsma. Use the modfier 
  as lsted: a negatve modfier from low Wsdom wll mprove 
  Ochlos’ reacton just as a postve modfier from hgh Wsdom 
  s lkely to be poorly receved. 
  Ochlos Volgus Reaction Table 
   
  2 
  Friendly: Wll see to t that the character(s)  
  jon the mob as favored members. 
   
  3-5 
  Partial: Wll conspre to see the character(s)  
  ndoctrnated nto the mob. 
   
  6-8 
  Neutral: Ignored.
   
  9-11 Unfriendly: Sees to t that the character(s)  
  are beaten by the mob. 
   
  12 
  Hostile: Sees the character(s) as a danger  
  to the mob and wll do everythng he can to  
  elmnate the threat.
   
  Mob Size HD (hp) 
  Additional Powers
   
  0 
  1 (8 hp) 
  instigator curse (once/day)
   
  Instgator 
  2 (16 hp) 
  -
   
  1 Follower 3 (24 hp) 
  -
   
  2 Followers 4 (32 hp) 
  - 
   
  3... 
  5 (40 hp) 
  confusion (once/day)
   
  5 
  6 (48 hp) 
  - 
   
  8 
  7 (56 hp) 
  - 
   
  13 
  8 (64 hp) 
  -
   
  21 
  9 (72 hp) 
  -
   
  34 
  10 (80 hp) 
  feeblemind (once/day)
   
  55 
  11 (88 hp) 
  -
   
  89 
  12 (96 hp) 
  -
   
  144 
  13 (104 hp) 
  -
   
  Mob Size HD (hp) 
  Additional Powers
   
  233 
  14 (112 hp) 
  - 
   
  377 
  15 (120 hp) 
  control weather (once/day) 
   
  610 
  12 (128 hp) 
  - 
   
  987 
  12 (136 hp) 
  -
   
  1,597 
  18 (144 hp) 
  - 
   
  2,584 
  19 (152 hp) 
  -
   
  4,181 
  20 (160 hp) 
  meteor shower
   
   
   
  (Expends followers.) 
   
  6,765 
  21 (168 hp) 
  - 
   
  10,946 
  22 (176 hp) 
   - 
   
  17,711 
  23 (184 hp) 
  - 
   
  28,675 
  24 (192 hp) 
  - 
   
  46,368 
  25 (200 hp) 
  Becomes a major dety.
  Ochlos’ Powers According to Mob Size 
  OCHLOS VOLGUS
  PeTTY GODS
  
  129
  Odxit (petty god of unexplained smells) 
  TITLES: Eidolon of Inexplicable Odor 
  &	Ndege Diamond
  F	Ndege Diamond
  SYMBOL: 
  Fve vertcal wavy lnes
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  360' (120') flyng
  ARMOR CLASS: −4
  HIT PTS. (HD): 
  75 hp  
   
  (15 HD)
  ATTACKS:  
  1
  DAMAGE: 
  2d8
  SAVE: 
  F11
  MORALE: 
  9
  HOARD CLASS: None
  XP: 
  7,000 
  Odxt, edolon of nexplcable odor, s the petty god of unex-
  planed smells. Any smell as t exsts after creaton, and before 
  dentficaton, s n Odxt’s doman. No formal cults or worshp-
  pers are known to exst, and sages have found no records of any 
  worshp of Odxt n the past. Most of the nformaton regardng 
  Odxt has been compled from the records of alchemsts who 
  have encountered t and some fragments of Old One glyphs. 
  Odxt appears as a vaguely humanod cloud that has a fant 
  wavy nmbus or aura that seems to block lght passng though. 
  Ths manfests only on the edges of ts wspy profile. Regard-
  less of where the vewer stands, Odxt’s vague vsage of two 
  dense, cloud lke, lght absorbng orbs wll always appear to 
  face only them, even among a group of observers. Odxt does 
  not use sound to communcate. It can understand any form of 
  sgn language, ncludng mpromptu pantomme, and has been 
  sad to react to wrtten communcaton. Odxt can also commu-
  ncate va scent, but there are very few known enttes that can 
  use that sense to convey hgh level concepts and even then the 
  lack of dentfiable smells creates a barrer to dscourse. Odxt 
  has a gaseous form (as per the spell) for purposes of traversng 
  obstacles and takng damage and can never be surprsed. Odxt 
  makes no sound and can become invisible at wll. As an acton, 
  Odxt can produce an undentfiable odor. 
  There s a 1% chance that anytme someone reflexvely asks 
  “What’s that smell?” due to encounterng an unknown odor, 
  Odxt wll hear the query and take an nterest. The DM’s nterpre-
  taton of Odxt’s dsposton can be based on the chart below.
  Odxit Reaction Table 
   
  2-3 
  Helpful: Spends 1d6 turns observng  
  ndvdual or party. Wll help f able.  
  Wll communcate f attempts are made. 
   
  4-5 
  Curious: Spends 2d6 mnutes observng.  
  Wll communcate.
   
  6-7 
  Vaguely interested: Spends 1-2 mnutes  
  observng. If communcaton s attempted, 
  roll reacton agan gnorng ths result hereafter.
   
  8-9 
  Inscrutable: spends 2d6 mnutes observng,  
  no communcaton. 
   
  10-11 Unfriendly: Wll attack f communcaton  
  s attempted. Otherwse leaves. 
   
  12 
  Hostile: Attacks mmedately.
  Ogrimox (petty god of purulent skin conditions) 
  TITLES: Lord of Pustules 
  &	Gavin Norman
  F	Rom Brown
  SYMBOL: 
  A bol beng lanced  
   
  wth five needles
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: 0 [+3]
  HIT PTS. (HD): 
  100 hp  
   
  (15 HD)
  ATTACKS:  
  1
  DAMAGE: 
  2d12
  SAVE: 
  F15
  MORALE: 
  9
  HOARD CLASS: XV, XVII
  XP: 
  7,800 
  The outcast twn brother of Ogremoch, prnce of evl earth crea-
  tures, Ogrmox was expelled from the Elemental Plane of Earth 
  n a seres of poltcal maneuverngs to consoldate power on the 
  plane. Ogrmox was castgated for hs “unearthly” fascnaton 
  wth bologcal processes of decay, and was eventually forced 
  nto the Prme Plane, where he stll dwells n exle. Although 
  aeons have passed and Ogrmox has forged hs own domnon 
  n the Prme Plane, he stll harbors a great enmty towards hs 
  brother and all nhabtants of hs plane of orgn.
  Physcally, Ogrmox s a lumpen, 10'-tall humanod figure, hav-
  ng a form somewhat remnscent of an unfinshed clay statue. 
  Hs body actually conssts entrely of thousands of layers of 
  constantly growng skn n varous stages of decay, the outer 
  layers beng covered n weepng sores and pustules.
  Mortals seldom have any dealngs wth Ogrmox, whose sole 
  area of domnon s purulent skn condtons. Medcs and necro-
  mancers may know of hs exstence, and plague cults have been 
  known, on occason, to drectly worshp hm. The most honored 
  ntates of such cults are blessed wth the permsson to drnk 
  the “mlk” of Ogrmox—the pus whch oozes from hs skn. 
  These lucky few are drven completely nsane by the ordeal, but 
  develop powers of regeneraton and dsease mmunty.
  In combat Ogrmox attacks wth hs fists and hs great weght, 
  causng damage by punchng, smashng and crushng. Hs con-
  stantly growng, decomposng, and sheddng skn grants hm 
  the ablty to regenerate 4 ht ponts of damage per round. In 
  any case, Ogrmox cannot be harmed by normal weapons—
  only those of +3 or greater enchantment can damage hm. 
  Ogrmox s also mmune to all forms of poson, and suffers half 
  damage from cold and electrcty. He thrves on dsease, and, f 
  targeted by dsease-causng magc, regenerates 1d8 ht ponts 
  per spell level.
  Every tme Ogrmox s damaged, he sprays forth a stream of 
  necrotc pus. All wthn 10' must save vs. breath or be ht by the 
  pus spray, sufferng 1d4 damage per round untl the hdeous 
  substance can be wped off. Characters who come nto con-
  tact wth ths pus also contract a vrulent dsease whch causes 
  death wthn 1d6 days (unless cured/removed).
  In addton to hs physcal attacks and defenses, Ogrmox has 
  the magcal ablty to cause the weltng and rupturng of mortal 
  PeTTY GODS
  ODXIT – OGRIMOX
  
  130
  flesh wthn 50'. Vctms must save vs. spell or suffer 2d6 dam-
  age from skn contusons and flesh erupton. Ogrmox can use 
  ths ablty once per round (nstead of attackng).
  Ogrimox Reaction Table
   
  2 
  Friendly: Allows supplcants to drnk of hs “mlk.”
   
  3-5 
  Indifferent: Merely observes.
   
  6-7 
  Neutral: Uses hs flesh erupton power.
   
  8-11 Unfriendly: Uses hs flesh erupton power  
  and commands mnons to expel ntruders.
   
  12 
  Hostile: Uses hs flesh erupton power and  
  summons all avalable mnons to attack ntruders.
  Ogrmox’s mnons nclude pox knghts, plague cultsts, gant 
  tcks, anmated mounds of skn, and dsease-bearng undead.
  RELATED ENTRIES: M) Pox Knight.
  Okla (petty god of dentists and ivory carvers) 
  &	Luka Rejec
  F	Luka Rejec
  SYMBOL: 
  A fang  
   
  on a field  
   
  of red
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  90' (30')
  ARMOR CLASS: −8
  HIT PTS. (HD): 
  73 hp  
   
  (16 HD)
  ATTACKS:  
  Specal
  DAMAGE: 
  Specal
  SAVE: 
  C15
  MORALE: 
  9
  HOARD CLASS: 10d10 carved vory tems worth 50 gp each
  XP: 
  5,000 
  Okla s the patron dety of dentsts and vory carvers every-
  where. Dentsts and carvers are well advsed to beg a thought 
  from Okla before they go to work on a tooth.
  As petty gods go, Okla s not a partcularly combatve beng, 
  however hs pearly whte body s very hard and resstant, shrug-
  gng off most blows wth ease. Honestly, most adventurers 
  should not even get nto a stuaton where they are attackng 
  the protector of ther chompers. Should they do so, Okla wll 
  be dspleased. He attacks wth one of two curses.
  CURSE OF THE GAP: Up to 4 creatures per round wthn 120' 
  of Okla are must save vs. spell or they wll be afflcted wth de-
  bltatng tooth pan, whch leaves them almost mmoble wth 
  agony for 1d8 rounds. At the end of that tme, all ther teeth 
  wll fall out and the pan wll depart.
  CURSE OF THE TUSK: One creature per round wthn 120' of 
  Okla must save vs. spell or ts teeth begn growng nto a rot-
  ous profuson of pearly whtes. The teeth grow for 1d6 rounds, 
  dealng 1d8 hp of damage each round. Each round there s a 1-
  n-6 chance of a tooth growng nto the creature’s bran, kllng 
  t. Creatures that do not have brans n ther heads are mmune 
  to ths effect. Resurrection or raise dead s not possble untl 
  the magc tooth s excavated from the bran.
  Old Mother  
  (petty goddess of lost and orphaned children)  
  TITLES: The Kind Crone; Patron of Lost Children 
  &	Simon Forster
  F	Robert Anning Bell
  SYMBOL: 
  A cradle
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  90' (30')
  ARMOR CLASS: 5
  HIT PTS. (HD): 
  70 hp  
   
  (18 HD)
  ATTACKS:  
  Specal  
   
  or 1 (staff)
  DAMAGE: 
  Specal or  
   
  1d6 (staff)
  SAVE: 
  C18
  MORALE: 
  11
  HOARD CLASS: I
  XP: 
  6,900 
  The Old Mother s a goddess who cares for and looks after lost 
  and orphaned chldren, gatherng lost boys and grls to her sde 
  and gvng them a home, a purpose, and helpng them to grow 
  to the best that they can be; but once the chld reaches puberty, 
  they are sent away, to find ther own way n the world, treadng 
  the path to ther destny. The Knd Crone appears whenever 
  chldren are lost, orphaned, or n mortal danger, punshng 
  those who wsh harm on the chldren under her care.
  The Old Mother appears as an old crone, bent wth age, wth 
  a beak of a nose, a wart on her chn, and wrnkled skn. Many 
  would judge her a hag, a wtch perhaps, or an old woman wan-
  derng the wlds. But her eyes are sharp and she has a percng 
  gaze. Anyone lookng n her eyes stares nto a deep well, full of 
  ancent wsdom and knowledge of the ways of the world. She 
  carres a slver-brch staff, the slvery bark stll on, wth bone 
  charms and wooden figures ted to the tp wth colored strng.
  If attacked, or n defence of the chldren she cares for, the Old 
  Mother has the power to defend herself and her wards. Any 
  meetng her gaze (save vs. paralyss to avod) finds themselves 
  lost n her deep dark eyes, effectvely subject to a sleep spell un-
  tl the Old Mother turns away or lne-of-sght s dsrupted. She 
  can also curse her opponents, transformng them nto chldren 
  (losng a thrd of ther Strength, Dexterty, and Consttuton, all 
  class levels and abltes, and retanng only 1d6 ht ponts) for 
  a year and a day; the vctm s allowed a save vs. spell to avod 
  the transformaton. The Old Mother can curse one opponent 
  per round, but never the same person twce. If pushed, she can 
  belt people wth her staff, dealng a ptful 1d6 damage, but 
  also teleporting the opponent out of harm’s way (up to a mle, 
  somewhere safe) on a faled save vs. wand.
  The Old Mother wll look kndly on those who protect or save 
  chldren, grantng them ad, gvng her blessing that wll help 
  n tmes of need. Aganst those who abandon chldren or cause 
  them harm, she wll arrange somethng bad to happen, gong 
  so far as to enlst adventurers to track down and deal wth such 
  chld abusers.
  The Old Mother s always accompaned by 2d6 lost chldren, 
  who she wll gve her lfe to protect.
  OGRIMOX – OLD MOTHeR
  PeTTY GODS
  
  131
  Old Mother Reaction Table
   
  2 
  Friendly: Grants her blessing, as the spell,  
  whch s permanent but only comes nto play  
  when chldren are n danger.
   
  3-5 
  Indifferent: Wll seek to enlst ther help n  
  dealng wth those who have harmed chldren,  
  or threaten ther lves.
   
  6-8 
  Neutral: Wll ask for alms, be t gold, clothes,  
  or food, for her chldren.
   
  9-11 Unfriendly: Wll turn her gaze on those who 
  confront her, than walk away, chldren n tow.
   
  12 
  Hostile: Wll seek to transform her confronters 
  nto chldren, then adds them to her followers, 
  gudng them to a better lfe.
  Old Snicker  
  (petty god of insults) 
  &	John Feldman
  F	Glen Hallstrom
  SYMBOL: 
  Closed fist wth extended  
   
  mddle dgt (or face wth  
   
  tongue stckng out)
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  60' (20')
  ARMOR CLASS: 9
  HIT PTS. (HD): 
  59 hp (13 HD)
  ATTACKS:  
  Specal
  DAMAGE: 
  Specal
  SAVE: 
  M18
  MORALE: 
  8
  HOARD CLASS: IX, XVII
  XP: 
  9,000 
  Old Sncker, the God of Insults, appears as a baldng, pot bel-
  led, mddle age man of unremarkable features, wearng a tab-
  bard of green wth yellow damonds. He has a twnkle n hs 
  eye and always wears a wry smle. An aura of feeblemind (120' 
  radus) emanates from hm and any he deems are affected as 
  per the spell (lastng only whle the target s wthn the 120' 
  range). Old Sncker wll (5% chance) help out a follower n tme 
  of need (see hs reacton table below) by promptng the follower 
  to find the most btng nsult to use aganst the opponent. Any 
  follower who s aded n ths manner wll owe Old Sncker pay-
  back n the form of utterng an nsult towards another person 
  at the most nopportune moment. 
  Old Sncker’s favorte spells to employ are; The Zinger (a spell 
  unque to Old Sncker; see below), ESP (finds secrets to explot), 
  continual light (casts a spotlght on hmself), confusion (any n-
  sult he utters can act as ths spell), irresistible laughter (same as 
  irresistible dance), polymorph others (often uses ths to add to 
  hs nsult of the vctm), and ventriloquism. He can also teleport 
  and dispel magic at wll. Any mssle or melee attack bounces 
  off Old Sncker back towards the opponent as an attack wth 
  same roll. Old Sncker’s nsults are harmless to any wth the 
  wsdom to laugh at hm nstead (any subject wth Wsdom of 16 
  or hgher wll have ths mmunty). Old Sncker does not bless 
  or curse and wll not kll. He loves to see pompous figures feel 
  the stng of a well phrased nsult... but he wll not pass up the 
  opportunty to nsult women and lttle chldren too! 
  THE ZINGER: When the nsult s uttered, t causes the oppo-
  nent to lose any ratonal thoughts, drop any tems or weapons 
  held, and move towards the nsultng party yellng “I’ll wrng 
  your neck!” Ths effect lasts for 1d4 rounds. No savng throw 
  s allowed. The nsult can be uttered at the same tme normal 
  actons are performed durng the round.
  Old Snicker Reaction Table 
   
  2 
  Offers gft of The Zinger to follower.
   
  3-5 
  Provdes nsult that causes target to  
  lose next acton.
   
  6-8 
  Provdes nsult that causes vctm to pause  
  (-2 on next ntatve roll). 
   
  9-11 Provdes clever repartee to vctm,  
  allowng them +2 “to ht” on next roll. 
   
  12 
  Offers gft of The Zinger to opponent nstead! 
  Ollollde  
  (petty god of hypnagogia) 
  &	Gavin Norman
  F	Richard J. LeBlanc, Jr.
  SYMBOL: 
  A gong floatng above an open palm
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  90' (30')
  ARMOR CLASS: 0 [+3]
  HIT PTS. (HD): 
  110 hp (24 HD)
  ATTACKS:  
  1 (beater)
  DAMAGE: 
  1d10+4
  SAVE: 
  F20
  MORALE: 
  10
  HOARD CLASS: XXI
  XP: 
  11,000 
  Ollollde s the petty god of hypnagoga, the state of conscousness 
  between wakng and sleepng. He appears as a huge, squattng, 
  grossly obese humanod, wth a long, saggng neck supportng 
  a three-eyed toad-lke head. The god’s central eye s open and 
  emts a gently pulsng lght, whle hs other two eyes are closed. 
  PeTTY GODS
  OLD MOTHeR – OLLOLLDe
  
  132
  In hs left hand he holds a a brass gong, and n hs rght hand a 
  long, ornate wooden beater. Hs presence s usually attended by 
  a hypnotc dronng sound wth no apparent source.
  If enraged to combat, Ollollde fights wth hs gong’s beater. In 
  addton to hs physcal attack, the gaze of the god’s central eye 
  can be used once per round aganst an ndvdual, havng the 
  effect of a charm person spell. He may also forgo attackng 
  for one round n order to strke hs gong, whch has one of the 
  followng effects, selected at random: 
   
  1 earthquake 
   
  2 time stop 
   
  3 sleep (as symbol of sleep) 
   
  4 stun (as symbol of stunning) 
   
  5 animate dead 
   
  6 summon 2d6 gant toads 
   
  7 death spell 
   
  8 confusion
  Ollollde can only be harmed by magcal weapons of +3 or great-
  er enchantment, and s mmune to all mnd-affectng spells.
  Ollollde Reaction Table
   
  2 
  Friendly: Sends 1d6 wllng subjects  
  nto a hypnagogc trance wheren astral travel  
  and prophetc dreamng are possble.
   
  3-5 
  Indifferent: Sends subjects nto a  
  hypnagogc trance f properly proptated.
   
  6-7 
  Neutral: The god’s presence has the effect of 
  ether (1d6): 1-3=sleep, 4-6=stun for 1d4 rounds.
   
  8-11 Unfriendly: Strkes hs gong f not  
  properly proptated.
   
  12 
  Hostile: Immedately strkes hs gong  
  then attacks.
  RELATED ENTRIES: M) Jeez Louise.
  Ooboora (petty god of clouds) 
  &	Andy Thompson
  F	Darcy Perry
  SYMBOL: 
  A golden bell or chmes
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  60' (20') flyng
  ARMOR CLASS: −3 [+3]
  HIT PTS. (HD): 
  135 hp (25 HD)
  ATTACKS:  
  Specal
  DAMAGE: 
  Specal
  SAVE: 
  M25
  MORALE: 
  10
  HOARD CLASS: None
  XP: 
  10,000 
  Ooboora s a placd god. He floats amongst the clouds n tem-
  perate clmates. Ooboora slumbers whle he floats drftng wth 
  the currents of the ar. He s engmatc and hermetc n hs be-
  havors. Ooboora s the last n the lne of Demucoux, a magcal 
  trbe of ar dwellng nomad sprts natve to the Plane of Gras. 
  He s an ethereal creature appearng only sporadcally n ths 
  Plane; durng hs fits of slumber he drfts from plane to plane, 
  never n any danger due to hs ablty to pass unnotced, except-
  ng those that are searchng for hs favor. Despte hs massve 
  sze and dstnctve looks, he s often mstaken by those below 
  for a cloud formaton.
  The legend of the great Ooboora s passed down through oral 
  tradton of the peaceful trbes natve to the grasslands. The 
  legend states that to find Ooboora one must first clmb the 
  green mountan and enter the ancent temple concealed wthn 
  ts bosom. One must then wat for the whte tde on the day of 
  the golden shade when Ooboora wll pass nto the realm. One 
  must then blow the horn carved nto the temple tower to draw 
  Ooboora near.
  The elder trbesman stll attrbute bountful harvests and the 
  outcomes of great wars to Ooboora’s nfluence. They say one 
  must only ask of Ooboora, and hs wll shall grant ther greatest 
  desre. It s the arduous quest to find hm that deters all but the 
  most stalwart seekers.
  If adventurers would seek to battle Ooboora they would be hard 
  pressed as hs ablty to transport hmself (or the party!) to other 
  planes on a whm makes any thoughts of fightng dfficult. If 
  one were able to suppress hs ablty to shft away however, who 
  knows what wonders and accolades one could attan.
  Ooboora Reaction Table
   
  2 
  Friendly: He wll grant the wish of the  
  target and return hm and hs party to the base  
  of the mountan.
   
  3-5 
  Indifferent: He wll float away and the  
  wish of the target may be granted n 1d4 days.
   
  6-8 
  Neutral: He wll float away and the wish  
  may be granted n 1d4 weeks.
   
  9-11 Unfriendly: Transports the party to the base  
  of the mountan wth ther wish ungranted.
   
  12 
  Hostile: He summons a powerful tornado  
  centered on the target, whch deals 1d4  
  per round to creatures n a 20' radus untl the 
  target leaves the temple.
  OLLOLLDe – OOBOORA
  PeTTY GODS
  
  133
  Ooom (petty god of blood, power, and strength) 
  TITLES: Ooom the One-eyed 
  &	Damian Breen
  F	Jeremy Hart
  SYMBOL: 
  Bloody bull horns wth some scalp attached
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  90' (30') or (60') when chargng
  ARMOR CLASS: 3 (Ooom’s eye s AC 0)
  HIT PTS. (HD): 
  77 hp (12 HD) plus 12 hp (for Ooom’s eye)
  ATTACKS:  
  1 trample, 2 fists, 1 mpale
  DAMAGE: 
  2d8, 1d6/1d6, 1d8
  SAVE: 
  F12
  MORALE: 
  12
  HOARD CLASS: XX×5
  XP: 
  3,333 
  Ooom the one-eyed s a cyclopean manotaur wth the body 
  and four legs of an engorged bull, a humanod upper torso and 
  arms, and a bull-lke head wth but a sngle weepng eye.
  Ooom s worshpped as a god of blood, power, and strength, 
  who crushes the weak underneath hs mghty hooves before 
  feastng on ther flesh—trats the hll trbes seek to emulate 
  when radng. The trbes recognze the strength of predatory 
  beasts, and ther warrors always wear a helmet of an anmal 
  head pared wth a tralng cloak of fur; the warror must have 
  personally klled the beast n queston. Rtuals of Ooom consst 
  of monolthc chantng, “Ooom, Ooom, Ooom…,” accompa-
  ned by ponderous drummng on large hde drums as well as 
  other percussve nose (stcks or rocks beng bashed together, 
  the strkng of swords onto shelds, etc.).
  Ooom s kept captve n the Pt of Ooom beneath the runed 
  temple of Orbek-Tor, where he s worshped by the hll trbes 
  of the Fanged Hlls. They rad the lowlands and brng lvng 
  captves to Ooom who are placed n the pt for Ooom to feed 
  upon whlst the hll-folk watch. Ooom bellows and roars at all 
  tmes, and due to hs massve bulk he moves slowly and stffly. 
  When he charges, the ground shakes and sounds of thunder fill 
  hs vctms’ ears.
  Ooom attacks wth a tramplng charge scatterng hs enemes 
  and attemptng to knock them down (on a faled save vs. 
  breath). He then engages n melee combat grabbng hs oppo-
  nents wth hs fists; f both fists ht he wll lft up hs vctm and 
  mpale them on hs horns before throwng them to the ground 
  and tramplng them agan. Ooom concentrates hs attacks on 
  one person untl they are dead or dsabled before turnng onto 
  a new vctm.
  Due to the thckness of hs hde, slashng and blunt weapons do 
  only half damage to Ooom. 
  Ooom’s eye s AC 0 and has 12 hp (n addton to hs normal ht 
  pont total). Furthermore, hs eye has the power of regenera-
  ton (1 hp/hour), allowng the one-eyed god to recover hs sght 
  f hs eye s damaged. If hs eye takes 12 or more ht ponts of 
  damage, Ooom wll be effectvely blnded, and wll randomly 
  lash out wth hs fists whlst attemptng to retreat from the great 
  pt nto the labyrnth of caves that s hs prson.
  Ooom uses hs eye smlarly to a magcal ocular devce. He 
  can throw hs sght many mles from the temple, enablng hm 
  to look across the lowlands n search of potental prey for hs 
  worshppers to attack. He sends vsons of what he sees to hs 
  prests durng the drummng rtuals, albet wth the provsos 
  that hs sght s somewhat blurred from the constant weepng 
  and that hs vsons are not always clear.
  Ophurton  
  (petty god of finances, investments, and profits) 
  TITLES: Master of Profits 
  &	Blair Fitzpatrick
  F	Adam Dickstein
  SYMBOL: 
  An abacus  
   
  framed  
   
  by cons
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  120' (40') 
  ARMOR CLASS: 2
  HIT PTS. (HD): 
  81 hp (18 HD)
  ATTACKS:  
  1 (rod or whp)
  DAMAGE: 
  3d6 or  
   
  charm person
  SAVE: 
  M18
  MORALE: 
  10
  HOARD CLASS: XV, XVI
  XP: 
  3,250 
  Ophurton, the Master of Profits, s the petty god of finances 
  and nvestments. He appears as a sx-armed mddle aged man 
  clad n the finery affected by the utmost ters of the mercantle 
  classes. In hs arms he carres an abacus, a ledger, a pen, a 
  whp, and a gold-headed cane. All persons struck by hs whp 
  must save vs. spell or be affected by a charm person. Ophurton 
  can transform 100 gallons of water nto fine scotch once per 
  day. Three tmes per day, Ophurton may attempt to curse any 
  beng wthn 100' wth the curse of misfinance. Those that fal 
  a savng throw vs. spell at −4 wll, over the course of the next 
  month, find that all of ther expenses have ncreased threefold; 
  addtonally, they wll lose 1d12% of ther money and assets per 
  day. Ophurton can also teleport without error once per day.
  PeTTY GODS
  OOOM – OPHURTON
  
  134
  Ophurton Reaction Table
   
  2 
  Friendly: Provdes financal advce that  
  allows a 6d% percent return on all nvestments 
  over the next month.
   
  3-5 
  Indifferent: Dsappears.
   
  6-8 
  Neutral: Ignores creatures nearby.
   
  9-11 Unfriendly: Curses one beng wth the  
  curse of misfinance and then leaves.
   
  12 
  Hostile: Attacks.
  Ormix Prol  
  (petty god of obscure words) 
  &	Malcolm Bowers
  F	Matthew Adams
  SYMBOL: 
  A weghty  
   
  codex
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  90' (30') 
  ARMOR CLASS: 4
  HIT PTS. (HD): 
  90 hp (18 HD)
  ATTACKS:  
  1
  DAMAGE: 
  2d4 + specal
  SAVE: 
  M18
  MORALE: 
  11
  HOARD CLASS: VIII × d8
  XP: 
  4,200 
  Ormx Prol s the petty god of obscure words and nk-horn 
  terms. He appears as a rangy, strong-lookng fellow wth a neat 
  moustache and percng eyes. He wears navy robes wth a red 
  rope belt, to whch s ted a large, heavy, brass-bound book. He 
  can strke foes up to 30' away wth ths Chermadic Codex (the 
  rope magcally stretches then retracts). Those struck must save 
  vs. paralyss or be knocked out for 1d4 turns; those who save 
  successfully are smply stunned for 1d6 rounds. 
  He wanders the Materal Plane askng mortals the meanng 
  of rare words (one obscure word per person.) He may reward 
  or castgate those asked dependng on the answers. If he s 
  frendly and s told of a real word not n hs lexcon (2% chance), 
  he grants the teller a pont of Intellgence on the spot. 
  Ormx Prol s nvoked by orators, wrters, and those namng 
  new spells—for who amongst truly superor telesurges would 
  not prefer, say, “Rhazaran’s orbcular ncendaton” to the ple-
  bean “fireball”?
  Ormix Prol Reaction Table
  Adjust by up to 3 depending on party vocabulary.
   
  2 
  Friendly: Rewards success wth a scroll  
  (2 spells or a ward).
   
  3-5 
  Fair: Rewards success wth a scroll of 1 spell.
   
  6-8 
  Neutral: Advses party to mprove  
  ther vocabulares.
   
  9-11 Unfriendly: Berates party as frbbles, frppets, 
  fonkns, and foppotees.
   
  12 
  Hostile: Renders the party unable to speak  
  for 1d6 days (no save).
  Otda’Btatle (petty toad-demon-god of battle) 
  &	Blair Fitzpatrick
  F	Christian Kessler
  SYMBOL: 
  A grnnng toad’s face wth  
   
  the horns of a ram
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  120' (40') 
   
  SWIM: 
  120' (40')
  ARMOR CLASS: −2 [+1]
  HIT PTS. (HD): 
  128 hp (16 HD)
  ATTACKS:  
  2 kcks/punches or ram
  DAMAGE: 
  3d6/3d6 or 4d6
  SAVE: 
  F16
  MORALE: 
  11
  HOARD CLASS: XIV, XVI
  XP: 
  5,100 
  Otda’Btatle (rumored to be a Hezrou demon who became 
  mghty through constant, gruellng combat) s the petty toad-
  demon-god of battle, worshpped by berserk and martally 
  mnded batrachan bengs such as the Ranne, Batrachans, 
  and Tsathar. It stands 8' tall, bears a par of ram-lke horns 
  on ts head, and wears a harness, armbands, and kneepads of 
  spked black leather. Its mottled green-and-tan skn s covered 
  wth lurd pustules, buboes, sores, and rashes. 
  Otda’Btatle s a demon, s only damaged by magcal weaponry, 
  and takes half damage from cold, electrcty, fire, and gas. It 
  can, at wll, teleport without error, cause darkness 15' radius, 
  gate n a type II demon wth a 90% chance of success, cause 
  fear (as a wand), levitate (as a 16th level magc-user), detect 
  invisible objects, and use telekinesis (600 lbs. of weght).
  Otda’Btatle prefers to punch and kck opponents, but can ram 
  opponents (f t has 40' to charge at them) wth a +4 “to ht” 
  bonus; f t strkes, the target must make an Open Door roll 
  or be flung 10'-60' backwards. If they strke an obstacle, they 
  wll take 1d6 ponts of damage for every 10' of trajectory re-
  manng. Those struck by Otda’Btatle must save vs. poson or 
  contract a dsgustng skn alment that covers the vctm n lvd 
  acne and rashes, and reduces ther Charsma by 1-4 ponts, 
  untl the alment s cured.
  Otda’Btatle Reaction Table
   
  2 
  Otda’Btatle looms, glares, and croaks balefully 
  for 1-6 rounds. If an offerng s provded t wll be 
  open to further negotatons as 3-5 below. 
    
  3-5 
  Otda’Btatle demands an offerng of one  
  sentent beng to devour. If ths offer s declned,  
  t attacks. If the offerng pleases Otda’Btatle,  
  t may be amenable to barganng to perform a 
  servce, ones nvolvng slaughter preferred,  
  n exchange for more vctms.
   
  6-8 
  Otda’Btatle attacks and devours one beng  
  before teleporting away.
   
  9-11 Otda’Btatale attacks.
    
  12 
  Otda’Btatle goes nto a berserk frenzy  
  and attacks, ganng +2 on all attack and  
  damage rolls, and ts morale becomes 12.
  Otda’Btatle will always aid chaotic or evil  
  frog or toad beings in battle.
  OPHURTON – OTDA’BTATLe
  PeTTY GODS
  
  135
  Otto  
  (petty god of cheese) 
  &	Malcolm Bowers
  F	Jennell Jaquays
  SYMBOL: 
  A blue parrot
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  180' (60')
  ARMOR CLASS: 4
  HIT PTS. (HD): 
  80 hp (16 HD)
  ATTACKS:  
  1 (kck or hurl cheese)
  DAMAGE: 
  1d4+1d6 or specal
  SAVE: 
  F16
  MORALE: 
  9
  HOARD CLASS: XIII, VII
  XP: 
  4,200 
  Blessed are the cheesemakers... by the petty god of cheese, 
  Otto. He appears as a tall, thn, gangly man n trews, jacket, 
  and hat who walks wth an mpossbly angular gat punctuated 
  by strange kcks and hops. He s wllng to dscourse at length 
  n refined and authortatve accents on the many varetes of 
  cheese and ther preparaton and qualtes. 
  He can create any cheese, one round per round, and gve them 
  to those who please hm, or hurl them at those who offend 
  hm. Saves vs. poson apply aganst specal effects (duraton 1 
  hour), whch are as follows for typcal cheeses hurled at an of-
  fender. Saves do not prevent damage. 
  Otto Cheese Table
   
  1 
  Hard cheese: 1d6 damage plus bad luck;  
  save vs. poson or suffer −2 on saves for 1 hour.
   
  2 
  Big cheese: 2d12 damage plus save vs.  
  poson or be knocked unconscous for 1 hour.
   
  3 
  Soft cheese: Treacherous underfoot;  
  slp and fall (no save).
   
  4 
  Say cheese: Grn dotcally; take no actons  
  (no savng throw).
   
  5 
  Ripe cheese: As troglodyte stench; save vs.  
  poson or suffer −2 on attack rolls for 1 hour.
   
  6 
  Gorgonzola: Save vs. poson or  
  pass out from smell for duraton of 1 hour.
  Otto Reaction Table
   
  2 
  Reasonable: Wll hold forth, and  
  converse equably.
   
  3-5 
  Indifferent: Dsmssve or uncomprehendng.
   
  6-8 
  Argumentative: Legalstc or contentous.
   
  9-11 Angry and uptight: Wll attack f  
  further provoked.
   
  12 
  Incoherent rage: Too angry to do anythng  
  unless attacked.
  Ouk (petty god of missing limbs)  
  TITLES: Ouk of the Stump;  
   
  Lord of the Stricken 
  &	Dan Cassar
  F	Tony Mullins
  SYMBOL: 
  A body  
   
  wth stumps  
   
  for lmbs
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  Infinte
  ARMOR CLASS: 9
  HIT PTS. (HD): 
  69 hp  
   
  (17 HD)
  ATTACKS:  
  None
  DAMAGE: 
  None
  SAVE: 
  F17
  MORALE: 
  10
  HOARD CLASS: None
  XP: 
  3,250 
  Sometmes called the Lord of the Strcken, Ouk of the Stump 
  s the patron of all men who are less than whole. He appears 
  as a round man who has short nubs for hs four lmbs, wth a 
  wde, expressonless face. Ouk has no clercs, only adherents 
  who follow hs crazed doctrne of mute hatred. 
  It s sad that ndvduals who pray to Ouk whle havng a lmb 
  amputated are sometmes (1-n-6) mentally transported to a place 
  where they feel no pan. Durng ths tme t s sad that Ouk wll 
  appear to the supplcant and ask f they have been wronged. 
  If a character attracts Ouk’s attenton n ths way and answers 
  “yes,” Ouk wll watch over that ndvdual: roll d%; f the suppl-
  cant then nflcts wounds smlar to hs own a number of tmes 
  equal to the number rolled, t s sad that the god mght (50%) 
  restore the mssng lmb(s) to the fathful.
  PeTTY GODS
  OTTO – OUK
  
  136
  Pafflur  
  (petty god of dreams and premonitions) 
  &	Stefan Poag
  F	Stefan Poag
  SYMBOL: 
  A small  
   
  figure
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: 5
  HIT PTS. (HD): 
  32 hp (6 HD)
  ATTACKS:  
  1 (touch)
  DAMAGE: 
  Stun (4d6 rds.)
  SAVE: 
  M6
  MORALE: 
  6
  HOARD CLASS: None
  XP: 
  950 
  Pafflur s a mnor god of very small power. Hs only lnk to 
  the Prme Materal Plane are a seres of small statues made 
  of stone, clay, vory, or wood, usually small enough to fit n a 
  pocket or pouch. These sculptures portray a squat, fat dety 
  sttng wth hs short legs and bare feet n front of hm and hs 
  short arms clasped at hs sdes. There s a smle on hs elf-lke 
  face and a sngle tuft of har at the top of hs slghtly ponted 
  head. If the statue s held or touched by a mortal, Pafflur wll 
  (25% lkely) appear n a dream the next tme the mortal sleeps 
  whle wthn 10 feet of the statue. Pafflur wll ntroduce hmself 
  and request the occasonal small offerng (flowers, frut, sweets 
  or food are favortes). In exchange, he wll occasonally (1× per 
  week), grant a small boon (usually n the form of a +1 on a sn-
  gle roll). He wll also on rare occasons (25%) gve an obscure 
  hnt or warnng aganst danger n the form of a dream durng 
  deep sleep. If a worshpper s headng nto dangerous terrtory, 
  for example, Pafflur mght send frghtenng dreams the nght 
  before. Unfortunately, ths mnor god’s powers are so weak 
  that vague warnng dreams and the occasonal boon are pretty 
  much the extent of hs powers. If the statue s stolen, lost or 
  destroyed, all contact wth Pafflur s lost.
  Pafflur s an extraordnarly mnor dety and does not have a 
  presthood, temples, etc. Hs statues are occasonally found n 
  runs, as a part of ancent treasures, etc. Pafflur s a jealous de-
  ty; f a worshpper devotes hmself to another dety n addton 
  to Pafflur, he s lkely to nflct a −1 on any roll nstead of a +1 
  when favor s requested.
  Pafflur Reaction Table
   
  2 
  Friendly: Grants +1 (per above) to PC.
   
  3-5 
  Indifferent: Grants +1 (per above) to PC,  
  f properly proptated.
   
  6-8 
  Neutral: Awats party’s acton.
   
  9-11 Unfriendly: Curses a PC wth a −1 (per above), 
  unless proptated.
   
  12 
  Hostile: Curses all party members wth −1  
  (per above), and departs mmedately.
  Päkkaan  
  (guardian of the Northern Wilderness*) 
  &	Alan Brodie
  F	Eleanor Ferron
  SYMBOL: 
  Aurora boreals
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  150' (50')
  ARMOR CLASS: 1
  HIT PTS. (HD): 
  88 hp  
   
  (16 HD)
  ATTACKS:  
  2 (tusks)  
   
  or 1 (trample) 
  DAMAGE: 
  3d6/3d6  
   
  or 4d10
  SAVE: 
  F16
  MORALE: 
  10
  HOARD CLASS: None
  XP: 
  4,200 
  Legends tell of a sprt n the form of a great beast that treads 
  the perma-frosted wastes of the north. Ths s Päkkaan. Petty 
  god, unque monster, genus loc—no one knows wth certan-
  ty hs true nature, nor hs orgn. Sages have speculated that 
  Päkkaan was the steed and companon of a mghty, now lost 
  (dead?) boreal dety. Päkkaan s not tellng. 
  Facts are few, but certan trats are commonly ascrbed to ths 
  engmatc beng. Päkkaan appears as a huge woolly mam-
  moth, fully eghteen feet hgh at the shoulder, wth a pelt of 
  purest snowy whte, eyes lke smoulderng embers, and twelve-
  foot-long curved tusks graven wth magcal sgns and sgls. 
  Amongst other thngs, these runes prevent Päkkaan from be-
  ng njured by any non-magcal weapon. He s also mmune to 
  cold-based attacks. 
  In melee, Päkkaan strkes wth hs tusks (f he charges, a suc-
  cessful ht nflcts double damage n the first round of combat) 
  or by tramplng man-szed or smaller opponents (+4 “to ht”). 
  Furthermore, up to three tmes per day, Päkkaan may use hs 
  breath weapon: a cone of cold 60' long and 30' wde at ts far 
  end, delvered from hs flexble trunk. Any creature caught n 
  ts path sustans 8d6 ht ponts of damage (save vs. breath for 
  half damage). 
  Päkkaan acts as a guardan of the northern tundra and pre-
  server of the wlderness. He opposes the depredatons and evl 
  schemes of frost gants, whte dragons, and ther chaotc lk, 
  but s lkewse hostle to “cvlzed” explotaton of hs doman 
  (such as mnng or large-scale huntng). 
  If Päkkaan has any worshppers, they are found n small groups 
  among the ndgenous self-sufficent trbes of the Arctc. It s 
  clamed that Päkkaan grants clercal spellcastng abltes to cer-
  tan favored shamans. He never speaks (perhaps he cannot), 
  but may communcate n dreams and vsons. 
  P
  pAfflur • päkkAAn • pAleonumis • pAlester olhm • pAnAthoth •  
  pAndAntilus • pAtchwork god, the • pAtisseriA • pelchAko • perichronAos •  
  pherosAthoolA • philespurio • pilikke • polly • pollycockle • possimium
  PAFFLUR – PäKKAAN
  PeTTY GODS
  
  137
   Päkkaan Reaction Table
  Modified by Wisdom, instead of Charisma. 
   
  2 
  Friendly: May protect characters or  
  gude them f they are lost.
   
  3-4 
  Indifferent: Unnterested n characters.
   
  5-9 
  Neutral: Ignores characters unless they  
  pose a threat to the wlderness.
   
  10-11 Unfriendly: Attempts to frghten  
  characters away.
   
  12 
  Hostile: It’s trampln’ tme! 
  Paleonumis  
  (petty god of retired currencies)  
  TITLES: The Lost Coin
  &	Ian McDougall
  F	Glen Hallstrom
  SYMBOL: 
  A golden con,  
   
  worn smooth
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  150' (50')
  ARMOR CLASS: 2
  HIT PTS. (HD): 
  27 hp (6 HD)
  ATTACKS:  
  1 (touch) 
  DAMAGE: 
  1d8 plus specal
  SAVE: 
  F6
  MORALE: 
  12
  HOARD CLASS: XVIII
  XP: 
  1,070 
  Each tme con changes hands, a lttle power goes wth t. 
  When cons fall out of crculaton, that accumulated power goes 
  to Paleonums, the Lost Con. Paleonums wants only to be 
  crculated, to feel that subtle worshp once agan. Whenever 
  a con that s no longer the legal tender of the land s spent, 
  ths pleases Paleonums. However, Paleonums dslkes money- 
  changers and dragons, and meltng down or defacng cons 
  gves t great offense.
  Paleonums can appear wth the face on any old con, whch 
  may cause confuson when t appears to be a recently deceased 
  monarch or more powerful god (although t never mperson-
  ates one ntentonally). Its clothes however are always tattered, 
  and f t has jewels or a crown, these thngs wll be made of 
  copper, wth gems of garnet.
  When Paleonums attacks, t hts the wallet. If Paleonums hts 
  someone carryng an excess of wealth, n addton to normal 
  damage, 1d100 of the vctm’s cons (startng wth the most val-
  uable) wll dsappear from hs or her possesson and reappear 
  throughout the land: n a beggar’s cup, under a chld’s pllow, 
  n a merchant’s tll, etc. If a person would lose more cons than 
  he or she s carryng, he or she nstead loses none.
  In order to successfully ht Paleonums, the assalant must roll 
  greater than the number of cons he or she s carryng on 1d100, 
  or mss. 
  Palester Olhm  
  (petty god of death by a thousand cuts) 
  &	Andrew Crenshaw
  F	Andrew Crenshaw
  SYMBOL: 
  Leather crcle  
   
  slced through
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: 9
  HIT PTS. (HD): 
  49 hp  
   
  (12 HD)
  ATTACKS:  
  Specal 
  DAMAGE: 
  Specal
  SAVE: 
  T12
  MORALE: 
  8
  HOARD CLASS: XVII
  XP: 
  6,200 
  Palester Olhm s the petty god of death by a thousand cuts. 
  He appears as a human traveler dressed n common, ll-fittng 
  clothes, and carryng a backpack wth a bedroll as he grmly 
  wanders the world. Hs har s unkempt and hs scarred face s 
  unshaven. Plagued wth nghtmares, hs eyes are rheumy and 
  bloodshot, and hs gaze drfts n and out of focus. He cannot 
  be summoned. 
  As a permanent effect, Palester Olhm nflcts 1 pt of damage 
  each round to all other lvng thngs wthn 100' (no “to ht” 
  roll requred; no savng throw allowed); the damage s caused 
  by small, deep cuts that panfully break the skn, bleedng and 
  weepng. Hs presence s characterzed by a quet absence of 
  anmal and nsect lfe, and he leaves a wake of vegetaton slced 
  to peces. At wll, he may concentrate hs damage-causng 
  power at a sngle target, horrbly shreddng the recpent and 
  causng 10d4 ponts of damage (no “to ht” roll requred; no 
  savng throw allowed). Ths deactvates hs permanent damage-
  causng power for 1d4 rounds. 
  He takes only 1 pont of damage from anythng that causes 
  damage. Non-damagng magcal effects cast by others are g-
  nored (spells and magc tems actvated by Palester Olhm affect 
  hm normally). He can also bestow the same mmunty on oth-
  ers for a lmted duraton (3d4 rounds). 
  Palester Olhm s resgned to hs fate and s long past tryng to 
  rectfy the pan and death hs presence causes, but generally 
  avods settled areas. He wears boots of levitation that have 
  saved hm more than once from bow-weldng mobs ntent on 
  rddng hs pestlence from the world.
  Palester Olhm Reaction Table
  Roll 1d6 (instead of 2d6).
   
  1 
  Cogent/possibly helpful 
   
  2 
  Grim 
   
  3 
  Unfocused/unresponsive 
   
  4 
  Paranoid 
   
  5 
  Irritated 
   
  6 
  Aggressive 
  PeTTY GODS
  PäKKAAN – PALeSTeR OLHM
  
  138
  Panathoth  
  (forgotten petty goddess of the Circulating Library*) 
  AFFILIATIONS: The Dead Godlets of Suto Lore
  &	Gavin Norman
  F	Richard J. LeBlanc, Jr.
  SYMBOL: 
  A tongue of fire
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  120' (40') 
  ARMOR CLASS: 3 (-4)
  HIT PTS. (HD): 
  45 hp (8 HD)
  ATTACKS:  
  2
  DAMAGE: 
  3d4/3d4
  SAVE: 
  M17
  MORALE: 
  12
  HOARD CLASS: Charot and  
   
  golden books of truth – see below
  XP: 
  1,060 
  There was a tme when every word whch was spoken by sen-
  tent bengs throughout the multverse was fastdously recorded 
  n an endless collecton of tny golden books whch were kept n 
  the mperal lbrary of Had-Phanon, the 5th-dmensonal hyper- 
  pyramd of wsdom. The books could be looked up n the great 
  marble ndex by topc (n one of several flat nfintes of cat-
  egorsaton) or by the name, planetary orgn, or epoch of the 
  speaker. The gods made the contents of the lbrary accessble 
  n full to any vstors to the sacred pyramd—a gesture of great 
  generosty, but one whch was n tme realsed to be of very 
  lttle practcalty, due to the general unavalablty of advanced 
  planar travel.
  It was thus decded that, as a servce to kngs, sages, prophets 
  and clergy on all known planes of exstence, the books of the 
  lbrary would be made avalable on lesser worlds by a process 
  of wrtten order. A crculatng lbrary, carryng the requested 
  books to ther destnaton and retrevng them after the agreed 
  tmespan, was nsttuted, under the precse eye of the godlet 
  Panathoth—who was crowned queen of the crculatng lbrary.
  Gven tme enough to send an order to the sacred lbrary, and 
  to receve the desred transcrpts, the veracty of any statement 
  could be substantated. These were tmes of justce and careful 
  wordng.
  As s the way of thngs, the glorous days of knowledge and 
  truth were crushed under wheels of war and entropy. Had-
  Phanon was annhlated, along wth ts lbrary, and the godlet 
  Panathoth was lost. Aeons have now passed, and the exstence 
  of the golden lbrary has receded to obscure legend, known only 
  to the most learned of sages.
  However, by a twst of fate, not all of the golden books were 
  destroyed. At the tme of the destructon of Had-Phanon the cr-
  culatng lbrary was n transt after makng a collecton of books 
  from the planet Trll, and became stranded n the Astral Plane. 
  To ths day Panathoth drfts unconscous n the golden charot 
  of the crculatng lbrary, bearng wth her the last extant golden 
  books of truth, whch number n several hundred thousands. If 
  encountered, she may awaken.
  Panathoth herself takes the permanent guse of a young, stern 
  woman dressed n Egyptan garb. Her eyes are a hypnotc pnk.
  Wth the sacred lbrary destroyed, and her exstence long forgot-
  ten, the powers of Panathoth are greatly reduced. However she 
  stll commands the golden books n her possesson and can, n 
  tmes of emergency, enlst ther ad n battle. When n danger, 
  Panathoth can cause the books to float and whrl around the 
  charot, or around her person, n a protectve field of 10' radus. 
  When the field s actve she has an Armor Class of −4 aganst 
  mssle attacks and a +4 bonus to savng throws aganst exter-
  nal forces. Anyone attemptng to pass through the sheld must 
  make save vs. spell or suffer 4d6 damage and be propelled 100-
  600 yards n a random drecton.
  Asde from the protectve ad of the whrlng books, Panathoth has 
  no dvne powers or weapons, and attacks wth her bare hands.
  CHARIOT OF PANATHOTH: The charot of Panathoth can travel 
  at mraculous speed, especally through the Astral Plane. Only 
  those wth magcal means of transportaton stand any chance 
  of beng able to pursue the godlet.
  Ammon Thrax Reaction Table
   
  2 
  Friendly: Offers ad n the form of astral  
  transportaton or knowledge from her books.
   
  3-5 
  Indifferent: Speaks n the formal tones of  
  a lbraran. May be persuaded to lend books. 
   
  6-8 
  Neutral: Crcles characters n her charot,  
  nspectng them. 
   
  9-11 Unfriendly: Rases the protectve sheld of  
  books and departs. 
   
  12 
  Hostile: Rases the protectve sheld of books  
  and charges the charot at those present.
  RELATED ENTRIES: G) Ammon Thrax, Dead Godlets of Suto 
  Lore, Numathoth.
  Pandantilus  
  (petty god of gong farmers  
   
  and muck rakers) 
  TITLES: Lord of the Privy
  &	Erik Tenkar
  F	Jim Magnusson
  SYMBOL: 
  A wooden 
   
  crescent moon
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  120' (40') 
  ARMOR CLASS: 0
  HIT PTS. (HD): 
  122 hp (22 HD)
  ATTACKS:  
  Specal
  DAMAGE: 
  Specal
  SAVE: 
  M22
  MORALE: 
  8
  HOARD CLASS: Poop, ncdental treasure  
   
  (random cons, rngs, and such)
  XP: 
  12,000 
  Pandantlus, Lord of the Prvy and patron of gong farmers and 
  muck rakers, s worshpped by nearly all, even f most of ths 
  worshp s unntentonal. Pandantlus sees the mere act of usng 
  a prvy as worshp by the user, and any words or sounds that 
  pass n the prvy are prayers that reach hs ears.
  PANATHOTH – PANDANTILUS
  PeTTY GODS
  
  139
  When walkng the lands, he appears as a gong farmer, complete 
  wth rake and burlap sack. Hs appearance s nondescrpt, but 
  hs odor s notceable and hangs about hm wth effects smlar 
  to that of a stinking cloud (to a radus of 30').
  Pandantlus s not a combatant, and would sooner leave an 
  area than lower hmself to actvely engage opponents. He can 
  use any sewer, prvy, muck pt, or the lke to travel, much lke a 
  drud’s pass plant spell, but the range s n mles, not feet.
  Gong farmers and muck rakers offer prayers to Panadatlus n 
  the hopes of findng some small valuables whle shovelng waste 
  materal. Prvy users say prayers n the hopes of peacefully 
  passng waste materal.
  Patchwork God  
  (petty god of golems  
   
  and constructs) 
  TITLES: The God-Golem
  &	Colin Chapman
  F	Zach Jaquays
  SYMBOL: 
  None
  ALIGNMENT: 
  Vares
  MOVEMENT: 
  90' (30') 
  ARMOR CLASS: −1 [+3]
  HIT PTS. (HD): 
  132 hp  
   
  (24 HD)
  ATTACKS:  
  2 (fists)
  DAMAGE: 
  5d4/5d4
  SAVE: 
  5d4/5d4
  MORALE: 
  12
  HOARD CLASS: None
  XP: 
  12,000 
  Newly awakened, the Patchwork God s a construct, the work of 
  defic hands, a golem of godly power. The so-called God-Golem 
  knows not who created t and has not yet dvned ts purpose 
  n exstence beyond the burnng desre n ts lucd moments to 
  locate ts maker.
  A colossal golem some 20' n heght, ts hdeous torso and half 
  of ts face are crafted from the corpses of several dead gods 
  sttched together wth fine adamantne wre. Its rght arm and 
  left leg are wrought of polshed mthrl nscrbed wth delcate 
  runes; ts left arm, heart, and eyes of polshed whte marble; ts 
  rght leg and half of ts face are of crudely-shaped clay.
  The clashng echoes of the defic sprts wthn ts flesh render 
  the Patchwork God a beng n flux—ts ntellect, mood, and 
  algnment forever changng. Every 1d6 turns, randomly deter-
  mne each of the followng:
   Alignment  
  Intellect 
  Mood 
   
  (Roll 1d6) 
  (Roll 1d10) 
  (Roll 1d4)
   1-2 Chaotc 
  1-2 Droolng dot (INT:3) 
  1 Angry
   3-4 Neutral 
  3-5 Human-lke (INT:11) 
  2 Calm
   5-6 Lawful 
  6-8 Genus (INT:18) 
  3 Cheerful
   
    
  9-10 Super-genus (INT:22) 
  4 Morose
  The God-Golem can only be harmed by magcal weapons of 
  at least +3 pussance, spells beng neffectve aganst t except 
  for cold-based spells whch slow t for 1d4 rounds. So strong s 
  ths beng that t can batter down even the toughest structures, 
  nflctng 2 structural ht ponts per round wth ts mghty fists. 
  Furthermore, t can cast each of the followng spells once per 
  day as f t was a 12th level magc-user: lightning bolt, stone 
  shape, transmute rock to mud.
  Although t has no great purpose, the Patchwork God s fas-
  cnated by other created enttes such as golems and anmated 
  statues, and rumor has t that the God-Golem’s touch may 
  awaken such bengs to true sapence.
  Patisseria (petty goddess of pastries and desserts) 
  TITLES: Patisseria the Sweet
  &	Jodi Mishler
  F	Richard J. LeBlanc, Jr.
  SYMBOL: 
  A golden whsk
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  90' (30') 
  ARMOR CLASS: 3 [+1]
  HIT PTS. (HD): 
  40 hp (8 HD)
  ATTACKS:  
  Specal
  DAMAGE: 
  Specal
  SAVE: 
  F24
  MORALE: 
  12
  HOARD CLASS: None
  XP: 
  3,600 
  Patssera s the patron goddess of desserts, partcularly pas-
  tres, as well as pastry chefs and pastry shops. She s also a 
  patroness of chefs n general and the oven, protectng aganst 
  burns, overcooked foods, and splls. Together wth her ssters 
  Cccetta (Patroness of Appetzers and Snacks) and Qusnna 
  (Patroness of the Man Course, Meats, and Stews) the three are 
  the Queens of the Ktchen. She s rarely called upon by adven-
  turers, but all chefs and serous tavern cooks have a small shrne 
  to her and her ssters n ther ktchen. Her con takes the form 
  of a doll made of dry wheat husks; such bakeres and ktchens 
  often have other décor made from dred wheat husks panted 
  wth fruts and sweets.
  She appears as a lovely young human or halflng woman 
  dressed n brown wth a whte apron and a crown of cherres, 
  aprcots, and strawberres. She carres a golden whsk n one 
  hand and sometmes a mxng bowl, sheaf of wheat, bottle of 
  brandy, bar of chocolate, or bag of sugar n the other. Patssera  
  PeTTY GODS
  PANDANTILUS – PATISSeRIA
  
  140
  s not fond of combat. If forced to engage, she can attack wth 
  her golden whsk, whch attacks wth a magcal +3 “to ht,” 
  and deals 1d12+3 ponts of damage; the target must also save 
  vs. spell or be stunned for 1d4 rounds. She prefers to flee f 
  attacked, but not before cursing her attacker. She may curse 
  at wll, once per round.
  Her curse takes the form of a magcal dsease smlar to celac 
  dsease, whereby the accursed not only does not gan any nutr-
  ton from anythng wth gluten (wheat, barley, rye, and the lke), 
  but also suffers extreme agony any tme such s consumed. The 
  curse also turns sugar and other sweets nto a lethal poson for 
  the accursed (f such s consumed, even a lttle, the accursed 
  must save vs. poson or de).
  If attacked, she can also cause any cookng pots, pans, sheets, 
  knves, and so forth to anmate and attack and defend her. These 
  all attack as 1 to 3 HD creatures (dependng on sze and mater-
  al), wth an AC rangng from 6 to 3 (wood to metal), and dealng 
  1d6 ponts of damage per ht. Some mght have specal abltes 
  (e.g., a pot filled wth bolng water, or a pastry bag that squrts 
  blndng cream). She casts spells as an 8th level magc-user and 
  a 16th level clerc. She s mmune to non-magcal weapons.
  If called upon and she responds favorably, she s wllng to trade 
  a marvelous recpe for any three recpes the caller knows, or 
  even for one f t s a fine orgnal recpe. She can be convnced 
  to bake a marvelous cake, ple of pastres, or a magnficent table 
  groanng under the weght of sweets worthy of the gods f the 
  barganer offers to buld a new, fine ktchen dedcated to her 
  and her ssters. She s offended by those who waste food, spol 
  banquets, and gve false revews.
  Patisseria the Sweet Reaction Table
  Roll 1d6 (instead of 2d6).
   
  1 
  Super Sweet: She’s havng an extraordnarly 
  good day today, so she s extra-wllng to lsten 
  to pettoners and ther requests. If her reacton 
  s especally good, she wll gve the pettoner 
  1d4 peces of her mmortal baklava, each of 
  whch acts as a potion of healing.
   
  2 
  Busy: “Ths better be good! We’re fixng a 
  12-course banquet for Odn today, and you just 
  called me as I put my soufflé n the oven!”
   
  3 
  Helpful: She’s n a good mood, and s happy to 
  help wth mnmal or no sacrfice f the caller s 
  knd and generous wth the brandy.
   
  4. 
  Tipsy: She’s been “samplng” the brandy agan, 
  and the cookng sherry s all gone; whether the 
  caller can make good use of ths fact or cause 
  hmself more gref s up to how thngs develop. 
  She has a nearly-empty bottle of dvne brandy 
  wth 1d4 swgs left, each of whch acts as a  
  potion of heroism.
   
  5 
  Angry: “Argh! I can’t beleve Lok snuck nto 
  the ktchen and ate all the honey cakes I made 
  for a party of 300! What am I gong to do!  
  Leondas s not gong to be happy. You… yes, 
  you! I need help at my oven. You’re comng  
  wth me…” (Poof!)
   
  6 
  Greedy: Feelng unapprecated, she s  
  nterested today only n keepng her goodes for 
  herself. She also wants any sweets and pastres 
  she finds along the way, and proptators better 
  have a ple of cupcakes watng or else!
  Pelchako (petty god of tricks and revenge) 
  TITLES: Even Steven
  &	Studio Arkhein
  F	Gus L.
  SYMBOL: 
  A leveled  
   
  balance
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  120' (40') 
  ARMOR CLASS: 4
  HIT PTS. (HD): 
  65 hp (12 HD)
  ATTACKS:  
  1 (staff of  
   
  reciprocity)
  DAMAGE: 
  1d6+1 + specal
  SAVE: 
  T12
  MORALE: 
  10
  HOARD CLASS: XV
  XP: 
  3,600 
  Pelchako s the god of trcks and revenge. He fits neatly nto 
  most pantheons... over on the edge where people don’t notce 
  hm much. He s ever watchful, and loves to even the score, 
  brngng retrbuton to gods both low and hgh. Despte hs 
  good work ethc, Pelchako s never nvted to partes.
  There are no temples to Pelchako, no cathedrals, not even a 
  nunnery. The common man does not worshp hm—but he 
  does have prests and prestesses. Pelchako-tes look, for all n-
  tents and purposes, lke crazy bums that wear lots of beads and 
  bones, perce themselves n strange places, and cover them-
  selves n swrlng tattoos. 
  People n need of revenge or retrbuton donate tems of value 
  to the Pelchako-tes. These holy men and women then go off 
  and shame, harass, rob, or beat up the wrong-doers. Some-
  tmes they perform these holy rtes n prvate, but most of the 
  tme, they choose good publc places packed wth spectators. 
  Kllng n retrbuton s very uncommon, but t has been known 
  to happen.
  These revenge actvtes rarely result n any legal entanglements 
  for the prests of Pelchako, as they are performng ther “holy 
  duty.” However, f a Pelchako-te must go nto lands where 
  ther god s unknown, or places that are domnated by stuffy 
  worshpers of grumpy gods of law, they can get nto trouble. 
  Some towns wll mmedately kck out a Pelchako-te on sght. 
  Other, even more grumpy, peoples have been known to nal 
  Pelchako-tes to peces of wood on the sde of the road.
  In extremely rare cases, bands of Pelchako-tes have been gath-
  ered up by governments and pad to seek retrbuton aganst 
  other governments. A platoon of Pelchako prests comng at 
  you durng your mornng consttutonal s the last thng you 
  want to see. Woe be t to anyone who falsely hres a prest for 
  retrbuton, though. Pelchako knows all. Well, maybe not all. 
  But he knows the jucy bts.
  Pelchako s a master of all weapons, from the most common to 
  the most obscure, but carres a staff of reciprocity. Any crea-
  ture struck by ths +1 staff must save vs. spell or mmedately 
  be tasked (per geas/quest) wth rghtng the most recent wrong 
  they’ve done. If struck more than once, each successve strke 
  wll task the vctm wth rghtng the next-most-recent wrong 
  after rghtng the one prevously tasked to them. 
  PATISSeRIA – PeLCHAKO
  PeTTY GODS
  
  141
  Perichronaos (godlink of the age outer past) 
  TITLES: The Whenspring
  &	Porky
  F	Nate McD
  SYMBOL: 
  A five-vened leaf over a  
   
  sprallng figure-of-seven
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  HD×30' (HD×10') 
  ARMOR CLASS: See Reaction Table; must be found  
   
  (as f secret door) before each acton
  HIT PTS. (HD): 
  See Reaction Table
  ATTACKS:  
  1d3+4
  DAMAGE: 
  Specal - save vs. reducton n age  
   
  by 2d6 years (unbrth at 0 years)
  SAVE: 
  M (by HD)
  MORALE: 
  See Reaction Table
  HOARD CLASS: Specal—braner nontrack fragments,  
   
  fibres of maybeng, sense
  XP: 
  35,000 
  Perchronaos, the Whensprng, s the godlnk of the age outer 
  past. Pe s sad to have passed nwards-ever-swards through 
  the engrdlng parallochronal chambers and tangental tempo-
  ral pools, a champon here and now for the sprt of the era 
  further once; Pr one doubt s the paradox of success.
  The godlnk gathers Pr followers wth dreams grown out across 
  the skns of the world. Those so blessed begn a gyratng fecund 
  dance wthn the motons of ther daly lves. They grow the cult 
  through mpassoned copulaton, at first wth the other fathful 
  drectly, later wth structures ever more loosely connected n 
  tme or space. Deeper ntaton sees belevers seek to shape al-
  ternate hstores, turnng tdes out to rrgate unexpected fields 
  of possblty. Adepts seek to bond wth fundamental forms and 
  perhaps sense kns anywhen beyond, epcessors many genera-
  tons axally removed. Worshp s often persecuted as an nfec-
  tous madness, perhaps n fear at the feelng of whch a honed 
  perchronaan s capable.
  Perchronaos Prself may noft-tmes be found wthn a tdal 
  cavern complex beneath a forest of old, playng the vansh-
  ng tps of root lnes and tendng deep-bedded rockforms, tou-
  slng realodermal trckles at the frnges. The chambers bloom 
  achaotcally wth ethereal aeral jelles, transdmensonal bran-
  ers attendant upon Pr n accordance wth some ancent pact, 
  remakng realty along ther nontracks. The chants of dscover-
  ers echo out beyond the rhythmc drppng: “Pr Wells Bear 
  Herewhle”.
  Reaction Table for Perichronaos 
  Roll 3d6 (instead of 2d6), modified by Wisdom.
   
  3 
  WILL BE: AC -7; 35 hp (7 HD); Morale 7; 1d6 bran-
  ers; local realty fals (save twce vs. uncreaton)
   
  4-5 
  SHALL BE: AC -6; 70 hp (14 HD); Morale 8; 2d6 
  braners; the regon collapses (save vs. pulversaton)
   
  6-8 
  MAY BE: AC -5; 105 hp (21 HD); Morale 9;  
  3d6 braners; 2d6 major forestbed sectons fall
   
  9-12 IS: AC -4; 140 hp (28 HD); Morale 10; 4d6  
  braners; haze, slence and a vague senselessness
   
  13-15 MIGHT HAVE BEEN: AC -3; 175 hp (35 HD);  
  Morale 11; 5d6 braners; empotency (save vs. rse 
  n all ablty scores by 1d6)
   
  16-17 SHOULD HAVE BEEN: AC -2; 210 hp (42 HD); 
  Morale 12; 6d6 braners; prothess  
  (save vs. mmedate transdeficaton)
   
  18 
  WOULD HAVE BEEN: AC -1; 245 hp (49 HD); 
  Morale 13; 7d6 braners; exochronoss (save vs. 
  passage somewhen beyond)
  RELATED ENTRIES: M) Braner.
  PeTTY GODS
  PeRICHRONAOS
  
  142
  Pherosathoola (petty goddess of sexual fear)
  &	Matthew W. Schmeer
  F	Studio Arkhein
  SYMBOL: 
  Vagna dentate encrcled by a snake
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  120' (40') 
  ARMOR CLASS: 0
  HIT PTS. (HD): 
  56 hp (10 HD)
  ATTACKS:  
  1 crush/2 claw/ 
   
  specal
  DAMAGE: 
  1d10/2d6×2 / 
   
  2d4 + specal
  SAVE: 
  F10
  MORALE: 
  10
  HOARD CLASS: None on self;  
   
  XX n nest
  XP: 
  3,100 
  Pherosathoola has the torso and upper lmbs of a beautful hu-
  man female, whle her trunk s that of a large whte snake. 
  She s approxmately 20'-long from head to tal. Her head s a 
  tangled, wrthng mass of 12 venomous red snakes. Each snake 
  mparts a dstnct posonous effect. 
  Pherosathoola was orgnally a rusalka who practced daly 
  devotons to the Great Goddess n an attempt to ascend to 
  mmortalty. She accdentally swallowed the fertlzed eggs of 
  a golden goose and ganed a mllennum’s worth of mld mag-
  cal powers, ncludng the ablty to assume human form, but as 
  she was ted to her pond, she could not wander.
  One year she lusted after a young shepherd who stopped to 
  quench hmself from the waters of her pond every day. Her 
  longng grew so great that she rose from the waters n her 
  human form and seduced the young man. Unbeknownst to 
  Pherosathoola, ths shepherd was favored by Curdle, the petty 
  goddess of blnd mlkmads, as he tended the sheep for the Or-
  der of Amelkn whch was devoted to her worshp. In her rage, 
  Curdle appealed to the greater gods to mete out a dvne pun-
  shment. An unknown god responded to her plea and turned 
  Pherosathoola nto her current form, punshng her for her lust-
  ful ways by ascendng her to some of the most baleful dutes n 
  all of petty godhood: brthng succub & ncub.
  Anyone who meets Pherosathoola’s gaze wll find themselves (on 
  a faled save vs. paralyss) afrad to engage n sexual ntercourse 
  wth anyone but her for 1d4 months. She can dspel ths effect 
  at wll. Her vsts to vctms come as they are asleep, and vctms 
  beleve they dreamed of the tryst when t ndeed took place. 
  She wll have sex wth both males and females, transferrng 
  sperm from human males nto human females and thus mpreg-
  natng them; the resultng chld wll always be an ncubus.
  She also mpregnates herself wth the seed of the males she 
  lays wth, resultng n clutches of 10–50 eggs every 2 weeks. 
  Incubated n ther underground nests, these eggs hatch and the 
  offsprng are always succub. Succub hatchlngs do not breathe 
  or have a pulse untl they are seven days old. She wll vgor-
  ously defend her nest from ntruders.
  Anyone who lays eyes on Pherosathoola must save vs. spell or 
  be charmed; ths effect wears off only wth a blessing from a 
  clerc of 12th level or hgher. She herself can dspel ths effect 
  at wll.
  Pherosathoola has several attacks. She can crush a vctm wth 
  her powerful, constrctor-lke cols (1d10) she can can claw wth 
  her razor-sharp ron nals (2d6/2d6), and 1 snake n her har 
  can bte (2d4+specal). Each venomous snake on her head has 
  dfferent damage and effects; see the table below (save vs. po-
  son or suffer effect).
  Snake Bite Effects
  1. Carcass scavenger poison: Paralyzed for 2d4 turns.
  2. Giant centipede poison: Become overwhelmngly 
  sck and move at half normal movement for 10 days.
  3. Sea dragon poison: Instant death.
  4. Dart frog poison: Fall nto death-lke coma;  
  1-n-6 chance fellow adventurers beleve PC s dead 
  and proceed wth funeral rtes.
  5. Subterranean locust poison:  
  Become ncapactated for 1 turn.
  6. Lust potion: Immedately attempt to engage  
  n sexual ntercourse wth Pherosathoola.
  7. Acid: Suffer 1d8 acd damage.
  8. Spitting cobra poison: Blnded untl cure blindness 
  spell admnstered by caster of vctm’s level or hgher.
  9. Love potion: Become enamored wth random party 
  member and attempt to woo hm/her; effects only 
  dspelled after sexual congress wth that heartthrob.
  10. Fear potion: Run away hystercally screamng  
  as f turned undead for 1d12 turns.
  11. Giant spider poison: Suffer uncontrollable spasms 
  for 5 turns, then suffer paralyss untl blessed by a 
  clerc of 12th level or hgher.
  12. Sea snake poison: Instant death.
  Anyone klled by one of Pherosathoola’s snakes wll be used to 
  feed her most recent brood of hatchlng succub.
  Pherosathoola currently has no clercs, as ther chef duty s to 
  mate wth her once a day.
  Pherosathoola Reaction Table
   
  2 
  Friendly: Wll openly greet players and be  
  helpful. She wll not use her natural charm  
  to ll effect and wll drect her succub chldren  
  to leave the adventurers alone.
   
  3–5 
  Indifferent: Wll not show herself, but wll not 
  run f dscovered or engaged. Wll not dispel her 
  natural charm, but wll not use t to her advantage.
   
  6-8 
  Neutral: Ignores PCs. Wll not engage even  
  f approached, preferrng to vansh back to the 
  Godlng Plane.
   
  9-11 Unfriendly: Wll use natural charm to her  
  advantage and attempt to mate wth as many  
  PCs as possble.
   
  12 
  Hostile: Attacks nearby targets.
  RELATED ENTRIES: G) Curdle, M) Guardian of Laam.
  PHeROSATHOOLA
  PeTTY GODS
  
  143
  Philespurio  
  (petty god of lies and irrationality)
  &	John Grant
  F	Richard J. LeBlanc, Jr.
  SYMBOL: 
  A pot of gold at the end of a ranbow
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  By form 
  ARMOR CLASS: By form mnus 5
  HIT PTS. (HD): 
  100 hp (20 HD)
  ATTACKS:  
  By form
  DAMAGE: 
  By form
  SAVE: 
  T20
  MORALE: 
  10
  HOARD CLASS: None
  XP: 
  3,100 
  Revered by lars’ gulds everywhere, Phlespuro s among the 
  most dangerous of mnor gods, even though the malevolent ef-
  fects of hs actvtes can often take many years to make them-
  selves fully manfest. Several natons have been brought to ther 
  knees by Phlespuro, whose servants most usually take human 
  form—and ndeed are often hghly placed wthn ther doomed 
  socetes. In the wld, as t were, the traveler s most lkely to 
  encounter Phlespuro n the form of a qucksand, an outcrop 
  of ron pyrtes, or an nvsble, colorless, odorless masma that 
  penetrates deep nto the alveol of the luckless vctm’s lungs. To 
  hs fellows, the vctm appears to be behavng wth extraord-
  nary stupdty—a sgn that ths boneheadedness has ts orgns 
  n Phlespuro rather than smple error s the mpermeablty of 
  the vctm to ratonal argument.
  It has often been observed that the hazards of possesson by 
  Phlespuro are twofold. Frst, there s the rsk of the possesson 
  tself, should you be the one possessed. Second, far more nsd-
  ous, there’s the danger that another member of one’s party wll 
  have fallen prey to the god’s dark, seductve wles; the whole 
  party s lkely to suffer even unto death because of the afflcton 
  of ths sngle comrade. Leone, the blnd poetess of southern 
  Breguntra, sad of the latter crcumstance that “It s better to 
  pluck out one’s own organs of sght than to travel any further 
  n the company of such a dupe, for death and destructon wll 
  surely arse from ther folly-laden opnons.” Truly t s sad that 
  she put her eyes where her mouth was. The advce of the head-
  less phlosopher Dno Grooa was even more extreme.
  Remedes for cases of possesson by Phlespuro do exst, but 
  some nvolve an enforced sojourn n the afterlfe. Survvors talk 
  of the extraordnary allure of the god’s servants and—roncally 
  n lght of the behavor that sufferers actually exhbt—of a sen-
  saton of mmense, world-embracng ntellectual superorty.
  Pilikke 
  (petty god of skipping stones)
  &	Emmett & Paul Brinkmann
  F	Adam Dickstein
  SYMBOL: 
  A skppng stone
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  150' (50')  
   
  or 240' (80') 
   
  n deer form
  ARMOR CLASS: −1
  HIT PTS. (HD): 
  93 hp (23 HD)
  ATTACKS:  
  Specal
  DAMAGE: 
  Specal
  SAVE: 
  E10
  MORALE: 
  8
  HOARD CLASS: XI, XVII  
   
  (gems and  
   
  magc only)
  XP: 
  8,000
  Plkke, god of skppng stones, receves paeans from poets, 
  wanderers, and other tme-wasters. He appears ether as a tall, 
  slender fey human (half-elf?) wth stag’s antlers or as a normal-
  appearng deer. In both forms he has sparklng slver eyes. He 
  can swtch between these forms at wll, and possesses the abl-
  ty to walk on water n ether guse.
  In hs human form, Plkke attacks by throwng pebbles (1d4 
  damage). On a successful ht, the pebble skps to another target 
  (f there s one), and gves Plkke another attack roll. Ths can 
  contnue ndefintely, as long as ht rolls are made and there are 
  stll targets to ht. One pebble can ht a sngle target more than 
  once, but not consecutvely. In deer form he can kck twce 
  per round for 1d4 damage each or head butt for 1d6 damage. 
  In addton to these physcal attacks, Plkke has two spell-lke 
  abltes. Once per day, he may cast mass charm. Three tmes 
  per day he may ensnare any sentent beng n a daydream 
  (treat ths as a maze spell, usng the vctm’s Wsdom nstead of 
  Intellgence to determne duraton).
  Pilikke Reaction Table
  Apply opposite of normal Wisdom score;  
  high wisdom is viewed as a negative thing  
  in the eyes of Pilikke.
   
  2-3 
  Friendly: Jons/ads nearby bengs for a tme.
   
  4-6 
  Intrigued: Jons/ads nearby bengs for a tme,  
  f nterestng reason s gven.
   
  7-9 
  Neutral: Ignores nearby creatures.
   
  10-11 Bothered: Changes to deer form and retreats.
   
  12 
  Hostile: Throws pebbles; laughs.
  Regardless of the reacton roll, due to Plkke’s mercural nature, 
  he makes a morale check frequently (every round n combat), 
  and a falure ndcates that he loses nterest and wanders off.
  PeTTY GODS
  PHILeSPURIO – PILIKKe
  
  144
  Polly  
  (petty goddess of elven barmaids and tavern workers) 
  TITLES: Saint Polly
  &	Studio Arkhein
  F	Studio Arkhein
  SYMBOL: 
  A mug of beer 
   
  wth a halo
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  120' (40') 
  ARMOR CLASS: 6
  HIT PTS. (HD): 
  45 hp (9 HD)
  ATTACKS:  
  2 (fistfuls of mugs)
  DAMAGE: 
  1d4 per mug  
   
  (up to 5d4 per fist)
  SAVE: 
  E9
  MORALE: 
  7
  HOARD CLASS: VII×3
  XP: 
  3,500
  Polly s the patron sant of elven barmads and tavern workers. 
  Whle the petty goddess has no formal churches, her presence 
  can be seen n mysterous glowng tp jars n pubs all across the 
  land. Adherents of Sant Polly offer fifteen percent of ther tps 
  nto the jars, whch dsappear n a a flash of lght.
  Unlke some gods, Polly offers excellent servce for her tthes. 
  When a bar gets too crowded and busy for her worshpers to 
  handle, Polly has been known to appear luggng beer and pret-
  zels to the customers. Many a hung-over patron swears they 
  were brought beer by a goddess the nght before, but few real-
  ze the accuracy of ther statement.
  It s not wse to cross Polly, however. Patrons who stff her 
  worshpers or are stngy wth a tp, wll find themselves rolled 
  n the nearest alley on ther way home and completely free of 
  cons, jewels, and jewelry.
  Pollycockle  
  (petty goddess of small children  
   
  and youngest siblings)
  &	Keith Sloan
  F	Richard J. LeBlanc, Jr.
  SYMBOL: 
  Hand holdng  
   
  stuffed anmal
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  240' (80') 
  ARMOR CLASS: 0
  HIT PTS. (HD): 
  50 hp (10 HD)
  ATTACKS:  
  Specal
  DAMAGE: 
  Specal
  SAVE: 
  F11
  MORALE: 
  10
  HOARD CLASS: X
  XP: 
  4,000
  Pollycockle s the goddess charged wth protectng small chl-
  dren, specfically, those that are alone or otherwse wthout 
  protecton from an adult or older chld. She s a much loved 
  lttle goddess, as she receves much credt for savng small chl-
  dren from njury or worse. She s only able to help chldren 
  under the age of eght—older chldren are thought to be smart 
  enough to avod trouble themselves, apparently. She s the ss-
  ter of the gods Hoddypeak and Yemeles, and s more popular 
  than ether, especally among lttle chldren and ther mothers. 
  Lke her brothers, she s constantly on the move, as there are 
  more chldren n need of help than she could ever get to, not 
  that she doesn’t try. Polly, as she s often known, ads chldren 
  by helpng them avod trouble, usually by runnng away and/or 
  hdng. In fact, she s a master of hdng and escapng, and the 
  best trackers n the world cannot follow her, nor find her when 
  she hdes a chld.
  Pollycockle s smple goddess, qute chldlke herself. After she 
  has helped a chld escape danger, she wll often calm ther fears 
  by playng wth them for a tme, untl t s safe for them to re-
  turn to loved ones. She often has a toy wth her and wll some-
  tmes leave them wth chldren; some toys turn out to have 
  magc propertes, though these vary wdely n ther power and 
  effects. Polly s only vsble to those under the age of eght (or 
  equvalent among non-humans). She s sad to appear as a chld 
  herself, a grl of about nne years n age wearng a smple frock 
  dress wth rbbons n her har and a frendly smle. Most reports 
  of her are smply dscounted as chldren nventng magnary 
  frends based on stores of the goddess. She never engages n 
  combat, and nstead uses her abltes to hde, move wthout a 
  trace, and produce powerful illusions to dstract and confuse 
  would-be attackers or pursuers.
  Possimium  
  (petty possum god of nocturnal creatures)
  &	Tim Shorts
  F	Gus L.
  SYMBOL: 
  Possum eyes  
   
  peerng from  
   
  a dark moon
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  90' (30') 
  ARMOR CLASS: 3
  HIT PTS. (HD): 
  63 hp (12 HD)
  ATTACKS:  
  1 (staff,  
   
  claws or spell)
  DAMAGE: 
  1d6+3, 2d4  
   
  or by spell
  SAVE: 
  C12
  MORALE: 
  6
  HOARD CLASS: See below
  XP: 
  2,800
  Possmum, The Possum God, s the watcher of nght creatures. 
  Most assocate hm wth the aforementoned possum, as well as 
  the bat, coyote, porcupne, raccoon, and skunk; however, any 
  small creature of the nght falls under hs doman. 
  Possmum rarely engages n combat, but when he does, he 
  most often strkes wth staff (a +3 staff of striking that does 
  1d6+3 on a successful “to ht” roll). Possmum s also able to 
  cast spells as a 12th level clerc, and s able to speak at wll wth 
  any nocturnal creature (as speak with animals spell). 
  RELATED ENTRIES: C) Order O’Possimium.
  POLLY – POSSIMIUM
  PeTTY GODS
  
  145
  Qinmeartha (petty god of creation) 
  &	John Grant
  F	Vindico Vindicatum
  SYMBOL: 
  A ldless eye  
   
  starng eternally  
   
  skyward nto  
   
  a blazng sun
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  240' (80')
  ARMOR CLASS: 0
  HIT PTS. (HD): 
  85 hp (19 HD)
  ATTACKS:  
  1 (touch)
  DAMAGE: 
  Dsntegraton
  SAVE: 
  M19
  MORALE: 
  10
  HOARD CLASS: Creates at wll
  XP: 
  10,000 
  Most human relgons regard the creator god—the one respon-
  sble for brngng nto beng the entre kt and caboodle—as 
  at the pnnacle of godhood’s herarchy. The gods themselves, 
  however, see t rather dfferently. Whatever the known relgons 
  mght say, the god who created all thngs—a unverse teem-
  ng wth stars, worlds teemng wth lfe—was actually a rather 
  mnor godlng called Qnmeartha. The other gods, amazed t 
  could have entered hs head to do anythng so foolsh, promptly 
  relegated hm yet farther down the peckng order. The effects 
  of ths rebuff were to drve Qnmeartha to the depths of mad-
  ness—hence hs sobrquet.
  Hs nsanty s n large part manfested through an obsesson. 
  When he conjured the unverse nto exstence, he ntended 
  t to be, obvously, qute perfect. Once he’d finshed all ths 
  creatng, however, he dscovered that there was a bt left over 
  that couldn’t be made to fit n anywhere. Qnmeartha, weep-
  ng godly tears, became consumed wth the dea of locatng 
  the nfuratngly nsgnficant element that marred hs otherwse 
  flawless creaton, and annhlatng t. The prncpal, almost the 
  only, story of the unverse has thus been one of Qnmeartha 
  attemptng to chase down ths pece of hs creaton that doesn’t 
  belong. Not knowng why t’s beng chased but lucky enough to 
  have an unconscous survval mechansm, the shred (called the 
  Grl-Chld LoCh for reasons long lost to us) flts from one sen-
  tent creature to the next. Each affected ndvdual n turn be-
  comes, almost always wthout ther knowledge, the Grl-Chld.
  Qnmeartha s not a beng of malce but, as he snglemndedly 
  pursues hs prey oblvous to all consequences of hs actons, he 
  can be devastatng to anyone unfortunate enough to stumble 
  nto hs path. There s perl, too, n becomng the latest ncar-
  naton of the Grl-Chld, for, whle Qnmeartha wll never catch 
  LoCh herself, he often, arrvng moments too late, destroys 
  the shell she has just vacated. (Qnmeartha’s touch dsntegrates 
  as the spell disintegration cast by a 19th level magc-user. He 
  wll only use ths on creatures he beleves to be nhabted by 
  the Grl-Chld.)
  Quachil Uttaus  
  (petty god of age, death, and decay)  
  TITLES: The Treader of the Dust; The Ultimate Corruption 
  AFFILIATIONS: Cthulhu
  &	Richard J. LeBlanc, Jr.
  F	Richard J. LeBlanc, Jr.
  SYMBOL: 
  An empty hourglass
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  240' (80') floatng
  ARMOR CLASS: 0
  HIT PTS. (HD): 
  105 hp (20 HD)
  ATTACKS:  
  2 (touches) + specal
  DAMAGE: 
  Death (turn to dust) + paralyss (specal)
  SAVE: 
  Immune to magc, poson, paralyss,  
   
  petrficaton, sleep, charm, hold, and cold 
   
  (otherwse saves as F20)
  MORALE: 
  12
  HOARD CLASS: XV, XVI, XVII
  XP: 
  10,000 
  Quachl Uttaus s the fountanhead of age, death and decay, 
  The Treader of the Dust, The Ultmate Corrupton. Dwellng n 
  the dark lmbo of unsphered tme and space, rarely does he re-
  veal hmself, even n response to summonng attempts (though 
  wzards of ages past have clamed to know hm), for Quachl 
  Uttaus can render to dust all lvng tssue wth whch he comes 
  n contact. If one entertans thoughts of sucde (even subcon-
  scously) whle summonng ths god, only death wll come to the 
  one summonng hm*. 
  Quachl Uttaus s a mummy-lke monstrosty, no larger than 
  a chld, wth harless head borne on a skeleton-thn neck, an 
  unfeatured face lned wth a thousand retculated wrnkles, ppy 
  arms endng n bony claws outthrust, and legs drawn tghtly 
  together as f bound by the swathngs of the tomb (for Quachl 
  Uttaus does not walk, but rather he floats).
  Quachl Uttaus exudes an aura of fear (of death) to a dstance 
  of 360'. Any creature caught wthn that radus must save vs. 
  paralyss or be paralyzed wth fear. 
  Anythng and everythng wthn the Materal Plane wth whch 
  Quachl Uttaus comes n contact s automatcally turned to dust 
  (no savng throw) to a radus of 10' from the touch pont. 
  * The rite to summon Quachil Uttaus may be found in the tome 
  The Testaments of Carnamagos.
  Q
  qinmeArthA • quAchil uttAus • quAldoni •  
  quAntum ogre • qu’pAn • qurgAn quAgnAr • qwArghourn 
  PeTTY GODS
  QINMeARTHA – QUACHIL UTTAUS
  
  146
  Qualdoni  
  (petty god of crossroads  
   
  and the number four)  
  TITLES: Whisper Will 
  &	Jed McClure
  F	Richard J. LeBlanc, Jr.
  SYMBOL: 
  4 crcles n a row
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: −4
  HIT PTS. (HD): 
  72 hp (16 HD)
  ATTACKS:  
  1 (staff)
  DAMAGE: 
  4d4
  SAVE: 
  F16
  MORALE: 
  8
  HOARD CLASS: Specal
  XP: 
  4,444 
  In days of yore, the cult of numerology was wde spread, and 
  ts practtoners grew powerful by worshpng the numeral gods 
  and sought wsdom and favor n the nterplay of formulae and 
  the materal world. But that fath s long gone, and ther math-
  ematcal ltanes have long snce turned to ash and dust, ther 
  gods long dead and largely forgotten. Yet, a sole remanng 
  numeral god s reportedly stll n exstence. 
  Qualdon s the petty god wth domnon over the number 4. 
  He s sometmes appealed to gamblers hopng to draw a fourth 
  ace, or stone cutters tryng to cut a perfectly square block. For 
  those he favors, he can show them the locaton to a fourth part 
  of a matched set of anythng, assumng they are n possesson 
  of the three other peces. For those whom have offended hm, 
  they may find ther lves plagued by mnor nconvenences. He 
  has the power to make thngs exactly 4 n number. 
  It s rumored that n dstant lands he s assocated wth the god 
  of death, and so Qualdon s known and feared, and the number 
  4 s avoded n everyday matters. It s true that he shown spe-
  cal deference by more powerful gods whom are bound to hs 
  number n ther nature (such as the 4 wnds). 
  Qualdon’s true appearance s an abstract symmetrcal struc-
  ture of geometrc energy. However, usually when he s encoun-
  tered, he appears as an old travellng scrbe, wth hs Meso-
  potaman style beard coled nto 4 brads, and he carres a 
  drawng compass and square on hs belt. He can use hs staff 
  as a formdable weapon, but t s not hs nature to lnger long n 
  a fight. The staff s made of bronze and has a perfectly square 
  cross secton, and s much heaver then t looks. 
  Qualdon can often be found on the Plane of Order where he 
  s much honored by quadrone modrons, but often travels to the 
  Materal Plane to “square thngs away.” He has a partcularly 
  dslke for the prme numbers (other than the number 2, who 
  was hs father).
  Qualdoni Reaction Table 
   
  2-3 
  Friendly: Wll use hs power to assst them.
   
  4 
  Intrigued: As wth (2-3) but has taken  
  a partcular lkng to ths ndvdual,  
  and wll ensure that thngs happen n  
  ther lfe n fours.
   
  5 
  Amenable: Wll assst the ndvdual  
  wth a smple request before becomng  
  bored and leavng abruptly.
   
  6-8 
  Indifferent: Wll gnore the ndvdual,  
  but f approached by exactly 4 ndvduals  
  can be engaged n conversaton; f offended 
  wll teleport away.
   
  9 
  Annoyed: Wll focus on a prme number 
  assocated wth the ndvdual, and wll make 
  dsparagng comments about ther taste and 
  ablty to reason. 
   
  10-11 Unfriendly: Wll seek to depart, but  
  wll engage n combat wth the ndvdual  
  f harassed or nterfered wth.
   
  12 
  Fascinated: Sees a random member of  
  the party as “broken” and Qualdon wll  
  revert to hs true form to make a repar;  
  roll 1d4 and consult the followng table: 
   
  Qualdoni “Repair” Table (d4)
   
  1 
  Recpent now has exactly 4 arms and 4 legs 
  (DMs choce f ths mproves or hnders ther 
  attacks, movement, etc.).
   
  2 
  Recpent now has exactly 4 eyes, formng a 
  perfect square on ther face. Unfortunately 
  ther nose had to go, to make space. 
   
  3 
  Recpent now has exactly 4 heads, each  
  wth the same memores, but dfferent per-
  sonaltes. One s the orgnal head, and for 
  the extra 3 heads the DM should have two 
  be of the dametrcal opposte algnment, and 
  also two should be the opposte gender. Each 
  personalty controls ts head, and one ran-
  dom lmb, and the PC should roll at the start 
  of each day whch lmb they have control of: 
  1=rght arm, 2=left arm, 3=rght leg, 4=left 
  leg. Everythng else s sort of managed by 
  commttee. 
   
  4 
  Recpent’s body s reformed nto 4 dentcal 
  fleshy cubes, about 12 nches to a sde. Each 
  cube s alve, and has an eye, an ear, and  
  a mouth, (as well as other orfices) but no 
  lmbs. The ndvdual’s conscousness s splt 
  between the cubes, and can see hear, and 
  speak va any of them, no matter how far 
  they are separated. They also gan a mnor 
  telekinetic ablty usable anywhere they can 
  see. Each cube has to ndvdually eat and 
  breathe, and has the same requrements to 
  lve as before. The cubes can be klled, but 
  the ndvdual wll not de untl all the cubes 
  have been klled. 
  Upon makng these changes, Qualdon wll wat for an appre-
  catve thank you from the recpent, and f he does not receve 
  one, he wll depart for the Plane of Order n a huff. Party 
  members can attempt to appeal for hm to reverse the change, 
  rollng agan on the reacton table as long as he s present.
  QUALDONI
  PeTTY GODS
  
  147
  Quantum Ogre  
  (petty ogre god of whimsy and vagary)  
  TITLES: The Unavoidable 
  &	Courtney Campbell
  F	Courtney Campbell
  SYMBOL: 
  An mage of  
   
  an atom
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  (90') n combat; 
   
  nfintely fast 
   
  out of combat
  ARMOR CLASS: Specal (see below)
  HIT PTS. (HD): 
  Specal (see below)
  ATTACKS:  
  Specal (see below)
  DAMAGE: 
  Specal (see below)
  SAVE: 
  Specal (see below)
  MORALE: 
  Specal (see below)
  HOARD CLASS: At DM’s dscreton
  XP: 
  2,000 
  The Quantum Ogre s an unusual petty god, beng able to pos-
  sess or take the form of any possble creature, though t s cer-
  tanly possble to appear n hs most common form, that of 
  an Ogre wearng a cloak of eyes. Hs true form s unknown, 
  though he s sad to be a creature of shadow and les.
  Certan characters once chosen attract the attenton of the 
  Quantum Ogre. Once chosen there s no way for them to avod 
  the eventual encounter. All of ther abltes work normally, but 
  snce the Quantum Ogre (whch may be a dragon, grffon, evl 
  bg bad guy, etc.) lterally does not exst untl encountered, there 
  s no way to avod an encounter wth one. He wll appear when 
  and where he wshes at the whm of a beng more powerful 
  than the characters.
  The Quantum Ogre’s attacks and defenses are unusual also. A 
  Quantum Ogre wll find t mpossble to wn aganst a party of 
  adventurers. Ths s often surprsng because for the first several 
  rounds of combat, a Quantum Ogre s mmune to all specal at-
  tacks, successfully savng aganst any attacks made. Its ht pont 
  total s sufficently large to not be sgnficantly harmed by any 
  damagng attack the players can use. Its Armor Class s also 
  qute hgh, and t s very dfficult to ht. When strkng oppo-
  nents, t does serous damage, but never enough to kll anyone.
  Eventually, an arbtrary lmt wll be reached, where t s deter-
  mned that the party has been threatened ‘enough’. Once ths 
  occurs, ths causes a magnficent change n the Quantum Ogre: 
  suddenly, hs attacks all mss and any that do ht seem to do 
  mnmum damage; hs Armor Class lowers to the pont where 
  only attacks rollng a 1 wll mss. Although hs threat has been 
  neutered, he wll contnue to fight for several rounds, refusng 
  to de untl a sutable amount of tme has passed for hs death 
  to be “dramatc” and “meanngful.” Note that ths wll occur 
  regardless of any actons of the players.
  The reacton of the Quantum Ogre s always the same. To 
  damage and threaten the party wth dangerous attacks untl 
  t becomes suddenly weak and falls beneath ther blades. Its 
  purpose for ths s unknown. Perhaps t does ths out of a desre 
  to mprove the self-esteem of the adventurers. If so, t s qute 
  unsuccessful at ths task, often leavng them feelng hopeless 
  and f they are powerless to affect the world around them.
  Qu’pan (petty god of frustration and madness) 
  &	Richard Iorio II
  F	David Lewis Johnson
  SYMBOL: 
  A glowng eye
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  180' (60')
  ARMOR CLASS: −5
  HIT PTS. (HD): 
  99 hp (21 HD)
  ATTACKS:  
  Specal
  DAMAGE: 
  Specal
  SAVE: 
  M22
  MORALE: 
  10
  HOARD CLASS: XII, XVI
  XP: 
  11,000 
  Qu’pan, The Lght That Shows The Way, The Devourer of 
  Darkness, The Seer of All Truth, The All-knowng Eye—these 
  are just some of the names by whch ths god s known... or was 
  known... for now, you see, he s relegated to a dusty corner of 
  the cosmos. He s now searchng for followers.
  Qu’pan exsted n another realm (or, f you beleve the scen-
  tsts, another dmenson). There, he was all powerful, and he 
  created the world n hs mage. Yet somethng went wrong, and 
  Qu’pan was torn from hs dmenson after a creature known 
  smply as The Eater of Souls appeared and went to war wth 
  Qu’pan. Ther battle was long, bloody, and forever affected the 
  PeTTY GODS
  QUANTUM OGRe – QU’PAN
  
  148
  cosmos. Planets were tossed about as weapons, and the stars 
  were forged nto great weapons of power. When the battle was 
  done, the cosmos was left forever changed, and Qu’pan was 
  tossed to the wnds of the multverse.
  The events have forever left ther mark on the god, and now he 
  searches for not only those who wll worshp hm, but for the 
  very santy that he has lost.
  Qurgan Quagnar  
  (petty god of three-legged toads) 
  TITLES: The Curmudgeon God 
  &	Emmett & Paul Brinkmann
  F	Eugene Jaworski
  SYMBOL: 
  A three- 
   
  legged toad
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  60' (20')
  ARMOR CLASS: 3
  HIT PTS. (HD): 
  73 hp  
   
  (13 HD)
  ATTACKS:  
  1 (stck  
   
  or gaze)
  DAMAGE: 
  Specal
  SAVE: 
  D10
  MORALE: 
  10
  HOARD CLASS: VI, IX
  XP: 
  4,300 
  Qurgan Quagnar, god of three-legged toads, rarely assumes the 
  same form twce. Regardless of specfics, he always appears as 
  a short, stooped humanod of ndetermnate race (perhaps a 
  dwarf, gnome, gobln, or even a hunch-backed human...) that 
  s horrbly dsfigured. Regardless of form, he s always mss-
  ng one leg, and carres a gnarled stck to help hm walk. He 
  has few followers (asde from the occasonal sentent 3-legged 
  toad); folks only pray to hm to placate hm and keep hm away. 
  Some prates have been known to refer to ther comrades who 
  have lost a lmb as beng “qurgan’d.”
  Qurgan Quagnar prefers to avod combat, but when forced to, 
  can rap enemes wth hs ugly stick (as a +1 quarterstaff). Any 
  beng that suffers maxmum damage from hs stck also loses 
  one pont of Charsma permanently. Instead of httng wth hs 
  stck, Qurgan Quagnar can wther hs opponents wth hs stare. 
  Anyone meetng ths wtherng gaze must save vs. petrficaton 
  or roll 1d6 on the followng table:
   
  1 
  lose a leg/foot
   
  2 
  lose an arm/hand
   
  3-4 
  lose an eye
   
  5-6 
  horrble scarrng
  The effects are permanent. (Specfic effects are at the DM’s 
  dscreton; ablty penaltes are suggested).
  Those who somehow gan Qurgan Quagnar’s favor may be 
  granted Qurgan’s boon. The recpent of the boon may treat 
  any sngle faled savng throw as a success n exchange for a roll 
  on the wtherng gaze table above. Qurgan Quagnar may grant 
  ths boon as often as he lkes (whch sn’t often), but a beng 
  may only be under the effect of one boon at a tme.
  Qurgan Quagnar Reacton Table 
  Apply the opposite of normal Charisma modifiers  
  (e.g., −2 becomes +2); high Charisma is viewed  
  as a negative thing in the eyes of Qurgan Quagnar.
   
  2-3 
  Begrudging: Ads (grants a boon to)  
  nearby bengs f properly placated.
   
  4-7 
  Neutral: Ignores all nearby creatures.
   
  8-10 Unfriendly: Attacks f not properly placated.
   
  11-12 Hostile: Wthers anyone who dares meet  
  hs gaze, then attempts to stalk off.
  Qwarghourn  
  (petty god of miscibilities, mixology, and dyspepsia) 
  TITLES: Qwarghourn the Dyspeptic;  
   
  The God of Miscibilities; The Master  
   
  of Mixology; The Patron of Dyspepsia 
  &	James Mishler
  F	Joel Priddy
  SYMBOL: 
  A poton  
   
  flask wth  
   
  an exploson  
   
  wthn
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  60' (20')
  ARMOR CLASS: −4 [+3]
  HIT PTS. (HD): 
  72 hp (18 HD)
  ATTACKS:  
  Specal
  DAMAGE: 
  Specal
  SAVE: 
  M18
  MORALE: 
  9
  HOARD CLASS: VIII×3, IX×5
  XP: 
  9,250 
  Qwarghourn the Dyspeptc s The God of Mscbltes, The 
  Master of Mxology, and The Patron of Dyspepsa. It s sad that 
  he was once a mortal alchemst who dscovered a combnaton 
  of potons that enabled hm to attan godhood; unfortunately, 
  an unforeseen sde effect was that the poton also cursed hm 
  wth dvne, eternal dyspepsa. Called upon by alchemsts and 
  wzards who seek to advance n the alchemcal arts, he takes 
  the form of a short, obese, waddlng wzard wearng staned 
  and burned robes covered n magcal sgls. He has brght eyes, 
  a bad comb-over partally hdden under a ponty hat, sweats 
  profusely, and looses random belches and flatulent bursts, the 
  last for whch he always apologzes. 
  Qwarghourn has the spell-castng abltes of an 18th level 
  magc-user and an 18th level clerc. He welds a random wand, 
  staff, or rod approprate to ether class; t s always hs favorte 
  of the moment. He never attacks physcally, preferrng to use 
  spells; however, thrce per day he can use hs extreme flatu-
  lence to hs great advantage, cuttng loose wth a tremendous 
  strke as per a 60' dameter cloudkill spell. He can automat-
  cally detect the nature of any poton or scroll. He can only be 
  struck by +3 or better weapons, s mmune to the damagng ef-
  fects of hs own spells and abltes, and s mmune to all magc 
  spells and effects of 4th level or less cast by mortals (as per a 
  globe of invulnerability).
  QU’PAN – QwARGHOURN
  PeTTY GODS
  
  149
  He s appeased only by offerngs of potons and scrolls. For each 
  three of these he s offered, he grants the proptator the knowl-
  edge of a new poton formula or magc spell equal n power and 
  level to the average of the offerngs (hgher f more than three of 
  each are offered). He cares not for Law or Chaos, Good or Evl, 
  grantng hs knowledge and wsdom to any who perform the 
  necessary rtual and make the proper offerngs. Those who of-
  fer hm spoled potons, cursed scrolls, or effrontery are cursed; 
  he may perform ths curse at wll, once per round. 
  Hs curse takes the form that any poton drunk by the accursed 
  automatcally requres rollng on the Potion Miscibility Table, 
  wth any postve result ndcatng that the vctm suffers from se-
  vere dyspepsa and extreme flatulence for 1d4 hours (no savng  
  throw permtted).
  Qwarghourn Reaction Table
  Roll 1d6 (instead of 2d6).
   
  1 
  Dyspeptic: Hs gastrc rumblngs are loud 
  and dsturbng, causng hm no end of dstress 
  and leavng hm n a foul mood. Proptators 
  had better be on ther best behavor and have 
  good reason for callng on hm!
   
  2 
  Curious: He has heard somethng of the 
  troubles/ssues the characters are dealng 
  wth, and mght be convnced to assst f  
  they provde hm wth complete and honest 
  nformaton and a sgnficant cut of the loot.
   
  3 
  Angry: The Rumblng One was busy wth  
  an mportant experment when he was called. 
  The summoner had best prepare to sacrfice 
  at least twce hs orgnally-planned potons 
  and scrolls or he’ll be lucky to reman n the 
  same anmal order by the end of the day.
   
  4 
  Bored: Hs own experments and plots are 
  all on hold for the moment, so he s lookng 
  for somethng to do… or trouble to cause  
  (dependng on how he s treated by those who 
  called hm).
   
  5 
  Nauseous: He s havng severe upper  
  abdomnal ssues today, and looses forth 
  deep, broad belches wth every other word. 
  If forced to make a savng throw or cast a 
  5th level or greater spell, he must make a 
  second, subsequent save vs. poson or vomt 
  uncontrollably for 1d4 rounds. Anyone caught 
  n the stream of vomt (5' wde by 10' long) 
  must make a save vs. spell or be subject to 
  the effects of a random poton. If the save s 
  a natural 1, the target must roll two random, 
  dfferent potons and check on the Potion 
  Miscibility Table.
   
  6 
  Extremely gassy: Qwarghourn s havng a 
  very bad day wth hs lower gastro-ntestnal 
  dfficultes. There s a 1-n-6 chance every 
  round that he unntentonally lets forth a 
  prodgous and noxous (but not toxc) fart. 
  The gas acts as a random-szed stinking cloud 
  spell wth a 1d6×5' dameter. Any who  
  act kndly to hm durng ths tme wll be 
  rewarded wth a mnor poton or scroll.
  Qzyma’a  
  (petty god of synchronicity) 
  TITLES: The Opener of Third Eyes 
  &	Eric Potter
  F	Claude F. Bragdon
  SYMBOL: 
  Eye n  
   
  forehead
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: −1
  HIT PTS. (HD): 
  47 hp (9 HD)
  ATTACKS:  
  Specal
  DAMAGE: 
  Specal
  SAVE: 
  20th level Mystc
  MORALE: 
  11
  HOARD CLASS: None
  XP: 
  6,250 
  PSIONIC ABILITIES*
  PSIONIC LEVEL: 20
  Attack modes: ego whip, id insinuation, mind thrust,  
  psionic blast, psychic crush
  Defense modes: intellect fortress, mental barrier,  
  mind blank, thought shield, tower of iron will
  Psychometabolism: D) complete healing; S) suspend  
   
  animation, cell adjustment, body weaponry,  
   
  mind over body, chameleon ability
  Clairsentience: D) aura sight, psionic true seeing;  
   
  S) clairvoyance, clairaudience, 360° vision,  
   
  spirit sense, detection of magic, body equilibrium
  Psychokinesis: D) telekinesis; S) control light,  
   
  control sound
  Telepathy: D) mind link, mind wipe; S) ESP,  
   
  animal telepathy, conceal thoughts
  Psychoportative: D) teleportation; S) phase shift,  
   
  dream travel
  Metapsionic: D) psychic surgery, splice, ultrablast;  
   
  S) convergence, psychic drain, aura alteration,  
   
  psionic sense, cannibalize, martial trance, receptacle
  Qzyma’a s the petty god of synchroncty. He s a major gude 
  along the arduous journey of the Mystc class* toward ther ult-
  mate goal—the dvne attanment of the Crown Chakra and m-
  mortalty. He s the currently recognzed Opener of Thrd Eyes 
  and any mystc who has attaned and harnessed the powers of 
  the basc five chakras (.e., the mystc has become a Greater 
  Master 13th Level) may attempt to locate Qzyma’a and receve 
  hs enlghtenment on the openng of ther coveted nner eye. 
  In non-psonc gameplay, hs contact wth dungeoneers s much 
  more lmted and most adventurng partes encounterng Qzyma’a 
  may assume hm to be a lost soothsayer, a derelct fortune teller, 
  a charlatan psychc, or perhaps a wayward magc-user.
  Qzyma’a appears n hs mortal mage—a handsome and tall 
  human, fit and trm, slghtly muscular. As s common among 
  many ascendng mystcs, he s completely harless, hs naked-
  ness covered only by a long metal breechclout danglng from 
  PeTTY GODS
  QwARGHOURN – QZYMA’A
  
  150
  a belt at hs wast. He does not speak, he smply reads your 
  thoughts, and wll communcate only through telepathy (an 
  ablty Qzyma’a s able to use at wll).
  Though Qzyma’a wll rarely nteract wth characters n non- 
  psonc gameplay, should an encounter wth Qzyma’a escalate to 
  necesstate a reacton, the Greater Master wll utlze the actual 
  recovered eyeballs of hs long ascended mentor Shardarshan the 
  Dvne to assst hm n deducng a character’s underlyng propen-
  sty to receve the experence of Qzyma’a’s metaphyscal sen-
  tence. Qzyma’a welds one of the eyeballs n each uplfted hand, 
  and decrees the telepathc message, “I SPY WITH MY LITTLE 
  EYE SOMETHING THAT IS… (DM fill n blank).” At whch tme, 
  Qzyma’a’s thrd eye wll open on hs forehead. Any character 
  not strcken dumb by ths heavenly occurrence must respond by 
  smply thnkng of the approprate object that Qzyma’a has n 
  mnd. Ether one of Shardarshan’s eyes, or Qzyma’a’s own Thrd 
  Eye, each of the three capable of recognzng an nnate ablty n 
  the communcator for the parapsychologcal arts, wll judge the 
  strength magntude of the mental answer for clarty. Ths back 
  and forth wll contnue untl one member of the party has cor-
  rectly guessed three dfferent objects. Then, wth no regard for 
  ether algnment or Charsma, Qyzma’a’s beng wll realze the 
  true sprtual essence of the character and react accordngly.
  Qzyma’a counts among hs followers, whether they realze t 
  or not, anyone who has ever experenced synchroncty, susp-
  cons, déjà vu, heghtened awareness, funny feelngs, premon-
  tons, hunches, serendpty, msgvngs, unexplaned joy, happy 
  concdences, jnx, good lucks, apprehensons, or fortuty. And 
  whle these characters may not realze they are dong so, any 
  attempt to thoroughly understand, or descrbe wth words, one 
  of these strange feelngs has a 1-n-20 chance of summonng a 
  vst from ths elusve petty god. 
  Qzyma’a Non-psionics Reaction Table
  No modifiers.
   
  2 
  Pity: Wll grant character(s) a total vson of the 
  future. Characters wll gan understandng and 
  knowledge of ther mmedate and future fates: 
  current surroundngs wll become known, 
  exts wll become unhdden, contents of closed 
  contaners wll become perceved, and the lke.
   
  3-5 
  See You With The Good Eye: Shardarshan’s 
  Good Eye wll mind link wth the character(s), 
  provdng heghtened percepton and clarty. Good 
  fortune wll follow the character(s); movements  
  wll be at double rates through sure footng,  
  and any ablty checks aganst Dexterty become 
  unnecessary.
   
  6-8 
  Third Eye Blind: No reacton to the character(s). 
  Qzyma’a smply teleports away.
   
  9-11 Give You The Evil Eye: Shardarshan’s Evl Eye  
  wll mind wipe the character(s), resultng n  
  mmedately short-term memory loss. Character(s) 
  wll become dsorented and mstrustful of ther 
  surroundngs and others, an ablty check aganst 
  Charsma should be rolled to reveal f any nternal 
  strfe among the party develops.
   
  12 
  Cruelty: Wll sense a dsturbance by the 
  character(s) n the balance of earthly good  
  vbratons and n an effort to restore equlbrum 
  wll mmedately use one of hs five psonc attack 
  modes aganst the character(s), the exstence of 
  whch wll be utterly unknown and unexplanable 
  and reman completely ndscernble. 
  * See BASIC PSIONICS HANDBOOK.
  QZYMA’A
  PeTTY GODS
  F	Richard J. LeBlanc, Jr.
  
  151
  Raselom (petty god of fitful and unpleasant rest)  
  TITLES: The Sleeping Bastard 
  &	Patrick Henry Downs
  F	Steve Zieser
  SYMBOL: 
  Closed eyelds  
   
  on a black field
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  240' (80')
  ARMOR CLASS: −5
  HIT PTS. (HD): 
  81 hp (18 HD); 
   
  attacks as 18th 
   
  level fighter
  ATTACKS:  
  1 (touch)
  DAMAGE: 
  Dsntegraton
  SAVE: 
  C19
  MORALE: 
  10
  HOARD CLASS: None
  XP: 
  12,000 
  Raselom s the petty god of fitful and unpleasant rest. Hs name 
  s cursed and known to few mortals, but many more have heard 
  of “the Sleepng Bastard,” and call upon hm to protect aganst 
  anxety-rdden sleep, or to brng unrest to ther rvals. Raselom 
  s a tall, dark-sknned beng, who sleeps angrly and restlessly 
  somewhere n the dark recesses of an underground cavern. It 
  s beleved ths cavern les beneath a desert and s vrtually m-
  possble to access wth any regularty. Raselom s aware of hs 
  surroundngs whle he sleeps (cannot be surprsed, even whle 
  sleepng), and he wll awake and attack anyone who attempts 
  to dsturb hs rest, but otherwse wll gnore anyone’s presence 
  unless they begn to make threatenng moves. If hs body s 
  submerged nto water, then he wll begn to sleep restfully and 
  wll not nterrupt hs own rest short of beng attacked.
  If awakened, Raselom attacks wth hs bare hands and fights as 
  a fighter of 18th level. Hs fists wll stun any mortal who fals 
  a save vs. petrficaton, but otherwse wll always nflct 1d8+5 
  damage (ths damage can be healed twce as fast or twce as 
  effectvely as other damage). Every tme Raselom exhales, he 
  may choose to expel (.e. “gve brth to”) an ar demon (see 
  below) whch act as Raselom’s eyes and s able to spy n any 
  locaton to whch ar can flow. Raselom s able to exhale 1 of 
  these demons per round.
  Once per round, Raselom can curse a mortal beng to be 
  unable to sleep (manfested as neverendng nsomna). If the 
  character s not releved of ths curse (e.g., through remove 
  curse) after a number of days equal to the total of the charac-
  ter’s combned Intellgence and Wsdom, the character wll be 
  permanently drven nsane (specfic effects at DM’s dscreton; 
  removed by restore mind). After another number of weeks of 
  not sleepng equal to ther Consttuton, the character wll de 
  from exhauston (caused by a lack of sleep).
  AIR DEMON: AL:chaotc; M:180' (60'); AC:2[+1]; HD:1; AT:1 
  (automatcally nflcts 1 hp damage per attack; no “to ht” roll 
  necessary); ST:M1; ML:10.
  Rasoob (petty god of bronze) 
  &	Erin Palette
  F	Matthew Adams
  SYMBOL: 
  A statue, often  
   
  broken or neglected  
   
  (formerly a sword)
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: 0
  HIT PTS. (HD): 
  83 hp (10 HD)
  ATTACKS:  
  1 (sword or touch)
  DAMAGE: 
  3d6 or specal
  SAVE: 
  F10
  MORALE: 
  9
  HOARD CLASS: A mscellany  
   
  of bronze tems  
   
  (total value of 3d6×1,000gp
  XP: 
  2,300 
  Pty the fallen god Rasoob.
  For centures, he regned supreme as a god of warfare, as every- 
  thng related—weapons, shelds, armor, even charots—was 
  made from bronze. From the lowlest knfe to the finest sword, 
  f you wanted a metal tool, t was made from bronze.
  Bronze meant war. Bronze meant agrculture. Bronze meant 
  tools. Bronze even meant health, for not only were ts users 
  able to feed and defend themselves, but “bronzed” also means 
  “to have a tanned appearance that suggests good health.”
  Rasoob had t all: power, glory, a thrvng presthood, a seat at 
  the head of the table of the gods. He even had lesser gods who 
  followed along on hs coattals—gods of the forge and of the 
  hearth, and even a petty goddess of decoratve brass, Lytessa, 
  who got n mostly because brass looked lke bronze.
  Then the nevtable happened. Just as Rasoob supplanted the 
  gods of flnt and obsdan, so too was he supplanted when 
  a mortal dscovered the secret of smeltng ron. Overnght 
  (as the gods calculate thngs), he was worthless. Iron shelds 
  turned away bronze swords, and bronze breastplates were no 
  match for ron spear-tps. Iron was stronger and lghter than 
  bronze, and ts only weakness (vulnerablty to rust) was mt-
  gated when the petty god of tn (Rasoob’s former sheldbearer) 
  alloyed hmself wth the god of ron. Ths s how the word 
  “rony” came about.
  These days, Rasoob s but a shadow of hs former self. Iron 
  has become steel, and s firmly entrenched wthn the hghest 
  levels of the pantheon, rulng over war, the forge, and tools. 
  All of Rasoob’s underlngs have forsaken hm—even Lytessa. 
  Brass s shner and more decoratve than bronze, and s used n 
  the trumpets that kngs and generals love so much. Promoted 
  to the status of lesser goddess and patron of bards, Lytessa 
  now lords over Rasoob n the way he used to lord over her, as 
  bronze has been relegated to the portfolo of Thngs That Once 
  Were Useful But Now Are Mostly Decoratve.
  R
  rAselom • rAsoob • rAtAcus gAnt • rAvel-unrAvel • rhAn-tegoth • rosArtiA • rusliviA
  PeTTY GODS
  RASeLOM – RASOOB
  
  152
  He s also the god of statuares—motonless dols to past glory, 
  left to the mercy of the elements, and for brds to foul wth ther 
  droppngs. The rony s not lost upon hm.
  Rasoob may be summoned easly, for he does not have many 
  dutes (nor, n fact, many worshpers). He s occasonally called 
  upon by sculptors, but more frequently profaned by serfs clean-
  ng brd filth from old statues. He s far more lkely to respond 
  to anyone nvolved n actvely destroyng peces of ron or steel 
  than to those workng wth bronze.
  When summoned, hs powers are lmted. He can turn mortals 
  nto bronze (as flesh to stone) and back (as stone to flesh), 
  although the frequency and scope of ths ablty s dubous, due 
  to hs wanng power. He can, on rare occasons, nduce rust 
  n ron objects (1-n-20 chance per attempt). He can also clean 
  and restore bronze objects at wll.
  Rasoob appears as an old, grzzled solder wth leathery skn 
  and antque bronze armor and weapons. If called, he wll gladly 
  throw hs avatar nto battle for a glorous, sucdal charge (as-
  sumng the caller sn’t usng any hated ron). If ron or steel s 
  present, Rasoob has a chance of enterng a berserk state (5% 
  chance per 100 gp weght) and attackng everyone untl dead.
  RELATED ENTRIES: D) Sword of Rasoob.
  Ratacus Gant  
  (petty rat god of giant rats) 
  TITLES: Slayer of Young Delvers; 
   
   Patron of Giant Rats 
  &	Erik Tenkar
  F	Gus L.
  SYMBOL: 
  A sngle  
   
  copper pece
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: 9
  HIT PTS. (HD): 
  2,000 hp (1 HD)
  ATTACKS:  
  1 (bte or specal)
  DAMAGE: 
  1d30 or specal (flesh to copper)
  SAVE: 
  M30+
  MORALE: 
  9
  HOARD CLASS: 2,000 coppers, assorted jewelry
  XP: 
  2,000 
  Ratacus Gant, s worshpped by gant rat cabals. Such cabals 
  are always n numbers of nne. Nne s the number, and the 
  number shall be nne. The Cabals of Nne, as they are known, 
  accumulate copper peces as part of the worshp of ther god, 
  and when the conage reaches 2,000 coppers n number (no 
  more, no less) they begn the rite of summoning.
  The rite of summoning of Ratacus Gant requres the gant rats 
  to bury the 2,000 copper cons they have accumulated be-
  neath assorted debrs and ther own excrement. To complete 
  the rtual requres the blood of a young delver, adventurer, or 
  random humanod. If the cabal can kll ther target wthn the 
  area of summonng, and the sacrfice’s blood mxes wth the 
  coppers, debrs, and excrement, there s a 9% chance that 
  Ratacus Gant wll be summoned.
  Ratacus Gant takes on the appearance of a normal gant rat... f 
  “normal” means fur the color of copper and beady, ntellgent, 
  red eyes. Ratacus has no specal defenses, but s able to absorb 
  so much damage that he s nearly mpossble to kll. He s, how-
  ever, easly dstracted by copper peces, and f copper peces 
  are thrown n hs drecton, there s a 9% chance per copper 
  thrown (to a maxmum of 10 coppers and 90% chance) for hm 
  to be dstracted long enough for a party to flee. Ratacus has no 
  normal save aganst ths effect.
  As a specal attack, Ratacus can cast flesh to copper, whch n all 
  effects s dentcal to a flesh to stone spell, except that the target 
  s turned to copper. Ths can be cast at wll, once per round.
  Ravel/Unravel  
  (petty god of bad fortune and good fortune) 
  &	James Ward
  F	Darcy Perry
  SYMBOL: 
  Knuckle bones of sheep  
   
  made nto a par of dce
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  Instantaneous
  ARMOR CLASS: −10
  HIT PTS. (HD): 
  120 hp (20 HD)
  ATTACKS:  
  None
  DAMAGE: 
  Incdental
  SAVE: 
  Always makes t
  MORALE: 
  N/A
  HOARD CLASS: Large treasures or no treasure
  XP: 
  10,000 
  RASOOB – RAVeL/UNRAVeL
  PeTTY GODS
  
  153
  Dem-god of both bad and good fortune, ths beng changes 
  shape on a whm to move among the creatures of any race. 
  There s much debate over the sex of ths beng. The current 
  thnkng s that Ravel presents a postve and fortunate aspect 
  and appears as a lovely female of the predomnate speces of 
  the area. Whle Unravel s the negatve aspect of the beng and 
  appears as a massvely strong male of the predomnate speces 
  of the area. 
  One of the most loved and hated dem-detes of the multverse, 
  Ravel/Unravel wanders the planes lookng to provde max-
  mum luck to some worshpers and even handedly provdng 
  terrble luck to other worshpers. 
  Although ths dety appears more than any other dvne be-
  ng to ts worshpers, there s lttle known about what attracts 
  or repeals ts attenton. The only thng known for sure s that 
  Ravel/Unravel’s powers can affect all manner of bengs, dvne 
  or mortal, from the greatest god n the multverse to the least 
  gnat on the butt of the worst bull n all the planes. 
  Temples to Ravel/Unravel are ether amazng palaces filled 
  wth well guarded magcal and unmagcal treasures of all types 
  or hovels wth nothng of value n them at all. Each s vsted 
  regularly by the dvne beng each was bult to attract. 
  Prests of Ravel/Unravel are not allowed to have a choce n the 
  knd of help or harm they provde for worshpers and others. 
  One day they amaze themselves wth the helpful magc they can 
  provde. The next day they are horrfied as all of ther well lad 
  plans go wrong n very destructve ways. Prestly garb s always 
  an expensve robe, half whte and half black. Normally the two 
  colors run n strpes up and down the body of the robe. The 
  hghest classes of prests have the top half of the robe be whte 
  or black dependng on ther experences throughout ther lves. 
  Combat wth worshpers of Ravel/Unravel s unusually deadly. 
  Worshpers most often use mssle weapons n ther battles and 
  very often gunpowder s used, even when the socety s not 
  known for ts use of the explosve arts.
  Rhan-Tegoth  
  (petty god of madness, yetis, and remorhaz) 
  TITLES: Terror of the Hominids; Lord of the Ivory Throne 
  AFFILIATIONS: Cthulhu 
  &	Chris Wellings
  F	Elena Martínez López
  SYMBOL: 
  Wavy lnes emanatng  
   
  from a central pont
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  60' (20')
  ARMOR CLASS: −2
  HIT PTS. (HD): 
  140 hp (20 HD)
  ATTACKS:  
  10 (tentacles)
  DAMAGE: 
  1d8+blood dran ×10
  SAVE: 
  F20
  MORALE: 
  12
  HOARD CLASS: Esoterc magcal or  
   
  bo-technologcal treasures
  XP: 
  3,250 
  Rhan-Tegoth, Terror of the Homnds, Lord of the Ivory Throne, 
  combnes ape, nsect, and octopus n unholy, squrmulous hor-
  ror. Fne cla cover hs corpulent form, appearng lke har, but 
  each s actually a finely tuned taste receptor. He (t s debatable 
  whether such a thng has a sex, but he s generally referred to 
  as such) s the god of the yets and remorhaz, dwellng n the 
  far north under the ce. Some human trbes worshp hm, but 
  he regards them not. 
  Each of the god’s ten man tentacles s 10' long and (on a suc-
  cessful “to ht” roll) drans 1d10 hp per round untl removed.
  Rhan-Tegoth Reaction Table 
   
  2 
  Friendly: Really? Really?  
  Ths s probably a prelude to a meal...  
  of you!
   
  3 
  Indifferent, uninterested:  
  He probably hasn’t notced you... yet.
   
  4-7 
  Neutral: The god pays as much attenton  
  to you as t would an nsect.
   
  8-10 Unfriendly: Don’t make any  
  fast moves; any gnomes wll be regarded  
  as partcularly tasty.
   
  11-12 Hostile: All the terror of the  
  ancent world s here. Rhan-tegoth wll also  
  gate n 1d6 yets and 1d3 remorhaz...  
  good luck!
  PeTTY GODS
  RAVeL/UNRAVeL – RHAN-TeGOTH
  
  154
  Rosartia (petty goddess of things long forgotten) 
  &	Shaun Haskins
  F	Liam Brennan
  SYMBOL: 
  An emblem of a sheld  
   
  bearng a stylzed slver eye
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  90' (30')
  ARMOR CLASS: 6 [+1]
  HIT PTS. (HD): 
  46 hp (10 HD)
  ATTACKS:  
  1 (touch or specal)
  DAMAGE: 
  Specal (see below)
  SAVE: 
  C10
  MORALE: 
  10
  HOARD CLASS: XVI, no cons
  XP: 
  1,750 
  Rosarta s the patron dety of thngs long forgotten. She lves 
  n a pocket dmenson, from whch pont she coordnates the 
  collecton of objects of sgnficance and power (magcal tems, 
  tomes of magc, etc.) from the ponts at whch they are lkely 
  to be lost (e.g., before great cataclysms, wars, other tragedes, 
  etc.). Her sole purpose s to prevent the destructon, mstreat-
  ment, and msuse of these objects, and she wll only brng them 
  back nto the world when she foresees that the tme s rpe. She 
  does ths by observng mortals from afar and dentfyng those 
  ndvduals she beleves wll be good stewards for the objects, 
  testng them, then brngng those persons to her doman to 
  bestow gfts upon those who have proven themselves worthy. 
  Rosarta appears as a slender, brown-hared human woman 
  of ancent orgns, wearng a graysh-brown robe of ndstnct 
  desgn (underneath whch she wears a untard covered wth a 
  desgn remnscent of the planes of exstence). She s ghostly 
  and only sem-tangble, exstng beyond the boundares of tme, 
  and can only be harmed by magcal weapons and spells. 
  She despses volence. If threatened, she wll begn by usng her 
  forgetful mist ablty whch (on a faled save vs. spell) strps an 
  opponents of the wll to fight. Her touch wll then render the 
  opponent unconscous (on a faled save vs. paralyss; requres 
  “to ht” roll for unwllng targets). She then strps the opponent 
  of objects of power, and deposts those tems far from ther 
  pont of orgn. She refers to ths as “teachng them a lesson.” 
  As Rosarta values equanmty, knowledge, and the safeguard-
  ng of thngs of magc above all else, unusual factors wll nflu-
  ence her atttude toward the party. 
  Rosartia Reaction Table 
  +1 for each cleric of a non-neutral deity present; 
  -1 for each powerful magic item (e.g., +2 weapon/ 
  armor or object of wonder; does not include scrolls,  
  potions, or wands) which is possessed and well-  
  treated by the party (she will watch any prospective  
  guardians in advance to see how well they treat  
  artifacts in their care).
   
  2-4 
  Friendly/Helpful 
   
  5-7 
  Indifferent/Uninterested 
   
  8-10 Neutral/Uncertain 
   
  11 
  Unfriendly/May Attack 
   
  12 
  Hostile/Attacks 
  Ruslivia  
  (petty god of time wasters, entertainers,  
   
  and orderly amusements) 
  TITLES: The Separator of  
   
  Fools and Money 
  AFFILIATIONS: The Mearra
  &	Eric Fabiaschi
  F	Scott Faulkner
  SYMBOL: 
  A gamblng  
   
  wheel and  
   
  an hourglass
  ALIGNMENT: 
  Lawful  
   
  (Chaotc)*
  MOVEMENT: 
  150' (50')
  ARMOR CLASS: 2
  HIT PTS. (HD): 
  80 hp (16 HD)
  ATTACKS:  
  1 (fists  
   
  or specal)
  DAMAGE: 
  8d6 or specal
  SAVE: 
  M16
  MORALE: 
  10
  HOARD CLASS: XVII + 5,000gp
  XP: 
  3,300 
  The sands of tme are always runnng out, and t s the duty of 
  ths god to keep those sands movng as smoothly, mechan-
  cally, and efficently as possble. He s the god responsble for 
  the mechancs of tme, but he s also the god of the mechan-
  cs of gamng—the patron of tme wasters, entertaners, and 
  orderly amusements. He s the nventor of the most ngenous 
  amusements of the gods. He s also the grease on the wheels 
  of gamblers, helpng people waste away the moments of ther 
  lves, all the whle fillng the coffers of hs worshppers wth 
  the moneys of such fools. He s the agent of the Famly of 
  Inevtablty who searches the cosmos for the moves people 
  make before they even know they’ve made them. He s drawn 
  by the scent of chaos.
  Ths lttle gray man n whte s a chameleon of the first order, 
  able to polymorph self at wll, blendng n easly among the 
  patrons of any seedy establshment. He moves among them, 
  shftng through the crowds wth the speed of a well-oled ma-
  chne. Should anyone be foolsh enough to confront hm, he 
  wll strke wth hs fists, dong a devastatng 8d6 ponts of dam-
  age (on a successful “to ht” roll). He may also use a symbol of 
  insanity and a symbol of hopelessness (as magc-user spells) 
  three tmes per day each. 
  Four tmes per day, Ruslva s able to nstantly create 1d4 games 
  of chance, causng a party to erupt around hm (all n 300-yard 
  radus must save vs. spell or jon the group for 2d6 turns). Once 
  per day, Ruslva may attempt to gate n another famly member 
  wth a 50% chance of success. He may, nstead, attempt to gate 
  n a non-relatve god or goddess that owes hm a favor, wth a 
  10% chance of dong so.
  RELATED ENTRIES: G) Arvirive, Avirgiri, Glaria, the Mearra, 
  Merramorina, Micicara, Nardrea, Sertetti, Termarr, Tsrura.
  * Please see the entry in this section for the Mearra for informa-
  tion regarding their alignment.
  ROSARTIA – RUSLIVIA
  PeTTY GODS
  
  155
  Sa’hwo  
  (petty clam god of secrets revealed)  
  TITLES: Sa’hwo-who-sees 
  &	Anthony Pastores
  F	Rom Brown
  SYMBOL: 
  An eyeball grpped n a clamshell
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  30' (10') crawlng  
   
  or burrowng
  ARMOR CLASS: −2 (6 when  
   
  surprsed)
  HIT PTS. (HD): 
  60 hp  
   
  (10 HD)
  ATTACKS:  
  1 (bte  
   
  or specal)
  DAMAGE: 
  2d6
  SAVE: 
  M19
  MORALE: 
  6
  HOARD CLASS: XI×4
  XP: 
  1,700 
  The clams have eyes and ears, though they rarely dsplay them 
  where any mght see. They observe all the secrets of the wa-
  terfront: the smugglng, the stealng, the sex. Each s a small, 
  petty thng on ts own. But the clams can speak too, f one 
  knows how to lsten to the brne. And they report to a master.
  Sa’hwo-who-sees s the clam god and the spoler of secrets 
  who dgs n socety’s muck and spews forth what s found there, 
  savorng only the chocest bts, that they may harden to pre-
  cous pearl. He hears the whspers from all hs subjects—the 
  clams, mussels, oysters, and scallops—and s even sad to see 
  though ther eyes.
  The ntates of Sa’hwo, a poorly organzed gaggle of sodden 
  fisherfolk, can be found walkng the beaches, bendng down 
  from tme to tme to allow one of hs lesser kn to spt hd-
  den truths nto ther ears. They frequently confer among them-
  selves n torrents of rapd whspers as well as the occasonal 
  sncker. They do decent busness as nformaton brokers and 
  petty blackmalers, but for the best nformaton one must vst 
  Sa’hwo hmself.
  Sa’hwo s found n hs temple, a sandy tunnel beneath the 
  docks that hs devotees must excavate anew wth each tde. 
  There one may approach the god—a gant clam (10' across) 
  whose shell holds back a massve eye. He s normally nert, 
  lstenng; but f one s wllng to caress the eye and whsper t 
  a secret of an mproper or llct nature, they may then ask a 
  queston, allowng a reacton roll on the table below. Note that 
  though hs actual knowledge s lmted to what s seen by hs 
  subjects or told to hm drectly, Sa’hwo s perfectly wllng to 
  speculate on much more.
  In combat Sa’hwo attacks by clampng down on enemes wth 
  hs shell. He may also spt jets of water wth enough force to 
  knock most creatures prone (save vs. breath) to a range of 60', 
  httng up to 1d6 creatures f grouped together. Should he be 
  klled, Sa’hwo’s eye retans power n the hands of magc-users 
  and clercs (treat as a crystal ball wth clairaudience that must 
  center on a bvalve; addtonally allows one to commune wth 
  such creatures as per the spell speak with animals).
  Sa’hwo-who-ses Reaction Table
   
  2-3 
  Pleased: Sa’hwo answers the pettoner’s  
  queston authortatvely, regardless of whether  
  or not he actually knows the answer.
   
  4-5 
  Satisfied: Sa’hwo ponts to the answer, but  
  does not provde t. The name of a further  
  contact s gven, as well as a rumor about them.
   
  6-8 
  Unimpressed: Sa’hwo says nothng.
   
  9-10 Devious: More grst must be fed nto the mll 
  before an answer can be gven. A rumor related  
  to the queston must be spread (or created)  
  where Sa’hwo can hear of t.
   
  11-12 Malicious: A blatant falsehood s bestowed (one 
  that fits wth few facts but wth many assumptons).
  Saint Biritus (petty god of drunkards)  
  TITLES: Patron Saint of Drunkards 
  &	Igor Vinicius Sartorato
  F	Matt Stretch
  SYMBOL: 
  An overflowng  
   
  mug
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  90' (30') 
  ARMOR CLASS: 9
  HIT PTS. (HD): 
  37 hp (6 HD)
  ATTACKS:  
  1 (mug or  
   
  broken bottle)
  DAMAGE: 
  1d4+1
  SAVE: 
  F6
  MORALE: 
  11
  HOARD CLASS: I, IX
  XP: 
  600 
  Sant Brtus s a servant of Manguaça, petty goddess of the 
  alcoholc stupor (qv). Brtus was once a human man, a fath-
  ful follower of Manguaça, and an unrecoverable drunk. At hs 
  death, he was welcomed by the goddess and turned nto patron 
  sant of the drunkards.
  Hs appearance s that of a mddle-aged man wth a protrudng 
  belly and a face swollen and red from drnkng too much. He al-
  ways speaks n a confusng manner and wth the pronuncaton 
  typcal of a drunk man, and moves n a staggered manner.
  It s a common custom among heavy drnkers pour a bt of 
  drnk of the cup on the floor before drnkng, and offer t to 
  Brtus sayng “for the Sant.” If someone drnks often wthout 
  the proper offerng to St. Brtus, there s a 1-n-20 chance that 
  Sant Brtus wll appears to the drnker and curse hm n a 
  manner smlar to Manguaça’s curse.
  S
  sA’hwo • sAint biritus • sAint gÜnter • sAint vineriA • sAnt brothers •  
  sAtrum • screbblo • seppophis • seshAti pyhAtiA • sernis • sertetti • silvArno •  
  skAAl • somnAu • sorgA • sousrogA • sovereign bAstArd • syizArkhog
  PeTTY GODS
  SA’HwO – SAINT BIRITUS
  
  156
  He appears only to drunkards, and t’s common for Manguaça 
  to send hm to drunken women to gve them hs blessng. In 
  combat he s not a bg threat, but possesses drunken courage.
  Saint Biritus Reaction Table
  Use Constitution instead of Charisma for modifier
   
  2 
  Friendly: Offers a drnk whch acts as a  
  potion of extra-healing and super-heroism  
  at same tme.
   
  3-5 
  Indifferent: Bestows the blessing of Manguaça  
  f a few drnks are pad to hm
   
  6-8 
  Neutral: Invtes to drnk wth hm.
   
  9-11 Unfriendly: Offers a drnk whch acts as  
  a philter of love (St. Brtus s never the first  
  person to be seen).
   
  12 
  Hostile: Requres a drnk or bestows  
  Manguaça’s curse.
  RELATED ENTRIES: G) Manguaça.
  Saint Günter (petty god of  
   
  osmotic knowledge and illiteracy) 
  &	Richard J. LeBlanc, Jr.
  F	Richard J. LeBlanc, Jr.
  SYMBOL: 
  A blue lotus
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  120' (40') 
  ARMOR CLASS: 8
  HIT PTS. (HD): 
  55 hp  
   
  (12 HD)
  ATTACKS:  
  1 spell (from  
   
  scroll; see below)  
   
  or charm
  DAMAGE: 
  By spell  
   
  or charm
  SAVE: 
  C12
  MORALE: 
  6
  HOARD CLASS: None (gves  
   
  everythng to the  
   
  poor/needy)
  XP: 
  2,400 
  It s told that Sant Günter began lfe as a normal human defi-
  cent n ordnary learnng; he was unable to read or wrte. How-
  ever, due to hs great devoton to hs dety, he was granted the 
  gft of osmotc knowledge, and was rased to petty god status.
  Though he remans unable to read or wrte, the speech of Sant 
  Günter s so powerful he s able to charm (as charm person), 
  regardless of the languages known or spoken by anyone wthn 
  hearng range. Any ndvdual who speaks common also suffers 
  two addtonal penaltes: 1) ther savng throw (vs. spell) s made 
  wth a −1 penalty, and 2) ther opportunty to make addtonal 
  savng throws (should the first one fal) are made aganst Sant 
  Günter’s charm ablty as f the creature’s Intellgence s 1d4 
  lower than normal.
  Sant Günter can cast any spell from a scroll smply by “un-
  derstandng” the words on the scroll. As such, any scroll pos-
  sessed by hm s not actually read (n the tradtonal sense) and 
  remans unused and s, therefore, usable agan and agan by 
  hm (though the scroll wll be used f t s read by any other 
  spellcaster, becomng useless to Günter). Günter wll usually 
  have upon hs person 3d8 scrolls, most often bearng clerc or 
  protection spells. 
  Saint Günter Reaction Table
  Ignore Charisma modifiers;  
  +1 for each illiterate party member.
   
  2 
  Friendly: Imparts an mportant pece of  
  knowledge and grants 1 scroll.
   
  3-5 
  Indifferent: Imparts an mportant  
  pece of knowledge.
   
  6-8 
  Neutral: Imparts an mportant pece of  
  knowledge f a monetary offerng s made  
  (whch he wll, n turn, gve to the poor).
   
  9-11 Unfriendly: Wll depart unless an offerng  
  s made (whch he wll, n turn, gve to the poor).  
  If offerng s made, re-roll on ths table wth  
  a −3 modfier bonus.
   
  12 
  Hostile: Departs mmedately.
  Saint Vineria (petty goddess of eyes)  
  TITLES: St. Vineria of the Eyes; Patron Saint of Eyes 
  &	Fr. David Eynon
  F	Fr. David Eynon
  SYMBOL: 
  A bowl wth  
   
  a par of eyes  
   
  nsde t
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  150' (50') 
  ARMOR CLASS: 0
  HIT PTS. (HD): 
  77 hp (17 HD)
  ATTACKS:  
  Specal
  DAMAGE: 
  Specal
  SAVE: 
  C18
  MORALE: 
  12
  HOARD CLASS: None
  XP: 
  9,000 
  St. Vnera of the Eyes, Patron Sant of Eyes, appears as a 
  blnd beggar woman holdng a bronze bowl wth a par of eyes 
  carved on the nsde. Those who wllngly gve alms by placng 
  cons nto the bowl are granted one of the effects for the next 
  24 hours determned by rollng 1d6 on the table below: 
   
  1 locate object  
  4 infravision
   
  2  detect invisible  
  5 arcane eye
   
  3 find traps  
  6 true seeing
  Those who ht St. Vnera n combat must save vs. spell at 
  −4 or suffer the effects of cause blindness. Those St. Vnera 
  hts n combat take no damage but are afflcted wth a quest 
  spell (no save). They must locate and return somethng that a 
  stranger has lost. Those who refuse to undertake ths quest are 
  blnded, or otherwse nflcted wth some knd of ncurable eye 
  dsease. Sometmes, when St. Vnera finds a truly knd soul, 
  she s known to gve the gft of a bowl of the eyes. 
  RELATED ENTRIES: D) Bowl of the Eyes.
  SAINT BIRITUS – SAINT VINeRIA
  PeTTY GODS
  
  157
  Sant Brothers  
  TEILO SANT: (petty god of providence) 
  DEWI SANT: (petty god of salvation) 
  ILTUD SANT: (petty god of triumph over evil) 
  &	Geoffrey McKinney*
  F	Stefan Poag
   
  Teilo 
  Dewi 
  Iltud 
  SYMBOL: 
  A golden bell 
  Sapphrus 
  Crystal chalce
  ALIGNMENT: 
  Lawful 
  Lawful 
  Lawful
  MOVEMENT: 
  120' (40') 
  120' (40') 
  120' (40')
  ARMOR CLASS: 9 (see below) 
  9 (see below) 
  9 (see below)
  HIT PTS. (HD): 40 hp (17 HD) 47 hp (17 HD) 48 hp (17 HD)
  ATTACKS:  
  1 (weapon) 
  1 (weapon) 
  1 (weapon)
  DAMAGE: 
  By weapon 
  By weapon 
  By weapon
  SAVE: 
  C17 
  C17 
  C17
  MORALE: 
  12 
  12 
  12
  HOARD CLASS: 
  None 
  None 
  None
  XP: 
  3,100 
  3,100 
  3,100 
  These three men devotedly serve the Great Kng of Mharad-
  wys. Iltud s a hale old man wth a whte beard, whle Telo and 
  Dew are bearded men n the prme of lfe. Iltud s garbed n 
  a robe of rch purple, Telo n a robe the color of the sun, and 
  Dew n a robe the color of the sea. When all three are wthn 
  10' of each other, ther robes turn the color of blood. They 
  usually travel wth few possessons (but ths s left to the DM’s) 
  dscreton. Telo, when encountered alone, often rdes upon a 
  mghty stag (as rdng horse wth 16 hp, but can also attack wth 
  antlers (1d8 damage; n leu of hooves)). There s only a 10% 
  chance all three brothers wll appear together.
  Undead permanently return to a state of natural death f wthn 
  50' of any of the three. Infernal bengs flee f wthn 50'. The three 
  are mmune to weaponry, magcal or mundane, but they are sus-
  ceptble to magc-user spells and spells cast by chaotc clercs.
  Telo Sant bears a golden bell. If he rngs t, all wthn 49 yards 
  are healed of all ther physcal nfirmtes (wounds, blndness, 
  mamng, etc.), though natural agng s unaffected.
  Dew Sant bears the Sapphirus, whch looks lke a tabletop made 
  of sold lght, blue wth rvers of slver and gold flowng through t, 
  and pools wthn as though volets had been poured n t. Any evl 
  beng wthn 100' s blnded and drven back by the coruscatons 
  of the Sapphirus (no savng throw). The blndness lasts 1 turn.
  Iltud Sant bears a crystal chalice lke a red rose on fire, brmmng 
  wth resplendent blood. Any good and lawful beng anonted 
  wth a drop from the chalce s delvered from any curse, geas, 
  quest, unnatural agng, energy dran, ablty dran, magcal fear, 
  feeblemind, etc. Physcal alments (wounds, blndness, mam-
  ng, etc.) are not affected.
  If the magc tem of any of the three s touched by another, t 
  nstantly appears n ts owner’s hands.
  If any of the three s slan, hs sprt fles to Mharadwys and be-
  comes more powerful than before. Hs magc tem wll vansh.
  Each of the three has bult of sawn oak a lttle church dedcated 
  to the Great Kng of Mharadwys. Any good and lawful clerc 
  who travels to one of the churches n a sprt of reverence has 
  a 10% chance of beng granted a boon.
  CHURCH OF TEILO SANT: The next tme the clerc s subject to 
  a level-dranng attack, he s mmune.
  CHURCH OF DEWI SANT: Each day for a week, a small rver fish 
  appears for the clerc and for each of hs lawful companons. 
  No food or drnk s necessary for the whole day once the fish 
  s eaten. If not consumed wthn 1 hour, t spols. The clerc 
  chooses when the week begns.
  CHURCH OF ILTUD SANT: In any one combat of the clerc’s 
  choce, he can use any weapon (as a fighter) and attacks as 
  though he were a fighter of the same level.
  * Teilo Sant, Dewi Sant, and Iltud Sant are inspired by “The 
  Great Return,” a short story by Arthur Machen, who (along 
  with Algernon Blackwood, Lord Dunsany, and M. R. James) 
  was one of H. P. Lovecraft’s four favorite writers. Lovecraft 
  regarded Machen’s “The White People” as the second finest 
  weird tale ever penned, excelled only by Algernon Blackwood’s 
  “The Willows.” 
  PeTTY GODS
  SANT BROTHeRS
  
  158
  Satrum (petty goddess of bloodletting) 
  &	Dan Proctor
  F	Mark Allen
  SYMBOL: 
  Fve droplets  
   
  of blood  
   
  arranged n  
   
  a crcle
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  120' (40') 
  ARMOR CLASS: −3 [ron or +2]
  HIT PTS. (HD): 
  105 hp  
   
  (21 HD)
  ATTACKS:  
  4 or specal
  DAMAGE: 
  2d6×4 or  
   
  specal
  SAVE: 
  F21
  MORALE: 
  10
  HOARD CLASS: IX, XVII
  XP: 
  19,000 
  Satrum s the goddess of bloodlettng, and s often worshpped 
  by those sklled n the art of torture. She takes the form of a 
  four-armed human woman, harless and horrbly scarred from 
  head to toe. Each of her four arms welds wooden clubs adorned 
  wth hooks and razor-lke projectons. Each round, Satrum can 
  attack wth all four arms, dong 2d6 hp damage per ht. Her 
  weapons deal hdeous blows that render flesh, and any target 
  struck wll bleed for an addtonal 1d6 hp damage per round un-
  tl ether cure serious wounds, cure critical wounds, or heal s 
  cast upon the vctm. Otherwse, the vctm contnues to bleed 
  untl death occurs. In addton, when a vctm has suffered four 
  or more blows n an encounter, he must save vs. paralyss or 
  become wracked wth pan (stunned) for 3d4 rounds.
  Satrum s a sadstc goddess. She prefers to take her tme hurt-
  ng an opponent unless she s at a dsadvantage. She may only 
  be harmed wth ron weapons or weapons of +2 or better. She 
  regenerates 2d6 hp per round, leavng terrble scars wherever 
  she has been njured. Worshppers of Satrum are sometmes 
  gfted wth pnts of her blood; when quaffed, one pnt of her 
  blood heals 3d10 damage, and addtonally acts as a cure disease 
  spell, but leaves permanent scars where there were wounds. 
  At any gven tme, Satrum wll have 4d4 blood creatures wth 
  her. These creatures are anmated from her own blood and take 
  the form of small vermn (e.g., bats, rats, snakes, toads, etc.). 
  BLOOD CREATURES: AL:chaotc; M:120' (40')fly, walk, slther, 
  etc.; AC:2; HD:3; AT:1 (1d6); ST:F3; ML:12.
  Satrum Reaction Table
   
  2 
  Intrigued: Offers the characters her blood  
  n exchange for worshp.
   
  3-5 
  Amused: Proposes to rtually scar the  
  characters (nstead of kll them).
   
  6-8 
  Uninterested: Wll attack the characters n  
  2d6 rounds f they do not leave her presence.
   
  9-11 Annoyed: Wll attack the characters n  
  2d4 rounds f they do not leave her presence.
   
  12 
  Angry: Wll mmedately attack the characters.
  Screbblo (petty god of cobblers and quality footwear) 
  &	Craig Schwarze
  F	Fat Cotton
  SYMBOL: 
  Upsde down boot
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  150' (50') 
  ARMOR CLASS: 2
  HIT PTS. (HD): 
  58 hp (10 HD)
  ATTACKS:  
  1 (hammer  
   
  or nals)
  DAMAGE: 
  2d8 or  
   
  1d8
  SAVE: 
  F10
  MORALE: 
  10
  HOARD CLASS: XV
  XP: 
  3,400 
  Screbblo appears as a small, finely dressed gnome, wth a cob-
  bler’s hammer n one hand and a pouch of boot nals slung over 
  hs shoulder. He wanders from town to town, enterng cobbler’s 
  shops at nght to complete and mprove ther work. He dslkes 
  volence and wll always flee f threatened. If forced to fight, he 
  wll attack wth ether hs hammer, or by throwng a fistful of 
  boot nals. He has the power to make any footwear fall apart 
  at wll, and f ths happens, the wearer must save vs. death or 
  trp and fall down. It s sad that Screbblo has a secret hdeaway 
  n the mountans, contanng a magc workshop and the finest 
  collecton of boots and shoes n the multverse. Hs own boots 
  are exceedngly beautful, and are enchanted wth every magc 
  power ever devsed for footwear.
  Screbblo Reaction Table
   
  2-3 
  Friendly
   
  4-5 
  Plays a trick
   
  6-12 Hides
  Seppophis  
  (petty goddess of snares, entanglements, webs, and spiders)  
  TITLES: Seppophis the Huntress; 
   
  Mistress of Snares and Entanglements
  &	Jeremy Duncan
  F	Jeremy Duncan
  SYMBOL: 
  A spderweb 
   
  of barbed wre
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  120' (40')
   
  IN WEB: 
  180' (60') 
  ARMOR CLASS: 4
  HIT PTS. (HD): 
  61 hp  
   
  (12 HD)
  ATTACKS:  
  1 (bte)
  DAMAGE: 
  Poson
  SAVE: 
  F12
  MORALE: 
  8
  HOARD CLASS: XV
  XP: 
  2,700 
  SATRUM – SePPOPHIS
  PeTTY GODS
  
  159
  Seppophs the Huntress, the Mstress of Snares and Entangle-
  ments, s the patroness of all who earn ther lvng by pursut 
  and evason, by entcement and sudden surprses. She s usu-
  ally depcted wth the body of a nuble dancng grl holdng aloft 
  a length of rope and a drppng, barbed javeln. In place of her 
  head s a mass of long spder’s legs, extendng n an rregular 
  nmbus past her shoulders. When Seppophs degns to take 
  human form, t s ether n the guse of a slm, dark-hared grl, 
  smellng fantly of cloves and cnnamon, or of a gaunt, slver-
  hared matrarch of no known famly lne. She s attracted to 
  scenes of ntrgue and hopeless entrapment.
  Theves and other scofflaws on the run attempt to proptate 
  her wth substtute sacrfices (she s beleved to be partal to 
  trapped, but unnjured fles) whle watchmen, bounty-hunters, 
  and frustrated revengers hope to secure her blessng as they 
  pursue ther quarry. Brgands and prates offer prayers and 
  sacrfices for wealthy, unguarded vctms. Prosttutes, jewelers, 
  and perfumers gve her reverence, as do all manner of moun-
  tebanks and swndlers. 
  Every year, n Galbaruc, an elaborate ceremony takes place on 
  the Street of Crushed Petals n whch a fantastcally costumed 
  and masked troupe of stold, uprght ctzens and officals rep-
  resentng Law square off aganst ther opposte number, repre-
  sentng Chaos. Through a seres of compettve dances, recta-
  tons, songs, and feats of strength and cunnng, two opposng 
  champons are chosen—sutors to the goddess, and these are 
  led n a wndng parade to the outskrts of the cty, to the cave 
  beleved to be the entrance to Seppophs’ lar. Both champons 
  enter the cave, though only one wll emerge n the mornng, 
  maddened and screamng. The other has been taken as the 
  Consort of Seppophs, and s never seen agan. Hs facton 
  wll enjoy a bonus to all actvtes relatng to ther trade for the 
  remander of the year. 
  Seshati Pyhatia  
  (petty goddess of scholarly pursuits)  
  TITLES: Protector of Female Scholars
  &	Null Null
  F	Zak Smith
  SYMBOL: 
  A book coverng  
   
  a hand mrror
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  90' (30') 
  ARMOR CLASS: −2 [+3]
  HIT PTS. (HD): 
  99 hp  
   
  (22 HD)
  ATTACKS:  
  1 (+5 quarterstaff  
   
  or spell)
  DAMAGE: 
  1d6+5 plus feeblemnd  
   
  or by spell
  SAVE: 
  M14
  MORALE: 
  7
  HOARD CLASS: VIII×10
  XP: 
  8,000 
  The goddess of female scholars appears as a woman dressed 
  n scholarly clothng napproprate to the onlooker’s culture (an 
  nhabtant of an ancent/medeval world mght see a woman 
  n a lab coat wearng spectacles, whereas one from a more 
  technologcally advanced one would see a woman dressed as a 
  wzardress). She wll always have a dstracted look on her face 
  and look attractve but dsheveled. If a female clerc or mage 
  delvers an offerng to her of a book contanng an orgnal 
  contrbuton to human knowledge, that character wll be pro-
  moted one level. Attempts to deceve the goddess (plagarsm, 
  dressng n drag) wll result n a feeblemind spell cast on the 
  offender whch can only be removed by a clerc of the 13th 
  level of hgher. 
  Whle she prefers scholarly pursuts to combat, she can none-
  theless defend herself. She s always seen carryng a large book 
  whch holds every mage and clerc spell n t, whch she may 
  cast at wll. If she feels the need for physcal combat, she can 
  produce a quarterstaff +5 whch causes feeblemind on a suc-
  cessful “to ht” roll (no save); other ntellgent creatures wll 
  become so stupd they forget ther combat sklls as well; con-
  structs and other unntellgent creatures wll be unaffected, so 
  she wll prefer to smply teleport away. 
  It requres a +3 or better weapon to harm Seshat, and she s 
  mmune to all mnd-affectng spells. 
  Seshati Pyhatia Reaction Table
  Roll 1d6 instead of 2d6.
  Any female cleric or mage whose Intelligence exceeds her 
  Charisma subtracts 1; any female whose Charisma exceeds 
  her Intelligence adds 1. Ignore other modifiers.
   
  1 Fascinated  
  4 Indifferent
   
  2 Curious  
  5 Distracted
   
  3 Friendly  
  6 Peeved 
  Sernis (petty god of secrets and whispers) 
  CULT: Society of the Serpent
  &	Josh Graboff
  F	Richard J. LeBlanc, Jr.
  SYMBOL: 
  A black cloak
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: −4
  HIT PTS. (HD): 
  100 hp (20 HD)
  ATTACKS:  
  2 (Blade of Whispers/Blade of Shadows)
  DAMAGE: 
  1d6+5, (Blade of Whispers)/ 
   
  1d4+5 + poson (Blade of Shadows)
  SAVE: 
  M25
  MORALE: 
  10
  HOARD CLASS: XV, XVI, XVII
  XP: 
  60,000 
  Serns was once a sprt-servant of Sarnon the Weaver, but he 
  won hs freedom by manpulatng that ancent dety and slp-
  png away unseen nto the world. He s a mysterous and secre-
  tve god, normally appearng as a man wth no tongue or wth 
  a gash across hs throat that prevents hm from speakng above 
  a whsper.
  Hs power over secrets means that n worshp, the devoted 
  whsper to hs altars a sngle secret n hopes they wll learn one 
  n return. It s sad that Serns knows every secret spoken n the 
  presence of hs cons, altars, or prests. As s befittng a god of 
  PeTTY GODS
  SePPOPHIS – SeRNIS
  
  160
  ths nature, hs clercs and temples are occulted, and those who 
  do worshp hm often pretend to worshp some other god or 
  gods n publc places, reservng ther true rtes for when they 
  are alone.
  The worshp of Serns s not outlawed anywhere, though t s 
  extremely suspect.
  RELATED ENTRIES: G) Glyrea, Insitor; C) Society of the Serpent.
  Sertetti  
  (petty god of knives, scalpels,  
   
  and methodical serial killers) 
  TITLES: The God of Knives;  
   
  The God of Scalpels 
  AFFILIATIONS: The Mearra
  &	Eric Fabiaschi
  F	Scott Faulkner
  SYMBOL: 
  A scalpel and  
   
  an hourglass
  ALIGNMENT: 
  Lawful (Chaotc)*
  MOVEMENT: 
  150' (50')
  ARMOR CLASS: 2
  HIT PTS. (HD): 
  90 hp (18 HD)
  ATTACKS:  
  1 (fists or blade)
  DAMAGE: 
  8d6 or specal
  SAVE: 
  F18
  MORALE: 
  10
  HOARD CLASS: XVII + 5,000gp
  XP: 
  4,250 
  Tme s an arrow of Law, and Sertett s the petty god of  
  scalpels—the sharp edge that cuts away tme’s older moments. 
  He s the methodcal healer of nfectons (or at least ths s how 
  he sees hmself). In truth, ths god s a methodcal kller, movng 
  among the moments of the Prme Plane, trmmng away the n-
  fecton of chaos where he finds t. He dsposes of the old mages 
  of people, anmals, and places after tme has passed them by.
  Sertett s aded n hs dutes wth a vaporous scalpel of sharp-
  ness (as sword of sharpness) named Time’s Tears. The msty 
  blade changes shape wth ths mad god’s ever-morphous 
  whms. He s, however, orderly n hs madness, and plans to 
  the exact second when and how hs prey wll be struck down. 
  Should an operaton not go as planned, he wll fly nto a rage 
  and strke wth hs fists for 8d6 ponts of damage. 
  He often keeps trophes from hs prey. Magc tems, artfacts, 
  random tems, and even people are kept wthn the halls of 
  hs gallery. Upon the Prme Plane, he passes hmself off as a 
  lawful clerc, often wth the cooperaton of hs parents’ wor-
  shpers (who, though lawful, vew hm as a necessary evl). Hs 
  worshpers are often healers, murderers, and knfe makers. 
  He lkes to test them n a death maze known as the Cavern of 
  Blades. Those who fal are fed to a vcous tro of massve dre 
  wolves known as the Chldren of Sertett (HD:8+8; fight and 
  save as 8HD monsters).
  RELATED ENTRIES: G) Arvirive, Avirgiri, Glaria, the Mearra, 
  Merramorina, Micicara, Nardrea, Ruslivia, Termarr, Tsrura.
  * Please see the entry in this section for the Mearra for informa-
  tion regarding their alignment.
  Silvarno  
  (petty god of late submissions  
   
  and missed deadlines) 
  &	Patrick Wetmore
  F	Jason Sholtis
  SYMBOL: 
  Image of  
   
  man clutchng  
   
  a manuscrpt,  
   
  and bangng  
   
  on closed door
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  180' (60') 
  ARMOR CLASS: 2
  HIT PTS. (HD): 
  36 hp (8 HD)
  ATTACKS:  
  1 
  DAMAGE: 
  1d8 
  SAVE: 
  M8
  MORALE: 
  7
  HOARD CLASS: See below
  XP: 
  1,060 
  Slvarno s the god of late submssons and mssed deadlnes. 
  He s prayed to by authors sufferng wrters block, or otherwse 
  facng approachng deadlnes wth nothng but blank sheets of 
  paper n hand. He appears as a thn figure n an nk-staned 
  frock coat, wth crumpled papers emergng from every pocket, 
  clutchng partally-finshed manuscrpts. Should the papers be 
  examned closely (whch would most lkely nvolve slayng the 
  god, as he wll never relnqush them to any but Malscus, the 
  god of mplacable edtors), they wll be found to nclude startlng 
  profound deas that would undoubtedly redefine the relatonshp 
  of man, demhuman, and god, f only they were completed n 
  a tmely fashon.
  In combat, Slvarno attacks wth a sheaf of papers, causng 1d8 
  ponts of damage due to paper cuts. Anyone struck must also 
  save vs. spell or suffer the effects of a slow spell. Each round, 
  SeRNIS – SILVARNO
  PeTTY GODS
  
  161
  Slvarno must make a morale check, or decde he doesn’t have 
  tme for combat wth all the deadlnes, and runs away as quckly 
  as possble.
  Silvarno Reaction Table
  Modify by Wisdom rather than Charisma.
   
  2 
  Slvarno breathes a sgh of relef, mstakng the 
  mortal for an edtor, and hands hm a scroll wth 
  2d6 spells (approprate to the character’s class  
  f a spell caster, randomly chosen otherwse).
   
  3-5 
  Slvarno asks the character to proof-read one  
  of hs latest manuscrpts. The manuscrpt s  
  pure genus, and the reader’s Intellgence s  
  ncreased by 1d4 ponts for the next 24 hours, 
  untl he realzes the fatal flaw n Slvarno’s thess.
   
  6-8 
  Slvarno has no tme to chat, he’s got  
  deadlnes to meet.
   
  9-11 Slvarno blames the party for hs beng late,  
  and curses them. They wll be late for the next  
  1d6 appontments they try to keep.
   
  12 
  Slvarno s furous at all these nterruptons,  
  and attacks!
  Skaal (petty god of fish out of water) 
  &	Charles Turnitsa
  F	Timothy Schaefer
  SYMBOL: 
  A fish-headed man
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  180' (60')  
   
  walk or swm
  ARMOR CLASS: −3
  HIT PTS. (HD): 
  100 hp (10 HD)
  ATTACKS:  
  7 (6 tentacles 
   
  plus 1  
   
  Wand of Skaal 
   
  or 1 spell) 
  DAMAGE: 
  1d6+3 (per  
   
  tentacle)/1d6  
   
  (wand) or by spell
  SAVE: 
  F12
  MORALE: 
  12
  HOARD CLASS: XV
  XP: 
  8,200 
  Skaal s the god of fish out of water. He s often found at the 
  heart of cults worshppng fish-men (see below), and other 
  aquatc bengs, that have been forced (through sorcery or other 
  means) to make ther way on land, amongst men. Skaal appears 
  as a large, thck, fish-headed man (approxmately 15' tall), wth 
  two human arms and 6 tentacles.
  Skaal s often encountered at obscure locatons that hs cult wor-
  shppers wll frequent, and wll appear to destroy the enemes 
  of hs followers. In addton to Skaal hmself, he wll often be 
  encountered wth 2-12 fish headed mnons of Skaal, and 1-3 
  octopus headed abomnatons of Skaal.
  In combat, Skaall’s 6 tentacles can strke n all drectons, wth 
  +3 “to ht” and damage bonuses (due to hs massve form). In 
  addton to these tentacle attacks, Skaal s able smultaneously 
  use hs human hands (to ether cast a spell or make a wand 
  attack). Skaal’s artfact, the Wand of Skaal, appears as a large 
  (6'-long) wand, covered n barnacles and shells, topped wth an 
  enormous conch shell. The wand has the abltes of a staff of 
  wizardry, except that t s lmted to summonng water elemen-
  tals (hs preferred use of the staff). Skaal knows all magc-user 
  spells up to the 3rd level, and can cast any at wll (as a 6th level 
  magc-user), but due to hs dfficulty n focusng on land creatures, 
  there s only a 50% chance of the spell beng cast properly un-
  der such condtons (on land vs. non-aquatc creatures). Mortals 
  slan by Skaal are mmedately reborn as mnons of Skaal (see  
  Minions, Knights, & Servitors secton).
  In leu of makng any attack at all, Skaal can sng the song of 
  hs people. If he does ths, he mmedately rolls on the followng 
  table to see what creature he summons to fight for hm:
   
  1 
  1d3 mnons of Skaal
   
  2 
  1 abomnaton of Skaal
   
  3 
  1 blue puddng (aquatc verson black puddng)
   
  4 
  2d4 pranhahawks 
  (flyng versons of gant pranha)
   
  5 
  1 feedng ball (swarmng school of hungry  
  carnvorous fish; treat as 10'×30' nsect swarm)
   
  6 
  1d3 gant crabs
  CULTS OF SKAAL: The typcal cult of Skaal s often organzed 
  by an evl hgh prest (level 7-10) that has some te to the ocean 
  or other major water ways, and that has a desre to venerate ths 
  damned master of the abomnable creatures removed from the 
  brny deeps to haunt the nghtmares of those on dry land. Along 
  wth the evl hgh prest, there wll often be 6-12 lesser prests 
  (level 4-6) and bands of lesser followers (theves and fighters, 
  levels 1-3) numberng between 50 and 100 (1d6+4 × 10).
  Related Entres: M) Abomination of Skaal, Minion of Skaal.
  Somnau (petty god of forgotten injuries) 
  &	Andrew Brandstad
  F	Mark Allen
  SYMBOL: 
  An ron rod,  
   
  partally  
   
  wrapped n  
   
  whte lnen  
   
  bandages
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  90' (30') 
  ARMOR CLASS: 0
  HIT PTS. (HD): 
  77 hp  
   
  (17 HD)
  ATTACKS:  
  2 (1 rod/ 
   
  1 touch) 
  DAMAGE: 
  1d6+1/1d6 
  SAVE: 
  F16
  MORALE: 
  10
  HOARD CLASS: XV, XVII
  XP: 
  7,250 
  Some wounds heal completely, leavng no trace of scarrng, 
  but not to the eyes of Somnau, petty god of forgotten nju-
  res. Somnau teaches that mortals should be thankful for those 
  wounds that have healed wth no lngerng effects and should 
  PeTTY GODS
  SILVARNO – SOMNAU
  
  162
  never forget the lessons of falure. Mortals who don’t learn 
  from ther mstakes and forget the njures they suffered n the 
  past rsk drawng Somnau’s wrath.
  Somnau appears as a gaunt old man n a wde-brmmed hat. He 
  s scarecrow thn and marked wth hundreds of small laceratons 
  and bruses. In hs left hand, Somnau carres an ron rod, whch 
  he welds wth deadly effect despte hs fral appearance. 
  In addton to attackng wth hs rod, Somnau also attacks by 
  magcally transferrng some of hs own njures onto hs oppo-
  nent’s body va a successful touch attack. Armor s lttle help 
  aganst ths attack (treat the target as unarmored, although 
  magcal armor stll adds ts “+” bonus). Each successful touch 
  nflcts 1d6 damage to the target and heals an equal amount of 
  Somnau’s ht ponts. Alternately, Somnau can use hs touch to 
  heal others. Up to a maxmum of 4 tmes a day, Somnau can 
  touch a sngle target to heal all but 1d4 damage and end all ad-
  verse condtons (ths functons exactly lke a heal spell).
  Any damage Somnau nflcts leaves lastng wounds that heal 
  much slower than normal. It takes three full days of rest to re-
  store 1 hp damage caused by Somnau’s hand or rod, and mag-
  cal healng s only half as effectve as normal.
  Somnau Reaction Table
  Use Wisdom instead of Charisma for modifier.
   
  2 
  Friendly: Provdes a healing touch  
  for up to 1d4 targets.
   
  3-5 
  Indifferent: Lectures targets about  
  forgotten wounds and the mportance of  
  not repeatng past mstakes.
   
  6-8 
  Neutral: Questons targets about past njures  
  and the lessons they learned.
   
  9-11 Unfriendly: Demands targets accept a  
  damagng touch as a “penance”; reacts wth  
  hostlty to those who refuse.
   
  12 
  Hostile: Attacks to wound but not kll,  
  ntendng to nflct grevous njures that serve  
  as lessons to the vctms.
  Sorga  
  (petty godlings of the elements of sorrow and despair)  
  DAKRY: petty goddess of tears 
  SICAN: petty goddess of sighs 
  TARCHANNA: petty goddess of death’s infinite darkness
  &	Will Arnold
  F	Richard J. LeBlanc, Jr.
   
  Dakry 
  Sican 
  Tarchanna 
  SYMBOL: 
  Prsm 
  Blndfold 
  Black dsc
  ALIGNMENT: 
  Lawful 
  Neutral 
  Chaotc
  MOVEMENT: 
  60' (20') 
  90' (30') 
  120' (40')
  ARMOR CLASS: 
  2 
  0 
  −3
  HIT PTS. (HD): 40 hp (5 HD) 80 hp (10 HD) 120 hp (15 HD)
  ATTACKS:  
   
   — 1 (weapon or spell) —
  DAMAGE: 
   
  — by weapon or spell —
  SAVE: 
  M6 
  F10 
  C17
  MORALE: 
  12 
  12 
  12
  HOARD CLASS: 
  XIV 
  XVII 
  XVI
  XP: 
  1,200 
  3,600 
  10,800 
  The Sorga represent the three elements of sorrow and despar. 
  Dakry, the eldest, appears as a crone; those who have seen her 
  descrbe an almost genderless beng on the cusp of mummfica-
  ton. Upon her forehead rests a dadem wth a strange gem that 
  radates the colors of the ranbow; these are the tears of those 
  who call upon her name. Around her narrow wast she carres 
  keys to all known locks; the better to steal nto the bedchambers 
  of the sleepless to torment them wth mages of what has been 
  lost. Tears are her doman. In combat, she casts spells as a 13th 
  level magc-user, prmarly spells that nvolve llusons.
  Scan, the mother, presents wth a dark turban wrapped around 
  her head whch hdes her eyes. She wears a long robe coverng 
  a body on the cusp of menopause, heavy-breasted and wde-
  hpped. Around her wast she carres a key whch fits no lock. 
  She walks among the forlorn and resgned; ther sghs are her 
  doman. In combat, she casts spells as a 15th level magc-user, 
  prmarly wth spells that enchant.
  Tarchanna, the youngest, manfests as an almost teenage grl. 
  Her har hangs long and far, whle her eyes almost blaze wth 
  a jade fire. Her bloody-red lps seem to be constantly mouthng 
  words, but no sound emanates from her. Keys are rrelevant to 
  her; she storms the world wth her power. The nfinte darkness 
  of death s her doman. In combat, she casts spells as a 17th 
  level magc-user, focusng on spells related to necromancy.
  The Sorga are found wherever despar lves. The mother who 
  has lost her newborn chld cres at nght because Dakry tor-
  ments her wth mages of the lost babe. The slave who has sur-
  rendered all hope sghs n quet resgnaton because Scan has 
  stolen nto hs heart. The unrequted lover who swallows poson 
  to ease hs broken heart has sought Tarchanna’s darkness.
  Wtches worshp the Sorga, often buldng elaborate homes ded-
  cated to them n ctes. These urban wtches establsh covens 
  dedcated to ncreasng the Sorga’s power. Rarely wll all three 
  exst n the same space and tme; nstead, the Sorga are often 
  chronologcal. Frst the tears of loss come, then the sghs of 
  resgnaton to the loss, and finally the darkness of death to the 
  loss. However, Scan and Dakry often swap places n ths order. 
  Wtches nvoke the Sorga to brng curses upon ther enemes.
  SOMNAU – SORGA
  PeTTY GODS
  
  163
  The Sorga Reaction Table
  Roll 1d12 (instead of 2d6).  
  The reaction table is reversed for coven members  
  of the Sorga (i.e. 1-3 for Hostile reaction, etc.)
   
  1-3 
  Friendly: The Sorga member attempts  
  to carry out one requested deed.
   
  4-7 
  Indifferent: The Sorga member gnores  
  those wthn sght.
   
  8-12 Hostile: The Sorga member attempts to  
  kll all those wthn sght.
  Sousroga (petty god of interstitial spaces) 
  &	Matthew Baron
  F	Richard J. LeBlanc, Jr.
  SYMBOL: 
  An empty house
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  120' (40') nsde house; 
   
  15' (5') everywhere else 
  ARMOR CLASS: 1
  HIT PTS. (HD): 
  68 hp (16 HD)
  ATTACKS:  
  1 (spell) or  
   
  1d6+1 (arms) 
  DAMAGE: 
  by spell or  
   
  2d6 per arm 
  SAVE: 
  M10
  MORALE: 
  7
  HOARD CLASS: XII, XIV  
   
  (see below)
  XP: 
  4,200 
  Sousroga, Ruler of the Spaces Between Spaces, s the petty god 
  of the vods nsde your walls, under your stars, and between 
  the celng and the floor above. When not presentng hmself to 
  mortals he takes the form of dust and clumps of anmal-fur, but 
  f requested or provoked, he takes the form of rectangular solds 
  of dust and drt, fittng between the studs n a wall and under the 
  floorboards, about 16" wde and 4" deep and as tall as a house.
  Sousroga desres the detrtus of our lves, and wants to seal t 
  away from our grasp. He takes toys, pencls, scraps of paper; 
  he loves rat droppngs, brd’s nests, tufts of fleece, skeletons of 
  dead pets, and bts of wndblown grass. Wthn hs form and the 
  places he nhabts he hdes lost weddng rngs, rusty slverware, 
  and mportant acceptance letters from schools of wzardry that 
  were thought to be lost n the post. Hs followers pray to hm to 
  hde or reveal thngs: to hde a murderer’s dagger n a cellar, or 
  to reveal a grandmothers’ lost gold chan. Most peasants know 
  of hm, f not by name than by deed. 
  Sousroga attacks by first castng cloudkill or confusion, then 
  wth physcal attacks. If he begns wth confusion, PCs wll feel 
  compelled to drop ther weapons, empty ther pockets, and turn 
  out ther backpacks onto the floor—1d12 random tems (espe-
  cally rngs and other round thngs) wll roll off to corners and 
  drop between the cracks of a floor. Hs cloudkill causes a chok-
  ng bllow of dust to push up from the floorboards and from 
  cracks n the walls. If pressured, Sousroga contnues an attack by 
  burstng through the walls, floor, and celng—plaster explodng 
  and wood slats splnterng. Two-to-seven massve gray, dusty, 
  fuzzy arms rupture out of the structure and begn to club attack-
  ers. Usually (1-4 on 1d6) of these arms wll explode out from 
  behnd any partcular character. He s mmune to percng or 
  edged weapons. Damage of a sngle ht to any appendage total-
  ng one-quarter of hs ht ponts n a sngle round (17 ponts) wll 
  dsntegrate that appendage nto a cloud of dust.
  If klled n hs corporeal form, Sousroga wll dsgorge out a 
  treasure horde (per XIV) along wth 2d6×100 pounds of anmal 
  droppngs*. However, f he senses he has less than a quarter of 
  hs normal ht ponts remanng, he wll return to dust and dsap-
  pear nto the small spaces of a house. 
  Sousroga Reaction Table
   
  2-7 
  Bored indifference: Even supplcants  
  see only ths sde of Sousroga. Drop a copper  
  on the floor and he’ll make t dsappear.
   
  8-10 Seeks your stuff: Casts confusion n order  
  to cause the party to drop whatever they’re  
  carryng, then cloudkill f they resst.
   
  11-12 Aggressive: Your studded bootheels  
  have dsturbed Sousroga’s slumber, and he  
  awakes angry!
  * Treasure should be a combination of quality gems/jewels and 
  a pile of worthless corroded copper and steel, plus mounds 
  upon mounds of dried animal feces and cobwebs.
  Sovereign Bastard  
  (petty god of cretins, shit-heads, and trolls)  
  TITLES: The Barbarian At the Gate 
  &	Matt  Diaz
  F	Richard J. LeBlanc, Jr.
  SYMBOL: 
  A broken  
   
  wndow
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  120' (40') 
  ARMOR CLASS: 4
  HIT PTS. (HD): 
  68 hp (16 HD)
  ATTACKS:  
  1 (bare hands) 
  DAMAGE: 
  2d10 + specal 
  SAVE: 
  F20
  MORALE: 
  10
  HOARD CLASS: VII
  XP: 
  15,000 
  Soveregn Bastard s the patron god of cretns, sht-heads, and 
  trolls. He can be found n any place the spteful resde, but he 
  s most lkely to manfest n the presence of meanngless acts 
  of destructon: burnng lbrares, defaced temples, looted muse-
  ums, burnng groves. 
  He stands taller than a house, and though he wears fine clothes 
  of slk and fur, they are clotted wth gore and filth. Hs teeth are 
  staned wth the nk of runed books and hs hands are wet wth 
  the blood of the beautful. 
  Delghtng n the destructon of lovely thngs, he wll relentlessly 
  attack anyone wth a postve Charsma modfier. Otherwse, 
  he wll offer fabulous wealth to anyone he encounters n return 
  for destroyng or vandalzng a place of great beauty. Ths s a 
  decepton; he eats anythng of value that he finds, and so Sov-
  eregn Bastard’s dstended belly s full of undgested treasure 
  of all sorts.
  PeTTY GODS
  SORGA – SOVeReIGN BASTARD
  
  164
  If left to hs own devces, Soveregn Bastard wll gleefully tear 
  apart every place of hstory, learnng, or beauty he passes. 
  He can cast insect plague at wll, and does so to drve away 
  those who would stop hm. Hs presence provokes rots and 
  mobs, whch ad hm by startng fires and lootng everythng 
  they can.
  Soveregn Bastard s brutal n combat, favorng hs bare hands 
  over any godly powers. He takes pleasure n mutlatng hs en-
  emes; those dsfigured by hs attacks permanently lose 1d4 
  Dexterty or Charsma because of the damage he caused to 
  ther lmbs or face. In combat, Soveregn Bastard only casts 
  insect plague when overwhelmed or serously outnumbered. 
  Soveregn Bastard laughs when he fights. He s graceless, v-
  cous, and bgger than you, and hs rotten, sour smell hangs 
  heavy on the ar. Hs eyes do not see you. They see somethng 
  to break. They see the tny, delcate workngs of the vessels 
  beneath your skn and the elegant mechansms of your mus-
  cles. Soveregn Kng thnks you are wonderful and beautful 
  and wants to tear you apart for t. He opens hs mouth wde 
  when he reaches for you wth hs staned hands, and you can 
  see that there are bones n hs teeth.
  Syizarkhog  
  (petty god of forgotten knowledge) 
  &	Igor Vinicius Sartorato
  F	Richard J. LeBlanc, Jr.
  SYMBOL: 
  A book wth torn out pages
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  60' (20') 
  ARMOR CLASS: 8
  HIT PTS. (HD): 
  65 hp (10 HD)
  ATTACKS:  
  1 (spells as MU10) 
  DAMAGE: 
  By spell 
  SAVE: 
  M20
  MORALE: 
  7
  HOARD CLASS: VIII×3
  XP: 
  6,000 
  Syzarkhog s a decadent beng, wth the appearance of a thn 
  and stooped humanod, who moves wth dfficulty. He s always 
  wrapped n an old and threadbare purple cloak, whch com-
  pletely hdes hs face, revealng only hs unhealthly thn hands.
  Ths strange dety of knowledge was once worshped by many 
  followers, but has long snce been forgotten by everyone. Con-
  sequently, after fallng nto oblvon, hs area of domnon was 
  taken by other gods, and all that remaned for Syzarkhog was 
  that knowledge forgotten or gnored, even by the other gods.
  He always speaks n a dead and unknown language, makng 
  necessary a tongues ablty or smlar spell to understand t. He 
  s protectve of hs knowledge, suspcous of others (belevng 
  they seek to remember that knowledge, and therefore have t 
  taken from hs doman), and jealous of those wth mportant 
  and useful knowledge. He knows only what nobody remem-
  bers. Ths usually means the knowledge s ether very old or 
  completely useless.
  Despte hs suspcons, Syzarkhog accepts brbes n the form 
  of knowledge that he deems “mportant,” n the van hope of 
  becomng more relevant, and rasng hmself to a more prom-
  nent place among the gods. However, he requres that such n-
  formaton be delvered n wrtten form, as Syzarkhog s totally 
  unable to retan ths type of nformaton n hs memory. For 
  ths reason he always carres several books, tomes, scrolls, and 
  fragments of texts wth hm.
  Whenever Syzarkhog recounts hs knowledge to someone, he 
  completely forgets ths nformaton rght away (because t s no 
  longer forgotten knowledge, and thusly departs from the nflu-
  ence of ths petty god). Therefore, one can only ask somethng 
  to Syzarkhog and get an answer once. Even requests to repeat 
  what he has just sad are always frutless.
  Despte beng shy and cowardly, Syzarkhog can cast spells lke 
  a level 10 magc-user when necessary. However, he s only able 
  to use strange and unfamlar spells (e.g., electricity-ball, wall 
  of sand, etc.; t s suggested that the DM “twst” common spells 
  to make them unque, or to develop new spells entrely).
  Syizarkhog Reaction Table
  Modify by Intelligence instead of Charisma.
   
  2 
  Friendly: Exchange forgotten knowledge  
  for banal nformaton.
   
  3-5 
  Indifferent: Exchanges forgotten knowledge  
  f properly brbed wth “mportant” knowledge.
   
  6-8 
  Neutral: Ignores nearby creatures.
   
  9-11 Unfriendly: Tres to coerce a nearby creature  
  to gve to hm some mportant knowledge.
   
  12 
  Hostile: Tres to kll a nearby creature hopng  
  that t s keepng a secret, and ther death turns 
  the secret nto forgotten knowledge.
  SOVeReIGN BASTARD – SYIZARKHOG
  PeTTY GODS
  
  165
  Tallemaja (petty goddess of huldras and lamias)  
  TITLES: Queen of Huldras and Lamias 
  AFFILIATIONS: The Jale God
  &	Matthew W. Schmeer
  F	Richard J. LeBlanc, Jr.
  SYMBOL: 
  A bark-scaled snake wth a cow’s head
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  60' (30') 
  ARMOR CLASS: −2 [+1; mmune to edged weapons]
  HIT PTS. (HD): 
  54 hp (15 HD)
  ATTACKS:  
  2
  DAMAGE: 
  1d8 spear/1d12 crush (as lama)  
   
  or 1d8 + specal (as huldra)
  SAVE: 
  F12
  MORALE: 
  10
  HOARD CLASS: XVII (n lar only)
  XP: 
  7,500 
  Tallemaja Bettencourt was a lady n watng n the entourage 
  of the Empress of Cerse. Her beauty caught the eye of Phe-
  rosathoola, petty goddess of sexual fear, who fell n love wth 
  the lass. Under the guse of nght, Pherosathoola seduced 
  Tallemaja wth promses of ascendency and the mmortalty 
  of petty godhood, a promse that was not hers to gve. After 
  several years of ths affar, Tallemaja finally demanded her re-
  ward. Pherosathoola, unable to grant the boons she promsed, 
  released Tallemaja from her thrall.
  Enamored wth the thoughts of achevng godhood, Tallemaja 
  plotted to attan such at any cost. She fell n wth the powerful 
  Lord Greensayne (an advsor to the Cersan Emperor; q.v.), 
  was ntated nto the Cult of the Jale God, and appeared to 
  have caught the Jale God’s favor. To cement her place at court, 
  she accepted Lord Greensayne’s marrage proposal and pre-
  pared to enter the upper ters of polte socety and the bowels 
  of cult leadershp as a prestess novtate. 
  However, three days before the weddng was to take place, Lord 
  Greensayne dscovered Tallemaja’s dwarven hertage (one-sxth 
  dwarf on her father’s sde) and ordered her executon. Tallemaja 
  fled, takng the Eidolons of Hate and Fear (whch had been n 
  Greensayne’s possesson for several years) wth her. She ended 
  up n a forest glade where she dscovered an abandoned temple 
  dedcated to Hymenphala, petty godlng of hermaphrodtc fertl-
  ty, who s a sworn enemy of Pherosothoola. When Hymenpahla 
  dscovered where Pherosothoola’s former lover was takng refuge, 
  Hymenphalla beseeched Ywehbobbobhewy, Lord of Waters, 
  Kng of Mrrors, Patrarch of the Most Profound, to ntercede 
  wth the greater gods to ascend Tallemaja to mnor petty god-
  hood. A greater god found the rony of Hymenphala’s scheme 
  agreeable and nterceded, and thus Tallemaja was transformed 
  nto her current form and place of power. 
  Tallemaja s now a mnor petty god and queen of huldras and 
  lamas. For twelve hours a day she appears as a half-snake/half-
  woman; she has the upper torso, neck, and face of a beautful 
  woman whle her trunk s a 20-foot long constrctor snake’s 
  body. For the other twelve hours she appears as a stunnngly 
  beautful human female except that her backsde s covered n 
  tree bark and she has a heavy, cow-lke tal. Because she was n 
  possesson of the Eidolons of Fear and Hate at the tme of her 
  transformaton nto petty godhood, she was rendered barren as 
  well (the Eidolons were eventually stolen by a halflng wearng 
  an amulet against scrying).
  She now resdes n the forest temple where Hymenphalla ds-
  covered her, hdden from the world n the heart of the great for-
  est. She sometmes appears near the woods’ edge to lure hearty 
  young men to ther deaths to feed, as she can cast charm at 
  wll. The nhabtants of small thorps and farms that border the 
  wood speak n hushed tones of the shed skns of great snakes 
  that ltter ther fields and meadows thrce yearly. Female vllag-
  ers rarely enter the great woods alone, as t s rumored that, 
  gref-strcken at never beng able to conceve and bear chldren 
  of her own, Tallemaja has developed the power to shft the 
  flesh of the unborn and cause pregnant mothers to gve brth to 
  lamas or huldras (50%). Addtonally, she can command nor-
  mal and gant-szed snakes, salamanders, and newts to do her 
  bddng (and sometmes a begrudgng gant frog).
  Tallemaja also suffers from nfinte hunger; she can never be 
  satsfied no matter how often she feeds. She must fill her belly 
  at least twce a day wth human or humanod flesh. Huldras 
  and lamas throughout the realms lure men to ther death on 
  T
  tAllemAjA • tArvin • tAu • teptrigor • termArr • termAs tunneller • theb •  
  their wife • thuf • thwizeviblyz • tix-kA-tix • tlAcotAni • tonyA • tremellA •  
  tricruxiA • tsrurA • turquoise idol of communion • tybesi-o • tyop
  PeTTY GODS
  TALLeMAJA
  
  166
  a regular bass to feed her unendng appettes. It s sad that a 
  clever clutch of lamas n a southern kngdom near the Thun-
  der Rver has been rasng dwarf Neanderthals n a secluded 
  valley rft to fulfill ther oblgatons to ther Queen, whle a 
  coven of huldras near the western glacers have dscovered a 
  way to rase cave gnomes n glass jars to send n trbute. 
  Needless to say, Tallemaja’s table s never empty and she pre-
  fers to devour the trbutes rather than tre herself n the hunt 
  tself, although she s a fearsome foe n battle. When n her 
  lama form, she can attack wth a large spear for 1d8 damage  
  and do an addtonal 1d12 crushng damage wth her constrctor- 
  lke body. She also possesses a lmted scrying ablty wth a 75' 
  radus. When n huldra form, she attacks wth a large spear for 
  1d8 damage and can perform a psionic swat wth her cow-lke 
  tal, creatng a 20×30 cone of psonc energy that does 2d8 
  damage plus –1 Consttuton pont to any creature caught n ts 
  area of effect. There s no save aganst ths attack. The reduc-
  ton n Consttuton can only be reganed by eatng a succubus 
  egg or ncubus egg lad by Pherosathoola.
  Tallemaja s mpervous to non-magcal attacks n ether form 
  and cannot be attacked wth edged weapons.
  The Jale God was surprsed at Tallemaja’s ascendency to god-
  hood and s seekng the god who dared nterfere n hs affars. 
  The Jale God despses Tallemaja and does what He can to 
  deral her schemes and dampen her nfluence. Hs Jaleness s 
  often perplexed to find hs own nterference n Tallemaja’s af-
  fars deflected by powers greater and darker than hs own.
  Tallemaja Reaction Table
   
  2-6 
  Indifferent: Wll tolerate the party, answer  
  questons, etc.. Wll be helpful, but only to a pont.
   
  7-9 
  Hungry: Wll attempt to seduce, kll, and feed  
  on a party member... or all of them.
   
  10-12 Commanding: Wll demand the party fulfill a  
  mnor quest (usually nvolvng some ntrgue 
  aganst the worshpers of Pherosathoola) and wll 
  reward them rchly for ther servce.
  RELATED ENTRIES: Please see the Jale God entry n ths secton 
  for a complete lstng of entres related to the Jale God (ncludng 
  all gods and tems mentoned n ths lstng).
  Tarvin  
  (petty god of adolescent adventurers) 
  TITLES: Tarvin the Mighty 
  &	Bryce Lynch
  F	Joel Priddy
  SYMBOL: 
  A glass of Alzé
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  180' (60') 
  ARMOR CLASS: −11!!!
  HIT PTS. (HD): 
  148 hp (33 HD)
  ATTACKS:  
  4/8 
  DAMAGE: 
  1d8+12/1d8+12 
  SAVE: 
  F33
  MORALE: 
  7
  HOARD CLASS: VIII×3
  XP: 
  6,000 
  One of the common goals of all adventurers s to level. Ths 
  13-year-old boy so fervently reached 33nd level n 1981 he has 
  acheved petty god status. After the ndscrmnate slayng of 
  any PC that may hold treasure, and the dspassonate cowardce 
  shown n fleeng any battle that hs fellows seemed to be losng, 
  he became a (petty) god! 
  The Temples of Tarvn are the bad-assed-est! He lkes to put hs 
  temples (gleamng Grecan-style ones, wth sold damond col-
  umns), up on hlls n the wealthest parts of towns. Some of them 
  have flamng sgns above them extollng hs own personal 13-
  year-old vewpont of what would be salacously naughty or awe-
  some. They are generally staffed by a sngle world-weary prest 
  that acts mostly as a sales clerk. Tarvn doesn’t allow them to 
  leave, ntervenes constantly n ther lves, and raises them when 
  they de. They usually stop worshppng Tarvn n earnest about 
  3 weeks n to ther dutes, just start gong through the motons, 
  and wat for the next sucker to take ther place. (He s a petulant 
  13-year-old ‘petty’ god, so he never stops behavng as such.) 
  Tarvn sells healng potons and a 236-volume set of hs works 
  (each one comcally large and devod of meanng... as f they 
  were the collected works of a boy’s school paper assgnments, 
  blog entres, undelvered bllet-douxs, fan-ficton wth hmself as 
  the star, and just a touch of melancholy belly-button gazng for 
  good measure) at each temple—the temple operates as a retal 
  outlet for thngs that low-level ODD characters all really want 
  but can’t find or create for themselves. 
  He readly accepts new converts for hs presthood and typ-
  cally rewards them wth small gfts and over-powered versons 
  of common clerc spells. To jon, a character must show some 
  mnor nterest or make some moderately flatterng comment. 
  The rewards of jonng Tarvn’s church come wth as much 
  glam and flash as would befit a 13-year-old who s pleased wth 
  hmself. And by glam and flash, t specfically means lghtnng 
  bolts, strobe lghts, and symphonc booms. The early rewards 
  fade as Tarvn’s attenton wanders off to a new person/place/
  thng to be excted about.
  Tarvn s a hands-on knd of god: he knows what t s lke down 
  there at the bottom and extends hs own brand of kndness to 
  those strugglng as he once dd. Tarvn lkes to ntervene a lot n 
  the affars of hs worshppers, prests, and people he takes an 
  nterest n, especally n and around hs temples. Hs boomng 
  voce, sometmes crackng, s often heard throughout hs temple 
  as he corrects hs presthood n thngs they say.
  Tarvn contnues to seek gods to slay, although that’s really a 
  sdelne now that he thnks he should be “helpng” people. He’s 
  pretty easly bated n that area, as well as other areas that mght 
  appeal to a 13-year-old. Tarvn can teleport at wll and falls for 
  clever trcks—whch make hm very angry, and even more sus-
  ceptble to trcks. He wll never retreat from a fight... now. 
  Tarvn has a −11 AC from hs +5 plate mail of the codpiece, +5 
  shield of every longing, +5 cloak of the mighty tarrasque, and 
  a +5 ring of nipple protection. The platemal has an overszed 
  stylzed codpece and s of a gleamng golden color. The sheld 
  has an approprate symbol on t and s made from pure adaman-
  tum. The tarrasque cloak s made up from the rght eyelashes of 
  a number of tarrasques; Tarvn klled enough of them to make a 
  full cloak—rather, hs elf buddy made t before Tarvn klled hs 
  buddy as well. The rng s from a succubus that was not payng 
  attenton to hm. Tarvn s armed wth a +5 vorpel mace of slic-
  ing (whose head s fashoned out of a pt fiend’s skull wth star 
  ruby eyes) and a +6 flaming ice burst dagger (wth cool runes 
  and flames on t). 
  TALLeMAJA – TARVIN
  PeTTY GODS
  
  167
  Tau  
  (petty god of tombs  
   
  and cemetaries) 
  TITLES: Guardian of  
   
  Tombs and Cemeteries 
  &	Thed Rune*
  F	Mark Allen (Tau) 
  F	Vindico Vindicatum  
   
  (Graveyard Rats)
  SYMBOL: 
  Shears and  
   
  a torch
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  180' (60') 
  ARMOR CLASS: −4
  HIT PTS. (HD): 
  126 hp  
   
  (21 HD)
  ATTACKS:  
  3 
  DAMAGE: 
  1d4+3 
  SAVE: 
  C21
  MORALE: 
  12
  HOARD CLASS: XV, XVI
  XP: 
  12,500 
  Tau s closely assocated wth the god of the dead and s the 
  guardan of tombs and cemeteres. He most often appears as a 
  vaguely reptlan humanod wth a canne face, fangs, a forked 
  tongue, three yellow eyes, and matted black har. Ths form 
  stands approxmately five feet tall, has blush-gray skn, four 
  arms, frog legs, and sharp dorsal spnes. He appears naked 
  but heavly ornamented wth earrngs, bracelets, and anklets 
  made from human bones. 
  Tau s surrounded by a perpetual stench of death and decay 
  and hs appearance s so frghtenng and repulsve that hs 
  mere presence wll nstll terror (requres an mmedate morale 
  check at -2). He casts spells as a 21st level clerc and may 
  speak with the dead at wll. Tau also possesses lmted tel-
  eportation ablty that functons as that of a blnk dog. 
  In hs humanod form, Tau bears +3 iron shears n three of 
  hs hands and carres a blazng torch n the fourth. He suffers 
  no penaltes for executng multple attacks and s not subject 
  to standard spell castng constrants. Tau cannot be surprsed, 
  s mmune to charm, hold, and sleep spells, and can only be 
  struck by slver or magcal weapons. 
  Tau lves n a terrfyng cemetery hgh n the mountans. Al-
  though lawful, he s sngularly concerned wth the protecton of 
  bural places and delghts n murderng tomb robbers. 
  In some lands wth ancent tradtons, the Cult of Tau s more 
  promnent; worshppers of Tau n such countres are known to 
  polce tombs.**
  * Tau was inspired by the deities of Tékume, by Tibetan & Etruscan 
  mortuary gods, and by the chupacabra, the well known cryptid that 
  inhabits various regions of Latin America
  ** Before entering the underworld you must deal with the 
  tomb police. The ideal goal is to avoid contact with them al-
  together. In other circumstances, a financial arrangement will 
  need to be made; it is best to do this before descending into the 
  Underworld, as the police are more likely to be content with a 
  few kaitars if they do not see the party is carrying a sack filled 
  with antique loot.
  Teptrigor  
  (petty goddess of prudery) 
  &	Jeremy Reaban
  F	Jennell Jaquays
  SYMBOL: 
  A turnp
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  120' (40') 
  ARMOR CLASS: 0
  HIT PTS. (HD): 
  88 hp 
   
  (16 HD)
  ATTACKS:  
  1 (battle  
   
  axe +3  
   
  or specal) 
  DAMAGE: 
  1d8+3 
   
  or specal 
  SAVE: 
  C16
  MORALE: 
  12
  HOARD CLASS: Strng of  
   
  pearls worth  
   
  10,000 gp
  XP: 
  9,000 
  Teptrgor s the goddess of prudery. She appears as a plan, 
  prune faced mddle aged woman dressed n a dull, shapeless 
  brown dress, her drty brown har styled n an uneven bowl cut 
  that falls to her jaw.
  She despses people enjoyng themselves n any actvtes that 
  mght be the least bt unwholesome n her eyes, whch s es-
  sentally everythng except readng her scrptures and slowly 
  dancng to the horrble musc played at her servces.
  Her followers are known for attackng taverns, dance halls, 
  and lbrares, destroyng anythng they feel mght offend the 
  goddess. Sometmes she appears wth them, ether usng her 
  +3 battle axe or gvng a long sermon, whch has the effects of 
  both a sleep spell and stinking cloud.
  If sorely pressed n combat (or f she needs somethng blown 
  down), she wll summon her husband, a very large and pnk 
  faced half-orc werebear of mmense sze (12 HD). Hs breath 
  ether has the effect of a cone of cold spell or gust of wind 
  spell, as cast by a 12th level caster. 
  Teptrigor Disposition
   
  1 Surly  
  4 Cantankerous
   
  2 Annoyed  
  5 Spiteful
   
  3 Grouchy 
  6 Drunk 
  PeTTY GODS
  TAU – TePTRIGOR
  
  168
  Termarr  
  (petty god of the  
   
  lawful execution of time) 
  TITLES: The Lurker Under  
   
  the Stars, The Murderer  
   
  in the Shadows, The  
   
  Master of Shadows 
  AFFILIATIONS: The Mearra
  &	Eric Fabiaschi
  F	Scott Faulkner
  SYMBOL: 
  A broken star
  ALIGNMENT: 
  Lawful (Chaotc)*
  MOVEMENT: 
  150' (50')
  ARMOR CLASS: 2
  HIT PTS. (HD): 
  90 hp (18 HD)
  ATTACKS:  
  1 (fists or knfe)
  DAMAGE: 
  8d6 or  
   
  1d8+specal
  SAVE: 
  F18
  MORALE: 
  10
  HOARD CLASS: XVII + 5,000gp
  XP: 
  4,250 
  Termarr, the Lurker Under the Stars, s the petty god of the 
  lawful and orderly executon of tme. He s the assassn of the 
  Famly of the Inevtable. Those who thnk they can escape the 
  past often find themselves met by the tp of ths fiend’s knfe. 
  A flutterng movement out of the corner of one’s eye may find 
  them carefully checkng the shadows for hs presence. Termarr, 
  however, s truly the master of shadows, havng the ablty to 
  smultaneously Hde n Shadows and Move Slently 99% of the 
  tme, and a 100% chance (never fals) to do ether ndvdually. 
  He also gans a +5 bonus when strkng from behnd. Further-
  more, Termarr may move from shadow to shadow (wthn hs 
  own lne of sght) as f teleporting (at wll, wthout error).
  Termarr carres wth hm the knfe known as the Cold Razor 
  of Time. Each successful strke wth ths +2 knife does 1d8 
  +8 ponts of shadow energy damage, and (on a faled save vs. 
  death) ages t vctm by 1d10 years. Demons and other creatures 
  of Chaos loathe Termarr, as he hunts them on the Prme Plane 
  wth a vengeance, and a successful strke of hs razor causes 
  them double damage (ncludng applcable agng effects).
  Termarr has secret holds and hdden caches scattered through-
  out the shadows of the world—shadows whch serve as hs de 
  facto lars upon the Prme Plane. In these shadows are the 
  collected treasure and trnkets pcked from the pockets and 
  packs of hs vctms (whch he may do wth a 100% chance of 
  success, regardless of the level of hs vctm). 
  Many theves’ gulds have a small statue of ths lurker of the 
  shadows, wth many members of each guld swearng they 
  have heard hs dark cacklng n the black of the nght.
  RELATED ENTRIES: G) Arvirive, Avirgiri, Glaria, the Mearra, 
  Merramorina, Micicara, Nardrea, Ruslivia, Sertetti, Tsrura.
  * Please see the entry in this section for the Mearra for informa-
  tion regarding their alignment.
  Termas Tunneller  
  (petty hamster god of root cellars) 
  TITLES: The Furred God, God of Root Cellars 
  &	Jonah & Paul Brinkmann
  F	Justin Graham
  SYMBOL: 
  A two-headed hamster
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  90' (30') 
  ARMOR CLASS: 5
  HIT PTS. (HD): 
  49 hp (8 HD)
  ATTACKS:  
  2 (btes) 
  DAMAGE: 
  1d6/1d6 
  SAVE: 
  H12
  MORALE: 
  8
  HOARD CLASS: IX, XIX*
  XP: 
  850 
  Termas Tunneller appears as a two-headed hamster, usually 
  wth a sack of gran slung over one shoulder. He s the god of 
  root cellars and, by extenson, hoardng and comfort. He does 
  not lke to fight, but when forced can delver a mean couple 
  of btes. Termas can cast create food/drink, move earth,and 
  purify food/drink as a 13th level caster at wll. He can make 
  enchanted food that has one of the followng effects: cure criti-
  cal wounds, neutralize poison, cure disease, or sleep, each 
  once per day.
  Termas Tunneller Reaction Table
   
  2-4 
  Welcoming: wll serve a feast.
   
  5-8 
  Neutral: Wll gve ad f placated.
   
  9-12 Distrustful: Hdes any belongngs  
  and scurres away.
  * The vast majority of monetary wealth will be in the form of 
  stored food and beverages.
  Theb (petty god of chimney pots) 
  &	Malcolm Bowers
  F	Richard J. LeBlanc, Jr.
  SYMBOL: 
  A chmney pot
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  180' (60') 
  ARMOR CLASS: 6
  HIT PTS. (HD): 
  50 hp (12 HD)
  ATTACKS:  
  1 
  DAMAGE: 
  d6+1 or specal 
  SAVE: 
  T12
  MORALE: 
  9
  HOARD CLASS: XIII
  XP: 
  4,400 
  Theb s the petty god of chmney pots, proptated (wth alco-
  hol) to keep them free from fires, brds’ nests, and breakage. 
  He appears as a ragged, besmutted and slght-but-wry youth 
  wth har lke a stff black brush. He hates brds of all knds, 
  can see perfectly well n dark or smoky envronments, takes 
  TeRMARR – THeB
  PeTTY GODS
  
  169
  half damage from fire, and can squeeze through any flue or 
  vent. Theb can defend hmself by breathng out smoke n a 
  30'×30'×30' cube (reduces vson to 5 feet; all attacks are at −2 
  “to ht”). He can also attack by breathng soot nto a foe’s face 
  (save vs. breath or choke for 1d4+1 damage and be unable to 
  attack for an equal number of rounds) and ht wth a magically 
  extendable broom that does 1d6+1 damage to a target up to 
  15' away and begrmes anyone so ht (normal clothng runed; 
  armor, skn, etc. take an hour per ht to clean). 
  Theb Reaction Table
   
  2 
  Helpful: Wllng to consder any  
  chmney-related actvtes.
   
  3-4 
  Happy: Wuaffs booze and sngs  
  chmney-sweep songs.
   
  5-9 
  Hurried: Has thngs to do, and anxous to be off. 
   
  10-11 Hungover: Antagonstc; wll attack f bothered. 
   
  12 
  Hostile: Sees somethng brd-lke about party,  
  and attacks!
  Their Wife  
  (petty godess of politeness and  
   
  the spouses of theater directors) 
  &	Jason Kielbasa
  F	Claytonian J.P.
  SYMBOL: 
  A smle wth  
   
  theater curtans  
   
  as a background
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  90' (30') 
  ARMOR CLASS: 0
  HIT PTS. (HD): 
  90 hp (25 HD)
  ATTACKS:  
  Specal 
  DAMAGE: 
  Specal 
  SAVE: 
  M22
  MORALE: 
  10
  HOARD CLASS: XII, XVI
  XP: 
  10,000 
  Ther Wfe s the goddess of polteness and the spouses of 
  theater drectors. Her drect nterventon keeps the calm be-
  tween the god of drectors and the god of actors. Called upon 
  to gve gudance between two orders wth rreconclable df-
  ferences, she keeps the peace so that the entertanment arts 
  wll floursh. Those who consder kndness and cvlty of para-
  mount mportance also worshp ths goddess.
  It s rare for Ther Wfe to attack. When provoked, she weaves 
  a vision n the mnd of her attacker showng them a vson of 
  utmost peace (actng as a charm person spell). Under extreme 
  duress she wll use mass charm to try to brng about a peaceful 
  end to an encounter.
  Ther Wfe can bestow upon mortals, for one nght, the ablty 
  to act as f they have a Charsma score of 18. Due to the good 
  graces of Ther Wfe an ndvdual wll be seen as actng wth 
  cvlty n all socal stuatons puttng to ease any hostltes that 
  may come up between aggreved partes. Ths ablty s gven 
  to any followers on the openng nght of any show they vst 
  but not on any other nght. 
  Thuf  
  (petty god of secrets and unexplained winds)  
  TITLES: Lord of Unexplained Winds in Underground  
   
  Chambers and Lights Extinguished at Inconvenient  
   
  Moments; Protector of the Underworld’s Secrets;  
   
  He Who is Lost But Would Not Be Found 
  &	David Haraldson
  F	Jim Magnusson
  SYMBOL: 
  Iron candle-snuffer; Thuf’s eyes on a  
   
  black field; a black field wth no symbol
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  90' (30') 
  ARMOR CLASS: 5 (requres  
   
  magcal  
   
  weapons  
   
  “to ht”)
  HIT PTS. (HD): 
  65 hp (11 HD)
  ATTACKS:  
  1 (breath) 
  DAMAGE: 
  See below 
  SAVE: 
  D12
  MORALE: 
  10
  HOARD CLASS: X; VIII (n Lar)
  XP: 
  3,600 
  Thuf most often manfests as a pucksh, grubby, young adult 
  male wth pale skn and unnaturally dlated ruby-red eyes. 
  Summoned by artfical lght n long lost underground pas-
  sages and chambers,* he wll appear mmedately n front of 
  the explorers, slently barrng ther way. At ths pont, delv-
  ers have a bref opportunty to request permsson to venture 
  further—he wll accept maps as burned offerngs (-2 reacton 
  bonus) and gemstones (-1 bonus up to 1,000 gp value, add-
  tonal −1 bonus per addtonal 500 gp). In addton to allowng 
  explorers to pass, he may cause a gentle breeze, lastng ether 
  1d4 turns (“frendly” reacton) or 1d4 rounds (“ndfferent”) 
  that dsperses smoke, gases, and other noxous vapors. If an-
  gered (“hostle”), he wll produce a strong gust of wnd for one 
  round wth the followng effects: t extngushes all non-mag-
  cal lghts wthn 100', causes confusion (as per an attack by 
  normal bats), and knocks over bpeds wth 3 or fewer HD who 
  fal a save vs. breath (cf. a djnn’s whrlwnd attack). 
  If the delvers advance, he wll attack, teleporting (as per the 
  ablty of blnk dogs) next to the most vulnerable lght-bearer n 
  the party to extngush the lght wth a short but powerful puff 
  (the character may save vs. breath to prevent the lght beng 
  blown out). He wll then teleport to the next most vulnerable 
  lght-carrer and attack agan, untl all lghts are out.
  Some underworld denzens revere Thuf as the guardan of 
  ther most precous secrets. Dedcated cults thrve n gobln 
  trbes, ther shamans wearng masks that are grotesque hom-
  ages to the godlng’s face, wth red glass or even rubes for 
  eyes and lps carved as f to blow out a torch.
  * Daily check for adventuring parties of 4 or more on dun-
  geon levels 4 and deeper: percentage chance of summoning 
  him equals number of lights carried × level descended; ×2, if 
  number of light sources equals or exceeds half the number of 
  party members; ×2, if area is sacred to the godling.
  RELATED ENTRIES: D) Mask of Thuf (Greater).
  PeTTY GODS
  THeB – THUF
  
  170
  Thwizeviblyz  
  (petty god of baby laughter; aspect of the Jale God) 
  AFFILIATIONS: The Jale God 
  &	Matthew W. Schmeer
  F	Richard J. LeBlanc, Jr.
  SYMBOL: 
  A baby pullng a cat’s tal
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  60' (20') 
  ARMOR CLASS: −3
  HIT PTS. (HD): 
  50 hp  
   
  (9 HD)
  ATTACKS:  
  1 
  DAMAGE: 
  2d8 
  SAVE: 
  C12
  MORALE: 
  9
  HOARD CLASS: VII
  XP: 
  5,600 
  The Jale God knows many forms. Ths of all hs aspects s 
  the least known. Yet here hs nfluence s perhaps the most 
  entrenched.
  Every tme a baby laughs, Thwzevblyz (whose name s best 
  pronounced by the untoothed mouths of chldren) s greatly 
  pleased and grows n strength. As hs power s ted to the health 
  of the human and halflng populatons (elven and dwarven ba-
  bes do not laugh), hs power waxes and wanes wth the tdes 
  of famne, drought, war, and plague. In good tmes he s one of 
  the most powerful of gods, n bad tmes one of the weakest. Yet 
  Thwzevblyz perssts as long as the Jale God perssts, oversee-
  ng the brth and death of cvlzatons over the ages.
  The key to hs longevty s that every chld unconscously wor-
  shps Thwzevblyz. Beng born s a fate no mortal soul can 
  avod, and Thwzevblyz knows there s nothng sweeter than n-
  nocent souls enjoyng the moments before fate’s fingers begn to 
  twst ther lfe’s threads. Young chldren’s unbdden laughter at 
  lfe’s mnor absurdtes mesh wth hs own vew of the cosmos.
  Hs presence goes unnotced by those over three years old. But 
  those under three know hm as shadows upon walls, curtans 
  flutterng n a wndless room, and soothng voces emanatng 
  from beneath closed doors. He cannot be attacked n these 
  forms. Thwzevblyz brngs the gft of teethng everywhere he 
  goes; the sharp pan n the mouth a remnder that lfe s pan 
  and blood and fire n the mouth. Tonya, the petty goddess of 
  chldren’s teeth, s grateful for ths servce and owes her exst-
  ence to hm.
  If a party carres chldren under three wthn ther ranks, 
  Thwzevblyz mght bestow a blessing upon the party that 
  gves a +3 to morale, +1 to Strength, and +2 to Consttuton. 
  However, he has a partcular hatred of mmes, clowns, jesters, 
  and jokers, whose worthless mouth noses brng forth false 
  laughter from chldren. If a party ncludes one of these lousy 
  comedans, hs blessing wll also cause ther jokes and antcs 
  to have no effect on chldren of any age; n fact, chldren wll 
  nstead flee from them n terror.
  If a chld should de through the party’s fault whle under the 
  blessing, the blessing wll mmedately become a curse and the 
  party wll suffer the bonuses as penaltes nstead. Ths curse 
  can only be lfted by a clerc of 10th level or hgher. 
  Thwzevblyz wll often manfest among adults n a tavern as 
  a lce-rdden, besotted old man who sts near the hearth and 
  speaks nothng but gbbersh f approached. If he s treated 
  well whle n ths guse (pled wth drnks, fed a food of the 
  gods, etc.), there s a 3% chance he wll grant a limited wish; f 
  t s an unbdden chld who treats hm well, he wll grant a wish. 
  He’s used to beng treated poorly or gnored and wll go out of 
  hs way to blend nto the crowd to avod notce.
  Thwzevblyz s sometmes honored as a patron of pregnant 
  warrors; any pregnant female fighter who nvokes hs name 
  n battle gans a +2 for all melee attacks as her target breaks 
  down n delrous laughter. It s rumored that ths s the key to 
  the Amazonan’s prowess n battle.
  Hs man weapon s a sputterng geyser of acdc spttle 5 feet 
  wde and reachng up to 30 feet away. Ths s a targeted attack 
  and does 2d8 burnng damage. Uniane* has a devestatng ef-
  fect on Thwzevblyz, causng hm 4d6 damage and forcng hs 
  mmedate teleportaton off the Materal Plane.
  Thwizeviblyz Reaction Table
   
  2 
  Friendly: Speaks happy, upbeat gbbersh;  
  wll bestow a blessing.
   
  3-4 
  Indifferent: Speaks long wnded streams of  
  consonants wth no break; lots of spttle.
   
  5-6 
  Enthusiastic: Gurgles and spts, nbbles fingers, 
  pcks nose, plays wth snot; wll grant a boon f you 
  can figure out how to ask.
   
  7-8 
  Annoyed: Lots of urgent hand gestures and  
  wet, blurberng blubberng, angry faces.
   
  9-11 Unfriendly: Temper tantrum; wll throw thngs; 
  cres a lot.
   
  12 
  Sleeping: Lots of thumb-suckng and wet  
  slurpng noses; wake at own perl.
  *UNIANE [oon-e-a-negh. halflng concept]: Laughter comes is 
  many forms: the snigger, the snort, the chortle, the choke, the 
  titter, the giggle, the cackle, the choke, the snicker, the chuckle, 
  the sputtering burst. But none is as pure and heart-heavy as 
  unane, the sound of an innocent child laughing at his reflec-
  tion in a mirror and realizing for the first time he is laughing at 
  himself and not, as he thought, at another child. The startling 
  self-awareness begins the path away from childhood.
  RELATED ENTRIES: Please see the Jale God entry n ths secton 
  for a complete lstng of entres related to the Jale God (ncludng 
  all gods and tems mentoned n ths lstng).
  THwIZeVIBLYZ
  PeTTY GODS
  
  171
  Tix-ka-tix (petty god of patience)  
  TITLES: The Returner; The Patient One;  
   
  The Slumbering Pharaoh 
  &	Erik Jensen
  F	James D. Jarvis
  SYMBOL: 
  A par  
   
  of red  
   
  eyes, or two  
   
  vermlon  
   
  crcles
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  180' (60') 
  ARMOR CLASS: −2
  HIT PTS. (HD): 
  90 hp (15 HD)
  ATTACKS:  
  1 (claws or spell) 
  DAMAGE: 
  2d8+3 or by spell 
  SAVE: 
  F15
  MORALE: 
  10
  HOARD CLASS: None
  XP: 
  3,000 
  The lesser godlng known n ancent texts as Tx-ka-tx s better 
  known to modern sages as the Slumberng Pharaoh, or The 
  Returner, and s thought to be a dety representng pattern, 
  tme and patence, and nevtablty. The unenlghtened may 
  take Tx-ka-tx at face value as some sort of ‘ccada god,’ but 
  that s merely the materal veneer whch cloaks a deeper and 
  more sublme nature.
  Whle mortals perceve tme as lnear, the gods—ncludng the 
  Slumberng Pharaoh—understand t to nstead be the nterlac-
  ng flows of nnumerable patterns. Tx-ka-tx s a manfesta-
  ton and traveler of these pathways of tme, movng from one 
  tmelne to the next, catalogung possbltes. Hs knowledge 
  of possble futures s vast, and from tme to tme he selects 
  champons of Law who can ether mantan or alter the future 
  through subtle but mportant nfluence. Those agents of Chaos 
  who would dsrupt the ever-branchng future or corrupt the 
  establshed past of a tmelne are hs enemes.
  The avatar of Tx-ka-tx whch typcally makes an appearance 
  on the Materal Plane every seventeen years s an enormous 
  humanod ccada wth tger-strped chtn; hs eyes, mmense 
  crmson orbs, glow wth a nauseatng lght, makng the Re-
  turner very dfficult for mortals to look at for long. The Slum-
  berng Pharaoh does not relsh drect conflct, but defends hm-
  self wth mghty swpes of hs claws (dong 2d8+3 damage) f 
  necessary. Ccadas loyally follow each of Tx-ka-tx’s mental 
  commands at any dstance, and the avatar s often accompa-
  ned by one or more swarms of the nsects, or a handful of 
  other nsectod creatures whch act as hs retnue. If the avatar 
  of Tx-ka-tx s destroyed, t explodes nto a swarm of ccadas 
  (dong 5d6 damage n a twenty-foot radus, save vs. breath for 
  half) whch thrum for a few moments, then expre and crum-
  ble to dust; hs vermlon eyes transform nto fist-szed uncut 
  rubes (value 300 gp total) and tumble to the ground. Tx-ka-tx 
  may cast spells as a 7th level clerc and a 7th level magc-user, 
  and he s mmune to charm, fear, mnd-control, and any effect 
  whch would age or slow hm.
  Clercs who study the old ways and follow Tx-ka-tx tend to 
  be granted nsect-themed spells at lower levels, and magc 
  dealng wth tme and numerology as they advance and gan 
  a deeper understandng of the byzantne phlosophes of the 
  Slumberng Pharaoh. Followers of the cult tend to become 
  subtle manpulators n the servce of Law, mantanng a  
  stable of nformants and far-flung agents underneath them—
  the prest-as-spymaster. Both Tx-ka-tx and hs followers are 
  content to pursue vctory by the sacrfice of nnumerable lves, 
  so long as the goal s acheved.
  LEGENDS AND HALF-TRUTHS REGARDING TIX-KA-TIX:
  – Hs flesh, or that of hs retnue, makes a  
  surprsngly potent ngredent whch may be 
  used to contrbute to the creaton of a mummy, 
  or the pursut of lchdom.
  – One manfestaton of the Returner sleeps n  
  an nverted zggurant bured mles below-
  ground, guarded by all manner of nsectods 
  and deathless creatures. It s sad that those 
  nterlopers who walk the halls of ths complex 
  move forward and backward n tme just as  
  they travel n space.
  – Tx-ka-tx makes gfts to hs (sometmes  
  unwttng) champons, such as an enchanted, 
  chtnous sheld or a keen magcal blade  
  whch resembles a daphanous wng made  
  of staned glass.
  – The ‘return’ or manfestaton of Tx-ka-tx  
  s often accompaned by tme slppage n the 
  surroundng area—msplaced dnosaurs,  
  lost legons, and anachronsms (e.g., a P-38  
  appears n the sky, only to crash to the ground 
  n a fireball) occur for several days before  
  the Slumberng Pharaoh rses.
  RELATED ENTRIES: M) Tithonoid.
  Tlacotani  
  (petty god of  
   
  sudden inundation)  
  TITLES: Lord of the  
   
  Sudden Inundation 
  &	John Everett Till
  F	Garrisonjames
  SYMBOL: 
  A brght  
   
  green serpent wth an  
   
  undulatng back and no tal; both ends  
   
  of ts body have a serpent head
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  150' (50') n water; 90' (30') on land
  ARMOR CLASS: 2
  HIT PTS. (HD): 
  72 hp (18 HD)
  ATTACKS:  
  1 per mouth (2 btes, 2 spells,  
   
  or 1 bte/1 spell) 
  DAMAGE: 
  2d10/2d10 or by spell 
  SAVE: 
  C18
  MORALE: 
  10
  HOARD CLASS: None
  XP: 
  6,250 
  PeTTY GODS
  TIX-KA-TIX – TLACONTANI
  
  172
  Tlacotan, Lord of the Sudden Inundaton, s a chld of Tlaloc 
  (god of lghtnng and ran) and hs consort Chalchuhtlcue, the 
  Lady of the Green Skrt (goddess of lakes and streams). Hs 
  back s n constant moton, undulatng lke an overflowng rv-
  er bank. Tlacotan’s two heads and brght green scales evoke 
  crocodlans, snakes, turtles, and frogs, all of whom are sacred 
  to hm. He s often accompaned by 1d12 of hs favored crea-
  tures, as well as by 1d8 of the specal mnons of hs mother, 
  the ahuzotls. The latter are fierce aquatc predators that stalk 
  people crossng rvers and lakes, and who take delght n feast-
  ng on the drowned.
  Travelers and adventurers pray to Tlacotan for safe passage 
  across lakes and down dangerous and unpredctable rvers, as 
  well as to locate the runs of long forgotten and flooded tem-
  ples and ctes. Peasants petton hm to avert the pests and 
  dseases assocated wth stll water. They also nvoke hm when 
  ther parched fields need water, as well as to brng run upon 
  rval vllages by washng out ther crops. Hunters seek hs help 
  n findng game and eggs. 
  Indeed, the Lesser Mystery of Lord Tlacotan s that the eggs 
  of hs favored creatures can be ngested to enhance fertlty. 
  Chldren born under hs nfluence often have the tell-tale trac-
  es of Tlacotan’s favor: perpetually most or scaly skn, bulgng 
  or brght green eyes, sharp nals or teeth, webbng between 
  fingers and toes. These chldren often become shamans of 
  Tlacotan (or shape-shfters).
  Most prests of Tlacotan are shamans who make ther homes 
  n wld areas near the paths between vllages, or on small 
  sland refuges on lakes. Others smply wander the jungle or 
  canoe the endless rvers of the nteror. Tlacotan’s shamans 
  are constantly surrounded by hs sacred creatures, and they 
  are often scary sorts. Hs shamans are rarely squeamsh; ther 
  bodes are covered n the strange scars and terrble bte marks 
  made by the creatures sacred to Lord Tlacotan. The sudden 
  surprse bte s Lord Tlacotan’s preferred means of sacrfice. 
  Wth the god’s blessng, a shaman may offer a pettoner a 
  small turtle, snake, or a frog as a lvng charm for safe pas-
  sage across a partcularly dangerous rvers, lakes, and wetland 
  areas. These lvng charms wll escape and return to the wld 
  as soon as the journey has been completed. 
  Paradoxcally, n the great ctes, many scholars, scrbes, and sor-
  cerers also petton Tlacotan for help. Tlacotan means “Speak-
  er”. The god has two heads facng n opposte drectons, and 
  two mouths—each wth a forked tongue. Tlacotan can speak 
  wth two voces. He often utters conflctng truths, and creates 
  confuson and dsarray. Among the great contendng temples, 
  Tlacotan can be nvoked for a sudden vctory or reversal of for-
  tunes n a theologcal conflct or factonal dspute.
  Ths s a Greater Mystery of the Lord of the Sudden Inundaton. 
  A rver overflowng ts banks s lke the swft and surprsng 
  overthrow of a long-favored scholar, pundt, or factonal leader. 
  A sudden storm washes away the old and stagnant, and brngs 
  new people to power after a perod of bloodlettng and re-
  crmnaton. Ths “nundaton” often begns when an old, often 
  trval debate or dspute resurfaces, fueled by obsesson, jeal-
  ousy, or long smmerng resentments. The banks of dscourse 
  and authorty soon overflow, sweepng the old leaders away n 
  ts wake.
  SPELLS KNOWN (all usable at wll): control weather and raise/
  lower water (as 18th level clerc); charm monster, confusion, 
  lightning bolt (as 18th level magc-user).
  Tlacotani Reaction Table
  Priests/priestesses of Tlaloc and Chalchiuhtlicue, and  
  shamans of Tlacotani may subtract −1 from their roll.
   
  2 
  Friendly: Tlacotan offers a boon such as the  
  locaton of an ancent flooded run, an nundaton 
  to rrgate a farm or to flood a rval farm and  
  vllage, the sowng of confuson and dssent  
  aganst a favored leader, the locaton of a cache  
  of eggs, or the command of 1d6 ahuzotls  
  (a specal mnon) for one week.
   
  3-5 
  Indifferent: Offers the PCs an nundaton, the 
  locaton of a clutch of eggs, or the command of 
  1d6 wet and scaly anmal followers for a day, n 
  exchange for a sgnficant favor of some knd.
   
  6-8 
  Neutral: In exchange for respectful prayers,  
  the god (through ts shaman) grants a snake or 
  frog living charm to the PCs as a safe passage 
  across a body of water. Hostle creatures ncludng 
  ahuzotls wll not attack. 
   
  9-11 Unfriendly: The god uses raise/lower water  
  and/or control weather to batter the PCs wth 
  floodwater, wnd, and ran.
   
  12 
  Hostile: The god uses deadly spells (such as  
  lightning bolt) or ts bte(s) to attack the PCs.
  RELATED ENTRIES: M) Ahuizotl.
  Tonya  
  (petty god of children’s teeth)  
  AFFILIATIONS: The Jale God 
  &	Matthew W. Schmeer
  F	Andrew Walter
  SYMBOL: 
  A chld’s ncsor
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  30' (10')
  ARMOR CLASS: 4
  HIT PTS. (HD): 
  41 hp (8 HD)
  ATTACKS:  
  1 (tentacle lash or toothy squeeze) 
  DAMAGE: 
  1d8 (lash) or  
   
  1d12 crushng damage +  
   
  1d6 bte (toothy sqeeze)
  SAVE: 
  F78
  MORALE: 
  11
  HOARD CLASS: XXI
  XP: 
  1,060 
  Tonya, petty goddess of chldren’s teeth, appears as a 15-foot-
  tall tongue embedded wth the mssng teeth of thousands of 
  chldren arranged scale-lke across her frontsde. She has no 
  features besde her red pulsng body and the teeth, and she 
  communcates va telepathy and other psonc means.
  Tonya was banshed to the Materal Plane by Ywehbob-
  bobhewy, Lord of Waters, Kng of Mrrors, Patrarch of the 
  Most Profound for attemptng to steal the teeth of hs favored 
  daughter, Curdle, the petty goddess of blnd mlk mads. She 
  now spends her tme plottng ways to get back nto Ywehbob-
  bobhewy’s good graces. She beleves the gfts of money she 
  degns to leave beneath chldren’s sleepng heads wll brng her 
  back nto Ywehbobbobhewy’s fold. She s mstaken, as metal 
  TLACONTANI – TONYA
  PeTTY GODS
  
  173
  cons are worthless trnkets to the mnor corpus gods who 
  make-up Ywehbobbobhewy’s court.
  Tonya despses the common msconcepton that fey and/or 
  hobgoblns are responsble for retrevng teeth from beneath 
  chldren’s pllows. In fact t s Her Toothness’s wormy mnons 
  (whch are mnature, toothless versons of herself; no attack; 
  AC:10; hp:5) whch wrggle beneath the sheets of sleepng 
  chldren to snatch away the enamaled przes she treasures.
  It s rumored she s buldng a temple to Ywehbobbobhewy 
  wth all the mlk teeth her mnons gather.
  Tonya herself rarely retreves teeth from beneath a chld’s 
  head. She wll only do so for nobles and clercal orders.
  ENCOUNTERING HUMANS: Tonya and her mnons are nvs-
  ble to chldren whose natural age s 12 or younger. Between 
  the ages of 13 and 16, teenagers can sense ther presence 
  but only see wrggly shadows. At 17 or older, adults can see 
  Tonya and her mnons’ true forms and must roll on the fol-
  lowng table:
  Human Encounters Reaction Table
  Tanya favors humans and will act friendly to them  
  regardless of their reaction to her. Roll 1d6.
   
  1 
  Disgusted: The human s dsgusted and vomts 
  mmedately for 1d4 rounds, and suffers a −2 to ht 
  and to all damage dealt durng ths tme.
   
  2 
  Repulsed: The human s nauseated and feels fant 
  for 1d4 rounds, and suffers a −1 to ht and to all 
  damage dealt durng ths tme.
   
  3-4 
  Indifferent: The human has no reacton and s 
  able to converse wth Tanya.
   
  5 
  Intrigued: The human s curous about Tanya 
  and/or her mnons and Tanya wll treat the human 
  favorably wth no attempts at decet.
   
  6 
  Charmed: The human s charmed by Tanya and 
  wll do her bddng for 1d6 rounds. Her bddng 
  usually has to do wth extractng teeth from fellow 
  humans. Addtonally, the human wll beleve  
  anythng Tanya says durng the charmed perod.
  ENCOUNTERING FEY-LIKE CREATURES AND DEMIHUMANS: 
  Fey-lke creatures and demhumans wll mmedately recognze 
  Tanya’s true form (and her mnons as well). Because of the 
  false rumors about tooth retrval, Tonya has a partcular hatred 
  for these creatures (especally fares and hobgoblns) and wll 
  attack them on sght. She wll even attempt to strangle ther 
  chldren as they sleep f offered the opportunty.
  Tanya attacks wth a whp-lke lash from the tp of her tongue-
  lke body, dong 1d8 lashng damage. Alternately, f a vctm 
  s wthn 9 feet, she can grab her vctm n a toothy squeeze, 
  nflctng 1d12 crushng damage plus 1d6 btng damage from 
  the embedded teeth (on a sngle successfull “to ht” roll).
  RELATED ENTRIES: Please see the Jale God entry n ths secton 
  for a complete lstng of entres related to the Jale God (ncludng 
  all gods and tems mentoned n ths lstng).
  Tremella (petty goddess of  
   
  pub-crawling and drunken love) 
  TITLES: Tremella of the Cups 
  &	Garrett Weinstein
  F	Jeremy Duncan
  SYMBOL: 
  A glowng mug of beer, 
   
  a tankard, or a keg
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  180' (60') 
  ARMOR CLASS: 0
  HIT PTS. (HD): 
  70 hp (12 HD)
  ATTACKS:  
  1 (boxng) 
  DAMAGE: 
  1d4+4 
  SAVE: 
  C19
  MORALE: 
  7
  HOARD CLASS: VII (but no  
   
  magc tems)
  XP: 
  4,200 
  Tremella of the Cups, often referred to smply as “ol’ Trema,” 
  s the much-loved patron sprt of those who love to drnk, 
  drnk to love, and anyone who abdes by the phrase “drnk 
  tll he’s/she’s cute.” Often manfestng for a nght amongst a 
  chosen party of revelers or pub-crawlers, ol’ Trema usually ap-
  pears as a plan-faced woman of average heght, wth a slght-
  but-notceable beer belly. All n her presence who have had 
  at least one alcoholc beverage wll recognze her as a frend 
  (smlar to the charm person spell). A person can actvely resst 
  ths affect f they choose, but dong so causes ther Charsma 
  to drop by 2 ponts untl the next sunrse. 
  Tremella s lkely to bestow her blessing on those who buy her 
  a drnk, and wll certanly do so for those who buy a round for 
  everyone. Her typcal blessing s to rase by 1d4+1 the effec-
  tve Charsma of a reveler n regards to all those who drnk 
  PeTTY GODS
  TONYA – TReMeLLA
  
  174
  at least two alcoholc beverages; the effects cease at the next 
  sunrse. These blessngs may sometmes be mxed, as those so 
  blessed also see everyone around them as havng 2 Charsma 
  ponts hgher than they would normally possess. She rarely 
  uses curses, but f annoyed, may curse offendng persons wth 
  ether severe inebriation (lasts 1d4+2 hours, wth a massve 
  hangover persstng for the entrety of the next day) or, f se-
  verely angered, may curse an ndvdual wth the inability to 
  become intoxicated (permanent untl removed). These curses 
  may be ressted wth a save vs. spell at -4. 
  Tremella has a strong dstaste for volence, and wll usually 
  leave f a fight breaks out amongst that nght’s chosen par-
  ty of revelers. If anyone s foolsh enough to attack her, or a 
  stranger attempts to vst volence upon her frends, she can 
  summon the ad of anyone nearby who has had at least two 
  drnks recently. Those who fight for ol’ Trema gan 2 pont bo-
  nuses ther “to ht” rolls, Armor Class and savng throws. The 
  goddess of pub-crawlng may also defend herself physcally f 
  necessary (as she s a sklled drunken boxer).
  Tremella Reaction Table
  -1 bonus for the inebriated. 
   
  2 
  Severely depressed: Curses 1d4 nearby  
  targets (75% chance=severe inebriation;  
  25% chance=inability to become intoxicated)  
  and leaves (regardless of proptaton). 
   
  3 
  Depressed: Leaves unless properly proptated. 
   
  4-6 
  Neutral: Orders a drnk and wats for the  
  party to start.
   
  7-11 Friendly: Blesses ndvdual,  
  f properly proptated. 
   
  12 
  Very friendly: Blesses 1d4 nearby targets. 
  Tricruxia (petty goddess of forked tunnels) 
  &	John Stater
  F	Chris Hüth
  SYMBOL: 
  “Y”
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  210' (70') 
  ARMOR CLASS: 2 [+1]
  HIT PTS. (HD): 
  66 hp (9 HD)
  ATTACKS:  
  2 slams/1 fork +3 
  DAMAGE: 
  1d6/1d6/1d6+3
  SAVE: 
  C9
  MORALE: 
  11
  HOARD CLASS: XVI (gems, jewelry and  
   
  magc tems only; no cons)
  XP: 
  3,150 
  Just as the crossroads of the upper world are beleved to be 
  magcal places under the guard of mystc sprts, so to are the 
  forked passages under the earth. Those places n dungeons 
  where three passages meet are under the specal protecton of 
  Trcruxa, the petty goddess of forked tunnels.
  Trcruxa appears as as a three-legged, three-armed, and three-
  faced woman n those few dols whch are dedcated to her. In 
  all cases, each face, arm and leg s facng down a dfferent pas-
  sage. One hand holds a two-pronged mltary fork, and most 
  folk beleve ths fork always ponts down the most favorable 
  passage (though favorable to who?). She wears a smple tunc 
  or robe. These dols are often surrounded by bowls n whch 
  people pour lbatons of fungus wne and leave slver caltrops 
  as offerngs.
  Trcruxa’s few prests weld three-headed flals n combat and 
  always have a handful of caltrops on hand to fol ther foes. 
  They are a slent order, speakng only when castng spells and 
  then n rased, percng, melodous voces. They usually pant 
  “Y” shapes on ther faces, one prong extendng over each eye, 
  the other down ther nose and chn.
  Trcruxa dwells, t s sad, n a cavern reachable by three dead-
  ly passages meant to test her followers. The cavern s hung 
  wth slvery fungus and golden stalacttes and stalagmtes. 
  Three large ropers guard ths cavern, one posted near each 
  entrance. In the mddle there are three hgh platforms: one 
  holdng her “throne” whch conssts of pllows of damask slk 
  scented wth hyacnth; another surrounded by a vvd haze, 
  beng her boudor; and the thrd surrounded by a force cage, 
  holdng her treasure of mementos and trophes, ncludng the 
  stll-lvng head of the green dragon Belzebarth, two casks of 
  golden-hued wne pressed from the grapes of Bacchus hmself, 
  a seemngly nnocent col of rope that was once the nfamous 
  tomb robber Lucky Lornda, and a set of slver keys that, when 
  used properly, are sad to be able to open passages nto hdden 
  dmensons.
  Trcruxa can only be harmed by magcal weapons. Her three 
  faces make her mpossble to surprse, for her eyes never rest. 
  In combat, she can wail wth all three mouths, forcng folk to 
  save vs. spell or be confused (per the spell). At wll, she can 
  open up passages n walls up to 300 feet long, whch she 
  can also close at wll. Once per day, she can begn a strange 
  dance that weaves an illusion, creatng two duplcate mages 
  that fight as she does, though they cause no damage. If these 
  llusory Trcruxa’s suffer 9 ponts of damage, they dsappear. 
  Trcruxa can cast spells as a 9th level clerc.
  TReMeLLA – TRICRUXIA
  PeTTY GODS
  
  175
  Tsathoggua (petty god of divine slothfulness) 
  TITLES: The Sleeper of N’kai 
  AFFILIATIONS: Cthulhu
  &	James Mishler
  F	Michal ‘Majqello’ Knapik
  SYMBOL: 
  Hs furry toad-lke head
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  180' (60')
  ARMOR CLASS: 4 [+3]
  HIT PTS. (HD): 
  275 hp (28 HD)
  ATTACKS:  
  1 (bte)
  DAMAGE: 
  Specal
  SAVE: 
  M28
  MORALE: 
  12
  HOARD CLASS: XVI
  XP: 
  32,000 
  In utterly ancient days, when the ancestors of Man were but 
  simple tree-dwelling palm-sized insectivores, the Serpent-Men 
  ruled the world. They were served by an inhuman though 
  mammalian species of bipeds, the ancestors of the Voormis, 
  which were considered both meal and servant rolled into one. 
  For long ages these wretches cried out for deliverance from 
  their serpentine overlords. Finally, the Cosmos answered, 
  or so it seemed, for a great meteor fell and destroyed the 
  civilization of the Serpent-Men, and within the heart of the 
  meteor was Tsathoggua…
  Though potent in arcane and eldritch wisdom and power, Tsa-
  thoggua loathes any sort of physical activity. Shortly after his 
  arrival he removed himself by arcane means from the ruins of 
  the Serpent-Men capital to the great caverns of N’kai, which 
  was then beneath Mount Voormithadreth on the continent of 
  Hyperborea. There, the inhuman mammalian species liberated 
  through his accidental destruction of the Serpent-Men took 
  to worshipping him, and offered him sacrifices with no effort 
  on his part. At first they offered up Serpent-Men, then later 
  members of their own species when other offerings were not 
  at hand. He guided them through their early wars with other 
  inhuman races; his greatest shaman, Voorm the Mighty, the 
  founder of the Voormis civilization, is credited with the creation 
  of the Voormis culture.
  It was Voorm the Mighty who was able to pry from Tsathog-
  gua’s unyielding lips the special words and rites needed to 
  control the Formless Spawn, the amorphous, slime-based life 
  forms that had arrived on Earth with their master. It was 
  Voorm the Mighty who cast back the Gnophkehs, enabling the 
  rise of the pre-human Voormis dominion. And it was Voorm 
  the Mighty who promulgated the original belief in subterra-
  nean living that, in time, after the rise of Men, enabled the 
  Voormis to survive in the caverns of Voormithadreth, after all 
  their great works had fallen into ruin and waste…
  Tsathoggua s a Great Old One, a beng of unspeakable power 
  and utterly nmcal nature. That he destroyed the Serpent-Men 
  cvlzaton upon hs arrval was merely happenstance; that the 
  nhuman mammalan bengs took to worshppng hm thereafter, 
  merely good fortune. For Tsathoggua, f anythng truly dvne, s 
  the cosmc deal of slothfulness. A vast, squat, pot-belled amor-
  phous thng of vaguely quadrupedal form, he possesses a toad-
  lke head wth great globular eyes, usually closed n sleep, con-
  templaton, or merely for the lack of the energy to open them. 
  Hs queer tongue, long and thn and covered wth strange knobs 
  and protrusons, often lolls out of hs wde, many-fanged mouth, 
  covered n slme and drool. He s covered all over hs body wth 
  soft bat-lke fur of ebon black, so dark that t seems to absorb 
  lght and dsguse hs true sze and overall shape.
  Tsathoggua s a bottomless cornucopa of arcane and eldrtch 
  knowledge; f there s a spell or rtual n exstence of whch he s 
  unaware, t s not worth knowng. Thus, he s often worshpped 
  by sorcerers and wzards, necromancers and thaumaturges, 
  wtches and warlocks who seek lost and forbdden knowledge. 
  The dfficulty s n wrestng t from hs retcent tongue, for he 
  s loathe to speak, lest he waste hs long-shepherded energes. 
  Proptaton of Tsathoggua requres personal abasement and 
  sacrfices at hs very feet, beneath hs black throne n ebon-
  shrouded N’ka. Upon proper proptaton and the survval—
  physcal, mental, and sprtual—of the celebrant of the rtes, 
  he or she s ntated nto Tsathoggua’s presthood, taught the 
  proper words and rtes to control the formless spawn, and 
  granted some small token of arcane or eldrtch knowledge. 
  Communcaton thereafter between god and prest s usually 
  through the dol that the newly nducted prest must make wth 
  hs own hands. Thereafter, the nature of the prest’s worshp 
  can vary—some, the most ascetc of wzards, merely set ther 
  tny dols n a nche n a hdden room n ther tower, whle oth-
  ers buld great temples, complete wth lfe-szed dols flanked by 
  deep basns of rch and rare materals to house the Formless 
  Spawn. Some cults are secret and hdden, dedcated merely 
  to the gatherng of eldrtch wsdom; others seek to use ther 
  knowledge to conquer and rule openly. Hs prmtve shamans 
  among the voorms and the half-breeds (often also born of un-
  holy unons wth the formless spawn) are more dedcated to 
  ecstatc celebraton of ther ancestral dety and veneraton of 
  ther ancent ways through mantanng the strength and power 
  of ther declnng people. In addton to provdng hs prests the 
  use of hs formless spawn and voorms, Tsathoggua s able to 
  anmate hs dols to defend hs temples and hs followers.
  Tsathoggua only ever strs hmself physcally to mpart such 
  wsdom as s needful to do so verbally; usually he speaks only 
  though ESP, the range of whch s effectvely nfinte wth hs 
  prests. Hs nhuman flesh s mmune to non-magcal weapons 
  and can only be struck by magcal weapons of +3 or greater 
  enchantment. He prefers to defend hmself wth magc, beng 
  capable of usng nne spells of each level, 1st through 9th, from 
  any spell lst, at wll; he can cast spells wth but a thought, re-
  qurng nether verbal nor somatc components, nor even mate-
  ral components of less than 1,000 gp value.
  PeTTY GODS
  TSATHOGGUA
  
  176
  He has the ablty to create a death field, centered on hs body 
  n a 20-foot radus, whch drans three lfe levels from all wthn 
  the the field each round (no savng throw). Any ht ponts lost 
  to ths field heal Tsathoggua, though ponts ganed n ths way 
  cannot take hm above hs maxmum ht ponts. If strred to such 
  wrath that he must attack physcally, he does so wth a comb-
  naton tongue/bte attack. Any man-szed or smaller creature 
  struck by hs 30-foot long tongue s nstantly swallowed. Every 
  round the vctm must make a save vs. spell; f he fals, he s 
  destroyed utterly, as though through a sphere of annihilation. 
  If the save succeeds, he merely takes 6d6 ponts of acd dam-
  age. If all else fals, Tsathoggua can teleport without error at 
  wll. Unfortunately, for those at hs locaton when he leaves and 
  where he arrves, ths s accompaned by a terrble exploson, 
  dealng 40d6 ponts of damage to all wthn 240 feet just as he 
  teleports out and just before he teleports n (he s unaffected by 
  the blast, as he s nether here nor there at that moment). When 
  he uses ths ablty to teleport between worlds, the exploson s 
  commensurately more powerful…
  Tsathoggua stll dwells n the black realm of N’ka, though 
  where exactly that s today s unknown. Some clam that N’ka 
  s found under the great ce-covered mountans of of the polar 
  seas to the north, whle others beleve that t s n the sub-arctc 
  sland just to the south, or even the temperate plans of the 
  Western Hemsphere. Some theorze that N’ka s an extra-
  dmensonal space wthn the bowels of the earth, and s ac-
  cessble from many places through long, magcal tunnels that 
  connect dstant parts of the world through mystcal processes.
  RELATED ENTRIES: M) Formless Spawn, Voormi.
  Tsrura 
  (petty god of starvation, illusion, and time’s wintry end) 
  TITLES: The Winter of Law;  
   
  The God Of Starvation, Illusion,  
   
  and Time’s Wintry End 
  AFFILIATIONS: The Mearra
  &	Eric Fabiaschi
  F	Scott Faulkner (Tsrura) 
  F	Vindico Vindicatum (scene)
  SYMBOL: 
  An emacated  
   
  horse
  ALIGNMENT: 
  Lawful (Chaotc)*
  MOVEMENT: 
  150' (50')
  ARMOR CLASS: 2
  HIT PTS. (HD): 
  100 hp (20 HD)
  ATTACKS:  
  1 (fists or touch)
  DAMAGE: 
  10d6+specal  
   
  or death
  SAVE: 
  M20
  MORALE: 
  10
  HOARD CLASS: XVI, XVII  
   
  + 7,000gp
  XP: 
  5,000 
  Tsrura s the petty god of starvaton, lluson, and tme’s wntry 
  end. He s the grand patron of the Mearra, father to Merramo-
  rna, and easly the most evl of the famly. He s the end of 
  tme as symbolzed by the whte sameness of wnter. He s the 
  final starvaton of tme as t finally consumes tself. He most 
  often appears at the end of a terrble wnter, seekng out the 
  tant of Chaos n order to freeze t sold. 
  From wthn hs floatng castle, ths greedy ancent gant of a 
  god s able able to ran snow, hal, and bone-chllng cold upon 
  the kngdoms below. He s also able to take on the form of 
  a wnter storm of supernatural ntensty. In ether case, ths 
  should be treated as the magc-user spell control weather, 
  wth an area of 10,000 square mles, and a duraton of up 
  to 12+1d6 hours, usable one tme per day, and causng up to 
  1d4 ponts of damage per round to any creature caught n the 
  storm. He s also able to create the most dre of llusons wthn 
  hs storms (e.g., the gaunt figures of anmals dyng from expo-
  sure and starvaton), whch may be manfested wth the same 
  duraton and area of effect as hs storms. Tsrura wll consder 
  gvng respte to a storm-rdden area, but a trbute of no less 
  than 10,000 gp must be offered for hm to consder grantng 
  such repreve. The chance of hm departng s a base 20% 
  (for the 10,000 gp trbute)+5% for each addtonal 5,000 gp  
  offered up (to a maxmum chance of a 95%).
  In hs humanod form, Tsrura wll usually be accompaned by 
  1d4 frost gants (wth maxmum ht ponts). Furthermore, n 
  ths form he s able to freeze anythng he touches on a suc-
  cessful “to ht” roll (causng mmedate death from cold on a 
  faled save vs. death, even for creatures wth cold resstance 
  and mmunty). 
  Should any creature actually choose to engage n combat wth 
  ths beast of a god, he wll strke them wth hs fists for 10d6 
  ponts of damage, wth hs touch also causng starvaton n hs 
  vctm (on a faled save vs. spells). Ths starvaton wll not allow 
  a creature to heal by normal means, plus causes an addtonal 
  1d4 ponts of damage per day. Ths starvaton effect may only 
  be removed by remove curse or dispel magic.
  Tsrura takes the treasures from the kngdoms he has raded, and 
  stores them wthn hs floatng castle. At the end of a wnter’s sea-
  son, Tsrura wll return to the Plane of Law (from the Prme Plane) 
  n order to permanently store away hs booty and plunder.
  RELATED ENTRIES: G) Arvirive, Avirgiri. Glaria, the Mearra, 
  Merramorina, Micicara, Nardrea, Ruslivia, Sertetti, Termarr.
  * Please see the entry in this section for the Mearra for informa-
  tion regarding their alignment.
  TSATHOGGUA – TSRURA
  PeTTY GODS
  
  177
  Turquoise Idol  
  of Communion  
  (petty god of transformation)
  &	Logan Knight
  F	Rose Turner
  SYMBOL: 
  A rough stone  
   
  cylndrcal  
   
  dol, carved  
   
  wth ntrcate  
   
  scrollng  
   
  symbols
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  180' (60')
  ARMOR CLASS: 9
  HIT PTS. (HD): 
  10 hp +1d8 hp per beng absorbed  
   
  (1 HD +1 HD/beng absorbed)
  ATTACKS:  
  1 (leapng grapple or tongue strke)
  DAMAGE: 
  Specal
  SAVE: 
  Magc mmune; otherwse as Fghter by HD
  MORALE: 
  12
  HOARD CLASS: 500 rver-polshed pebbles of turquose  
   
  per HD (hoard located nsde ts belly)
  XP: 
  4,000 per HD at the moment  
   
  of ts untmely demse 
  They hand you a piece of broken stone; the outside is time-
  worn and dark, graven with symbols, while the alluring tur-
  quoise surface within glistens like an adhesive.
  They speak of four joining pieces that were lost; they say that 
  if you reconstruct the idol it is told to strengthen your mortal 
  shell, to unite you with a greater power.
  The inner surface of the idol is dry to your touch, but when 
  you join it with another piece you find yourself unable to force 
  them apart. Every piece amplifies the stench of the swamp 
  wafting from it.
  You find and join the final piece and place it before you, ready 
  to receive its power. A wet blue skin seeps from the fine cracks 
  on its surface, smothering it and expanding as toad in the 
  shape of a man, with five hanging arms protruding from its 
  body. Its skin glistens and it wishes to join you with its form.
  It seeks to become one wth you by grabbng you (by leapng 
  at you or by strkng at you wth ts 10' tongue) and absorbng 
  you nto tself. The moment t takes hold (on a successful “to 
  ht” roll) you can feel your skn ncorporatng nto ts body as 
  t sucks you n. Each round thereafter, take a cumulatve −2 
  penalty to all rolls, and save vs. death or reman stuck, ncorpo-
  ratng completely f you haven’t escaped after 3 rounds. Wth 
  ts ncreased mass from each beng absorbed, the toad gans  
  1 HD, sprouts an addtonal arm (and a +1 “to ht” bonus for all 
  grapplng attacks), and ts tongue grows 5' longer.
  If you ht the toad n melee, your weapon stcks n ts flesh; 
  make a Strength check next round to get t back; you have 2 
  rounds thereafter to get t back, for t wlll be absorbed after 3 
  rounds (at whch pont the toad gans 1 hp). The toad wll try 
  to grapple anyone that comes near enough, or grab wth ts 
  tongue f no one s already n ts mouth. It won’t move untl t 
  has finshed ncorporatng those already joned to t.
  You wll never completely remove ts flesh from anythng t 
  touched.
  DM’S NOTE: No one is saying that the PC’s have to be the 
  ones who found the idol. Increase hp/HD and attack bonuses 
  accordingly.
  Tuu Bih D’turmin’d  
  (petty god of empty spaces yet to be filled) 
  TITLES: The Great Placeholder; TBD 
  &	Richard J. LeBlanc
  F	TBD
  SYMBOL: 
  An empty crcle or empty square
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  TBD by form
  ARMOR CLASS: TBD by form
  HIT PTS. (HD): 
  95 hp (20 HD)
  ATTACKS:  
  TBD by form
  DAMAGE: 
  TBD by form
  SAVE: 
  M20
  MORALE: 
  7
  HOARD CLASS: Vares
  XP: 
  By stats 
  Tuu Bh D’turmn’d, the Great Placeholder, s the petty god of 
  empty spaces yet to be filled. It s he who s charged wth pro-
  tectng those spaces where somethng s to be put, but has not 
  been put there yet. It s not uncommon to find hm guardng large 
  plots of land where a manor or castle s to be erected, or sttng 
  n a seat of government untl a new offical has been chosen or 
  elected, or smply holdng a stack of empty plates whle a cook 
  decdes what recpe wll be prepared for an mportant meal.
  Tuu Bh D’turmn’d may manfest n an nfinte varety of forms, 
  but wll often become invisible (whch he may do at wll) untl 
  a form s chosen. Ths form can range n sze and power from 
  a tny amoeba to an entre unverse (though, even n a mas-
  sve form, he stll only possesses 95 hp, attacks as a 20 HD 
  monster, and saves as a 20th level magc-user). In combat, hs 
  attacks are to be determned by the form he takes. The Hoard 
  Class that Tuu Bh D’turmn’d possesses s also to be deter-
  mned by hs form. In fact, almost every aspect of Tuu Bh 
  D’turmn’d manfestaton s to be determned by the form he 
  chooses (mnus those noted above).
  Though the worshpers of Tuu Bh D’turmn’d are generally 
  those who are ndecsve (and have yet to choose a sutable de-
  ty to worshp), he s also often worshped by people n charge 
  of projects who are ether watng on somethng to be provded 
  to them, or are watng untl a sutable provder has presented 
  hm or herself.
  In any empty dungeon room, there s a 1% chance that Tuu 
  Bh D’turmn’d wll appear and mmedately gve the room a 
  specfic purpose (wth the purpose and the room furnshngs at 
  the dscreton of the DM), then depart at the end of the round.
  It s rumored that Tuu Bh D’turmn’d s a dstant relatve of 
  Naught, the petty god of nvsblty and nvsble stalkers.
  RELATED ENTRIES: G) Naught.
  TURQUOISe IDOL OF COMMUNION – TUU BIH D’TURMIN’D
  PeTTY GODS
  
  178
  Tybesi-O  
  (petty god of food, cuisine, and gluttony) 
  &	Igor Vinicius Sartorato & Daiane Assen Chales
  F	Matthew Shultz
  SYMBOL: 
  A golden spoon
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  90' (30') 
  ARMOR CLASS: 6
  HIT PTS. (HD): 
  75 hp (15 HD)
  ATTACKS:  
  1 (fist, swallow attack), or curse 
  DAMAGE: 
  1d4 (1d8, swallow)
  SAVE: 
  M15
  MORALE: 
  8
  HOARD CLASS: XIX
  XP: 
  5,000 
  Tybes-O s the god of food, cusne, and gluttony. Hs appear-
  ance s that of a rotund, bald man wth greedy eyes, dressed n 
  fine and tawdry clothes. Hs worshpers are commonly cooks 
  seekng hs blessngs whle preparng recpes, partcularly be-
  fore mportant dnners.
  Hs few prests are generally nomadc, travelng from commu-
  nty to communty, seekng hosptalty n return for blessngs. 
  The man dogma of these (usually obese) prests s, “never 
  refuse a meal” (most of these gluttons take offense f food 
  s not offered to them). Many nnkeepers and chefs receve 
  these prests wth open arms, hopng to obtan a new and tasty 
  recpe from among the thousands upon thousands of recpes 
  they are famous for knowng.
  Tybes-O’s attenton s partcularly attracted when some great 
  gastronomc feast or banquet s held. In these stuatons, he 
  requres that a great offerng of food and drnk be made to 
  hm. If ths s not done, or the offerng s deemed nsufficent, 
  the god wll usually curse the communty, causng ther food 
  stores to spol, mlk to sour, and recpes to go wrong.
  Tybes-O has the power to bless someone, causng that person 
  to develop a knd of culnary genus, makng them able to ef-
  fortlessly create wonderful recpes. Lkewse, ths caprcous 
  god s also able to curse those who snub hm. Ths curse can 
  take one of two forms (dependng on the target). For some, the 
  curse makes all food eaten by the target to have an unpleasant 
  taste. For those wth culnary sklls, the curse makes every-
  thng they cook spol and/or go wrong.
  In combat, Tybes-O s not a great challenge, but has a fear-
  some ablty—he s able to eat anythng, even a whole person! 
  On a natural “to ht” roll of 19 or 20, he mmedately takes the 
  vctm nto hs mouth and swallows them whole n a truly grue-
  some scene. Once nsde hm, the vctm suffers 1d8 ponts of 
  damage per round untl dgested (reduced 0 hp), regurgtated 
  (1% chance per round), or the god s defeated.
  Tyop (petty god of print errrors,  
   
  mistranslations, and minor heresies) 
  &	Patrick Wetmore
  F	Jim Magnusson
  SYMBOL: 
  Gbbersh-filled book
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  60' (30') 
  ARMOR CLASS: 3
  HIT PTS. (HD): 
  40 hp (7 HD)
  ATTACKS:  
  1 
  DAMAGE: 
  2d8 + confuson
  SAVE: 
  M7
  MORALE: 
  5
  HOARD CLASS: VI
  XP: 
  1,140 
  Some phlosophers surmse that the gods obtan power from 
  the belef of ther worshppers. Tyop s an argument that belef 
  not only provdes power, but creates the gods themselves. He 
  s the god of mnor hereses, a result of mscoped and poorly 
  translated phrases n the holy books of other relgons. When 
  the worshppers of Morog, the god of moonlt crmes, recte 
  “slp up n the nght” nstead of “slp out nto the nght,” ther 
  prayers reach Tyop nstead. When the flock of Lacea, Lady 
  of the Seven Brothels, chant “and after, the men rest sleazy”, 
  rather than “rest easy”, Tyop s exalted. He appears as a man 
  of average heght, wth features badly jumbled on hs face, arms 
  of unequal length, and a nasty lmp due to a dsfigured leg. He 
  speaks only gbbersh. If engaged n combat, Tyop strkes wth 
  hs staff, causng confusion (as per the spell) to those who fal 
  a save vs. spell, as well as 2d8 ponts of damage. Clercs and 
  magc-users who attempt to cast spells (from memory, or from 
  scrolls) wthn 120' of Tyop must save vs. spell, or find that they 
  mspronounce the words (stll erasng memory of the spell, or 
  destroyng the scroll).
  Tyop Reaction Table
  Use Wisdom for modifier (instead of Charisma).
   
  2 
  Tyop s deeply pleased, and blesses the mortal  
  wth utter gbbersh. The mortal may repeat ths 
  gbbersh once at an opponent, causng confusion 
  as per the spell f a save vs. spell s faled.
   
  3-5 
  The god utters hs nane wsdom. All spellcasters 
  wthn 30' find that ther remanng memorzed 
  spells are replaced wth random spells of the same 
  level, although not necessarly of the same class.
   
  6-8 
  Tyop babbles lke an dot. All wthn 30' lose  
  1d6 ponts of Wsdom for a 24-hour perod.
   
  9-11 The god s dspleased. Any scrolls, spell books,  
  and other wrtng carred by the mortal(s) n  
  queston turn to gbbersh.
   
  12 
  Tyop s enraged and attacks.
  TYBeSI-O – TYOP
  PeTTY GODS
  
  179
  U’illa  
  (petty goddess of the Isle of Eels*)  
  TITLES: She Who Slithers;  
   
  Night Mistress 
  &	Damian Breen
  F	Rom Brown
  SYMBOL: 
  Gray eel  
   
  wth a  
   
  slver belly  
   
  curled up  
   
  to almost  
   
  form a crcle
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  30' (10') 
   
  SWIM:  
  120' (40')
  ARMOR CLASS: −2
  HIT PTS. (HD): 
  132 hp (18 HD)
  ATTACKS:  
  1 (bte) + specal
  DAMAGE: 
  4d8 (natural “to ht” roll of 20  
   
  results n +2d10 from col)
  SAVE: 
  F18
  MORALE: 
  11
  HOARD CLASS: X, XXII
  XP: 
  5,900 
  U’lla s the mother eel and s the progentor of all eels. She s 
  22' long wth gray mottled skn and a slver belly. She dwells 
  on the Isle of the Eels and provdes food for the rver folk who 
  worshp her.
  She s worshpped as the provder of food and the cleansng 
  mouth who keeps the rver clean of dsease and debrs. She 
  ads the rver folk n keepng other waterborne predators n 
  check, allowng fish stocks and waterfowl to thrve. On the 
  nght of the summer solstce, she gves brth to tens of thou-
  sands of eel larvae that swm down rver towards the sea. The 
  larvae spend many years at sea untl they return as eels back 
  to ther mother and her voracous appette. 
  The rver folk ensure that they catch only full grown eels on 
  the journey back to ther mother, and that any young eel that 
  returns safely to the Isle of the Eels s safe from fishng. The 
  bounty that U’lla provdes them comes at a cost; she has a 
  voracous appette and demands meat most days. The rver 
  folk ferry ther dead to the Isle of the Eels, allowng U’lla to 
  feast upon the bodes and bones of ther deceased relatves. 
  However, f not enough local folk de, other people must be 
  found to keep ‘she who slthers’ well fed. Though she wll eat 
  other meat, she prefers the taste of humans. 
  U’lla s almost exclusvely a nocturnal creature. She s also a 
  voracous predator—extremely sklled at huntng n the wa-
  ter. She also can slther onto land (for an hour at a tme) to 
  pursue prey. She attacks wth a gapng maw that nflcts ter-
  rble wounds. Addtonally, on a natural “to ht” roll of 20, she 
  grps her foe n her jaws and cols her body around t, nflctng 
  crushng damage every round (bend bars or smlar aganst 20 
  Strength to escape). She can contnue to bte the coled vctm 
  or turn her bte attack elsewhere. She can crush a maxmum 
  of two human szed creatures at the same tme.
  If attacked wth a percng weapon that succeeds on a natural 
  “to ht” roll of 20 and/or causes maxmum damage, t punc-
  tures one of her many poson sacks (whch are located all along 
  her body). A 5'-long spray of poson erupts from her body and 
  her attacker must save vs. poson or de.
  U’lla s ncredbly slppery and cannot be held, pnned, grap-
  pled or smlar (treat as a permanent free action ablty).
  Much lke a dragon U’lla can be subdued, and wll honor an 
  agreement wth her attackers as long as they do not perma-
  nently take her from her Isle and ts surroundng rvers.
  U’lla s worshpped by the rver folk n varous rtuals through-
  out the year, ncludng the ‘makng of the grass ladders’ that are 
  anchored at natural wers, the creaton of other obstacles whch 
  ad her chldren n returnng to her, and the mdwnter festval 
  of ‘Pggn’ (where dozens of domestcated pgs are ferred over 
  the sle and left as a feast for U’lla).
  A sub-cult of theves and assassns has emerged around the wor-
  shp of ther Nght Mstress. They use the eel skns to make very 
  soft and flexble armor whch s naturally dark and ads them n 
  ther nghtly actvtes. When U’lla s partcularly hungry, the 
  cult s responsble for brngng her food from outsde the rver 
  folk communty, meanwhle fillng ther own pockets wth cons 
  from ther vctms. The cult s startng to steal more con for 
  them than food for her, and she s startng to get hungry.
  Undek (petty god of lost souls) 
  &	Atailton Miranda
  F	Courtney Campbell
  SYMBOL: 
  Skull n blue nmbus
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  60' (20')
  ARMOR CLASS: 0 [+3]
  HIT PTS. (HD): 
  62 hp  
   
  (10 HD)
  ATTACKS:  
  1 (touch)
  DAMAGE: 
  1d6
  SAVE: 
  F10
  MORALE: 
  12
  HOARD CLASS: None
  XP: 
  2,700 
  Undek, the restless sprt of a dead god, appears as an mmate-
  ral humanod, hs face hdden n a msty hood. He wanders the 
  world, gatherng both evl sprts (e.g., spectres and wraths), 
  as well as lvng worshpers, n the hope that he mght one 
  day regan hs former glory. Hs lvng worshpers often gather 
  n runs reputed to be haunted, where they engage n rtuals 
  ntended to ad the dead god n hs goal. 
  U
  u’illA • undek • ungsi • uroboriAlis • urglu 
  PeTTY GODS
  U’ILLA – UNDeK
  
  180
  In combat, Undek drans 3 experence levels by touch. He can 
  also cast spells as f he were a 15th level clerc. He may be 
  struck only by weapons of +3 or better enchantment. Sleep, 
  charm, hold, and other mnd- or body-affectng spells have 
  no effect upon Undek. In addton, he s mmune to cold and 
  electrcty-based attacks. 
  UNDEK’S SHRINE: The cultsts of the god of lost souls go to the 
  deepest dungeons n unholy quests for rooms n the paths of 
  the Dark Ley-lnes. Once a sutable place s found, the rtual 
  begns: after hours of prayers and a human sacrfice, a wcked 
  shrne s created. The bones of dead adventurers found n the 
  dungeon are bured below a marble cube (the evl altar) for 
  keepng the ghosts under the cult’s control. In Undek’s shrne, 
  strong evl emanates: the shadows are darker (+20% bonus 
  to Hde n Shadows), the sprts are stronger (ghosts, wraths 
  and other sprts have ther AC mproved by −4 and get a +4 
  bonus to ther saves), and the spell turn undead s weaker (as 
  2 character levels lower).
  Undek Reaction Table
  Roll 1d6 (instead of 2d6).
   
  1-2 
  Undek gnores the person. 
   
  3-4 
  Undek s frendly; roll agan n 10 rounds. 
   
  5 
  Undek curses the person! 
   
  6 
  Undek atacks! 
  Ungsi (petty god of knives) 
  &	Dungeon of Sketch
  F	Dungeon of Sketh
  SYMBOL: 
  A knfe cuttng through a nal
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  180' (60')
  ARMOR CLASS: −1
  HIT PTS. (HD): 
  97 hp (13 HD)
  ATTACKS:  
  2 (large knves)
  DAMAGE: 
  1d6+2/1d6+2
  SAVE: 
  F13
  MORALE: 
  10
  HOARD CLASS: None + specal (see below)
  XP: 
  3,300 
  Long ago, many chefs and butchers prayed to a lttle-known 
  god, Ungs. Ungs happly answered ther prayers and kept the 
  knves of hs fathful magcally sharp. Eventually, better knfe 
  craftsmanshp dmnshed the practce of Ungs worshp, leav-
  ng Ungs to eventually fade nto btter obscurty.
  It s rumored a desperate royal cook’s apprentce learned of the 
  outdated practce of Ungssm from an elder chef. The cook’s ap-
  prentce, despte hs magcally sharpened knves, was a dsmal 
  falure and was expelled from the castle’s ktchen n shame.
  Ths dsgraced former apprentce turned to a lfe of crme but 
  remaned a devotee of Ungs. The young crmnal dscovered he 
  was a natural born assassn, and hs supernaturally honed knves 
  lead hm to underworld nfamy.
  In tme, the renowned ht man soon became a master of assas-
  sns, and he brought Ungs worshp to hs guld. The practce of 
  Ungssm soon spread to many assassns and professonal kllers, 
  and hs prayers are chanted by those who trade nnocent lves 
  for gold.
  A worshper must only weld knves, daggers, or shortswords to 
  receve the benefits of the fath. Whle weldng any weapon of 
  the specfied type, the character receves a +2 “to ht” and +2 
  damage bonus. Ths bonus may be cumulatve to any bonuses 
  nherent to the weapon. The use of any other type of weapon s 
  forbdden n Ungssm, and the offendng worshper must sacrfice 
  one finger or one toe to placate Ungs and return hs blessngs.
  Once per day, plus one addtonal tme for each sx levels of ex-
  perence, an Ungs follower may cut somethng whch normally 
  cannot be cut by a knfe. Stores of Ungs worshpers slcng 
  through heavy ron chans, wndow glass, or even the swords of 
  enemes are not uncommon.
  Ungs appears as a wrnkled, mustachoed and dmnutve man 
  dressed n completely black chef’s garb. A red handkerchef s 
  ted loosely around hs neck. Although Ungs may seem lke a 
  small old man, he’s qute fast and has excellent reflexes.
  The Knfe God brandshes two rather large ktchen knves wth 
  lghtng precson. Each weapon s +2 “to ht” and does 1d6+2 
  damage (as +2 short sword). These knves only possess these 
  qualtes n the hands of Ungs hmself, and merely functon as 
  standard short swords f welded by anyone else. Furthermore, 
  Ungs can sever extremtes of a target on a natural roll of 18 
  or better, per below (roll 1d10): 
   
  1-6 
  Target loses a finger or a toe.
   
  7-8 
  Target loses a hand or a foot.
   
  9 
  Target loses an arm or a leg.
   
  10 
  Target loses ther head.
  UNDeK – UNGSI
  PeTTY GODS
  
  181
  If Ungs s reduced to 20 or less ht ponts, he can summon 
  a volley of extremely sharp knves whch hurl at hs enemes. 
  These blades launch out from hm n a sphercal area and do 
  4d8 + 4 damage to anyone wthn 40' of Ungs (save vs. breath 
  for half damage.) Ungs may only use ths ablty once per day.
  If Ungs s defeated, he wll leave behnd no money or treasure. 
  However, the vctorous wll soon realze any knfe, dagger, or 
  shortsword they posses wll be permanently blessed wth an ad-
  dtonal +1 “to ht” and +2 to damage. Ths effect s cumulatve 
  to any bonuses prevously nherent to the tems blessed.
  Uroborialis  
  (petty goddess of instinctual wisdom)  
  AFFILIATIONS: The Jale God
  &	Matthew W. Schmeer
  F	Richard J. LeBlanc, Jr.
  SYMBOL: 
  A flame encrcled by a snake  
   
  swallowng ts own tal
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  90' (30')
  ARMOR CLASS: 0
  HIT PTS. (HD): 
  60 hp (11 HD)
  ATTACKS:  
  3 (2 btes/1crush)
  DAMAGE: 
  2d8+specal/2d8+specal/2d8
  SAVE: 
  C10
  MORALE: 
  10
  HOARD CLASS: None, as wsdom s ts own reward
  XP: 
  7,227 
  Whle her symbol s often engraved on walls n temples and 
  shrnes, tombs and towers, hovels and castles, Uroborals her-
  self has no organzed worshpers or clercal orders. The gods 
  themselves often seek her counsel, although they are wary of 
  her uncanny powers, for she owes her exstence to the lfe-force 
  of every beng that brngs forth young and thus has no need for 
  the constant adulaton sought by other gods.
  Ths goddess of nstnctual wsdom appears as two female heads 
  at ether ends of an undulatng, serpentne body encrusted wth 
  sparklng scarlet scales. Whle both heads are strkngly beau-
  tful, one appears as a queenly gray-hared prestess and the 
  other s a red-headed, befreckled young woman. Each head can 
  carry on separate conversatons, finsh each other’s sentences, 
  or speak n unson—sometmes dong all three at once.
  Uroborals has a strong assocaton wth fire, as she can use any 
  flame source as a portal between the godly planes, the Plane 
  of Fre, and the Materal Plane. Thus, she s mpervous to fire-
  based attacks. It s sad that n the olden tmes, when worshp of 
  petty gods was wdely practced, ardent followers of Uroborals 
  would pant a flame on ther foreheads as a sgn of ther pety. As 
  she never answered any of her followers’ prayers, her presence 
  n the pantheon of petty gods was eventually forgotten.
  Uroborals s extremely wse and venerated among the petty go-
  dlngs as the wsest among them, and t s she who s tasked wth 
  the job of creatng nnate knowledge of survval n all creatures 
  before brth. To do ths, she must keep up a constant stream of 
  banter and observatons for the wnds to carry the knowledge 
  to those who wll need t n ther tme of need. In a long ago 
  age, she created a group of seven dvne homuncul to assst n 
  keepng up her banter and ponderng the nature of the mult-
  verse; they ramble the world engagng n petty observatons 
  and debates over the mnutae of creaton. Although Uroborals 
  s n constant telepathc contact wth these twee phlosophers, 
  she allows them free regn to explore what mysteres they may 
  as long as they are not n harm’s way, n whch case she wll 
  manfest to nteract wth any nterlopers.
  She reacts best to creatures wth hgh Wsdom scores. Those 
  wth Wsdom scores under 9 often find themselves actng purely 
  on nstnct wthn her presence, revealng ther nborn natures 
  not tamed by ther respectve cultures. Uroborals wll not ban-
  ter wth any creature whose Wsdom s under 9 because of ths 
  effect. She tolerates those wth Wsdom scores of 10–15, and 
  engages n deep phlosophcal phlanderng wth those above 
  16. Spellcasters who hold a dscusson wth Uroborals have 
  a 20% chance to permanently gan the ablty to double-cast a 
  spell under 4th level before needng to re-memorze the magc 
  needed to cast t. Anyone wth a Wsdom score above 10 who 
  engages n conversaton wll also find they have ganed the abl-
  ty (for 1d12 weeks) to converse wth any ntellgent creature n 
  that creature’s natve tongue for the length of the conversaton.
  Uroboals gets three attacks. She can crush vctms n her pow-
  erful cols for 2d8 crushng damage. Addtonally, each of her 
  heads can bte for 2d8 damage apece. For each successful bte, 
  the vctm must save vs. poson or suffer a numbng paralyss 
  wthn 1d4 rounds.
  Uroborals has the unnervng ablty to unhnge ether of her 
  jaws and she wll attempt to swallow paralyzed vctms (no “to 
  ht” roll necessary vs. paralyzed vctm); swallowed vctms suffer 
  3d6 ponts of damage per round whle nsde her belly. Vctms 
  wll not be dgested, but wll be regurgtated out the opposte 
  end from whch they were swallowed n three rounds. PCs who 
  survve passng through the goddess’s gut receve a permanent 
  blessing (per the spell bless) and the paralyss s lfted.
  PeTTY GODS
  UNGSI – UROBORIALIS
  
  182
  The paralyss can otherwse only be cured by a blessing from 
  a clerc of 10th level or hgher whose Wsdom score s 16 or 
  greater. When the vctm s cured of the paralyss n ths man-
  ner, he or she wll have found the answer to one of ther lfe’s 
  most perplexng questons, but wll be unable to explan t to 
  anyone else.
  If she s successfully attacked wth an ntellgent weapon of non-
  lawful algnment, there s a 30% chance the ntellgence n the 
  weapon wll be released, as t has ganed the knowledge of true 
  self-awareness and wll attempt to flee from tself, thereby creat-
  ng a self-contaned nuclear reacton that warps the space-tme 
  contnuum and merges the trapped ntellgence back wth ts 
  orgnal self at the tme of ts brth.
  Uroborals wll attempt to flee f she s reduced to below 10 ht 
  ponts. She unhnges one of her jaws, tucks one head nsde the 
  other, and rolls towards the nearest flame source to escape to 
  the Godly Plane.
  Uroborialis Reaction Table
  Modify by Wisdom instead of Charisma.
   
  2 
  Friendly: Wll grant a boon or truthfully  
  answer any queston n exchange for a long  
  phlosophcal dscusson.
   
  3-5 
  Indifferent: Wll offer straght-forward advce.
   
  6-8 
  Neutral: Ignores PCs entrely.
   
  9-11 Unfriendly: Speaks cryptcally,  
  usually n rddles, puns, and obscure languages.
   
  12 
  Hostile: Attacks on sght.
  She s often found n the company of Verthsh, the Petty God of 
  Sngle Pps, who hmself s a manfestaton of the Jale God. He 
  finds her constant stream of nsghtful chatter soothng.
  RELATED ENTRIES: Please see the Jale God entry n ths secton 
  for a complete lstng of entres related to the Jale God (ncludng 
  all gods and tems mentoned n ths lstng).
  Urglu  
  (petty goddess of mutations) 
  TITLES: Godmother of  
   
  Aberrations and Monstrosities 
  &	Terje Nordin
  F	Eugene Jaworski
  SYMBOL: 
  A broken mrror
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  30' (10')
  ARMOR CLASS: 2
  HIT PTS. (HD): 
  55 hp  
   
  (10 HD)
  ATTACKS:  
  1 (claw/touch  
   
  or acd spt)
  DAMAGE: 
  1d8+specal  
   
  or 1d12
  SAVE: 
  F9
  MORALE: 
  12
  HOARD CLASS: II, IX
  XP: 
  1,700 
  Urglu s a msshapen creature whose twsted 15'-tall body s 
  covered n patches of har and varyng blotches of scales and 
  blsters. Her rght leg s malformed and stff, and below her left 
  arm there sprouts three tentacles. Above her droolng mouth 
  there s a conglomeraton of eyes n many shapes and szes.
  The goddess of mutatons vsts expectng women and gestat-
  ng anmals and gve her blessngs to ther progeny. She favors 
  chldren born of ncestuous relatons, partcularly from those 
  famles who have receved her gfts generaton after genera-
  ton. Some scholars clam that Urglu s more actve durng cer-
  tan stellar algnments and that her attenton can be dverted 
  through the use of astrologcal amulets.
  Many women wth chld perform offerngs where food s placed 
  wthn a small clay statuette that s bured n the ground n order 
  to persuade the goddess to spare ther offsprng. Others seek 
  to fool Urglu by makng a doll wth a deformty or other altera-
  tons, whom they carry as f t was a real chld. Some worshp 
  the goddess of mutatons and actvely seek her favors.
  In melee Urglu attacks wth her claws, or f she can touch an 
  opponent’s naked skn she may gve her blessing (see below) 
  unless the target makes a save vs. wand. After spendng 1 
  round hawkng and coughng, she can then spt acd up to 60' 
  durng any 1 round thereafter.
  Urglu’s Blessings
  1. Roll 1d4 to determine the total number of  
  blessings on a failed save vs. wand.
  2. For each blessing, roll 1d6 to  
  determine the type of (permanent) blessing:  
  1-3=Lesser, 4-5=Greater, 6=Major. 
  Lesser 
  Blessings
  Roll 1d6. 
   1 Hrsute
   2 Cleft lp
   3 Webbed  
   
   hands
   4 Sx fingers
   5 No teeth
   6 No eyes
  Greater 
  Blessings
  Roll 1d12. 
   1 Extra arm
   2 Tentacles 
   
   nstead  
   
   of arms
   3 Extra eye
   4 Cyclopc
   5 Fur
   6 Scaly skn
   7 Feathers
   8 Hoofs
   9 Tal
   10 Antlers
   11 Clawed  
   
   hands
   12 Beak
  Major 
  Blessings
  Roll 1d6. 
   1 Glls (able to  
   
   breathe  
   
   under water)
   2 Darkvson (60')
   3 Regeneraton  
   
   (as a Troll)
   4 Omnvorous  
   
   (can gan  
   
   sustenance from 
   
   any matter)
   5 Wngs
   6 Echolocaton  
   
   (as a bat) 
  UROBORIALIS – URGLU
  PeTTY GODS
  
  183
  Verlore (petty god of lost people and lost things) 
  &	Steve Collington
  F	Darcy Perry
  SYMBOL: 
  A labyrnth
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: 3
  HIT PTS. (HD): 
  66 hp (15 HD)
  ATTACKS:  
  1 (staff)
  DAMAGE: 
  1d6+1 plus specal 
  SAVE: 
  M15
  MORALE: 
  7
  HOARD CLASS: XIV
  XP: 
  10,800 
  Verlore s a mnor dety who deals wth the lost, be they people 
  or thngs. Though a very mnor power, hs nfluence on dun-
  geon explorers and hs nature s such that he’s placated wth 
  offerngs at crossroads or cast overboard on boats. Verlore’s 
  appearance vares but often manfests as a human male wth a 
  worn-lookng staff, often a beggar or traveler. He wll often be 
  seen walkng wth the calm surety of someone who appears 
  to know exactly where he’s gong (whch s untrue) or restng 
  on a broken sgnpost or mlestone. Verlore s the centre of a 
  contnuous antpathy effect affectng all algnments. All detect 
  spells, ESP, locate object and scrying (e.g. crystal balls) fal n 
  hs presence. 
  If Verlore s attacked he wll strke a foe wth hs staff, whch 
  does 1d6+1 damage and drans 1 Wsdom (no save) untl the 
  next sunrse. Verlore prefers to use hs spells (whch he casts 
  at 15th-level but can use at wll): antipathy, dimension door, 
  hallucinatory terrain, invisibility, maze, symbol of despair, 
  teleport (everywhere s very famlar and rolls of 00 are con-
  sdered a “hgh” result). Verlore s sad to have lnks wth faere 
  folk; those nvokng charms aganst fey magc find some pro-
  tecton (+2 to savng throws) from Verlore’s abltes. A clerc 
  castng find the path n Verlore’s presence wll bansh hm 
  for 1d6 months. Ths wll earn the clerc Verlore’s enmty for 
  a year and a day—durng ths tme the clerc wll be delayed 
  and troubled, and thngs wll go mssng, be delayed and be 
  troubled, addng 20% to tme requred to do somethng and to 
  the cost of equpment and goods. 
  Verlore Reaction Table
   
  2 
  Friendly: Drects you correctly to where  
  you need to go or what you want. 
   
  3-5 
  Indifferent: Gves poor drectons; roll under  
  Intellgence on d20 to realse the rght path; else 
  roll 1d8 for compass pont and 1d8+2 for number 
  of squares or hexes you’re out from the locaton.
   
  6-8 
  Neutral: Gves you the wrong drectons; roll  
  1d8 for compass pont and 1d8+4 for number of 
  squares or hexes you’re out from the locaton.
   
  9-11 Unfriendly: Refuses to gve you drectons;  
  f coerced, gves you bad drectons (roll 1d8 for 
  compass pont and 2d12 for number of squares or 
  hexes you’re out from the locaton.
   
  12 
  Hostile: Teleports you somewhere unfamlar  
  then teleports away the next round (DMs are  
  encouraged to make thngs nterestng).
  Verthish  
  (petty god of single pips; aspect of the Jale God)  
  TITLES: The Jale God; The Lord of Single Pips 
  AFFILIATIONS: The Jale God
  &	Matthew W. Schmeer
  F	Richard J. LeBlanc, Jr.
  SYMBOL: 
  A par of  
   
  dce rolled  
   
  snake-eyes
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  30' (10')
  ARMOR CLASS: −3
  HIT PTS. (HD): 
  84 hp (9 HD)
  ATTACKS:  
  2 (Fairness/ 
   
  Balanced) or curse
  DAMAGE: 
  1d4+3(6)/1d6 +3 or specal
  SAVE: 
  F12
  MORALE: 
  12
  HOARD CLASS: VII
  XP: 
  5,600 
  Verthsh appears n the crowd durng games of chance nvolv-
  ng dce. He usually manfests as an aged, long hared, one-
  eyed man wearng a brown cloak armed only wth a dagger 
  verlore • verthish • vexArus • vindico vindicAtum • vodei • vydiA
  PeTTY GODS
  VeRLORe – VeRTHISH
  
  184
  and carryng a whte staff. To all outward appearances, he s 
  normal human rabble who lkes to gamble. He wll wager large 
  sums on the outcomes of the games themselves rather than 
  partcpatng n the games.
  He s mpressed wth those who act hastly and recklessly n 
  pursut of hgh stake gambles and on occason wll manpulate 
  the outcome of the dce n ther favor even f t means a finan-
  cal loss for hmself.
  He abhors loaded dce and wll ensure ther owner loses every 
  game n whch such dce are used.
  If attacked, he wll defend wth Fairness, a +3 dagger that 
  dspenses an addtonal +3 aganst cheaters, and Balanced, 
  a +3 quasi-intelligent bonewood staff that once per day can 
  cast the Curse of the Jale God (Im Ra Jash) at a target of ts 
  own choosng. 
  If defeated n battle, Verthsh wll turn to smoke and return to 
  hs orgnal plane. After 1d4 weeks, the weapons wll lose ther 
  magcal abltes.
  RELATED ENTRIES: Please see the Jale God entry n ths secton 
  for a complete lstng of entres related to the Jale God (ncludng 
  all gods, tems, and spells mentoned n ths lstng).
  Vexarus  
  (petty god of virulent  
   
  diseases and treason) 
  TITLES: Vexarus Mouse-God;  
   
  Bringer of Plagues;  
   
  Lord of Traitors
  &	Evan Van Elkins
  F	Dungeon of Sketch
  SYMBOL: 
  Three rats  
   
  wth ther tals  
   
  ted together
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: 4
  HIT PTS. (HD): 
  100 hp  
   
  (22 HD)
  ATTACKS:  
  1 (bow +3)
  DAMAGE: 
  Specal
  SAVE: 
  T22
  MORALE: 
  7
  HOARD CLASS: X, XVI
  XP: 
  14,000 
  Vexarus Mouse-God, Brnger of Plagues and Lord of Trators, 
  s the god of vrulent dseases and treason. He s only truly 
  worshped by jaded nhlsts who seek an end to both ther 
  own exstence and the entrety of the human endeavor. All 
  who commt treason pay hm homage though, whether they 
  know t or not. 
  Vexarus appears as a horrble 6' combnaton of rat and man. 
  Hs skn s ruddy, brused, and covered wth lesons of varous 
  sorts. Hs clothng s luxurous but tattered and staned. He 
  constantly murmurs to hmself, even when he s apparently 
  speakng to others. 
  He attacks wth a magcal bow and s well-known for hs three 
  strange types of arrows. The first deals no damage, but anyone 
  struck by one must save vs. wand or act as though they are 
  under the effects of a charm person spell. The second type 
  also deals no damage, but those struck by one must save vs. 
  poson or de of a fast-actng dsease that klls n 1d6 turns. The 
  Mouse-God can reanmate these dseased dead as zombes wth 
  maxmum ht ponts. These zombes are able to spread dsease 
  as f they were a rat (assume all of these zombes carry the 
  dsease). The last type of arrow s the one whch Vexarus uses 
  to spread plagues. Ths type of arrow agan does no damage, 
  and he never shoots one at a sapent beng. Instead, he strkes 
  an object n a place frequented by humans or other races; any 
  who come nto contact wth ths object must save vs. death or 
  contract a horrble and vrulent wastng dsease (specfic type 
  at DM’s dscreaton).
  Vexarus wll never engage n melee combat, preferrng to flee 
  nstead. He s a coward of the worst sort, and the DM s en-
  couraged to play ths to the hlt. Vexarus can turn invisible 
  at wll, and rarely approaches anyone who may be an enemy 
  whle he s vsble. Sx tmes per day he may teleport; when 
  Veraxus does so he dsappears n a cloud of greasy smoke. 
  Those n close proxmty to ths smoke (5' radus) must save 
  vs. poson or contract a dsease (smlar to the one contracted 
  from rats).
  Vexarus Reaction Table
  This roll is unmodified by ability scores.  
  Instead, modify as outlined below:
  Willingly committed treason: -6
  Exposed treason: +6
  Chaotic alignment: -3
  Lawful alignment: +3
  Contracted a plague and survived: 
  automatically a result of 12 on the table below
  Caused others to contract a plague: 
  automatically a result of 2 on the table below
   
  2 
  Friendly: Wll attempt to ad those  
  he s happy wth, but only n the most  
  mnmal of ways. If combat s nvolved,  
  he wll leave the characters out to dry.
   
  3-5 
  Indifferent: Seeks nether to harm  
  nor hurt nearby characters. Wll attempt to  
  skulk off f possble.
   
  6-8 
  Suspicious: Attempts to hde from characters  
  n order to ascertan ther purpose. If he does not 
  lke what he learns, he wll attack.
   
  9-11 Unfriendly: Wll berate and threaten characters, 
  but wll attempt to skulk away at first avalable  
  opportunty. Fghts mnmally f attacked.
   
  12 
  Hostile: Attempts to kll nearby targets.  
  If t appears he s n danger, he wll flee. 
  VeRTHISH – VeXARUS
  PeTTY GODS
  
  185
  Vindico Vindicatum  
  (petty god of appropriated credit) 
  TITLES: The Great Arrogator;  
   
  The Sultan of Signatures 
  &	Richard J. LeBlanc, Jr.
  F	Richard J. LeBlanc, Jr.
  SYMBOL: 
  A par of  
   
  crossed qulls
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: 7
  HIT PTS. (HD): 
  80 hp (14 HD)
  ATTACKS:  
  2 (qulls)
  DAMAGE: 
  1d4+1/1d4+1  
   
  + specal
  SAVE: 
  M14
  MORALE: 
  7
  HOARD CLASS: X, XVIII, XXI
  XP: 
  4,250 
  Vndco Vndcatum s the petty god of appropratng unat-
  trbuted credt. Where others have lost or been separated from 
  any sort of acknowledgment for ther words, deeds or actons, 
  Vndco s there to clam t for hmself. It s Vndco who puts 
  hs name on the legends that predate hstory, though he s too 
  young (especally by godly standards) to have created them. 
  Among the nventons Vndco attrbutes to hmself are the 
  wheel, fire, language, poltcs, and relgon. He has even as-
  crbed to hs name the creaton of gods (see Ginny Milk Eye) 
  and dvne tems (see Spitblade). It should be understood that 
  Vndco s by no means a lar, and does not clam to have 
  done the deeds that underle the accomplshments he clams 
  for hmself. He merely seeks to ascrbe those efforts to a name 
  (and f that name s hs, so be t). He beleves that when such 
  works go uncredted, they go unapprecated. By attachng any 
  name to them, the credt that goes to hm s also a celebra-
  ton of the unknown, forgotten, and uncredted creators whose 
  denttes have been lost to the past. 
  Vndco would rather clam credt for a vctory n combat than 
  actually have to earn t, but should he find t necessary, he at-
  tacks n combat usng hs two quills of appropriation. In most 
  aspects, they operate as smple +1 darts of returning. Because 
  Vndco s ambdextrous, he s able to make two of these at-
  tacks each round. However, should both qulls strke a sngle 
  target durng the same round, the vctm must save vs. spell or 
  “be approprated” by Vndco, mmedately becomng allegant 
  to hm, and fightng on hs behalf for 3d6 rounds. 
  Vndco has many forms, for he s able to polymorph at wll 
  nto any human, dem-human, or humanod form, as long as 
  that the speces whose form he assumes would otherwse be 
  ntellgent enough to have created somethng for whch credt s 
  worth clamng (e.g., humans, dwarves, halflngs, and elves are 
  a gven, but gnolls and bugbears would be questonable). Vn-
  dco wll assume whatever form best suts hs needs, but most 
  often appears as an trustworthy human male of some years. 
  Vndco can also cast a varaton of mirror image, whch he 
  s able to use 1 tme per day for a duraton of up to 6 turns. 
  Wth ths ablty, he s not only able to create duplcates of 
  hmself, but he s able to create varatons n each duplcate’s 
  appearance at wll (as f he s polymorphing each mrror mage 
  separately). Addtonally, Vndco possesses a lmted form of 
  ESP whch allows hm to scan the thoughts of a target creature 
  and look for deeds, words, or actons for whch the creature s 
  responsble but has accomplshed wthout acknowledgement. 
  Should he find such opportuntes, Vndco may attrbute them 
  to hmself. Ths ablty otherwse functons as the magc-user 
  spell ESP, and Vndco may use t 3 tmes per day.
  Vindico Vindicatum Reaction Table
   
  2 
  Friendly: Vndco Vndcatum wll not  
  seek to clam credt for any of the PCs’  
  accomplshments; there s a further chance  
  of 1-n-100 that he may actually proffer an  
  uncredted accomplshment to be clamed  
  by one of the PCs. 
   
  3-5 
  Indifferent: Vndco Vndcatum wll  
  not seek to clam credt for any of the PCs’  
  accomplshments.
   
  6-8 
  Neutral: Vndco Vndcatum wll not  
  seek to clam credt for any of the PCs’  
  accomplshments, but he reserves the rght  
  to change hs mnd, based on ther actons.
   
  9-11 Unfriendly: Vndco Vndcatum wll  
  mmedately start usng hs ESP ablty to scan 
  for deeds whch he may clam as hs own.
   
  12 
  Hostile: Vndco Vndcatum attacks;  
  usng hs dual qull attack, he wll work hs  
  way from what he perceves to be the  
  ‘weakest’ to the ‘strongest’ target, attemptng  
  to “approprate” each one as the combat  
  encounter contnues.
  Vodei (petty god of the seas of Aelio*) 
  TITLES: Vodei the Rager; The Waverider;  
   
  The Ruiner of Ships and Twister of Ways
  &	Josh Graboff
  F	Richard J. LeBlanc, Jr.
  SYMBOL: 
  Four radatng fists of water
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  120' (40') – land/on foot 
   
  4 mph – water/rdng the waves 
   
  2 mph – land/ rdng a wave nland
  ARMOR CLASS: −5
  HIT PTS. (HD): 
  179 hp (40 HD)
  ATTACKS:  
  1/round (trdent), call lghtnng, 2/round (fists)
  DAMAGE: 
  1-12, or by weapon+10
  SAVE: 
  100% chance spells cast by spellcasters  
   
  of 7th level or below fal n hs presence;  
   
  −5% per level above 7th; otherwse M40
  MORALE: 
  12 (never fals)
  HOARD CLASS: Everythng that has  
   
  ever fallen to the sea floor
  XP: 
  150,000 
  Vode the Rager, the Waverder, the Runer of Shps and 
  Twster of Ways, s one of four brothers who rule the Aelo. 
  Aros and Er, gods of the wnd and earth respectvely, are hs 
  elder whle the mghty Haeron, the ruler of the heavens, s hs 
  younger. Yet he s stronger than them all, brutally cunnng, 
  PeTTY GODS
  VINDICO VINDICATUM – VODeI
  
  186
  and opposes each and every one of them. He was awarded 
  hs realm n a dce game wth hs brothers, and has taken to 
  the sea wth gusto. He s temperamental and fickle, and some 
  theologans have wondered f perhaps he has gone mad from 
  lvng beneath the sea.
  The Waverder s prone to great rages and also to nexplcable, 
  mplacable calms. Durng the early ages of Aruna he stole 
  the goddess Mena to come and lve beneath the sea as hs 
  queen. Whle the two have occasonal congress (some legends 
  clamng cyclopes are the result of ther unon) they generally 
  lve apart and have great despte for each other. Merfolk, the 
  closest bengs to Vode and hs abodes, are strongly dvded 
  n ther support wth many worshppng the Rager (thus mak-
  ng them dangerous and unpredctable to surface dwellers) and 
  many worshppng the Pale Lady (these, of course, beng knd 
  and helpful).
  Vode also has twelve powerful sprts at hs beck and call. 
  These are known as the Sturms, and each represents a dffer-
  ent knd of awful weather. He sends these Sturms hther and 
  yon, causng mayhem and mschef. It’s sad that they obey 
  hm not out of love, but from the power of hs mystc trdent 
  by whch he made them. They are sad to be responsble for 
  all truly awful storms n Aruna, strrng up the sea, dumpng 
  down rans, snows, and sandstorms. “As treacherous as the 
  sea,” or “as treacherous as Vode,” as the old sayng goes.
  The Twster of Ways appears as a massve fantly blue-sknned 
  man when he appears at all. He s powerfully muscled, and 
  s often depcted surrounded by thunderng waves, hs trdent 
  held n one mammoth fist, lghtnng playng among ts tnes.
  Those stupd enough to draw hs re or unlucky enough to 
  chance upon hm wll find that he welds command of the sea 
  completely and utterly. He can capsze a small man-szed ves-
  sel at once, and a larger shp wthn three rounds by weather 
  alone. Hs hands are huge enough that, f he wshed, he could 
  smply reach out and plunge cogs and carracks alke beneath 
  the waves (one per round, f ths s what he decdes to do). In 
  addton, he has the power of complete weather control n hs 
  local area, and may summon storms over the course of several 
  rounds. Ths requres no concentraton on hs part and smply 
  occurs whle he’s dong other thngs.
  He can call lghtnng from the heavens when they are occluded 
  exactly as the prest spell, save that hs bolts do 10d12 ponts 
  of damage. He can also flng lghtnng drectly wth hs trdent, 
  though ths takes a full round of acton. Bolts flung from ts 
  tnes may act ether as chan lghtnng or standard bolts; each 
  deals 10d10 ponts of damage.
  VODeI
  PeTTY GODS
  
  187
  Beng struck by one of hs enormous hands causes only 1d12 
  damage, but also flngs the target 2d12 feet, wth fallng dam-
  age beng appled as though the dstance were vertcal.
  The trdent he welds s a powerful magcal tem n and of 
  tself. Gant-szed, t requres an enormous strength to hold 
  and to use properly requres a massve stature. Besdes the 
  ablty to flng lightning bolts, t s a +3 weapon that deals 
  2d12 ponts of damage over a vast area when swung (treat the 
  attack as an area-attack spell; save vs. breath wth Dexterty 
  modfier to avod all damage).
  The followng tables are used for sea travel; proptatng the 
  Lord of Storms s an mportant part of makng any journey.
  Sea journeys take much less tme than land journeys and there 
  are fewer opportuntes to throw random encounters at the 
  PCs due to both the geography and the travel-tme. However, 
  n Aruna there are two mportant sea gods that must be re-
  spected f you are ever gong to get anywhere. The first s 
  Vode, the vcous old man of the sea; the second s Mer, the 
  Lady of the Waters. One s nmcal and one s frendly, but 
  both must be appeased f a shp s to sal.
  Here you wll find nformaton on the Wrath of the Sea, whch 
  s called upon when Vode s angry, and the Bounty of the 
  Lady, whch s called upon when Mer blesses a vessel.
  Amulets of Vode (whch are farly cheap) determne the base 
  chance of rskng hs wrath.
   
   
  Base Chance 
   
  Situation 
  (without modifiers)
   
  Captan has no amulet 
  5% base
   
  Captan has  
  2% base 
   
  an amulet of Vode
   
  Captan owned an amulet  
  10% base 
   but t has become broken or lost
   
   
  Chance of 
   Modifiers for... 
  Incurring Wrath 
  Negated by
   
  for every 
  +.25% ncrease 
  a sngle 
   
   salor onboard 
   
  copper offerng
   
  Captans 
  +10% base chance 
  a 100gp offerng
   
  for every 
  +1% ncrease 
  a 10gp offerng 
   
  adventurer
   for every 1000gp 
  +1% ncrease 
  a 10gp offerng 
   
  worth of cargo
  Vodei’s Wrath (Roll 1d10)
   
  1-3 
  Sturms: Vode sends one of hs Sturms.
   
  4 
  Doldrums: Shp s mmoblzed for 1d12 days.
   
  5 
  Spoiled Food: All food onboard has  
  mysterously gone bad.
   
  6 
  Unseen Reef: Shp runs aground on a reef  
  that s not on the charts.
   
  7 
  Merfolk Attack: Merfolk worshppng  
  Vode assault the shp to drag down ts crew  
  and passengers as a sacrfice.
   
  8 
  Dry Lightening: Shp s struck by lghtnng  
  from a clear sky and catches fire.
   
  9 
  Deep Sea Monster: Shp s attacked by a  
  beast of the deeps (type at DM’s dscreton).
   
  10 
  Vodei Appears: The Old Man hmself appears  
  to snk the shp.
  Vydia  
  (petty god of charlatans  
   
  and over-promisers) 
  &	Luigi Castellani
  F	Luigi Castellani
  SYMBOL: 
  A fake gold  
   
  chan adorned  
   
  wth a number  
   
  of colored  
   
  glass beads
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  150' (50')
  ARMOR CLASS: 2 [+1]
  HIT PTS. (HD): 
  75 hp (15 HD)
  ATTACKS:  
  1 (weapon or spell)
  DAMAGE: 
  By weapon or spell
  SAVE: 
  M15
  MORALE: 
  7
  HOARD CLASS: VII
  XP: 
  4,200 
  Vyda s a charlatan god. He usually takes the form of a far-
  hared man or woman n splendd-but-cheap clothes. The dety 
  s charmng and suave, but s also van and pompous.
  Vyda can be encountered n md-szed ctes, fares, and 
  markets tryng to acqure new followers by promsng them 
  wealth, power, and rches. When seen n such crcumstances, 
  he s usually served by a small group of delusonal followers. 
  The fact s, Vyda s mostly a charlatan, and can’t actually 
  make hs promses true. Therefore, he s often encountered 
  fleeng enraged mobs of angry ex-followers. 
  The wanderng god usually keeps away from greater ctes and 
  densely-settled areas n order to avod the unwanted attenton 
  of greater gods and better-organzed relgons—they tend to be 
  possessve of ther followers. Vyda’s dvne nature has already 
  caused hm the trouble of beng sought out by powerful mag-
  cans for ther experments.
  Vyda has lost all connectons to hs former followers and the 
  planes; should he de, he wll be gone forever.
  Vyda can only be struck by +1 or better weapons.
  Due to hs dvne nature, at wll Vyda can cast any magc-user 
  spell up to 5th level, but he s lmted to spells connected to illu-
  sions, charms, movement, ar and fire. For example, Vyda could 
  cast phantasmal force, fly, or haste, but never detect magic or 
  dispel magic. Vyda s consdered a 15th level spellcaster.
  Twce per day ths charlatan dety can change hs shape (as pol-
  ymorph self), but only to one of the followng forms: far-hared 
  man, far-hared woman, fly, or horse.
  Vyda has currently no clercs—no matter how much he prom-
  ses to hs followers, he can’t really grant them spells. 
  RELATED ENTRIES: G) Behzd, Behzd & Vydia.
  PeTTY GODS
  VODeI – VYDIA
  
  188
  Wart Mother  
  (petty frog goddess of warts) 
  TITLES: Dark Toad Mother  
  AFFILIATIONS: The Frog Gods 
  &	Chris Tamm
  F	Richard J. LeBlanc, Jr.
  SYMBOL: 
  hand warts or jewels  
   
  that resemble  
   
  frog eyes 
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  120' (40')
   
  JUMP: 
  30' (any  
   
   
  tme n  
   
   
  round)
   
  SWIM: 
  180' (60') 
  ARMOR CLASS: −5
  HIT PTS. (HD): 
  68 hp (18 HD)
  ATTACKS:  
  1 (breath weapon)
  DAMAGE: 
  2d6 + specal  
   
  (Charsma loss and slowed movement)
  SAVE: 
  C18
  MORALE: 
  6
  HOARD CLASS: Jeweled warts (under her skn; see below)
  XP: 
  4,250 
  The Wart Mother (or Dark Toad Mother) s the petty frog god-
  dess of warts. When she manfests, she appears as a cow-szed 
  metallc-chrome purple frog wth brllant turquose eyes and 
  shnng, jewel-lke warts all over her body.
  Hedge wtches and oppressed common folk call on the Dark 
  Toad Mother to curse ther enemes. If the vllagers n commu-
  nty collectvely spend 1 month nursng and carng for a large 
  (mn. 5 lbs.) toad as f t were a baby, they may call on her to 
  brng her wrath upon the oppressor at whom ther hatred and 
  spte s drected. Angry mobs often follow her wth torches and 
  ol to finsh off those she weakens.
  The Wart Mother tans her enemes wth debltatng warts, 
  makng them hdeous n appearance and slowng ther move-
  ment. Her rancd purple mst breath s a 90° spray that s 30' 
  long. Anyone caught n ths mst must save vs. breath or take 
  2d6 damage (from spasmodcally rupturng flesh), lose 1 pont 
  of Charsma, and be slowed by 10'/round (30'/turn). The effects 
  of her repeated breath attacks are cumulatve. At 0 Charsma, 
  the vctm causes fear (as spell) to a radus of 20' n bengs wth 
  2 and fewer HD. At a movement of 0', the vctm becomes a 
  pllar of fused sold wart, and can no longer walk. These effects 
  may be removed by remove curse or cure disease. 
  At any gven moment, the Wart Mother wll have 2d4×100 
  warts on her body. Each of these warts actually covers a jewel 
  of varyng value (total hoard value at DM’s dscreton).
  RELATED ENTRIES: G) Grandpa Toadflap, Johnny Hopper, 
  D) Goggles of the Frog Gods.
  Whisper Will  
  (petty god of crossroads)
  &	Dale Cameron
  F	Eleanor Ferron
   
   
   
   
   
   
   
   
   
   
   
   
   
  as will-o-wisp as dog 
  as man
  SYMBOL: 
  — A bayng dog or crossroads — 
  ALIGNMENT: 
   
  — Chaotc —
  MOVEMENT: 
  240' (80') fly  
  150' (50') 
  120' (40') 
  ARMOR CLASS: 
  −8  
  0 
  0
  HIT PTS. (HD): 
   
  — 77 hp (11 HD) —
  ATTACKS:  
  1 (touch)  
  1 (bte) 
  1 (strke)
  DAMAGE: 
  2d8  
  1d8 
  1d8 
   
  (electrcty) 
   
  (or by weapon)
  SAVE: 
   
  — T11 + specal — 
  MORALE: 
   
  — 6 — 
  HOARD CLASS: 
   
  — XIV (see below) —
  XP: 
   
  — 7,600 — 
  Whsper Wll, the bayng dog, the lght far off, the man n the 
  long black cloak, s the petty god of crossroads. On many cross-
  roads one wll find a leashed dog, called Wll, n honor of Whs-
  per Wll. Most travelers wll offer the dog a morsel of food and 
  so ask Whsper Wll to lead them n the drecton they seek. 
  Whsper Wll can change nstantly between three forms: a black 
  dog, a man n a long black cloak, and a wll-o-wsp (a soft glow-
  ng lght resemblng a lantern). In all forms he s mmune to nor-
  mal weapons, and most spells except magic missile, maze, and 
  protection from evil. Whsper Wll s only ever encountered at 
  a crossroads at nght. The form he first takes wll depend on 
  hs reacton roll. 
  Whisper Will Reaction Table
  Modify by −1 for each female in party with Charisma >12.
   
  2-4 
  man n a long black cloak
   
  5-10 black dog
   
  11-12 wll-o-wsp
  ENCOUNTERING AS WILL-O-WISP: When encountered as a wll-
  o-wsp, he wll try to lure the travelers away from the cross-
  roads and nto dfficult terran where the chance of gettng lost 
  s hgh. Ths s more to annoy the travelers than any pure ma-
  levolence. Whsper Wll s however frendly wth vampres and 
  wll lead travelers toward a vampre f one s close. 
  W
  wArt mother • whisper will • wicked skein • wÜdderhoot-hoot
  wART MOTHeR – wHISPeR wILL
  PeTTY GODS
  
  189
  ENCOUNTERING AS BLACK DOG: When encountered as a 
  black dog, Whsper Wll s generally frendly, and the actons 
  of the travelers wll determne hs further reacton. Ill treatment 
  of the dog s lkely to anger Whsper Wll, but he wll not attack 
  mmedately, preferrng to appear at another crossroads on an-
  other nght as the man n the long black cloak. 
  ENCOUNTERING AS MAN IN LONG BLACK COAT: Apart from 
  wearng a long black cloak, the other most notable features 
  when encountered n hs man form are hs dark skn and that 
  he always carres a strnged nstrument of some knd. When 
  encountered, he wll not be hostle, but demand the travelers 
  ether gamble wth hm or contest hm n muscal skll. 
  He wll gamble for con/gem/jewelry n any dce game the party 
  suggests. Havng the ablty to move each de 1 pp n ether d-
  recton makes hs chances of wnnng very hgh (the DM should 
  roll n secret for Whsper Wll, modfyng the dce accordngly). 
  He wll contnue to play untl the party has lost all of ther treas-
  ure (excludng tems). If the party s good-natured about the loss, 
  he wll leave them n peace. If they cheat or become hostle, 
  Whsper Wll changes to wll-o-wsp form, defends hmself, and 
  flees early, but casts the Curse of the Crossroads (see below) on 
  the party (save vs. spell at -4) before he departs. 
  If the party bargans for somethng other than con, Whsper 
  Wll has specal demands. If there are any female party members 
  wth Charsma scores greater than 12, Whsper Wll demands 
  a nght wth them... smultaneously! Otherwse, he demands a 
  magc tem (he s fond of magcal rngs and daggers, and often 
  gves them as gfts to hs vampre frends). 
  Even more than gamblng, Whsper Wll enjoys a muscal contest. 
  The bargan demanded by Whsper Wll for such a contest s the 
  same as outlned above for dcng games, except that cons are 
  not acceptable for wagers. If a party member accepts on behalf 
  of the party, a ghostly audence wll surround the crossroads— 
  appartons of those who have been murdered at crossroads. 
  They are harmless to the party, wll dsappear f approached  
  (reappearng elsewhere), and act as both the audence and judges 
  for the contest. The party member can use any muscal nstru-
  ment they wsh, ncludng ther voce. After each performance, 
  roll a 2d6 reacton roll modfied by −3 for Whsper Wll reflectng 
  hs skll. Allow the party member to use ether ther Dexterty 
   bonus (reflectng skll), ther Wsdom bonus (reflectng ther 
  choce of song), or ther Charsma bonus. It s assumed the party 
  member has some tranng n sngng/muscal nstruments and 
  f that s not the case they should be at +3. A reacton roll draw 
  wll lead to a second round of contest. 
  If Whsper Wll loses ether the gamblng or muscal contest 
  he wll not protest; he s confined by ancent tes to honor hs 
  bargan despte hs chaotc nature. Mysterously for the party, 
  the next mornng any cons they have won wll have been up-
  graded (slver/gold to platnum, platnum to 50 gp n gems). 
  Addtonally the man protagonst n the gamblng or muscal 
  contest wll gan the Blessing of the Crossroads (see below). 
  Women who spend the nght wth Whsper Wll have no mem-
  ory of the nght and gan no specal benefit/penalty, but wll 
  always want to smle f standng at a crossroad. If more than 
  one woman who has spent the nght wth Whsper Wll are 
  standng at the same crossroads at the same tme, NPCs must 
  take a reacton roll to the other woman: a very negatve roll 
  ndcates future hostlty and a very postve roll ndcates poten-
  tal romantc nterest. Even PC females should be urged to alter 
  ther relatonshps wth one another n the same way. 
  If serously threatened, Whsper Wll transforms nto a wll-o-
  wsp and attacks the weakest party member. He s also able 
  (regardless of hs form) to summon ad (roll 1d6):
   
  1-5 
  1d3 wll-o-wsps arrvng n 1d4 rounds
   
  6 
  1 vampre arrvng n 2d4 rounds
  If Whsper Wll can stand n the very center of a crossroad, he 
  can teleport nstantly wth 100% success to any other cross-
  road wthn 3 mles. Addtonally, f he s able to do so before he 
  flees, he casts the Curse of the Crossroads on the whole party 
  (save vs. spell at -4). 
  BLESSING OF THE CROSSROADS: Females wll have a per-
  manent 1 pont mprovement to ther reacton rolls whenever 
  standng at crossroads (many women have turned ths to enter-
  prsng use). For males standng at crossroads, they wll have a 
  2-n-3 chance (roll of 1-4 on 1d6) to have a strong feelng as to 
  the drecton whch wll take them n the drecton they seek. 
  CURSE OF THE CROSSROADS: Ths s the reverse of Whsper 
  Wll’s blessing. Females wll have a permanent 1 pont penalty 
  to ther reacton rolls when standng at crossroads. For males 
  standng at crossroads, they wll have a 2-n-3 chance (roll of 
  1-4 on a d6) to take the wrong path from the actual drecton 
  they seek. Only a remove curse cast by a clerc of 20th level or 
  greater ablty or Whsper Wll hmself can lft the curse.
  The platnum cons and gems at of Whsper Wll’s treasure 
  hoard wll, at first appearance, look lke another con type.
  Wicked Skein  
  (petty goddess of  
   
  unwelcome messages)
  &	John Everett Till
  F	Juan Ochoa
  SYMBOL: 
  A broken qull 
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  120' (40') 
  ARMOR CLASS: 6
  HIT PTS. (HD): 
  88 hp (22 HD)
  ATTACKS:  
  1 (spell)
  DAMAGE: 
  By spell
  SAVE: 
  M22
  MORALE: 
  10
  HOARD CLASS: VIII; typcally  
   
  magc scrolls and  
   
  spellbooks, or maps  
   
  and other  
   
  wrtten lore
  XP: 
  7,750 
  The daughter of the dvne messenger and one of the numer-
  ous monkey scrbal gods, Wcked Sken s the petty goddess 
  of unwelcome messages. The contendng great gods use her 
  as a vector for spreadng rumors and dsnformaton among 
  ther rvals, and she s at the heart of many dvne mscommu-
  ncatons. Mortals frequently summon her to twst the skens 
  and dstort the destnes of ther rvals through a well-placed 
  msleadng or unwelcome message. They also barter wth 
  Wcked Sken for nformaton she has gathered durng her 
  errands delverng messages to gods and powerful mortals 
  PeTTY GODS
  wHISPeR wILL – wICKeD SKeIN
  
  190
  alke. Lbrares, archves, scrptora, and countng houses are 
  the best places for mortals to summon and negotate wth 
  Wcked Sken.
  Wcked Sken normally manfests to delver a message accom-
  paned by 1d6 dvne audtors, her monkey scrbe mnons. 
  These magcal scrbes wll mmedately dsperse at lghtnng 
  speed n all drectons wthn a palace, temple, wzard’s sanc-
  tum or other place of power. They wll carry out an audt of 
  wrtten records of all knds, lookng for spells to memorze, and 
  all manner of secrets to harvest. It takes them 1d6 rounds to 
  complete ths furous search! 
  Once they have completed ther audt, the monkeys wll return 
  to Wcked Sken and whsper all that they have glossed nto her 
  ears. Ths gves the goddess access to new spells, as well as 
  leverage wth those n power. It also feeds a dvne rumor mll. 
  What Wcked Sken learns n ths fashon may be ncorporated 
  nto future messages, or traded wth others n exchange for the 
  novel spells she craves.
  Wcked Sken wasn’t always bad news. Long ago, she was one 
  of many messenger detes servng as ntermedares between 
  other gods, demons, and powerful mortal lords. She acqured 
  her current dvne portfolo as bearer of unwelcome messages 
  a result of extremely bad luck. Wcked Sken had the msfor-
  tune to carry mpertnent or unwelcome messages to a seres 
  of haughty and vengeful gods.
  It started when one of the gods of war charged Wcked Sken 
  wth makng an unreasonable demand to the sharpener god 
  for unbreakable obsdan blades. Lord Sharpener responded 
  by slcng off Wcked Sken’s tongue and lps. Fortunately, she 
  could stll wrte a message.
  Next, one of the terrble lords of the Underworld charged Wck-
  ed Sken wth collectng the talles requred to levy a death tax 
  upon that most dre of fertlty goddesses, the Dvnty of the 
  Stllborn and Slent. Stllborn and Slent declared wth outrage 
  that ‘death comes freely’ to chldren, and refused to pay. How-
  ever, the fertlty goddess soon resumed her characterstcally 
  stll demeanor, and shared an herbal tea wth Wcked Sken 
  whle the ledgers were prepared. When Wcked Sken’s account-
  ant scrbes had completed takng the accounts, the messenger 
  goddess’ fingers suddenly turned black. Then they wthered and 
  fell off. Ths s how Wcked Sken lost her ablty to wrte, but she 
  could stll memorze and recall a message fathfully.
  Fnally, the god of knowledge summoned Wcked Sken to pet-
  ton the god of magc for a great favor: the ablty to use hs smok-
  ing mirror engines to vst other worlds and dmensons. Lord 
  Smokng Mrror was deeply offended, for he knew that once 
  the god of knowledge had learned ths skll, the knowledge god 
  would buld hs own gateways. Lord Smokng Mrror responded 
  by alterng Wcked Sken’s hearng, vson, and memory. Then 
  he whspered half the mrror formula nto Wcked Sken’s rght 
  ear, and half nto her left. Then the lord sent Wcked Sken on 
  her way. She returned to the god of knowledge, and shared 
  wth hm the ‘secret’ of Lord Smokng Mrror’s gates. The god 
  of knowledge commanded a smoking mirror engine to open, 
  and passed through the portal. He spent the next 100 years 
  wanderng the Underworld mad and lost.
  Snce she has no lps, tongue, or fingers, Wcked Sken now 
  delvers most messages through ventriloquism. But snce her 
  meetng wth Lord Smokng Mrror, anythng that Wcked Sken 
  hears or reads becomes twsted slghtly n her mnd, and tan-
  gled n the retellng. Almost every message Wcked Sken now 
  delvers contans subtle dstortons or traps for the unwary. 
  Those who are rude to her or show fear at her approach re-
  ceve far worse treatment. Wcked Sken allows them to share 
  the message she carres drectly, mnd-to-mnd. The goddess 
  does ths by grantng the recpent access to her mnd va ESP. 
  Once receved, these messages almost always become a corro-
  sve realty. They worm ther way nto the recpent’s mnd and 
  through them nto the world, changng thngs n most unwel-
  come ways. At ther best, they are the equvalent of a bestow 
  curse spell. At ther worst, they often nclude an embedded 
  varant of the symbol of insanity spell, n turn propagatng 
  other far-reachng and nsdous effects.
  The nner secret of Wcked Sken s her dual nature—both 
  wounded, twsted messenger, and stll-fathful monkey scrbe. 
  Although she has lost lps, tongue, and fingers, and wll dstort 
  any message she reads or hears, Wcked Sken stll retans the 
  ablty to wrte truly through her monkey tal, whch s almost 
  always hdden dscreetly from vew beneath her ample skrts. 
  For ndvduals she favors, Wcked Sken wll use her monkey 
  tal to nscrbe the message on a scroll through a knd of auto-
  matc wrtng. Afterword, Wcked Sken wll have no memory 
  of wrtng or delverng the true message to ts sender. 
  Usng her tal, Wcked Sken can also nscrbe on a scroll any 
  spell she has learned. She sometmes gves these to favored 
  ndvduals. More rarely she may bestow an entre new spell 
  book on an especally favored recpent.
  Wicked Skein Reaction Table
  Priests/priestesses of messenger or scribal gods  
  may subtract −1 from their roll.
   
  2 
  Friendly: Wcked Sken’s tal comes out,  
  clutchng a plume for wrtng. She offers to nscrbe 
  and delver a true message for the summoner.
   
  3-5 
  Indifferent: Wcked Sken offers to delver a  
  message n exchange for copyng a unque  
  spell n the summoner’s possesson. The message 
  wll be dstorted n some way.
   
  6-8 
  Neutral: Wcked Sken sets loose 1d6 dvne  
  audtors at the place of summonng. Once her 
  dvne audtors return, she wll copy or take one  
  or more spell scrolls or spellbooks of her choce. 
  Once ths task s completed, she wll offer to  
  delver a message. The message wll be dstorted  
  n some way.
   
  9-11 Unfriendly: Wcked Sken sets loose 1d6  
  dvne audtors at the place of summonng.  
  Once her dvne audtors return, she wll copy  
  or take one or more spell scrolls or spellbooks  
  of her choce. Once ths task s completed, she  
  offers nothng n return and dsappears.
   
  12 
  Hostile: Wcked Sken sets loose 1d6 dvne  
  audtors at the place of summonng. Once her  
  dvne audtors return, she wll copy or take one  
  or more spell scrolls or spellbooks of her choce.
  She then shares a hostle message wth the  
  summoner, then she dsappears. The summoner 
  wll later find a number of texts and objects n  
  ther lbrary, archve, or scrptorum are lost,  
  mssng, msplaced, or damaged.
  RELATED ENTRIES: M) Divine Auditor.
  wICKeD SKeIN
  PeTTY GODS
  
  191
  Wüdderhoot-hoot  
  (petty goddess of nocturnal hunting)
  &	Eric Potter
  F	Shane Leong Kum Sheong
  SYMBOL: 
  Branch-covered moon 
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  60' (20') 
  ARMOR CLASS: −2
  HIT PTS. (HD): 
  180 hp (20 HD)
  ATTACKS:  
  1 gore/1 claws
  DAMAGE: 
  1d10/1d12
  SAVE: 
  F20
  MORALE: 
  6
  HOARD CLASS: IX
  XP: 
  800 
  Wüdderhoot-hoot s the petty goddess of nocturnal huntng. 
  She s the horrd and unnatural amalgamaton of the nfa-
  mous Foogushensten the Wzened Great Horned Owl of the 
  Wretched Wood, and the ancent Gnarled Tree of Knowledge 
  n whch she once lved. For once upon a long tme, the aged 
  owl was much consulted n all matters of the wood, wth an 
  unendng stream of humans, demhumans, and creatures alke 
  seekng her learned counsel. All were left dumbstruck by her 
  sage advce. Except one. An evl clerc found hmself unable to 
  abde Foogushensten’s word and vndctvely summoned forth 
  the assstance of hs most foul detes to extract revenge on the 
  unsuspectng brd. The twsted clerc’s gods were pleased to 
  oblge and a horrfic lghtnng bolt erupted from the darkest, 
  vle heavens, whch struck the tree, wheren Foogushensten 
  slept. The power of the blast melded the sprt of the arboreal 
  creature wth the soul of the mghty tree tself and the two 
  became one. 
  The trapped owl fought to be freed but could only uproot her-
  self from the bed of the wood and usng the branches and roots 
  as her new appendages, was cursed to roam the lonely Wretch-
  ed Wood, no longer recognzed as the wse sage she once was. 
  Her voce was trapped wthn the tree’s sold wood and the 
  huge groanng hollow where she once lved became a gapng 
  remnder to all of her lost heart and soul. And over these last 
  eons she has become known as Wüdderhoot-hoot. Sngng a 
  mournful lament for her lost gft of gudance, she wals wth 
  each rsng moon, announcng the endng of the day and the 
  brth of the dark nght. All nght creatures great and small hear 
  her dstant cres and sharng n her sadness, come forth for 
  ther nocturnal huntngs.
  Wüdderhoot-hoot s nfluental over all nocturnal creatures 
  and select monsters that prowl the nght. Any creature or 
  character hearng her dstant moans whle huntng gans au-
  tomatc ntatve over ts prey, and addtonally may utlze 
  Move Slently, Hde n Shadows, and Backstabbng as a thef 
  of comparable level. 
  In fact, a secret sect of dangerous theves has become an ardent 
  group of followers of Wüdderhoot-hoot. They have comman-
  deered the petty god’s name, ncorporatng nto ther secret 
  theves’ cant, whsperng t n allegance and usng varatons of 
  the name as passwords for entry nto ther clandestne meet-
  ngs. The theves belongng to ths group are master assassns 
  who operate under the cover of darkness near the edges of 
  densely populated ctes, hdng out n the safe shadows of the 
  darkened wood and watng just shy of cty guard gates for 
  unsuspectng travelers to arrve after sunset. They have been 
  specally traned to hear the calls of Wüdderhoot-hoot, even at 
  these mmeasurable dstances, so that they enjoy usng ther 
  specal theves’ abltes at doubled percentages whlst hearng 
  the cres from ther sworn lamentng petty god.
  Although the chances of crossng paths wth the elusve  
  Wüdderhoot-hoot are extremely slm, the occasonal wander-
  ng adventurer or two can be found tellng hs tale n remote 
  drnkng pubs late nto bacchanalan evenngs. And though 
  the audence can scarcely beleve what they are hearng, they 
  st quetly enraptured, sppng ale from ther mugs, ther mag-
  natons runnng wld at the thought of ths great gnarled tree 
  wanderng the forest, ts cavernous yawnng trunk groanng 
  as f a forceful wnd was to snap t n half, desperate to lend 
  some advce once more.
  Wüdderhoot-hoot Reaction Table
   
  2-4 
  Helpful: Wll protect prey or lost characters. 
   
  5-8 
  Neutral: Ignores characters.
   
  9-11 Unfriendly: Frghtens characters away.
   
  12 
  Hostile: Stalks or hunts characters.
  PeTTY GODS
  wüDDeRHOOT-HOOT
  
  192
  Xaxolx  
  (petty god of abandoned altars; guardian)
  &	Malcolm Bowers
  F	Jim Magnusson
  SYMBOL: 
  Any (borrowed) 
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  (AC+1)×30' ((AC+1)×10') 
  ARMOR CLASS: Random (roll 1d4)
  HIT PTS. (HD): 
  80+2d20 hp (20 HD)
  ATTACKS:  
  1 sequence (depends on form)
  DAMAGE: 
  4d6+AC
  SAVE: 
  F20
  MORALE: 
  10
  HOARD CLASS: XIX
  XP: 
  5,250 
  Whether ths petty god s apponted as keeper of dsused 
  fanes or s an opportunstc squatter baskng n the remnants 
  of (un)holy auras s unknown, but ts ferocty s unquestoned. 
  Xaxolx s of anmal Intellgence. It can appear n a thousand 
  guses to accept offerngs at or defend the forsaken altars t fre-
  quents. Some say the god can only be slan f each unque ava-
  tar s slan, and no-one know how many survve. An avatar wll 
  usually be at least bull-szed, and can show demonc, undead, 
  or human aspects dependng on whether the orgnal altar was 
  consecrated to a chaotc, neutral, or lawful entty. Roll to de-
  termne AC, hp, and general avatar appearance and abltes, 
  and elaborate as you wsh (e.g. d10 rolls of 4/0(6,5)/1 mght 
  ndcate a gant fanged toad-lke creature wth mottled purple 
  skn and glowng blue eyes, whose bte drans an energy level). 
   
  Roll 
  Animal 
  Color 
  Power
   
  1 
  ape 
  red 
  energy dran
   
  2 
  goat 
  orange 
  spell reflecton
   
  3  
  wolf 
  yellow 
  death ray
   
  4  
  toad 
  green 
  swallow whole
   
  5  
  lzard 
  blue 
  deadly poson
   
  6  
  frog 
  purple 
  petrfacton
   
  7  
  bug 
  black 
  charm
   
  8  
  brd 
  whte 
  paralyss
   
  9  
  snake 
  brown 
  feeblemnd
   
  0   
  roll twce 
  roll twce 
  roll twce
  Xaxolx Reaction Table
   
  2 
  Placatable: Wll accept due deference  
  wth sublmty.
   
  3-5 
  Hungry: Expects a feast; s not fussy  
  about what, or who.
   
  6-8 
  Territorial: Attacks f altar approached  
  wthout proper ceremony.
   
  9-11 Aggressive: Attacks f altar approached  
  closely at all.
   
  12 
  Hostile: Attacks passers-by f they  
  lnger too long.
  X
  xAxolx • xinrAel • xoox • xumAltet
  XAXOLX
  PeTTY GODS
  
  193
  Xinrael  
  (petty goddess of neglected orchards and rotting fruits) 
  TITLES: Queen of the Rotting Fruits
  &	Greg Gorgonmilk
  F	Cédric Plante
  SYMBOL: 
  A slver aprcot 
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  60' (20') 
   
  FLY: 
  240' (80') 
  ARMOR CLASS: 0
  HIT PTS. (HD): 
  140 hp (20 HD)
  ATTACKS:  
  2 (bte/gaze)
  DAMAGE: 
  4d6+AC
  SAVE: 
  M18
  MORALE: 
  12 (never fals)
  HOARD CLASS: XIX
  XP: 
  3,250 
  Xnrael s the dvne caretaker of forsaken fruts and the aban-
  doned farmlands where such fruts grow. Her worshp s usually 
  reserved to the peasant-folk who tend vneyards and orchards, 
  though from tme to tme others wll seek her out for reasons 
  that wll be explaned below. Once Xnrael has annexed a stretch 
  of farmlands and made t part of her patchwork domnon, that 
  tract becomes a jealously-guarded possesson. Those who tres-
  pass there rsk fallng prey to her putrefyng frut-mnons, the 
  hedel-men. Those foolhardy enough to pluck and eat of her 
  frut wll (2-n-6) sometmes meet the Queen herself.
  Xnrael takes materal form as a woman-szed frut bat wth gls-
  tenng, mlk-whte fur. Her gaze s a rot of bleached shadows 
  that seek to worm ther way nto the mnds of any mortal unfor-
  tunate enough to cross her path (see below). Floatng just above 
  her countenance s a flowerng gns fatuus bearng the slver 
  aprcot called Zoon Keer. It s sad that the woman who eats 
  of ths frut wll gve brth to a panfully beautful monster fated 
  to one day open the Volet Door found on the lowest strata of 
  the Underworld. Helplessly beguled by the thng’s unbearable 
  gorgeousness, none wll be able to put t to the knfe, and t wll 
  fulfill ts dark destny unchecked.
  The gaze of the Queen s potent and hypnotc. Those who fal 
  to save aganst t (vs. petrficaton) wll find that ts whte shadow-
  thngs have burrowed nto ther mnds. Vctms wll be lost n a 
  pale labyrnth of malase and unfettered self-loathng, unable 
  and unwllng to see the world around them for 1d6 turns.
  Those wth the wherewthal to resst her gaze wll stll have 
  to contend wth Xnrael’s hedel-men entourage, a motley as-
  sortment of humanod, rottng frut-folk brought to un-lfe by 
  the necro-vvmantc propertes of her dvne sputum. These 
  undead are fiercely loyal to ther Queen and wll defend her 
  to the (un-)death. They cannot be turned. Xnrael’s sputum s 
  hghly sought after by those versed n the arts of necromancy 
  and vvmancy.
  Xnrael fears and hates all types of snakes and serpents.
  RELATED ENTRIES: M) Hedel-man.
  Xoox  
  (petty god of remote outhousing) 
  TITLES: Keeper of the Thrones 
  &	Eric Potter
  F	Dugald Stewart Walker
  SYMBOL: 
  Crescent moon 
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  180' (60') 
  ARMOR CLASS: 3
  HIT PTS. (HD): 
  45 hp (10 HD)
  ATTACKS:  
  1 (wthholdng)
  DAMAGE: 
  #1 or #2 (solng)
  SAVE: 
  E10
  MORALE: 
  10
  HOARD CLASS: XXII
  XP: 
  1,475 
  Xoox s the petty god of remote outhousng. He s the grand 
  sant of the new, long-overdue movement toward a more 
  hygenc adventurng phlosophy—Do Not Pss Where You 
  Plunder. Meetng a general contempt and natural suspcon 
  from adventurers of all lk, the followers of ths creed have 
  taken t upon themselves to construct small outhouses located 
  at varous ntervals throughout the realms of Xoox’s sphere 
  of nfluence. Each are emblazoned wth the god’s symbol, a 
  crescent moon, across the door, a welcome sgn for those n 
  dre need.
  Conceved and constructed to leave the smallest footprnt pos-
  sble n any unexplored dungeon or non-reconnoted wlder-
  ness area, these outhouses are desgned to be small, allowng 
  for only one normally-encumbered adventurer at a tme. There 
  s a small hook on the nsde of the door on whch to hang a 
  backpack, sut of armor, magcan’s hat, or what have you, as 
  well as a small lock for prvacy that doubles as a sgn of oc-
  cupancy on ts reverse. And whle ts odors can become qute 
  overwhelmng to some, the rewards far outwegh the rsks, as a 
  fast-growng number of adventurous adventurers can attest.
  PeTTY GODS
  XINRAeL – XOOX
  
  194
  The kosks are normally locked upon the arrval of a desperate 
  adventurer. But readly Xoox appears wth two keys on hand, 
  dependent of gender, to unlock the necessary door. Upon ext, 
  a small donaton s expected from the user to recompense for 
  general upkeep and the lke. Then a quck blessng from Xoox 
  n return and the adventurer s on hs or her way, now thor-
  oughly releved.
  Xoox Reaction Table
  Roll 1d4 (instead of 2d6),  
  modified by Constitution.
   
  0- 
  Corked: “You know what, I can wat.”
   
  1 
  No Prob: “Somebody pull my finger,”
   
  2 
  Close Call: “Oh, what a relef t s…”
   
  3 
  Cold Sweats: (Grunt, exhale.)
   
  4+ 
  Oops: “What the hell dd I eat?”
  Xumaltet  
  (petty god of primal emotions and savage urges) 
  &	Richard J. LeBlanc, Jr.
  F	Richard J. LeBlanc, Jr.
  SYMBOL: 
  A trdent wth an extended mddle prong 
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: 2
  HIT PTS. (HD): 
  97 hp (14 HD)
  ATTACKS:  
  4 claws + specal (id liberation)
  DAMAGE: 
  2d6/2d6 (claws)  
   
  + specal (id liberation; see below)
  SAVE: 
  F14
  MORALE: 
  10
  HOARD CLASS: XVI
  XP: 
  5,100 
  PSIONIC ABILITIES†
  PSIONIC LEVEL: 14
  Attack modes: ego whip, id insinuation, psychic crush
  Defense modes: intellect fortress, mental barrier, mind 
  blank, thought shield, tower of iron will
  Clairsentience: D) clairaudience*, clairvoyance*
  Psychokinesis: S) telekinesis*
  Telepathy: D) hypnosis* 
  Psychoportation: S) teleportation* 
   
  Xumaltet s the Gatekeeper of Id—the petty god of prmal 
  emotons and savage urges. 
  Ths faceless, sghtless, sltherng reptlean creature s covered 
  n a glowng ectoplasmc substance, and constantly emts a 
  howlng whmper that seems to come from nowhere. 
  Xumaltet s surrounded by a perfidious cloud. Ths odorless, 
  almost undetectable mst breeds the fearfulness of untrust. All 
  creatures wthn 60' of Xumaltet must save vs. poson or be 
  filled wth suspcon about everythng and everyone around 
  them, persstng for 3d8 turns. 
  Anyone touched by Xumaltet (ether smply by touch, or as 
  a result of Xumaltet’s claw attacks) s subject to the effects of 
  id liberation. Smlar to the psonc ablty id insinuation, d 
  lberaton breaks down the gate of the vctm’s ego and allows 
  the unconscous urges (the d) to express themselves. Psonc 
  creatures are permtted a psonc savng throw to avod the 
  effects, but non-psonc creatures are not. Once t has been 
  determned that a vctm has been affected, roll 1d6 on the 
  followng table to determne the form the effect takes n that 
  ndvdual. The effect wll last for a duraton of 3d6 rounds. 
  Addtonally, psonc creatures affected by ths ablty make all 
  psonc attacks wth a −3 penalty untl the damage caused by 
  the id liberation has been repared through the use of psychic 
  surgery (even f the other effect has worn off). 
   
  Roll Effect  
   
  1 
  Dazzling Pity: The vctm drops to hs or her 
  knees and begns weepng uncontrollably.  
  The longer the vctm weeps, the sadder he 
  or she sounds, but the bgger the smle on the 
  vctm’s face. 
   
  2 
  Mesmerizing Chaos: The vctm drops any-
  thng beng carred and spns n place wth arms 
  outstretched and hands clenched. All comng n 
  range are subject to a “to ht” roll on the part  
  of the mesmerzed creature (takng 1d4 + 
  Strength modfiers on a successful “to ht” roll). 
  The affected creature wll be able to spn  
  n place for a number of rounds equal to  
  Consttuton, fallng down thereafter.
   
  3 
  Nauseating Fury: The vctm wll attack the 
  nearest lvng creature. Each round, there s a 
  1-n-6 chance that ths fury wll cause the vctm 
  to vomt (for the round), durng whch tme the 
  afflcted may not perform any other actons.
   
  4 
  Quavering Blather: The vctm reveals ther 
  deepest and darkest secrets wth a tremblng voce. 
  Ths makes spellcastng mpossble.
   
  5 
  Sordid Anarchy: The vctm succumbs to lustful 
  urges, and may perform no other actons other 
  than seekng to satsfy hm or herself, whether t be 
  alone or wth a partner (or partners).
   
  6 
  Vibrating Numbness: As a result of a knd  
  of ‘d overload’, the vctm s stunned, unable  
  to move or act for the duraton of the effect.
  * Psionic abilities noted with asterisk (*) require no PSPs to use 
  and, therefore, may be used at will.
  † See BASIC PSIONICS HANDBOOK.
  XOOX – XUMALTeT
  PeTTY GODS
  
  195
  Yattle-Hoy (pantheon)
  &	Ash Law
  The gods of the pantheon of Yattle-Hoy were all destroyed, 
  save but for three gods that survved due to ther legendary 
  cowardce. The towns of Yattle-Hoy are tucked n a cleft hd-
  den n a mountan range—obscure areas that appear only as a 
  footnote on many maps, f they appear at all.
  RELATED ENTRIES: G) Apar, Derral-Orth, Eye of Vengelate, 
  M) Glimmer Paladin.
  Yeb (petty god of madness) 
  AFFILIATIONS: Cthulhu
  &	James Mishler
  F	David L. Johnson
  SYMBOL: 
  A red drop of blood rnged wth black flames 
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  180' (60')
   
  FLY: 
  240' (80') [f wngs are manfested]
  ARMOR CLASS: 2 [+1 or blessed or slver]
  HIT PTS. (HD): 
  200 hp (25 HD)
  ATTACKS:  
  3 btes/6 others (usually tentacles  
   
  and/or horns) or specal
  DAMAGE: 
  2d6×3/1d8×6
  SAVE: 
  F20
  MORALE: 
  11
  HOARD CLASS: None
  XP: 
  17,000 
  Yeb s the twn of Nug, together the spawn of Shb-Nggurath 
  and ether Yog-Sothoth and/or Yg. Yeb s mpure blood and 
  flame personfied, blood splt of no sane beast and flame as 
  black and cold as the depths of space. Lke ts mother, t s natu-
  rally formless, an oozng, bolng, rolng red mass of proto-mat-
  ter, throbbng orbs, whrlng pseudopods, suckng orfices, and 
  varous non-Eucldean forms; unlke ts mother, t s not tself 
  a progentor, and does not generate spawn at random (though 
  see below). It can take on any knd of form t wshes, though, 
  and usually takes on the forms of several beasts at once, to-
  gether wth thngs and natures that are not altogether real. The 
  cobbled-together mass, when first seen, requres the vctm to 
  save vs. death or flee n horror for 20 turns. If the savng throw 
  s a Natural 1, the vctm s drven nsane permanently.
  It attacks usng up to three btes and sx other attacks; these 
  usually take the form of tentacles, hooves, claws, horns, or 
  some other combnaton. If t has wngs t s lmted to two bte 
  attacks, as manfestng wngs takes the place of one head/maw. 
  It may have many other claws, tentacles, and such, but t can 
  only coordnate up to sx such attacks per round. If struck by 
  a slashng or percng melee weapon, the attacker and anyone 
  else wthn 15' on the sde of the attack must make a save vs. 
  breath or be spattered wth ts freezng-hot blacksh-red blood. 
  The geyser of blood causes 1d20 ponts of damage, half on a 
  successful save. It can only be struck by blessed, slver, or mag-
  cal weapons. It regenerates 3 ht ponts per round. It can com-
  muncate telepathically wth any creature on the same plane. It 
  s mmune to all mnd-affectng spells; f any beng tres to read 
  ts mnd that beng must save vs. death or be struck as though 
  feebleminded.
  Any target creature of medum or small sze s swallowed whole 
  on a bte attack that hts wth a natural 20 “to ht” roll. Each 
  round n Yeb’s gullet the vctm must save vs. death, wth a pen-
  alty equal to the number of rounds n the gullet, or be destroyed 
  utterly. One round later Yeb vomts up a number of petty mps 
  equal to the ht dce of the creature thusly destroyed. These petty 
  mps are most dsturbng n appearance, combnng the features 
  of the destroyed creature wth those of random beasts, and any 
  former frend of the destroyed beng must save vs. death, as 
  above, or flee n horror upon seeng t. A beng destroyed n ths 
  fashon cannot be resurrected, and a wsh only has a percentage 
  chance equal to the level of the caster of returnng the creature 
  to exstence; f t fals, the attempt may never be made agan.
  Its cult s one of madness, as no sane beng would worshp such 
  a thng. Unlke ts parents, sblng, or nephews, t s relatvely 
  weak, as t has no mastery of magc and no command of potent 
  powers of ts own. It s thus favored for drect worshp by cults 
  led by mad prests who gan ther power from the essence of 
  Chaos tself, and by cults led by magc-users possessed of no 
  clercal powers. It s readly summoned, the sole purpose for 
  Y
  yAttle-hoy • yeb • yellow king • yemeles • yeolnumA • yessir • yggrd •  
  yhoundeh • ykelu • yululun • yurm • ywehbobbobhewy • yyy
  PeTTY GODS
  YATTL-HOY – YeB
  
  196
  dong so (beyond mpressng the cult mnons) beng the de-
  structon of an enemy and the creaton of petty mp mnons, 
  control of whch t can grant to ts prests.
  Yeb s also, however, the Grand Herarch of the Cult of Abhoth, 
  a potent dstant cousn on hs mother’s sde (as a favor to Ab-
  hoth’s favorte cousn). As such t s summoned to presde at m-
  portant rtes dedcated to Abhoth, and n ths capacty has the 
  ablty to summon and grant command over Abhoth’s spawn, 
  the amorphous, monstrous, mutant thngs that crawl forth from 
  t. These thngs Yeb vomts forth from ts own gullet upon ther 
  summonng.
  Yeb cannot be slan permanently on any plane of exstence 
  save that upon whch Shub-Nggurath s currently found, for 
  eventually t wll regenerate back from any amount of dam-
  age, even from havng ts atoms torn apart by dsntegraton or 
  through atomc weapons. It can only be permanently destroyed 
  f t s reduced to less than 0 ht ponts and cast wholly nto the 
  form of ts mother, there to be consumed and regurgtated as 
  some other mndless beast. If slan n ths fashon t s worth 10 
  tmes the normal experence ponts. 
  RELATED ENTRIES: G) Nug; M) Petty Imps.
  Yellow King  
   
  (petty god of the the madness that  
   
  comes with illness and old age) 
  TITLES: The Jale God; The King in Yellow;  
   
  The Pallid Prince 
  AFFILIATIONS: The Jale God
  &	Richard J. LeBlanc, Jr.*
  F	Richard J. LeBlanc, Jr.
  SYMBOL: 
  “The Yellow Sgn” (see below)  
   
  or a palld mask
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  270' (90')
   
  FLY: 
  360' (120')
  ARMOR CLASS: −2
  HIT PTS. (HD): 
  121 hp (20 HD)
  ATTACKS:  
  1 (nverted torch or touch)  
   
  or spell
  DAMAGE: 
  1d8 + 1 pt. fire damage  
   
  + specal (nverted torch) or  
   
  specal (touch) or by spell
  SAVE: 
  M20
  MORALE: 
  12
  HOARD CLASS: XV, XVII, XXI; no potons
  XP: 
  10,000 
  He s mysterous and malevolent. He s The Yellow Kng and 
  The Kng n Yellow, the Palld Prnce, an aspect of the Jale 
  God. He s the specter of madness that comes wth llness and 
  old age. Hs “court” s consttuted of dodderng old monarchs, 
  ravng grandams, and bedrdden chld-emperors. Ther regn s 
  hs regn, for they understand that hs madness goes far deeper 
  than fevered delrum and the fadng clarty of old age. They 
  know the nsanty that hdes behnd hs shadowed eyes s deep 
  and dmensonally prmtve... prmeval... prmordal. (There 
  are some who clam hm to be a consort of Hastur, or even 
  Hastur hmeslf.)
  The Yellow Kng manfests as humanod (he makes so lttle of 
  hmself seen, assumng anythng more than ths s consdered 
  the rant of a madman) cloaked n a hooded robe of yellow, the 
  lower half of hs face masked by ts cowl, and the scolloped tat-
  ters of the robe’s edges rollng n the wnd, even when the ar 
  around hm les deathly stll. Hs raven-lke wngs appear deep 
  crmson to most, but black to those who know hs truths, wth 
  feathers almost leathery. 
  Hs sceptre s an nverted torch—a strated brass shaft held n 
  a down-pontng poston whose eternally burnng flame flares 
  outward from what would be the torch’s “head” (f t were held 
  n an uprght poston). The Yellow Kng may strke wth hs 
  torch n melee dong 1d8 damage plus 1 pont n fire damage 
  on a successful “to ht” roll. Furthermore, anyone struck by the 
  torch must save vs. death or become catatonc untl the effect s 
  removed by remove curse.
  An aura of madness surrounds hm (to 360'), affectng strongest 
  those of greatest age. All humans of 79 years or greater auto-
  matcally fall under hs command, wth 3% chance to avod ths 
  control per year of age less than 79 (e.g., 78-year-olds have a 
  3% chance to avod the control, 77-year-olds have a 6% chance 
  to avod the control, and so on). Those ages 45 years and under 
  are mmune to ths automatc control, as are all humanod and 
  dem-human races. Those wthn the radus of ths affect who 
  YeB – YeLLOw KING
  PeTTY GODS
  
  197
  have avoded or are mmune to hs control (ncludng humanods 
  and dem-humans) must save vs. spell or suffer a maddenng  
  effect for 1d10 turns per the table below (roll 1d10 for effect):
   
  Roll 
  Suffers... 
  Effect for Duration
   
  1 
  Stunned 
  Unable to act
   
  2 
  Complete  
  Morale:3; unable to  
   
   
  wthdrawal 
  nteract wth any 
   
   
   
  character/creature
   
  3 
  Confuson/ 
  −3 on all “to ht” 
   
   
  dsorentaton 
  and damage rolls
   
  4 
  Depresson  
  3-n-6 chance  
   
   
   
  per round to cause  
   
   
   
  self harm
   
  5 
  Extreme gult 
  Unable to perform 
   
   
   
  any offensve acton  
   
   
   
  for duraton
   
  6 
  Fatgue 
  Movement: 30' (10'); 
   
   
   
  −2 on all melee “to ht”  
   
   
   
  and damage rolls 
   
  7 
  Feeblemnd 
  As spell
   
  8 
  Hallucnatons 
  (at DM’s dscreton)
   
  9 
  Rage 
  Attacks nearest creature; 
   
   
   
  fights to death
   
  10 
  Worthlessness 
  5-n-6 chance per round 
   
   
   
  to cause self harm  
   
   
   
  (self-flagellates for 1d4 hp)
  The effects of ths madness may be removed by dispel evil or 
  remove curse, but there s a 10% chance of falure for each 
  attempt. 
  The Yellow Kng may cast any magc-user spell at wll (as a 20th 
  level magc-user).
  THE YELLOW SIGN: The symbol that represents the Yellow 
  Kng s a glyph known only as “The Yellow Sgn.” Some say the 
  symbol s remnscent of a yellow trskelon, but s also beleved 
  to resemble the form of a tentacled creature; stll others beleve 
  t to be a representaton of the Yellow Kng’s nverted torch; t s 
  lkely all of these. It s suggested that any one who possesses a 
  copy of the symbol, even by accdent, s susceptble to complete 
  mnd control or possesson by the Yellow Kng or one of hs 
  hers. Stores further hold that the creator of the symbol was 
  not human, and was n fact a resdent of the alternate dmenson 
  wheren les the ancent and snster cty of Carcosa. 
  TOMES OF THE YELLOW KING: There exst a number of Tomes 
  of the Yellow King (the exact number s unknown, though t 
  s rumored there are at least 71). Each tome, though szed and 
  bound n dfferent manners, contans an dentcal manuscrpt 
  nsde—a copy of the memors of the Yellow Kng penned as 
  a drama n two acts. The first act unfolds harmlessly enough. 
  However, the second act s filled wth such ultmate truths of 
  the unverse that t s too much for the overloaded mnd of 
  the reader to handle; ths drves them deep nto the throes of 
  despar, depravty, and nsanty. 
  * The King in Yellow is inspired by Robert W. Chambers’ book 
  of horror short stories The King in Yellow (1885).
  RELATED ENTRIES: Please see the Jale God entry n ths secton 
  for a complete lstng of entres related to the Jale God (ncludng 
  all gods, tems, and spells mentoned n ths lstng).
  Yemeles  
  (petty god of drunkards) 
  TITLES: Protector of Drunkards 
  &	Keith Sloan
  F	Eugene Jaworski
  SYMBOL: 
  Tpped- 
   
  over  
   
  bottle 
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  180'  
   
  (60')
  ARMOR CLASS: −2
  HIT PTS. (HD): 
  86 hp  
   
  (19 HD)
  ATTACKS:  
  Specal
  DAMAGE: 
  Specal
  SAVE: 
  F16
  MORALE: 
  12
  HOARD CLASS: XI
  XP: 
  7,000 
  Yemeles s the god charged wth protectng drunkards from 
  harmng themselves, and he s a busy dety, ndeed. He races 
  from land to land, pushng drunks from the path of oncomng 
  wagons, movng bottles so they do not accdentally drnk lye, 
  and wakng them so they don’t freeze to death when they pass 
  out n alleyways behnd taverns durng blzzards. It s a thank-
  less job, except by those few who realze they’ve been aded n 
  some way. However, lke hs brother Hoddypeak, the god of 
  protectng fools and smpletons, Yemeles feels that t s hs duty 
  to save as many drunkards as he possbly can. Needless to say, 
  he cannot be everywhere at once, beng but a petty god, but he 
  certanly tres. He s, at least, more popular than hs brother, 
  and t s sad that more than one god owes hm for adng them 
  durng a moment of mmortal ndscreton. He only ads those 
  affected by alcohol—those affected by any other mnd-alterng 
  substance or magc are not hs concern.
  Yemeles always avods combat, though he s capable of defend-
  ng hmself at need. Most of the tme, he s only threatened by 
  those he would seek to ad, confused n ther alcoholc haze; 
  most are easly dealt wth. He s qute fast on hs legs, but reles 
  also on an ablty to teleport without error, fly at the same 
  speed as when afoot, and use telekinesis (up to 500 pounds); 
  all of these abltes are at wll. He may also gft hs charges wth 
  a moment of clarity, whch wll remove all effects of nebraton 
  for d4+1 rounds*. 
  Yemeles s nvsble to anyone not strongly under the nfluence 
  of alcohol, and even then he appears fuzzy and ndstnct. Most, 
  however, say that he appears as a mddle-aged man wearng a 
  dark hat and sut, wth a constant frown of dspleasure vergng 
  on actual anger. Others nsst he appears as a sx-foot-tall whte 
  rabbt, but they are sad to be confusng hm wth someone 
  else. Most clam he smells of alcohol (and worse) hmself, but 
  ths mght just be a hazard of hs job, rather than an ndcator 
  of hs own drnkng. 
  * If Yemeles uses a moment of clarity on an ndvdual, they wll 
  be unable to see hm durng that perod.
  RELATED ENTRIES: G) Hoddypeak.
  PeTTY GODS
  YeLLOw KING – YeMeLeS
  
  198
  Yeolnuma (petty scarab god) 
  TITLES: The Nightsoil-King 
  &	Garrisonjames
  F	Richard J. LeBlanc, Jr.
  SYMBOL: 
  A glossy  
   
  black scarab 
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  120' (40')
   
  FLY: 
  360' (120')
  ARMOR CLASS: 0
  HIT PTS. (HD): 
  99 hp (20 HD)
  ATTACKS:  
  1 (scythng jaws)
  DAMAGE: 
  6d10 + specal
  SAVE: 
  C20
  MORALE: 
  10
  HOARD CLASS: VI, VII
  XP: 
  6,250 
  Yeolnuma was once an apprentce to a solar dety n a dstant 
  realm. When hs dallance wth the master’s favorte concubne 
  was dscovered, the sun god transformed Yeolnuma nto a 
  glossy black scarab and cast hm far across the planes to for-
  ever afterward dwell n filth and squalor. That was thousands of 
  years ago. For centures after hs gnomnous fall from grace, 
  Yeolnuma patently bded hs tme, throwng hmself nto hs 
  lfe as a prvy-cleanng beetle n a great cty-state on the shores 
  of a mlky green sea. Eventually hs chldren numbered nto the 
  mllons. When the tme was rght, he gave the command and 
  hordes of scuttlng black scarabs erupted from every prvy-hole 
  wthn the great cty. In less than a full hour they had taken the 
  cty completely unawares. The death-toll was staggerng. That 
  was only the begnnng of Yeolnuma’s plans for revenge.
  For hundreds of years now the Chldren of Yeolnuma have skt-
  tered out across the planes and planets to collect a staggerng 
  amount of nghtsol for ther Kng-sre. You see, Yeolnuma s 
  buldng hs own moon, a moon composed of compacted nght-
  sol wth whch he ntends to blot out, and then extngush the 
  sun-palace of hs former master.
  Yeolnuma has the followng abltes: infravision (180'), mmu-
  nty to gas-type attacks, mmunty to dsease, telepathy (300' 
  range), teleport (only usable once per week and only to loca-
  tons where 100+ of hs chldren are present). In combat, Yeol-
  numa uses hs scythng jaws (treat as +3 weapon) to dsmember 
  opponents. On a modfied attack roll of 20 or better, a random 
  appendage s severed, possbly even the head. He also has the 
  spell-castng ablty of a 10th level clerc. 
  Yeolnuma s rarely encountered away from the runs of the 
  great cty where he resdes n dubous splendor over an empre 
  of filth. But hs Chldren can be found nearly everywhere and 
  anywhere...
  Reaction Table
   
  2-6 
  Bored: Entertan me or de!
   
  7-10 Bemused: What could you do to help further 
  Yeolnuma’s grand scheme for revenge?
   
  11-12 Betrayed: You’ve seen too much and must be 
  destroyed before you can warn them!
  RELATED ENTRIES: M) Children of Yeolnuma, Favored of  
  Yeolnuma.
  Yessir  
  (petty god of absurd orders obeyed) 
  &	Jürgen Mayer
  F	Richard J. LeBlanc, Jr.
  SYMBOL: 
  A full vsor  
   
  helmet wth  
   
  a fist held  
   
  to the temple 
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: By armor plus  
   
   
  −5 bonus
  HIT PTS. (HD): 
  72 hp (16 HD)
  ATTACKS:  
  1 (see below)
  DAMAGE: 
  By weapon  
   
  (see below)
  SAVE: 
  F20
  MORALE: 
  12
  HOARD CLASS: VI
  XP: 
  6,000 
  Yessr s the god of followng absurd orders and a favorte 
  among solders of many armes. Out of the ordnary for a law-
  ful god, he s only revered n secret, as openly worshppng hm 
  s usually treated as a major offense and punshed accordngly. 
  Hs covert followers are legon n both senses of the word, but 
  they are unorganzed. All veneraton s clandestne and only 
  shared wth true comrades-n-arms.
  Prvates pray to Yessr every tme they are gven an order that 
  s, n ther opnon, pontless, neffectve or futle. The hgh art 
  of quck prayer to Yessr conssts of utterng hs name whle n 
  the presence of superors who have gven the order, then mum-
  blng a quet rebuttal, and followng t wth touchng ther tem-
  ple wth ther fist as soon as they feel unobserved. The fathful 
  beleve that the better the rebuttal and the more pronounced 
  the gesture, the more help Yessr wll provde as they fulfill the 
  absurd order. There are untold legends of solders on a sucde 
  msson mraculously survvng only through the dvne nter-
  venton of Yessr.
  Yessr appears as a solder n armor customary to the world 
  where he manfests. Hs armor s always of the hghest qualty, 
  well-kept, and donned perfectly. Hs face remans ever hdden 
  behnd a helmet wth a full vsor. He wears mltary nsgna of 
  the lowest rank.
  If Yessr s drectly nvolved n a battle, he never breaks battle 
  formaton and always fights on the front lne. He welds any 
  weapon that a low-rankng solder mght carry wth brutal ef-
  ficency. He always rolls an addtonal damage de and any 1s 
  rolled for damage become the hghest possble result for the 
  de nstead.
  He can command alles and enemes alke wthn earshot. Yes-
  sr’s orders are usually extremely absurd but not lethal on ther 
  own. He can gve one order per round, but he can never try 
  to command a sngle target more than once per battle. If the 
  target fals a savng throw aganst spells, he has to comply wth 
  the order.
  If a solder requests help or protecton whle followng an order 
  from a superor, there s a chance that Yessr wll assst hm. 
  YeOLNUMA – YeSSIR
  PeTTY GODS
  
  199
  Roll 1d20 and apply the solder’s Wsdom modfier. Addtonal 
  bonuses may be gven at the DM’s dscreton, based on how 
  dutfully the solder has followed orders recently (any dsobed-
  ence should be punshed wth negatve modfiers), how well 
  the quck prayer was performed, and how absurd the order 
  was. Yessr’s support wll vary dependng on the roll, but a re-
  sult of 20 or hgher s requred to gan hs attenton. Hs help 
  can range from mnor protecton (e.g. a small AC bonus) to a 
  manfestaton of Yessr hmself. Yessr wll never ad a solder to 
  fulfill a reasonable order or f the solder does not ntend to fully 
  execute the order. Yessr only answers prayers from members 
  of the mltary or decorated veterans. 
  Yggrd  
  (petty goddess of hearth-tenders and meal-preparers) 
  TITLES: Mother in the Hearth 
  &	Rob Griffin
  F	TBD
  SYMBOL: 
  Stone arch wth  
   
  flame beneath 
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: 0
  HIT PTS. (HD): 
  64 hp (16 HD)
  ATTACKS:  
  1 (skewer +4)
  DAMAGE: 
  4d12 (flame)  
   
  + specal
  SAVE: 
  F16
  MORALE: 
  12
  HOARD CLASS: See below
  XP: 
  13,000 
  Yggrd, the Mother n the Hearth, s a patron goddess to 
  those who tend hearths, prepare meals, and provde warmth 
  and sustenance.
  Her symbol s a stone archway wth flames beneath. Ths sym-
  bol wll often be found carved upon hearths, fire pts, and n 
  ktchens of larger dwellngs. Those who frequent such places 
  wll leave an offerng of mead and meat upon the hearth for 
  her, or toss t drectly nto the flames.
  She s especally revered by gant-kn, and n her physcal form 
  appears as a welcomng motherly female gantess. She can as-
  sume human sze and appearance at wll.
  In combat, she welds a gant-szed red hot skewer (long spear 
  +4, flaming; 4d12 damage + specal), the knd used to roast 
  meat over an open flame. Upon successful ht, the target must 
  make a save vs. death or become skewered and burst nto 
  flame for double damage. Each successve round the target 
  remans skewered results n an addtonal 4d12 of fire dam-
  age. Yggrd also wears a magical hide apron whch acts as 
  leather armor +4.
  Yggrd resdes n Valhalla (or other such realm of dead warrors), 
  where she prepares meals for the glorous dead who frequent 
  her hall. She may be encountered on the Materal Plane, usu-
  ally manfestng herself n the hall or ktchen before a large 
  battle or after a or glorous vctory. Durng such a vstaton she 
  can dsguse herself as a normal human or gant. Such s her 
  warmth and radance that few ktchen mads dare challenge 
  her sudden appearance. Food prepared by Yggrd s extremely 
  nourshng, and can sustan those who taste of t through days 
  of battle and marchng wthout wearness.
  If Yggrd s defeated on the Materal Plane, she wll reveal the 
  locaton of her hoard—a massve cauldron filled wth gems and 
  gold that has been left for her as tokens over the ages. It s 
  always bured beneath the hearth, and wll be found on whch-
  ever plane she s located when defeated.
  Yhoundeh  
  (petty goddess of elk and elk-herding societies) 
  &	Chris Wellings
  F	Studio Arkhein
  SYMBOL: 
  Elk antlers  
   
  n front of a  
   
  crescent moon 
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: 0
  HIT PTS. (HD): 
  60 hp (10 HD)
  ATTACKS:  
  1 (gore or spell)
  DAMAGE: 
  1d10+2 (gore)  
   
  or by spell
  SAVE: 
  C10
  MORALE: 
  12
  HOARD CLASS: None
  XP: 
  1,700 
  Appearng as a beautful savage female, lthe and tanned wth 
  the antlers of an elk sprngng forth from her brow, her dark 
  har tangled and wld.
  Yhoundeh s patron goddess of elk and elk-herdng socetes of 
  the ancent north. She teaches the vrtues of waste not, want 
  not, and the harsh joy of the wnter chll. She casts spells as 
  10th level clerc (or drud, f usng that class).
  Yhoundeh Reaction Table 
   
  2-4 
  Friendly: All elk encountered by the  
  character wll be co-operatve and helpful.
   
  5-6 
  Indifferent, uninterested: She can be  
  moved to “Frendly” by blood (as “Neutral”  
  below) and wld hootng and dancng.
   
  7-9 
  Neutral: She can be moved to  
  “Indfferent” by ‘gfts’ of a character’s  
  blood dropped onto the snow.
   
  10 
  Unfriendly: All elk herders wll avod  
  the character, and all elk wll be skttsh  
  around the PC.
   
  11-12 Hostile: Yhoundeh attacks wth spells  
  and should she be cornered, she wll resort  
  to her gorng attack, and all elk encountered  
  wll attack the character on sght.
  PeTTY GODS
  YGGRD – YHOUNDeH
  
  200
  Ykelu (petty wolf god protector of the Skapti; guardian*) 
  TITLES: Wolf Totem 
  &	Kevin Brennan
  F	Glynn Seal
  SYMBOL: 
  Bloody Fang 
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  180' (60')
  ARMOR CLASS: 2
  HIT PTS. (HD): 
  63 hp (10 HD)
  ATTACKS:  
  3 (2 claws/1 bte)
  DAMAGE: 
  1d6/1d6/2d8
  SAVE: 
  F10
  MORALE: 
  10
  HOARD CLASS: XIX
  XP: 
  3,100 
  Ykelu s the trbal totem of the Skapt, a barbaran culture n the 
  far north. The Skapt revere hm as ther protector, who defends 
  them aganst ther neghbors and aganst the encroachments of 
  cvlzaton. Trbal shamans depct hm as a ggantc wolf, larger 
  than a full-grown stag, wth fangs as long as a man’s forearm.
  Ykelu hmself s only found on the Plane of Beasts, unless sum-
  moned to the Prme. On hs home plane, he stands 10' hgh 
  at the shoulders and has whte fur wth golden hghlghts. Hs 
  fangs are larger than those of normal wolves and jut well below 
  the bottom of hs jaw. He can speak telepathcally wth ntel-
  lgent humanods. He can change hs sze at wll to that of a 
  normal wolf and pass untraceably though forests, taga, and 
  tundra. Damage nflcted by Ykelu can only be healed naturally, 
  wthout magcal ad. He s accompaned by a pack of 1d6×10 
  dre wolves. 
  In tmes of need, Skapt warrors call upon Ykelu and hs pack 
  to ad them n battle. Those who are worthy are possessed by 
  the sprts of the wolves. They wll hunt ther enemes untl one 
  or the other s dead, wth no mercy gven. A warror possessed 
  by one of Ykelu’s pack wll appear to be a gant wolf to those 
  wth a Wsdom of 12 or less, whle those wth Wsdom of 13 
  or more wll see the warror surrounded by a ghostly outlne of 
  a wolf. They gan a natural AC of 6 and a 2d4 bte attack. The 
  possessed wll regenerate 2 hp per round unless damaged by 
  fire, untl reduced to 0 hp or less.
  Should the possessed character be klled, there s a chance 
  that the sprt wll be able to possess any other character t 
  has wounded, wth the most recently wounded character beng 
  the first to be targeted. Characters must save vs. spell to resst 
  possesson. Neutral characters receve a +2 bonus to ths save 
  and lawful characters a +4. If the sprt successfully possesses 
  someone, t wll contnue ts attack. 
  Player characters who are possessed by one of Ykelu’s pack 
  pass under the control of the DM untl the possesson s ended. 
  The sprt can be dsmssed wth a remove curse.
  Ykelu Reaction Table
  -2 for Skapti warriors; −1 if attacking outposts  
  of civilization; +1 if the petitioner has killed  
  a wolf without provocation; +1 if the petitioner kills  
  animals without offering proper death rituals; +2 if petitioner 
  is lawful; +1 if petitioner is neutral.
   
  2  
  Friendly: The pettoner s possessed by  
  one of Ykelu’s pack, but retans ther human  
  ntellgence and cunnng when attackng.
   
  3–5 
  Indifferent: The pettoner s possessed  
  by one of Ykelu’s pack, but s reduced to anmal  
  or bestal Intellgence.
   
  6–8 
  Neutral: No effect.
   
  9–11 Unfriendly: The character s found unworthy  
  and rejected, marked wth a scar across the chest; 
  he wll be outcast from the trbe. 
   
  12 
  Hostile: The pettoner s taken to the Plane of 
  Beasts to be hunted by Ykelu’s pack. Good luck!
  Yululun (petty god protector  
   
  of tombs and cemetaries) 
  TITLES: Keeper of the Tombs 
  &	Craig Schwarze
  F	David Fisher
  SYMBOL: 
  Tombstone 
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  60' (20')
  ARMOR CLASS: 3
  HIT PTS. (HD): 
  76 hp (12 HD)
  ATTACKS:  
  1 (halberd)
  DAMAGE: 
  4d8
  SAVE: 
  F12
  MORALE: 
  10
  HOARD CLASS: XV
  XP: 
  3,100 
  Yululun, Keeper of the Tombs, s the petty god of graveyards 
  and tombs. It s around 7 feet tall, wth a lean, muscled body, 
  pale flesh, and the head of a hyena. Its eyes burn wth a cold, 
  green flame. Yululun wears scraps and rags over ts sexless 
  body, wears a necklace of bones, and s armed wth an enor-
  mous bone-bladed halberd. Yululun speaks no mortal tongue, 
  and cares nothng for the laws of man. For reasons unknown, t 
  cares only about the sanctty of grave and tomb.
  Anyone enterng a graveyard or tomb wth the ntenton of de-
  spolng t has a 1% chance of encounterng Yululun, who wll 
  attack mmedately. If desecraton on a major scale s ntended, 
  the chance of an encounter rses to 20%. In combat, Yululun 
  wll be joned by 1-2 ghouls every round, and these wll fight fe-
  rocously untl they are destroyed. If serously threatened, Yulu-
  lun wll use the ghouls to cover ts escape.
  YKeLU – YULULUN
  PeTTY GODS
  
  201
  Yurm  
  (petty god of self-injury) 
  &	Erol Otus
  F	Erol Otus
  SYMBOL: 
  Polyp 
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  60' (20')
  ARMOR CLASS: 4
  HIT PTS. (HD): 
  81 hp (14 HD)
  ATTACKS:  
  1 (spell) + aura
  DAMAGE: 
  By spell  
   
  and/or aura
  SAVE: 
  M14
  MORALE: 
  10
  HOARD CLASS: XII
  XP: 
  4,200 
  Yurm s the petty god of self-njury. Intentonal slashng of one’s 
  own body and percng t wth foregn objects are obvous forms 
  of worshp but far more satsfyng for ths god are the subtle and 
  less conscous damages; absent mnded scab pckng untl heal-
  ng s undone and blood flows, chewng fingernals untl they are 
  raw and appear malformed.
  The ultmate forms of Yurm worshp are “accdents.” Movng 
  past a low table when suddenly the world explodes n pan as a 
  sharp corner s jabbed deep nto knee cartlage. Rushng down 
  smooth wooden steps when feet slp out from under and the 
  back of the head slams down nto agony. Accdents easly avod-
  ed, but nstead entered nto, are trumphs for ths dety.
  Yurm’s physcal form s that of an uprght man-szed polyp 
  whose surface s covered wth wry black hars, oozng slash 
  wounds, and eyes set n swollen fleshy sockets. The god trav-
  els slowly usng ts stubby tentacle feet but does so n absolute 
  slence and s at all tmes nvsble. There s a hdden large cen-
  tral “sucker” foot whch enables Yurm to travel up sheer walls 
  and hang upsde down from celngs. A 100'-dameter aura sur-
  rounds t; wthn ths aura all checks aganst Dexterty and Intel-
  lgence are made at -4. Furthermore, all combat rolls fumble 
  on a 1-5 (on a 1d20 “to ht” roll) and spells have a 25% chance 
  (roll of 1 on 1d4) of httng the wrong target. Upon enterng the 
  aura, all sentent bengs must save vs. spell or suffer an effect 
  from the table below (roll 1d8):
   
  1 
  Trp, fall, and strke ther head aganst the ground: 
  1d4 ponts of damage + stunned for 1d3 rounds.
   
  2 
  Walk forcefully nto the nearest wall, tree,  
  or pece of furnture (take 1d3 ponts of damage);  
  f no such opportunty exsts (e.g., the vctm  
  s walkng across a featureless desert plan),  
  replace ths wth result #1.
   
  3 
  Poke self n eye wth held object or finger: f a 
  weapon s held, ths s done wth a non-deadly 
  component (e.g., f holdng a sword, the eye would 
  be poked wth the guard whle attemptng to 
  scratch an tch or bat away an nsect); 1d2 ponts  
  of damage and partally blnd (-3 to all rolls and 
  1/2 speed) for 1d6 rounds.
   
  4 
  Re-open recent wound: 1d3 ponts of damage;  
  f no recent wounds exst replace wth result #3.
   
  5 
  Durng the next quet moment alone, perhaps dur-
  ng nght watch, the vctm wll cut numerous small 
  slashes upon ts arm or leg; 1 pont of damage;  
  ths has a 50% chance of becomng a permanent 
  habt unless dispel magic s cast upon the vctm.
   
  6 
  Become a fingernal bter; no damage occurs but a 
  permanent −2 ponts of Charsma s suffered; ths 
  result s always permanent unless a dispel magic s 
  cast upon the vctm; t can also be mtgated usng 
  other measures (e.g., noxous salves appled to the 
  fingers, etc.).
   
  7 
  Thrust a small metal object through a soft fleshy 
  part of the body, earlobe, tongue, nostrl, etc.;  
  1 pont of damage; a clerc, drud, or other healer 
  must admnster treatment to ths wound at once  
  (1 turn) or there s a 50% chance of nfecton.
   
  8 
  Set own har on fire; 1d4 ponts of damage; f ths 
  s not possble due to no fire source or no har, the 
  vctm wll find an equally nexplcable method to 
  harm tself; modfy the damage accordng to the 
  method of self-njury.
  Yurm casts spells as a 14th level magc-user (or llusonst f us-
  ng that class), constantly sees invisible, s mmune to dsease 
  and poson, and can teleport without error one tme per day. 
  The god wll usually be found on the outskrts of populated 
  areas where bengs wll regularly enter the aura and begn to 
  ‘worshp’ by harmng themselves. Worshppers are always re-
  warded wth a feelng of well-beng whch temporarly washes 
  away the pan. 
  Yurm prefers to avod drect conflct; f attacked t wll use ts 
  (llusonst) spells and teleport ablty to dsengage. If destroyed 
  n combat, t wll reform n 1d100 days.
  Ywehbobbobhewy  
  (petty god of magic mirror portals) 
  TITLES: Lord of Waters; King of Mirrors;  
   
  Patriarch of the Most Profound 
  &	Matthew Schmeer
  F	Leonard O’Grady
  SYMBOL: 
  A cracked  
   
  mrror  
   
  drppng  
   
  three drops  
   
  of water 
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  90' (30')
  ARMOR CLASS: −5 [+2]
  HIT PTS. (HD): 
  125 hp  
   
  (21 HD)
  ATTACKS:  
  2 
  DAMAGE: 
  2d8+specal/ 
   
  2d8+specal
  SAVE: 
  F19
  MORALE: 
  12
  HOARD CLASS: X
  XP: 
  13,000 
  PeTTY GODS
  YURM – YweHBOBBOBHewY
  
  202
  Ywehbobbobhewy, Lord of Waters, Kng of Mrrors, Patrarch 
  of the Most Profound, s the petty god of magc mrror portals. 
  Ywehbobbobhewy’s manfestons occur n churnng or dsturbed 
  waters, fragments of shattered mrrors, and deep thoughts that 
  should not be thought. He appears as a pulsng mass of a thou-
  sand-eyed fleshy, clawed, tentacle-lke appendages and grnnng 
  toothy mouths cacklng wth manacal laughter. Ywehbobbob-
  hewy’s most ardent worshppers and servants come from the 
  most learned of the learned ranks: those who have glmpsed 
  the dvne wthout dvne assstance and have been drven mad 
  by what they have glmpsed. Socopaths and/or academcs, n 
  other words.
  Ywehbobbobhewy s never surprsed by opponents and attacks 
  only upon beng attacked; he attacks by castng shards of glass 
  from hs fleshy appendages, whch do 2d8 damage, wth a 20% 
  chance that a successful ht teleports the attacker to the nearest 
  large body of water.
  Ywehbobbobhewy can only be struck by +2 or better weap-
  ons. He s resstant to attacks by normal and magcal fire, and 
  any such attacks wll result n a fuckton of steam bllowng 
  back on the attacker, nflctng as many ht ponts of damage 
  as Ywehbobbobhewy has remanng (the vctm(s) may save vs. 
  breath for half damage).
  However, ths petty god would rather woo and/or taunt attack-
  ers and send them on mpossble quests (such as to retreve a 
  val of a demon lord’s tears, to command the tde to cease ts 
  churnng, etc.). Should the questers be successful, Ywehbob-
  bobhewy wll rchly reward them for ther cunnng.
  Ywehbobbobhewy wll only bless or curse a mortal beng wth 
  a sacrfice that he deems worthy of such a request. Ywehbob-
  bobhewy s most pleased wth offerngs of thoughtless thoughts 
  and good ntentons, but savors the flesh of prests of Churfaz 
  the Maggot-Kng as the most delectable of offerngs. Ywehbob-
  bobhewy’s blessngs act as a +3 bonus to all savng throws for 
  a 24 hour perod. Hs curses work as a −3 penalty to all savng 
  throws for 48 hours.
  The Dark Moon Festval s held n Ywehbobbobhewy’s honor 
  every fourteenth year. Although outlawed n many kngdoms 
  and empres, n rural vllages the rtes of male vrgn sacrfice 
  and blood debauchery are practced on ths darkest of nghts. 
  It s sad that only on ths nght wll Ywehbobbobhewy hm-
  self assume human form and walk among hs worshppers, 
  most often appearng as a one-eyed, lute-playng hunchbacked 
  mdget accompaned by a two-legged bald cat whch rdes on 
  hs shoulders. If he s attacked whle n ths form, he has the 
  ablty to cast any sngle clerc spell, but hs most favored are 
  quest, symbol, and destruction, and the defender gets no save. 
  The cat does not attack.
  Ywehbobbobhewy Reaction Table
   
  2 
  Friendly: Wll bless 1d6 targets wthout  
  a proper sacrfice
   
  3-5 
  Indifferent: Wll bless 1d6 targets wth  
  proper sacrfice
   
  6-8 
  Neutral: Wll attempt to woo target wth  
  hghest Charsma score
   
  9-11 Unfriendly: Teleports 1d6 targets to mddle  
  of largest nearby body of water
   
  12 
  Hostile: Casts destruction on 1d6 targets
  RELATED ENTRIES: G) Churfaz; M) Bob the Cat.
  Yyy (petty god of questions and riddles) 
  TITLES: The Grand Examiner; King of Questions;  
   
  Lord of Queries; Prince of Puzzles 
  &	Richard J. LeBlanc, Jr.
  F	Richard J. LeBlanc, Jr.
  SYMBOL: 
  A lghtnng flash,  
   
  strkng from  
   
  rght to left
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: 4
  HIT PTS. (HD): 
  62 hp (12 HD)
  ATTACKS:  
  1 (staff strke  
   
  or lghtnng bolt) 
  DAMAGE: 
  1d8+specal  
   
  or 4d6+specal
  SAVE: 
  M12
  MORALE: 
  7
  HOARD CLASS: X
  XP: 
  2,800 
  Yyy (pronounced as long “e” sound), s the Grand Examner, the 
  Kng of Questons, the Lord of Queres, the Prnce of Puzzles, 
  s the petty god of questons and rddles. He knows the answer 
  to all puzzles and rddles as he s the orgnator of all them. He s 
  worshped by many sphnxes and other sentent creatures that 
  rely on the use of puzzles and rddles. 
  Yyy appears as an elderly bearded hermt dressed n a hooded 
  gray robe and carryng a lantern and a staff. In melee, he may 
  strke wth the staff for 1d8 damage, and on a faled save vs. spell 
  stuns the target for 1d6 rounds. Durng any gven round, he may 
  nstead use the staff to cast a 100'-long lghtnng bolt whch does 
  4d6 electrcal damage and on a faled save vs. paralyss stuns the 
  target for 3d18 rounds. 
  Whenever Yyy s encountered, there s a 5-n-6 chance he wll 
  be accompaned by ether an androsphnx (50% chance) or a 
  gynosphnx (50% chance). Every day, Yyy may summon one 
  of each type to assst hm. Regardless of whether he s alone 
  or accompaned by a sphnx, Yyy wll always pose a rddle or 
  puzzle to any ntellgent creature (or creatures) he encounters. 
  Yyy speaks n a magcal language that s understandable by 
  any sentent creature wthn earshot (as f the language spoken 
  were the creature’s natve tongue beng spoken by a master of 
  the language). 
  Yyy Reaction Table
  Modify by −2 if his riddle or puzzle was answered  
  successfully, or by +2 if answered unsuccessfully.
   
  2 
  Friendly: Wll solve a rddle or puzzle. 
   
  3-5 
  Indifferent: Wll solve a rddle or puzzle  
  f properly proptated.
   
  6-8 
  Neutral: Poses another another puzzle/rddle;  
  a successful answer results n a “Frendly”  
  reacton (as above); an unsuccesful answer results 
  n a “Hostle” reacton (as below).
   
  9-11 Unfriendly: Threatens to summon a sphnx  
  and attack unless properly proptated.
   
  12 
  Hostile: Summons a sphnx and attacks.
  YweHBOBBOBHewY – YYY
  PeTTY GODS
  
  203
  Zeekil (petty goddess of needless pain) 
  &	Matt Jackson
  F	Eugene Jaworski
  SYMBOL: 
  Two blood- 
   
  staned  
   
  chan lnks 
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: 2
  HIT PTS. (HD): 
  66 hp (10 HD)
  ATTACKS:  
  2 (hooks)  
   
  or 1 (shrek)
  DAMAGE: 
  See below
  SAVE: 
  F10
  MORALE: 
  12
  HOARD CLASS: XVIII
  XP: 
  2,400 
  Zeekl appears as a humanod of roughly human heght—a 
  vomtous mass of bloody and rottng flesh from former vctms 
  held together through some bzarre and dark magc. As the 
  vctms’ flesh s ever-changng, so s her appearance (though 
  she s always roughly the heght and mass of a fat, bulbous 
  human). Large and bloody chans reman hooked through her 
  flesh; they dangle and dance wth her every move.
  Zeekl s the Lord of Needless Sufferng, and she enjoys causng 
  as much pan as possble. When she fights, she wll lash out wth 
  the chans that hang from her flesh, wth each chan dong 1d8 
  on a successful “to ht” roll. Addtonally, there s a 2-n-6 chance 
  per successful strke that the hook on the chan wll perce the 
  vctm’s flesh, hookng the vctm and causng ntense pan to 
  course through the vctm’s body. If hooked, the vctm must save 
  vs. paralyss or be stunned (wracked wth pan) and unable to act 
  for 1d4 rounds. After a vctm s hooked, Zeekl wll attempt to 
  pull the hook from ther flesh, rppng a few pounds of muscle 
  away (for an addtonal 1d8 ponts of damage) and absorbng that 
  flesh nto her body (restorng a number of hp equal to the dam-
  age done when rppng the flesh, up to Zeekl’s maxmum hp). If 
  the vctm s stunned, the rp s automatc. If the vctm s able to 
  act, he or she may pull on the chan (resstng Zeekl’s attempt 
  to rp the flesh) by rollng ther Strength or under on 1d20; f the 
  roll fals, Zeekl succeeds n rppng ther flesh; f roll succeeds, 
  the hook comes out wth no damage; f the roll s 3 or less, 
  there’s no damage but the hook stays embedded. The tearng 
  hook wll cause terrble and permanently dsfigurng scars. 
  Zeekl also possesses the ablty to utter a terrble shrek of such 
  horrfyng pan that t can stop the strongest warrors n ther 
  steps. Anyone wthn hearng range of the shrek must save vs. 
  paralyss or be overcome wth a chldlke fear (as fear spell)—
  ther body wll tremble, they wll break out n a cold sweat, ther 
  eyes wll dart around n a paranod daze, and f possble, they 
  wll drop everythng and run n fear.
  When her physcal body has been destroyed, t wll fall apart, 
  wth the varous peces of flesh floppng to the ground. Unless 
  these parts are completely destroyed (e.g., by fire, dsntegra-
  ton, etc.) OR soaked n holy water, Zeekl wll reform from the 
  remanng peces n 1d6 turns. If necessary, Zeekl wll pull ad-
  dtonal flesh from weak creatures nearby (e.g., rats or fish). 
  Zezeke (petty god of hurled curses) 
  TITLES: Ol’ Miserable Cuss, Rank Piss-n-Vinegar 
  &	Eric Potter
  F	Donn P. Crane w/ Richard J. LeBlanc, Jr.
  SYMBOL: 
  Serpent eatng own tal 
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  300' (100') flyng
  ARMOR CLASS: 1
  HIT PTS. (HD): 
  59 hp (9 HD)
  ATTACKS:  
  2 (cuss/stck or stone)
  DAMAGE: 
  None/1d4
  SAVE: 
  M30
  MORALE: 
  10
  HOARD CLASS: None
  XP: 
  1,475 
  Zezeke s the cantankerous petty god of hurled curses, and s 
  perhaps known more commonly to hs sanctmonous follow-
  ers as “Ol’ Mserable Cuss” or “Rank Pss-n-Vnegar.” He s the 
  staunch defender of the Fve Great Character Flaws: Arrogance, 
  Impatence, Greed, Obstnacy, and Martyrdom. Whle hs fath-
  ful followers may fall nto any one of these specfic categores, 
  those who exhbt trats n two or more wll be approprately 
  blessed by ther approvng god.
  Zezeke s extraordnarly protectve of those worshppers who 
  seethe wth self-rghteous ndgnaton, gross nsenstvty, or 
  contemptuous rudeness. He greatly apprecates condescenson, 
  prejudce, and rgdty among hs flock. Also, those who har-
  bor deep resentments are well represented among hs ardent 
  devotees. Once summoned, ths foul-mouthed petty god can 
  be reled upon to provde, at a moment’s notce, an unendng 
  stream of frothy and vle obscentes that wll spew forth from 
  any true belever’s lps. All that s requred to unleash the power 
  of Zezeke s a clenched fist, a furrowed brow, and a few hard 
  stamps of a boot aganst the drt, and the belever wll enter a 
  Z
  zeekil • zikcub • zirkoniA • zodrAz • zumbiboo • zuurrt • zyni moe • zzyzz
  PeTTY GODS
  ZeeKIL – ZeZeKe
  
  204
  dreamlke trance and ther tongue wll become controlled by the 
  ornery Zezeke.
  Normally, a possesson by Zezeke s enough to prove a pont, 
  however, f some errant fool smply does not get the message, 
  the Ol’ Mserable Cuss wll endeavor to pay a vst n person. 
  Zezeke wll always take the form of a mnature, flyng, old gee-
  zer about the sze of a grapefrut—large enough to annoy the 
  hell out of hs unsuspectng vctm wth hs ncessant dve-bomb-
  ng (all the whle yellng curses nto hs ear) yet stll small enough 
  not to be easly batted away. He prefers to appear naked to 
  better show hs ass because he knows ths wll get your goat and 
  leave you wth steam comng out of your ears. Zezeke’s atttude 
  s certanly cyncal, hostle, and overtly sarcastc.
  Zezeke has abandoned hs knowledge of all magc spells save 
  fly, and has filled each of hs avalable slots wth t solely. Ths 
  “ever-lastng” effect allows hm an endless opportunty to con-
  tnue to hurl hs wcked barbs relatvely safely from the ar, and 
  addtonally, allows hm to follow more non-confrontatonal op-
  ponents whenever they should try to flee. Further, the crotch-
  ety grump has mastered the art of aeral combat, fully utlzng 
  barrel roll attacks, ptchbacks, wngovers, and lag dsplacement 
  rolls, among others, and any character who attempts to swat at 
  Zezeke wth ther weapons or hands does so at a −10 “to ht” 
  penalty. 
  The last word wll be had by Zezeke. Hs man ntenton s to 
  crush sprts deeply by unleashng a barrage of abomnable 
  scorn, whch eventually taunts hs vctm nto dejecton, and 
  ultmately, wthdrawal. However, he does qute enjoy a jaunty 
  back and forth persflage and wll take a nasty jbe as good as 
  he gves... to a pont. 
  Zezeke’s curses are ntally hurled at a +2 “to ht”, however, as 
  hs trade contnues, the dsparagement wll become so potent 
  that hs barb n each subsequent round s thrown at an ncreasng 
  bonus (+3, +4, +5, and so on), untl hs opponent s mserable. 
  Although Zezeke wll get a rse out of hs ntended vctm more 
  tmes than not, on the rare occasons where true pacfists are 
  met, he wll become enraged and resort to hurlng stcks or 
  stones n an effort to break ther bones snce hs words dd 
  not really harm them. Normal mssle fire adjustments apply to 
  these physcal attacks.
  Zezeke’s sphere of nfluence s self-confined. Havng the nnate 
  sense that anmals don’t often respond to vle verbal taunts and 
  that t s manly other people that are the ultmate annoyances, 
  Zezeke prmarly rewards hs followers wth hs presence only f 
  they reman wthn the confines of populous outposts, hamlets, 
  vllages, ctes, ports, and the lke. And typcally, followers who 
  roam nto wlderness areas find themselves on ther own. One 
  excepton to ths steadfast rule s that of a rural battlefield.
  Zezeke Reaction Table
  Use 1d6 (instead of 2d6), with no modifiers.
   
  1 
  Bothered: Not even worth t,  
  returns to possesson-only ad.
   
  2 
  Annoyed: Sngle verbal nsult.
   
  3 
  Aggravated: Double barb per round.
   
  4 
  Irritated: Thngs get personal.
   
  5 
  Infuriated: May nsult your mother.
   
  6 
  Enraged: Dspenses wth verbal batng.
  Zikcub  
  (petty goddess of sickly animals) 
  &	Doug Rusch
  F	Zak Smith
  SYMBOL: 
  Bloody paw 
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  90' (30')
  ARMOR CLASS: 2
  HIT PTS. (HD): 
  45 hp (12 HD)
  ATTACKS:  
  3 (2 claws/1 bte)
  DAMAGE: 
  1d6/1d6 (claws)/1d10 (bte) plus dsease
  SAVE: 
  M20
  MORALE: 
  10
  HOARD CLASS: VII
  XP: 
  5,800 
  Zkcub, the patron petty goddess of sckly anmals, was once 
  a pampered pet tger of a wealthy prnce untl she contracted 
  a wastng dsease. As her har fell out and her body wthered 
  her masters scorned her, tormented her, and finally beat her to 
  the verge of death. Sensng her sufferng, the gods took pty, 
  nfusng her wth dvne vtalty. Her strength, though not her 
  health, returned, and she attacked her former masters and fled. 
  Wth strength came awareness and a sense of responsblty. 
  Now Zkcub travels the world followng her nstncts, provd-
  ng solace to njured, dseased, and dyng anmals. Though no 
  longer dyng, Zkcub s n constant pan
  Zkcub appears as a wasted slghtly-humanod-lookng felne 
  wth only dsheveled tufts of fur remanng. She has weepy 
  eyes, lumpy ulcerated skn, saggng teets, and emacated flesh. 
  Zkcub can communcate and ad people or anmals, but does 
  not possess the power to cure. A sp of rancd mlk from one 
  ZeZeKe – ZIKCUB
  PeTTY GODS
  
  205
  of her teets can temporarly restore vtalty and stave off death 
  n the dseased or njured (1d6 hours as f fully healed). Another 
  sp can provde nstant solace through panless death (save vs. 
  poson applcable f drnker does not desre death). The po-
  tency of her other teats s shrouded n mystery. 
  Anmals can sense her presence and come to pay homage or to 
  seek what ad she can provde. She typcally has 5d12 anmals 
  of varous types n attendance. Many of these wll be small 
  or sckly, though larger anmals may be present. Whle they 
  wll obey Zkcub’s wshes they wll normally try to keep people 
  away, and wll defend her to the best of ther ablty f she s 
  threatened. Among anmals Zkcub s both revered and pted, 
  but her presence s consdered an ll omen, foretellng of pan... 
  and even death.
  Zkcub has no love for people, but wll tolerate the presence 
  of druds, veternarans, and those on a msson to help some 
  beloved anmal. If she s threatened, or those she protects are 
  threatened, she wll fight. Her bte has a 50% chance of trans-
  mttng a random dsease such as rabes, flu, toxoplasmoss, 
  campylobacteross, and even spongform encephalopathy 
  among others. Vgorous actvty wll reopen her wounds releas-
  ng the smell of putrefied flesh. Those hostle to her wthn 20 
  feet must save vs. poson or be ncapactated (due to nausea 
  caused by the smell).
  Her dvne vtalty prevents Zkcub from dyng and she regener-
  ates at a prodgous 5 hp per round. Posons, dsease, and other 
  malades cannot affect her. In the past, she has even recovered 
  from beng turned to stone after only a few days. Mystcs specu-
  late that she cannot de as long as she contnues to receve the 
  blessng of the gods.
  Zirkonia  
  (petty goddess of shiny things) 
  &	John Gavin Lighterness
  F	Steven Goodman
  SYMBOL: 
  Golden rng  
   
  n a sunburst 
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  360' (120')
  ARMOR CLASS: −8
  HIT PTS. (HD): 
  102 hp (18 HD)
  ATTACKS:  
  2 (Sword  
   
  of Shining)
  DAMAGE: 
  3d6 + specal
  SAVE: 
  C18
  MORALE: 
  10
  HOARD CLASS: XV
  XP: 
  10,000 
  Zrkona s the petty god of all shny thngs. When somethng 
  shnes, gltters, glstens, gleams or sparkles that s, n fact, a m-
  nor manfestaton of Zrkona. In the presence of an enormous 
  amount of shny objects, Zrkona can be summoned, or may 
  smply appear unbdden to bask n the reflected dazzlng glow. 
  When fully manfested Zrkona appears as a stunnngly beaut-
  ful woman n gltterng plate-mal, wth a shmmerng robe of 
  platnum chan-mal, carryng a longsword studded wth spar-
  klng damonds. 
  Zrkona’s weapon s the Sword of Shining—a sword wth a 
  damond-tpped edge. Each successful ht forces the vctm to 
  make a save vs. paralyss or be turned to gold, damond, sl-
  ver, or anythng else whch shnes and gltters. Zrkona’s only 
  nterest s the adoraton of everythng that shnes, gltters, or 
  sparkles, as adorng them s to adore her. She s utterly self-
  obsessed and does not react well when she s not the focus of 
  attenton. Her jealous temper tantrums have been known to 
  cause the runaton of cvlzatons. The cults of Zrkona are 
  usually filled wth the most obsequous, sycophantc, and toad-
  yng wretches, and her temples are fabulously and expensvely 
  decorated, and very well defended. 
  If Zrkona degns to bestow her blessing on a character then 
  they receve one of the followng (d6): 
   
  1-3 
  Zirkonia’s Glamour: For 1d4 days, the character 
  wll have a glnt n ther eye or a gleam on ther 
  teeth, gvng them a +1 bonus to Charsma. 
   
  4-5 
  Zirkonia’s Gleam: All the tems the character 
  s carryng wll nstantly be cleaned, and shne 
  brghtly for 1d6 days. Durng ths tme, the tems 
  wll not tarnsh or scratch and cannot be broken  
  by any means. 
   
  6 
  Zirkonia’s Gift: 1d6 of the mundane tems the 
  PC s carryng are transmuted nto gold and/or  
  slver versons. New values are determned by  
  a roll on the Jewelry Table or at DM’s dscreton. 
  Zirkonia Reaction Table 
   −1 for every piece of ostentatious jewelry  
  or decoration worn by the PC. 
   
  2 
  Friendly: Blesses 1d4 nearby targets. 
   
  3-5 
  Indifferent: Blesses 1d4 nearby targets  
  f properly proptated.
   
  6-8 
  Neutral: Ignores nearby creatures. 
   
  9-11 Unfriendly: Curses 1d6 nearby targets f  
  not properly proptated. 
   
  12 
  Hostile: Curses 1d8 nearby targets.
  Zodraz (petty god of seeds and toil) 
  &	Trey Causey & Lester B. Portly
  F	Lester B. Portly
  SYMBOL: 
  Chaff of  
   
  wheat 
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  120' (40')
   
  FLY: 
  180' (60')  
   
   
  head only
  ARMOR CLASS: 0
  HIT PTS. (HD): 
  60 hp  
   
  (12 HD)
  ATTACKS:  
  2 (fists)
  DAMAGE: 
  1d8/1d8
  SAVE: 
  F12
  MORALE: 
  10
  HOARD CLASS: See below
  XP: 
  2,700 
  PeTTY GODS
  ZIKCUB – ZODRAZ
  
  206
  Zodraz appears as a 12'-tall stone figure wth a scowlng mask-
  lke vsage whch s perpetually dsapprovng. He enforces obe-
  dence to hs rghtful authorty by demandng all (n the pres-
  ence of hs avatar) kneel before hm.
  Zodraz the Lawful (hs more expansve ttle) s really only con-
  cerned wth enforcng conformty and stampng out what he 
  vews as prurence, so that hs folk may prosper and be moral 
  and uprght. Hs harsh judgement falls on forncators and ds-
  ruptors of publc order, but equally upon women who dress m-
  modestly or men not engaged n the “honest labor” of agraran 
  work or a craft. To those who follow Zodraz’s stern edcts, he 
  gves fertle fields and healthy lvestock.
  If hs avatar s brought to zero ht ponts, hs head floats off hs 
  body, and hs body s completely rejuvenated n 1d6 rounds. 
  Ths supported the long-held noton by some scholars that Zo-
  draz’s head s not an essental part of hs beng and not used 
  for much, beyond makng pronouncements. The head wll re-
  man out of reach and harangue the characters whle the body 
  regenerates. The floatng head has an AC of −2 and sngle ht 
  destroys t, leavng behnd a gem worth 500 gp.
  Zodraz Reaction Table
  Neutral characters receive +1 to this roll and  
  Chaotic characters receive +2 to this roll.
   
  2 
  Friendly: Commands all to kneel, then  
  vomts forth a gem worth 500 gp.
   
  3-5 
  Indifferent: Commands all to kneel,  
  then vomts forth a ple of gran seeds.
   
  6-8 
  Neutral: Commands all to kneel,  
  lectures those who do not; roll agan.
   
  9-11 Unfriendly: Commands all to kneel,  
  those who do not wll be attacked.
   
  12 
  Hostile: Commands all to kneel,  
  then attacks regardless of any actons.
  Zumbiboo (petty god of dust)  
  TITLES: Little Zumbiboo 
  &	Igor Vinicius Sartorato*
  F	Del Teigeler
  SYMBOL: 
  A handful of dust 
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  60' (20')
  ARMOR CLASS: 3
  HIT PTS. (HD): 
  71 hp (17 HD)
  ATTACKS:  
  2 (fists)
  DAMAGE: 
  1d8/1d8
  SAVE: 
  T17
  MORALE: 
  6
  HOARD CLASS: VII
  XP: 
  8,500 
  Zumbboo (or sometmes “Lttle Zumbboo”) s the petty god of 
  dust, rulng over all the dust n the world. Although he s present 
  almost everywhere n some way, he can be more easly found 
  n places where the dust has settled for decades, centures, or 
  mllenna (e.g., abandoned buldngs, runs, tombs, etc.).
  The Lord of Dust can manfest hmself n two dstnct forms. 
  When he only wants to communcate wthout exposng hm-
  self, he smply wrtes words n the thck layers of dust. When 
  he needs to physcally nteract wth other creatures, Zumbboo 
  assumes a 3'-tall roughly-humanod form composed of dust.
  He consders the carryng of a broom or feather duster n hs 
  presence to be a major offense, and wll automatcally be hostle 
  wth those who carry such thngs. Ironcally, he does not con-
  sder the removal of dust as blasphemy aganst hm, snce ths 
  task s held as a noble duty, and not an uncomfortable oblga-
  ton. He does expect that some dust always be swept under the 
  rug, as an offerng to hm.
  Specal care s taken to not offend ths god durng the trad-
  tonal sprng cleanng; t s beleved that, f angred, he may send 
  a huge dust storm capable of coverng an entre cty.
  The petty god of dust also knows many secret passages and 
  hdden places because dust enters through all manner of cracks, 
  and covers even the most well-hdden locatons.
  In combat, Zumbboo attacks wth powerful blows from hs 
  fists, wth each fist dong 1d8 on successful “to ht” rolls. Fru-
  thermore, each tme he successfully strkes, hs opponent must 
  save vs. breath or become blnded for 1d4 rounds (due to dust 
  n the eyes). Each two rounds, Zumbboo can summon 1d3 
  dust devls or 1d6 gant mtes to assst hm n combat.
  Zumbiboo Reaction Table
   
  2 
  Friendly: Reveals the locaton of some dusty  
  old treasure.
   
  3-5 
  Indifferent: Reveals the locaton of a secret  
  door or hdden place, f properly proptated.
   
  6-8 
  Neutral: Starts a conversaton wthout  
  major ntentons.
   
  9-11 Unfriendly: Conceals mportant clues (such as 
  footprnts) wth dust, and causes dust to enter n-
  sde the clothes, bags, and shoes of the character.
   
  12 
  Hostile: Demands the treatment due to a god; 
  otherwse, he summons hs mnons and pours  
  hs wrath upon the character.
  * Based on an original concept by Lord Dunsany.
  ZODRAZ – ZUMBIBOO
  PeTTY GODS
  
  207
  Zuurrt  
  (petty god of lost lifetimes)  
  TITLES: The Orphan-Maker 
  &	Ezra Claverie
  F	Richard J. LeBlanc, Jr.
  SYMBOL: 
  a bronze con wth the stylzed shape  
   
  of a trlobte cut from the mddle 
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  90' (30')
  ARMOR CLASS: 9 [+1]
  HIT PTS. (HD): 
  20 hp (4 HD)
  ATTACKS:  
  See below
  DAMAGE: 
  See below
  SAVE: 
  C4
  MORALE: 
  12
  HOARD CLASS: XV
  XP: 
  245 
  Zuurrt resembles a yard-long chartreuse prsmatc crystal float-
  ng n the ar. Zuurrt’s worshppers have been dead for mllons 
  of years, and only scholars of the arcana of lost races know ts 
  true name (whch means “the Orphan-Maker” n the language 
  of the ancent Trlobte Folk). 
  In a wlderness sad to be haunted dwells Zuurrt upon a rocky 
  hll, the remnant of a peak where the Trlobte Folk once rased 
  a temple n ts honor. Zuurrt s not natve to ths plane and does 
  not experence tme as mortals do; t s startng to wonder why 
  no Trlobte plgrms have sacrficed ther tmelnes to t lately.
  Anyone who clmbs the hll wll find the landscape of towerng 
  boulders n whch Zuurrt wanders. Zuurrt wll approach but wll 
  stop 1d100 feet from the vstors, observng.
  An aura 30' n radus surrounds Zuurrt. Wthn ths zone, Zuurrt 
  appears to blaze wth green lght. Persons outsde ths aura can-
  not see Zuurrt’s para-lght, though they can see the reactons of 
  persons nsde.
  Zuurrt scans the tmelne of anyone who enters ts aura. Ths 
  causes old memores to surface and past experences to ntrude 
  on present perceptons. Vctms must save vs. spell each round 
  or stand dazed and unable to act durng that round. 
  If anyone remans wthn Zuurrt’s aura for three or more 
  rounds, Zuurrt wll extrude a mass of vaporous filaments (whch 
  persons outsde the aura cannot see), reachng for the nearest 
  creature. The target must save vs. spell: success means that 
  the target experences only a prcklng sensaton; falure means 
  Zuurrt has consumed the vctm’s tmelne (the vctm suffers 
  2d6 damage from shock, and must save vs. paralyss or lose 
  conscousness for 1d20 mnutes). Zuurrt wll choose a new tar-
  get every subsequent round untl ether all targets leave ts aura 
  or untl t has consumed everyone’s tmelne. Zuurrt can only 
  consume a person’s tmelne once. It wll gnore anyone who 
  has entered ts aura but left wth hs or her tmelne ntact.
  Persons outsde the aura when Zuurrt consumes someone’s 
  tmelne mmedately lose all memory of the vctm, because 
  now he or she has never been born. Deeds that the vctm have 
  performed now become, retroactvely, the work of others. (Ths 
  may result n doublngs, ronc reversals, and other changes 
  to persons’ tmelnes; the DM should endeavor to keep such 
  changes mnmal, n keepng wth the laws of temporal conser-
  vaton that govern Zuurrt’s feedng.)
  Persons nsde the aura when Zuurrt consumes someone’s 
  tmelne wll retan ther memores of the vctm, and they wll 
  have no memory of the new tmelnes that Zuurrt’s consump-
  ton has created. Ths s also true for the vctm, who retans all 
  of hs or her memores, experence ponts, and belongngs. 
  Mnd-affectng spells and ordnary weapons have no effect on 
  Zuurrt. Magcal weapons can damage ts crystallne body, but t 
  wll not defend tself. At 0 ht ponts, ts wnks out of exstence, 
  returnng to ts own plane wth some unbelevable stores for 
  ts frends.
  Zyni Moî (protector of godly knowledge) 
  &	Keith Sloan
  F	Dugald Stewart Walker
  SYMBOL: 
  Coled snake 
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  90' (30')
  ARMOR CLASS: 3
  HIT PTS. (HD): 
  40 hp (7 HD)
  ATTACKS:  
  3 (btes)
  DAMAGE: 
  2d8 + poson  
   
  (per bte)
  SAVE: 
  F7
  MORALE: 
  11
  HOARD CLASS: None
  XP: 
  2,000
  Zyn Moî s a small, posonous snake and s known as the Pro-
  tector of the Secrets of the Gods. He s charged wth protectng 
  knowledge that the gods do not wsh mortals to learn. He does 
  ths by btng and posonng those that obtan some forbdden 
  knowledge, kllng them before they can spread t to other mor-
  tals. He s not permtted to slay those seekng such knowledge, 
  only those that obtan t. The snake can be dspatched by any 
  god who learns of such forbdden questng for knowledge. Zyn 
  Moî wll then make hs way to observe the knowledge seeker, 
  lyng n wat untl the moment they have succeeded, at whch 
  pont he wll strke. Hs bte s vrulently posonous (save vs. po-
  son at -4) and he can strke three tmes per round, posonng 
  on each strke. In addton to hs bte and great speed, he can 
  blend perfectly nto any terran, essentally becomng nvsble 
  provded he s not movng. Zyn Moî bears no malce to those 
  he slays, though he s mercless n fulfillng hs tasks. When not 
  performng hs tasks, he lkes to sun hmself on warm desert 
  sands, or to swm n cool rvers. 
  PeTTY GODS
  ZUURRT – ZYNI MOî 
  
  208
  Zzyzz (petty god of irrational fears) 
  &	Justen Brown
  F	Justen Brown
  SYMBOL: 
  Swrlng red vapor wthn a black vod 
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  360' (120')
  ARMOR CLASS: −4
  HIT PTS. (HD): 
  90 hp (20 HD)
  ATTACKS:  
  Specal
  DAMAGE: 
  Specal
  SAVE: 
  M19
  MORALE: 
  12  
   
  (never fals)
  HOARD CLASS: None
  XP: 
  11,250
  Zzyzz (pronounced wth a guttural grunt at the back of the 
  throat) s the petty god of rratonal fears and he-whch-ex-
  sts-n-the-corner-of-your-eye. It takes the “form” of a swrlng, 
  formless beng amdst mpenetrable darkness. Zzyzz s created 
  by the essence of unsubstantated fears. It manfests wherever 
  lght fals to reach ncludng cabnets, treasure chests, under-
  neath beds, and deep forests. Zzyzz thrves on fear and super-
  stton and prefers to leave prey alve so t may feast on ther 
  raw emotons. It enjoys stalkng unsuspectng travelers, scarng 
  supersttous chldren, and brngng msfortune on those who 
  openly mock t or brng lght to ts realm of darkness. 
  Zzyzz makes no sound and s near nvsble, surprsng ts op-
  ponents on a 1-5 (on 1d6). It has no physcal form but can only 
  exst where there s at least a 5' radus of darkness—any form of 
  lght, even the shadowy flcker of a candle, pushes ts essence 
  away. If completely hedged out by lght, Zzyzz automatcally tel-
  eports to the nearest patch of darkness wthn one mle. Zzyzz 
  can only be damaged by lawful weapons of at least +1 enchant-
  ment but s oddly susceptble to magic missile, sufferng twce 
  the normal damage from each mssle. 
  Zzyzz has no actual attacks and only manfests to feed on fear. 
  It can always cast telekinesis, phantasmal force, and continual 
  darkness at wll as a 20th level caster; and wll use these spells 
  to cause maxmum chaos among ts prey: breakng up ther 
  ranks, lurng them nto traps, or attractng nearby monsters. 
  Smply lookng at Zzyzz forces ntellgent creatures to save vs. 
  nsanty* or run n fear for 1d4 hours. Alternatvely, Zzyzz can 
  cause that creature to become nsane (as confusion but wth no 
  chance of actng normally) for 1d8 rounds or fall nto a coma-
  tose stupor for 1d4 rounds. 
  If Zzyzz touches an unconscous (ncludng sleepng) creature, 
  t can manfest tself n the darkness wthn the creature’s skull. 
  At wll, Zzyzz can domnate the creature and gan access to all 
  abltes, spells, memores (wthn the past year), and languages. 
  When Zzyzz leaves the target, t must save vs. death or become 
  nsane for 24 hours. Protecton from chaos protects a creature 
  from possesson and the nsanty effect cast after Zzyzz pos-
  sesses the vctm. 
  Zzyzz Reaction Table 
   
  2 
  Envious: Steals or breaks an expensve-lookng 
  tem usng telekinesis before retreatng.
   
  3-4 
  Bored: Performs mnor trcks and llusons,  
  not exposng hmself.
   
  5-6 
  Ambivalent: Exposes hmself untl someone  
  goes nsane, then retreats. 
   
  7-9 
  Mischievous: Creates horrfic llusons  
  whle out of sght.  
   
  10-11 Angered: Attacks—lures vctms nto traps,  
  attracts monsters, etc.
   
  12 
  Bloodthirsty: Wll lure the most powerful  
  monsters to ts vctms, throw deadly objects at 
  them, possess and kll them, etc.
  * See UNDERWORLD LORE #1, p.14.
  ZZYZZ
  PeTTY GODS
  
  209
  SECTION 2
  Minions, Knights  
  & Servitors
  F Beatrice Elvery
  
  210
  OVeRVIew
  MINIONS, KNIGHTS & SeRVITORS
  Introduction
  Almost as old as the stores of the gods themselves are the 
  stores of the servants of the gods. In fact, the Mesopotamans 
  beleved that human bengs were created smply so the gods 
  would have servants. There are, of course, the stores of the 
  varous ndvdual servants of the gods: the Olympans shared 
  a cupbearer n the beautful Ganymede; Hades was served by 
  Charon who acted as hs boatman and Cerberus who acted as a 
  gatekeeper; finally, Odn reled on hs Valkyres to choose who 
  would lve and de n battle.
  Mnons, servtors and knghts wll often fall under one or more 
  of the followng categores:
  Leader
  In groups composed of other servants (wllng or unwllng), ths 
  figure wll make decsons, keep order, and enforce dscplne. 
  Ths type can nclude ndependent mnons (lke knghts), and 
  those mnons that beleve themselves to be gods.
  EXAMPLES FROM THIS SECTION: Merkor, Okkin, Nipleteth, 
  Sir Daraneolus, Xunadu Khan. 
  Protector/Enforcer
  Servants n ths role wll follow the god’s wshes, servng those 
  wshes ndrectly by ensurng that others are followng the god’s 
  wshes or drectves (e.g., defendng persons, places or thngs 
  mportant to the god).
  EXAMPLES FROM THIS SECTION: Child of Neub, Ggiyy, Insect-
  man, Miri-Nigri, Murmuroth, Shadow Snake, Taartkin, Visible 
  Stalker, Ynnym.
  Nurturer/Caregiver
  The role of ths type of servant wll be to provde ad or sus-
  tenance on the behalf of the god served, delver an mportant 
  object sent by the god they serve, or provde moderaton (e.g., 
  ensurng good relatonshps), companonshp (e.g., a pet), or 
  entertanment (e.g., a jester).
  EXAMPLES FROM THIS SECTION: Aeshek, Bob the Cat, Kash-
  Kash, Mouthless Tongue, Sepultural Wyrm.
  Knowledge Keeper
  Servants n ths role are trusted wth knowledge wthn the god’s 
  doman. Ths knowledge may be held n secret (e.g., the answer 
  to rddles whch allow or grant access) or shared (e.g., to tran or 
  educate supplcants of a god, or smply to pass knowledge to the 
  another generaton so that knowledge s not lost). 
  EXAMPLES FROM THIS SECTION: Augenwinkel, Divine Auditor,  
  Ghostly Lecher, Gray Messenger, Syla, Twee Philosopher.
  Explanatory Notes
  The term “servant” s used below as a blanket term to ndcated 
  any mnon, servtor or knght ncluded n ths secton.
  NO. ENC. (number encountered) presents a gudelne for the 
  DM only. Numbers should be adjusted to sut the encounter 
  (unless a servant s unque, n whch case t wll be the only one 
  ever encountered).
  ALIGNMENT shows the standard algnment for a servant of 
  ts type (based on a sngle-axs algnment system). Actual algn-
  ment may vary (at DM’s dscreton).
  MOVEMENT ndcates the servant’s movement per turn (and 
  round) on the ground. Addtonal movement detals are pro-
  vded for those creatures or characters wth alternate forms of 
  movement, ncludng the ablty to: fly, swm, burrow and move 
  n webs.
  ARMOR CLASS s based on a scale where an AC of 9 s an 
  unarmored human. AC ndcatons for servants that typcally 
  wear armor wll show the servant’s AC when wearng armor.
   
  # [+1] An AC ratng wth addtonal brackets  
   
   ndcates that a magcal weapon s needed  
   
   “to ht” the servant, wth the number n  
   
   brackets ndcatng the mnmum enchantment 
   
   requred “to ht.” 
  HIT DICE ndcates number of ht dce to be rolled to determne 
  a servant’s ht ponts. Ths number may or may not be followed 
  by an hp bonus modfier (ndcated by +#). Unque servants wll 
  have a specfic number of ht ponts, wth an addtonal Ht Dce 
  ndcaton to be used for determnng attacks. 
  ATTACKS presents number and type of attack(s) the servant 
  may make durng the melee round.
  DAMAGE ndcates varable damage by attack(s).
  SAVE provdes a class and level equvalent to be used when 
  determng the servant’s savng throws.
  MORALE shows the suggested target number for any morale 
  checks made by the servant. The target value, or reacton, 
  may be adjusted at the DM’s dscreton based on the stuaton 
  or other extenuatng crcumstances. For example, f the god 
  served s present, the DM may consder addng a bonus to the 
  servant’s morale.
  HOARD CLASS ndcates the suggested treasure whch wll be 
  found n the servant’s lar, unless otherwse ndcated. (May be 
  adjusted at the DM’s dscreton.)
  EXPERIENCE POINTS ndcates the suggested number of 
  Experence Ponts that should be rewarded for kllng the nd-
  cated servant. (May be adjusted at the DM’s dscreton.)
  Minions Overview
  & Richard J. LeBlanc, Jr.
  
  211
  Abomination of Skaal 
  SERVES: Skaal 
  &	Charles Turnitsa
  F	Richard J. LeBlanc, Jr.
  NO. ENC.: 
  1d3
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  90' (30') 
   
  SWIM: 
  30' (10')
  ARMOR CLASS: −1 (mpervous 
   
  to non-magcal 
   
  weapons)
  HIT DICE:  
  8
  ATTACKS: 
  8 (see below)
  DAMAGE: 
  See below
  SAVE: 
  F8 (+5 vs. magc)
  MORALE: 
  11
  HOARD CLASS: None
  XP: 
  1,560 
  Abomnatons of Skaal appear as very large menacng octopus 
  creatures whch are orange n color. Underneath the headbag 
  s an armless humanod body that allows the creature to walk 
  on dry land. It elevates the head and body hgh enough that all 
  8 tentacles can attack n any drecton.
  Durng each combat round, an abomnaton of Skaal may use 
  each of ts tentacles to attack, ether by weldng a weapon 
  or by makng a natural touch attack. When attackng wth a 
  weapon, the damage nflcted (on a successful “to ht” roll) s 
  by the weapon wth a +2 damage bonus (from Strength). The 
  abomnaton’s touch attack does 1d8+2 (on a successful “to 
  ht” roll); furthermore, the vctm must save vs. poson or take 
  1d3 ponts of damage per round for 3 rounds, begnnng the 
  followng round. 
  The abomnaton can leap up to 60'. A favorte tactc s to land 
  amongst the enemy, and begn attackng out n all drectons 
  (attackng up to 8 foes per round).
  Abomnatons of Skaal are mpervous to non-magcal weap-
  ons, and make all savng throws vs. magc wth a +5 bonus. 
  Addtonally, an abomnaton can regenerate 1 hp per round.
  If there s more than one abomnaton n an encounter, and 
  they are close enough so that they can touch tentacles wth one 
  another (each tentacle has a 10' reach), then they can combne 
  ther dabolcal Skaal-gven magc and summon 1d2 flyng gant 
  sharks (1-2 bullshark, 3-4 mako shark, 5-6 great whte shark) 
  whch behave as the normal verson of ther speces, but are 
  able to swm through the ar at 60' per round. Any ndvdual 
  abomnaton may only partcpate n such a summonng one 
  tme per day.
  If the abomnaton s wthn hearng range of Skaal when Skaal 
  sngs the song of hs people, the abomnaton mmedately re-
  covers all lost ht ponts.
  RELATED ENTRIES: G) Skaal; M) Minion of Skaal.
  Aeshek (Deliverer) 
  SERVES: Gods of lost and mislaid things 
  &	Paul Wolfe
  F	Richard J. LeBlanc, Jr.
  NO. ENC.: 
  1
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  120' (40') 
  ARMOR CLASS: 3
  HIT DICE:  
  6
  ATTACKS: 
  3 (arms)
  DAMAGE: 
  1d4/1d4/1d4
  SAVE: 
  F6
  MORALE: 
  8
  HOARD CLASS: Unque (see below)
  XP: 
  570 
  When Galdu Aurkty, the three-formed petty god of msplaced 
  thngs, s partcularly benevolent, he (she) sends a strange, 
  matronly creature to delver the mslad treasure drectly to 
  the supplcant. In cases where the object cannot be personally 
  delvered, the aeshek gudes the worshpper to the tem. On 
  exceedngly rare occasons, the aeshek may be ntercepted 
  whle on a msson of delvery. Whle the aeshek wll fight to 
  defend ther charge, they typcally use ther strange prsmatc 
  mumus to avod attacks and flee. 
  Rumored to be the offsprng of the Mother of all Mnons, 
  Aeshek are 8'-tall husky bpedal creatures wth four arms. The 
  prsmatc effect of ther flowery muumuus and brghtly colored 
  sandals makes them partcularly dfficult to ht, such that the 
  first attack from each combatant automatcally msses. Subse-
  quent attacks are resolved normally. The creatures attack wth 
  three of ther four arms. The fourth s usually clutchng some 
  treasure they are entrusted to delver. 
  RELATED ENTRIES: M) Mother of all Minions.
  Ahuizotl 
  SERVES: Lake and river gods
  &	John Everett Till
  F	Richard J. LeBlanc, Jr.
  NO. ENC.: 
  1d8
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  90' (30') swmmng
  ARMOR CLASS: 7
  HIT DICE:  
  5
  ATTACKS: 
  2 (bte/talclaw) or 1 (talclaw grapple)
  DAMAGE: 
  1d6/1d8 or grapple (see below)
  SAVE: 
  F5
  MORALE: 
  8
  HOARD CLASS: None
  XP: 
  800 
  A
  AbominAtion of skAAl • Aeshek • Ahuizotl • Angelic servitor •  
  ArbitrAtor of sphere • AretiA • AtAcorn • Augenwinkel
  MINIONS, KNIGHTS & SeRVITORS
  ABOMINATION OF SKAAL – AHUIZOTL
  
  212
  A servtor of lake, rver, and ran gods ncludng Chalchuht-
  lcue, Tlaloc, and Tlacotan, the ahuzotl s a fierce and decetful 
  aquatc canne predator. Ahuzotl breathe water. They resem-
  ble harless, ponty-eared dogs. The first thng someone beng 
  stalked by an ahuzotl wll see s ther yellow eyes and harless 
  snout peerng up from below the water. Ther wrnkled, rub-
  bery face betrays an almost human ntellgence. Once ther tal-
  claw breaks the water, the ahuzotl’s prey s n true danger. 
  The ahuzotl’s tal s unusually thck and extremely long; t ends 
  n a wckedly taloned, long-fingered talclaw. The ahuzotl can 
  use ts talclaw to grapple a vctm and pull them underwater. It 
  can also be used to nflct terrble slashng wounds. 
  The gods that the ahuzotl serve often assgn a pack to escort 
  someone who has earned dvne favor, or to hunt down some-
  one who has earned a god’s enmty. The ahuzotl’s preferred 
  prey s a human. Ahuzotl stalk prey that are swmmng, canoe-
  ng, standng, or walkng near a rverbank. They wll wat for an 
  opportune moment to use ther talclaw to grab an ankle or tp 
  a canoe, draggng a person under water to drown them. They 
  wll then feast on the eyes, nals, and teeth of ther vctms, 
  because these are delcaces to the ahuzotl. 
  Fndng a drowned corpse wth these body parts mssng s a 
  sure sgn an ahuzotl s nearby. Hearng the voce of a cryng 
  chld near a lake or rver s another sgn. Ahuzotl use these 
  sounds to lure humans (wthn 100' of a shore or rver bank) 
  towards themselves n order to sprng a trap. Few people can 
  resst the sounds of a chld who s lost or drownng and cryng 
  for help.
  Once per day, any ahuzotl can travel freely between ths world 
  and the watery world of Tlalocan, the realm of Chalchuhtlcue 
  and Tlaloc. Ths takes one turn. Persons wthout access to gate 
  spells wll not be able to follow them.
  TAILCLAW GRAPPLE: The talclaw may be used as a weapon to 
  deal damage n conjuncton wth a bte attack. Alternatvely, the 
  ahuzotl may make one attack n an attempt to grapple a target. 
  On a successful ht, the ahuzotl has grappled an opponent; 
  the target must save vs. death or be pulled underwater and 
  rendered unconscous. The ahuzotl may also use a successful 
  ht wth a grapple attack to flp a canoe. If the ht s successful, 
  roll 1d6: on 1-2, the canoe remans uprght; on 3-4, each oc-
  cupant has a 50% chance of fallng nto the water; on 5-6, each 
  occupant has a 75% chance of fallng nto the water. 
  Angelic Servitor 
  SERVES: By type 
  &	Richard J. LeBlanc, Jr.
  F	Byam Shaw w/ Richard J. LeBlanc, Jr.
  There exsts an nterestng anomaly amongst the pantheons 
  that nclude petty gods among ther number—the presence of 
  wnged archers who possess dstnctve abltes and serve df-
  ferent devotons, but are descrbed as havng an almost den-
  tcal appearance to one another. These angelc servtors are 
  rumored to be descended from the same angel mother (though 
  no one knows for sure), havng developed dfferently as they 
  were recruted to serve varyng petty gods wth varyng means 
  and to varyng ends. It s not uncommon to encounter one of 
  these angelc servtors and beleve they are n servce to one 
  petty god, only to dscover they owe allegance to another. 
  RELATED ENTRIES: M) Skeletal Servitor.
  Angelic Servitor: Antlerfooted Archer 
  SERVES: Petty gods of the forest
  &	Eric Potter
  NO. ENC.: 
  1d8
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  120' (30')
   
  FLY: 
  180' (60')
  ARMOR CLASS: 5
  HIT DICE:  
  3
  ATTACKS: 
  3 (weapon/foot/foot)
  DAMAGE: 
  1d6+4/1d10/1d10
  SAVE: 
  F3
  MORALE: 
  10
  HOARD CLASS: None
  XP: 
  155 
  These fabled hunters of large game were known orgnally for 
  ther uncanny stealth. They nearly empted every vast forest 
  nto whch they ventured. Seekng to even the odds, the petty 
  gods of woodland creatures cursed these predators wth gant 
  racks of antlers atop ther feet.
  AHUIZOTL – ANGeLIC SeRVITOR
  MINIONS, KNIGHTS & SeRVITORS
  
  213
  Fndng the curse rreversble, these crestfallen archers eventu-
  ally begged the gods to free them, vowng allegance and an 
  end to ther bloodshed. Havng some pty, the gods agreed, but 
  what was done was done, and the antlers were everlastng. 
  “But all s not lost”, sad the gods to the afflcted. In exchange 
  for the archers’ vows to hunt those lke ther former selves, the 
  gods gfted each great pnons—freeng them from the encum-
  brance of the Earth tself. 
  The feared antlerfooted archers have evermore roamed the for-
  ests, seekng to protect ther petty gods’ flock. The accuracy 
  of ther bowmanshp s unsurpassed, and each enjoys a +4 “to 
  ht” bonus on mssle attacks. Once arborne, ther pedal antlers 
  become death from the skes, capable of slcng, flayng, skewer-
  ng, puncturng, slashng, and/or decaptatng all at once.
  Angelic Servitor: Arfix 
  SERVES: Lawful petty gods
  &	Darcy Perry
  NO. ENC.: 
  1 (or more)
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  180' (60')
   
  FLY: 
  240' (80')
  ARMOR CLASS: 7
  HIT DICE:  
  16
  ATTACKS: 
  3 (bow or sword)
  DAMAGE: 
  3d8+1/3d8+1/3d8+1
  SAVE: 
  F16
  MORALE: 
  11
  HOARD CLASS: None
  XP: 
  3,500 
  Arfix are the avengng angels of blades and bows broken on the 
  field of battle. These mnons of the petty gods often appear as 
  wnged warrors, glorously naked, armed wth curved swords 
  and bows.
  Whenever a bow or blade (e.g., dagger, sword, scmtar, or sm-
  larly-edged martal weapon) s broken n truly desperate com-
  bat, there s a 1-n-6 chance that an arfix may be summoned. 
  Unexpectedly the shattered weapon erupts nto flames, from 
  whch the arfix bursts forth swngng a blade or firng arrows 
  at the foe. They offer only a bref respte, fightng only untl 
  the flames de out n 2d4 rounds. If the warror they came to 
  defend s stll lookng for a replacement weapon by then, the 
  arfix may offer ther own before departng n a puff of smoke 
  or flyng hgh nto the clouds.
  Despte a great deal of theologcal study on the subject, rel-
  gous scholars are stll at a loss as to whch petty detes the 
  arfix serve. It s wrtten that these petty angels only ad those 
  algned wth Law. However, they may come to the ad of any 
  who fight aganst Chaos. In a partcularly dsastrous combat, 
  more than one may appear. They wll never fight each other 
  but may engage n wtty repartee as they attack the common 
  foe. All damage s treated as magcal fire damage. Any weap-
  ons left behnd are +1 versus Chaos.
  Angelic Servitor: Dianusimma 
  SERVES: Lesser gods of justice
  &	E.T. Smith
  NO. ENC.: 
  2d4
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  120' (40')
   
  FLY: 
  240' (80')
  ARMOR CLASS: 6
  HIT DICE:  
  2+1
  ATTACKS: 
  1 (bow or sword)
  DAMAGE: 
  1d6+1
  SAVE: 
  C5
  MORALE: 
  12
  HOARD CLASS: VIII
  XP: 
  59 
  When vllages are afflcted wth dshonor, dsorder or plague, 
  the lesser sprts of justce may grant succor by arrangng the 
  appearance of a slver seed. If the seed s rrgated wth holy 
  water and allowed to take undsturbed root from one sunrse to 
  the next, a stalk wll rse and produce 2d4 blossoms, each blos-
  som openng to release an armed danusmma. The danusm-
  ma appear as wnged men wth thn, slght bodes and stern 
  gazes, armed wth short swords and bows. After appearng, 
  they wll proceed to enforce order and justce upon the localty 
  accordng to the strctures of the dety that sent them, though 
  not necessarly as per to the expectatons of the people that 
  cultvated them.
  The weapons of danusmma attack as +1 weapons, and can ht 
  creatures vulnerable to such attacks. Whenever possble, they 
  MINIONS, KNIGHTS & SeRVITORS
  ANGeLIC SeRVITOR
  F Gwen Faverat
  
  214
  prefer to strke from the ar. Three tmes per day, danusmma 
  can cast detect evil. Once per day, a danusmma may cast a 
  beneficent bolt from ther bow whch hts automatcally up to a 
  range of 100', and has one of the followng spell-lke effects on 
  the target: cure serious wounds, cure disease, remove curse 
  or neutralize poison. The danusmma may revoke these ben-
  efits (any amount of tme after they were first gven) by strkng 
  the target agan, whch returns them to a wounded, dseased, 
  cursed or posoned state.
  Danusmma are mmune to the spells charm person and sleep. 
  Any scrolls they are carryng wll be of 1d6 clercal spells each. 
  The weapons of the danusmma offer no bonus or powers f 
  welded by others, and may even brng down a curse f acqured 
  by evl means.
  Angelic Servitor: Inflammable Servant 
  SERVES: Varies
  &	Matthew W. Schmeer
  NO. ENC.: 
  1 (1)
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  240' (80')
  ARMOR CLASS: 3
  HIT DICE:  
  12
  ATTACKS: 
  1 (weapon) or 2 (percng stare)
  DAMAGE: 
  By weapon +2 fire damage 
   
  or as 2 magic missiles (1d6+1 each)
  SAVE: 
  F14
  MORALE: 
  8
  HOARD CLASS: None
  XP: 
  1,200 
  Inflammable servants are quas-ntellgent mnons from the El-
  emental Plane of Fre that rarely roam beyond ther own plane 
  unless summoned by a petty god to do ther bddng. They are 
  often used by the gods to delver death threats to one another.
  They can perform only one major task at a tme and wll at-
  tempt to complete that task at all costs. Inflammable servants 
  that fal or are thwarted n ther mssons mmedately de n 
  a fiery exploson 120' n dameter (60' radus) dong 9d6 fire 
  damage to all caught n the affected area (no savng throw).
  On the Plane of Fre, nflammable servants rarely take vsble 
  form, but on the Materal Plane, they appear as avengng 
  angels wth feet of flame and eagle-lke wngs. Ther fierce 
  countenance beles ther nature, as they rarely attack unpro-
  voked and wll go out of ther way to avod conflct as they 
  attempt to complete ther task.
  Although armed wth both swords of flame and bows of fire 
  (normal damage for each +2 ponts fire damage), they prefer to 
  attack wth a percng stare, whch acts as a 2 magic missiles 
  (each dong 1d6+1 damage, no savng throw). They are m-
  mune to normal weapons and fire-based attacks.
  Inflammable servants cannot speak to mortals, beng under 
  bndng contracts to the petty gods, even though they are fluent 
  n a multtude of magcal languages. They cannot be summoned 
  by normal summon spells and wll only take drectons from the 
  petty gods themselves.
  They hate dwarves for some unknown reason.
  Angelic Servitor: Sade 
  SERVES: Petty gods of the Nine Hells
  &	Eric Potter
  NO. ENC.: 
  1d12
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  Planar
  ARMOR CLASS: −3
  HIT DICE:  
  14
  ATTACKS: 
  3 (bow or sword)
  DAMAGE: 
  1d6+5/1d6+5/1d6+5
  SAVE: 
  F14
  MORALE: 
  12
  HOARD CLASS: None
  XP: 
  2,000 
  Instruments of all the petty gods of the Nne Hells, these fallen 
  angel assassns can appear anywhere, at any tme, materalz-
  ng from beneath the very ground tself. However, as they are 
  untrusted by the petty gods they are cursed to serve, the sade 
  are enslaved to ther masters by an unbreakable chan attached 
  to ther quvers.
  Charged wth satng the demon thrst for human sacrfice, the 
  sade utlze arrows of soul stealing +5 to mark ther prey. Once 
  struck by one of these cursed arrows, a vctm wll lose free wll 
  represented by a loss of ht ponts. Once the vctm’s hp equals 
  zero, he wll freely surrender hs weapons, fall to hs knees and 
  bow n obedence to the sade. At that tme the sade wll draw 
  ts scimitar of sacrifice +5 to kll the marked soul.
  Wth the scmtar rased hgh, the cursed sade wll look down 
  upon the vctm wth pty. A save vs. death must be made wth-
  the followng condtons: all classes roll as 1st level regardless of 
  level, wth no ablty bonuses, and at a −3 penalty. If the savng 
  throw s successful, dark blood wll flow n sadness from the eyes 
  of the sade and the character wll be able to walk away, wth no 
  fear of reprsal from the sade. The vctm wll otherwse de.
  The Sade can be wounded only by magcal mssle weapons.
  Angelic Servitor: Shaft of Eros 
  SERVES: Petty gods of love, lust, romance, and obsession
  &	Christopher Paul
  NO. ENC.: 
  1d6
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  120' (40')
   
  FLY: 
  240' (80')
  ARMOR CLASS: 5
  HIT DICE:  
  2
  ATTACKS: 
  1 (sword or bow)
  DAMAGE: 
  1d6 (sword) 1d4+specal (bow)
  SAVE: 
  C3
  MORALE: 
  11
  HOARD CLASS: XI
  XP: 
  40 
  Love can be a source of strength or weakness. Obsessve love, 
  where one wll rsk body, mnd and soul for the object of af-
  fecton, can be qute destructve to gods and mortals alke. 
  ANGeLIC SeRVITOR
  MINIONS, KNIGHTS & SeRVITORS
  
  215
  Throughout hstory, Eros has used love to destroy powerful 
  ndvduals, brng kngdoms to war, and destroy entre natons.
  The shafts of Eros carry quvers filled wth enchanted arrows. 
  On a successful “to ht” roll, the target of one of these arrows 
  must save vs. spell or become obsessvely n love wth the tar-
  get of the god’s choce (often chosen by the person prayng to 
  ths god for help). The character wll do anythng to make the 
  target of ther affecton happy, and wll travel to the ends of 
  the earth to find and protect them. Those who have not been 
  gven a target to love wll fall n obsessve love wth the next 
  target they see. Characters who have fallen n love n such a 
  way receve a +1 bonus to saves and attacks whenever they are 
  pursung actons n servce of ther great love. Those who resst 
  or gnore ther obsesson receve a −2 to all attacks and saves. 
  Furthermore, when n the presence of ther love, the vctm wll 
  act as f under a charm spell.
  The shafts of Eros seek out ther target and strke n a flurry. 
  These mnons receve no penalty for firng nto melee, and 
  cannot ht random characters, unless ther quarry s beng pro-
  tected by sad characters. Whle they are careful to avod ac-
  cdentally strkng random people wth love, f ther target s 
  beng blocked or guarded, there s a chance that others wll be 
  ht. However, when a shaft of Eros meets wth great resstance, 
  they have been known to fire ther arrows aganst all present, 
  causng great chaos. 
  By appeasng a god or goddess of hate, a character who has 
  been afflcted wth obsessve love may fill ther heart wth hate, 
  thereby breakng the spell held over them.
  Angelic Servitor:  
  Tanumaru (Tanoo-ma-roo) 
  SERVES: Evil petty gods
  &	Matthew W. Schmeer
  NO. ENC.: 
  1 (1d4)
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  180' (60')
   
  FLY: 
  240' (80')
  ARMOR CLASS: 0 [+1]
  HIT DICE:  
  7
  ATTACKS: 
  1 (sword or longbow)
  DAMAGE: 
  1d8 (sword or longbow)
  SAVE: 
  F13
  MORALE: 
  4
  HOARD CLASS: XIV
  XP: 
  1,260 
  Upon a tanumaru’s brth, the petty gods assgn t a mortal fol, 
  an ndvdual whom they are to plague and harass throughout 
  that mortal’s exstence at the behest of the petty gods. They 
  wll attempt to carry out a petty god’s nstructons to the letter 
  rather than n sprt. Because tanumarus can cast invisibility at 
  wll, these attempts are often undetectable.
  Unfortunately, a tanumaru’s bumblng attempts at nterferng 
  and causng ll often go awry. Any mortal targeted by a tanu-
  maru’s attempts at nterference must save vs. spell at -5. If the 
  save s successful, the target gans a temporary +3 to all rolls 
  and checks for 1 day. If unsuccessful, they must take a tempo-
  rary –3 to all rolls and checks for 2 days. (If possble, the DM 
  should attempt to keep the effect a secret.)
  Tanumaru are ncredbly morose. They are ranked partcularly 
  low n hellsh socety due to ther gullble nature and complete 
  lack of socal etquette. They are rather dull-wtted and lack the 
  ablty to plot and plan dabolcal schemes. They lack foresght 
  and often stumble ther way through ther daly affars.
  In ther natural state, tanumaru are eagle-wnged, whte-
  sknned, devl-lke creatures that stand up to 15' tall, and are 
  often found standng n a bowl of unburnng fire. Despte ther 
  fierce appearance and armaments (they often carry both sword 
  and bow), tanumaru are terrble n combat and never wn n-
  tatve. They take a –3 to all “to ht” rolls. They are mmune 
  to normal weapons, fire-based attacks, and mpervous to any 
  transmutaton spell (flesh to stone, etc.). They can fly, but only 
  three tmes as hgh as they are tall.
  Tanumaru s both a sngular and collectve noun.
  Angelic Servitor: Vedelris Valkayne 
  SERVES: Petty gods of love, lust, romance, and obsession
  &	Christopher Paul
  NO. ENC.: 
  1 (unque)
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  120' (40')
   
  FLY: 
  180' (60')
  ARMOR CLASS: 5 [+1]
  HIT DICE:  
  5 (35 hp)
  ATTACKS: 
  1 (bow or scmtar) + specal
  DAMAGE: 
  1d6+1d4 fire damage (bow) or 1d8 (scmtar) 
   
  1d6/round heat damage for creatures  
   
  wthn 10' (specal)
  SAVE: 
  M6
  MORALE: 
  10
  HOARD CLASS: None
  XP: 
  135 
  Dark-eyed wnged enforcer of the Plane of Fre and ts assoc-
  ated detes, Vedelrs s dspatched to exact retrbuton, collect 
  debts, and confirm that rtes and sacrfices are beng properly 
  followed. Appearng as a slght, wnged man of serous de-
  meanor, Vedelrs wll burst forth, rnged n flame. Hs ntal 
  appearance causes fear (as the clerc spell) on a faled save 
  vs. spell. Often, hs presence alone has sufficent effect on the 
  malleable mnds of worshppers. However, f he finds the stu-
  aton not meetng hs crtera, or he s met wth resstance, he 
  may law forth wth hs bow, firng flame-wreathed arrows. Any 
  creatures wthn 10 feet take 1d6 fire damage per round. As 
  a fire-based creature, Vedelrs s mmune to fire-based attacks 
  and non-magcal weapons. “Kllng” hm wll dispel hm to hs 
  natve plane.
  MINIONS, KNIGHTS & SeRVITORS
  ANGeLIC SeRVITOR
  F Gwen Faverat
  
  216
  Arbitrator of Sphere 
  SERVES: Any (see below) 
  &	Eric Potter
  F	William H. Robinson
  NO. ENC.: 
  1d3
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: 7
  HIT DICE:  
  20
  ATTACKS: 
  Nl
  DAMAGE: 
  Nl
  SAVE: 
  C20
  MORALE: 
  6
  HOARD CLASS: None
  XP: 
  900 
  These wse sages are entrusted by each and every petty god 
  to help settle dsputes arsng from conflctng spheres of n-
  fluence. Revered for ther wsdom and experence, arbtrators 
  have the final say should one petty god’s domnon be shown 
  to overlap another’s. 
  Carefully guarded aganst choosng a sde (even when the facts 
  are weghted and planly an nfracton s apparent), the arbtra-
  tor wll call together any petty gods n queston and hold a court 
  n whch each may present hs declaraton of nfrngement and 
  present such evdence and/or wtnesses—not excludng any of 
  the worshppers, followers, servants, mnons, or heathens of 
  hs doman.
  Should an arbtrator feel that he s ncapable of declarng a re-
  spected outcome, he may call together the Councl of Sphere, 
  whch s comprsed of an ndependent panel of three arbtra-
  tors, a group large enough to assuage any lngerng doubt.
  In the rare event that the Councl’s decree goes unrecognzed, 
  these gods wll be left to ther own resolutons, whch hereto-
  fore has always ended n petty god war.
  Aretia (Shy One) 
  SERVES: Lubella 
  &	Vance Atkins
  F	Joel Priddy
  NO. ENC.: 
  1d4+1
  ALIGNMENT: 
  Neutral  
   
  (occasonally  
   
  Chaotc)
  MOVEMENT: 
  90' (30') 
  ARMOR CLASS: 3
  HIT DICE:  
  1-1
  ATTACKS: 
  2 (fist or specal)
  DAMAGE: 
  fist (1d2+varable),  
   
  or see below
  SAVE: 
  F2
  MORALE: 
  6
  HOARD CLASS: IV, 1d8 gp equv.
  XP: 
  45 
  The areta appear as barefoot adolescent grls n servce to 
  Lubella (dety of the awkward teen years), as well as detes asso-
  cated wth whspered gossp. Appearng supplcant and tmd, 
  and lackng a proper vel, they brad ther long locks before ther 
  faces as they scurry through the streets, whsperng and mur-
  murng to one another as they go about ther secretve busness. 
  They are often gangly, wth stubbed toes, barked shns, and 
  brused palms. However, anyone molestng an areta wll be set 
  upon en masse and pummeled. Although they appear fral n-
  dvdually, they gan strength n numbers, and gan +1 damage 
  per areta present. Addtonally, at least one of ther number 
  wll let out a blood-curdling scream (save vs. paralyss or be 
  stunned/deafened for 1d4+1 turns).
  RELATED ENTRIES: G) Lubella.
  Atacorn 
  SERVES: Varies  
  AFFILIATIONS: The Jale God 
  &	Matthew Schmeer
  F	Eleanor Ferron
  NO. ENC.: 
  Vares
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  90' (30')
  ARMOR CLASS: 5
  HIT DICE:  
  4 (25 hp each)
  ATTACKS: 
  1 (bte or trample or gore)
  DAMAGE: 
  Vares
  SAVE: 
  F8
  MORALE: 
  11
  HOARD CLASS: VII, XII
  XP: 
  80 
  Atanuwé, a nne-legged hermaphrodtc horse-thng beloved 
  by the Jale God, was bred wth several human women n 
  hs servce, and the wtch-mothers gave brth to seventeen 
  mule-thngs wth the faces of human men and women. These 
  creatures are called atacorns. They are known to dwell near 
  rvers and underground streams. If wtches are sometmes 
  characterzed as malcous, the atacorns are regarded as ex-
  perts n the area of cruelty. They are known n local folklore 
  as chld-theves, cheats, lars, posoners, slave-traders, can-
  nbals, and occasonal usurpers.
  The 17 atacorns have horns lke uncorns. Some horns are 
  vestgal lttle thngs that refuse to sprout. Some have many 
  horns. Some have undeveloped nodules where horns mght 
  appear. Some have horns that grow smaller as tme goes on.
  1. Kulkurush - The Child Thief
  Wdely known as the best chld stealer n the realms, Kulkurush 
  has three deer-lke horns growng from the back of hs head 
  whch molt every sprng. He saves hs antlers and n hs spare 
  tme decorates them wth bzarre, ntrcate landscape carvngs 
  whch he sells to nterested partes. Carryng such a carvng on 
  one’s person results n a –2 to Wsdom but a +2 to Dexterty.
  2. Farthigny - Fiddler in the Dark
  Everyone who has heard the strange musc n the trees near 
  the edge of streams has heard the musc of the fiddler n the 
  ARBITRATOR OF SPHeRe – ATACORN
  MINIONS, KNIGHTS & SeRVITORS
  
  217
  dark. Farhgny has but a sngle horn growng sdeways from 
  hs chn, whch he has carved nto an ever-present fiddle. He 
  spends much tme whttlng away at hs growth to mantan t’s 
  pure sound. The bard’s guld wll pay 5,000 gp for the fiddle.
  3. Harloch - The Cannibal Below
  Everyone thnks t s a troll, but t’s actually massve Harloch 
  who’s been demandng payment, slayng and eatng those who 
  refuse to pay. He rams msers wth hs sx moose-lke antlers, 
  wrenches them apart wth hs bare hands and eats them alve n 
  front of any screamng onlookers. Hs antlers are tough as ron 
  and, f one can be separated from hs skull, wll be found to be 
  as lght as the finest balsa wood. They make excellent paddles, 
  mpartng a 30% boost to movement rates f used as such.
  4. Yawnwewe - Liar of the Sewers
  The small-horned Yawnwewe whspers les from the gutters 
  near the market’s edge, whch s, of course, were the most 
  hard-nosed barterers set up keep and somehow, to ther un-
  knowng amazement, learn to please a customer wth les. 
  Yawnwewe’s two horns are lttle more than nubs, but mpart a 
  +2 to Charsma to any who find them.
  5. Balzak - Poisoner in the Wastes
  A touch of Balzak’s twsted black horn can turn any water nto 
  a rancd, germ-rdden posonous broth, whch s why she’s 
  been drven to the edge of the desert, far from any settlement. 
  Theves and assassns seek her out to make use of her talents. 
  Her horn, f separated from her body, s useless, as t s her 
  malgnant soul whch uses her horn as ts outlet.
  6. Luroch - Cannibal of the Docks
  Nearly every shp has lost a salor to Luroch, whose name 
  means “she who devours” n an ancent tongue. Luroch avods 
  daylght, skulkng n the sewer outlets near the dock’s edge 
  durng the daylght hours. She comes out to feed when the tde 
  returns, spearng unwatchful salors wth her four-foot barbed 
  horn. The horn tself makes a fearful weapon, workng as a 
  flail +3.
  7. Sisyphut - Child Slaver
  Need a chld’s hands to weave the delcate strands of spdergoat 
  slk? Don’t trust gnomes to tend the gardens of your castle’s un-
  der dark? Ssyphut can meet any chld labor need, no demand 
  too large, no chld too small! He has connectons across the 
  realms, and hs specal bond wth hs half-brother Kulkurush 
  can even get you the chld of your enemy as your personal 
  valet! Ssyphut’s horns are five delcate vory curves that grow 
  downward from hs brow, creatng a natural barrer to attacks 
  to hs eyes. The vory tself s valued at 500 gp each and brng 
  the owner of each a +1 bonus to Dexterty (Ssyphut gets a +5 
  to all melee attacks despte the obstructed vew).
  8. Nigoosh - Cheater at Cards
  No one expects a dwarf to cheat at cards, whch s why Ngoosh, 
  whose hollow horns house marked cards, cold decks, peggers, 
  gaffs, shners and varous blackout nks, gets away wth t so 
  much. He’s not naturally talented at the grft but learned the 
  hard way at hs mother’s knee. He’s wrapped hs two bull-lke 
  horns n swaddlng and ron to make t look lke he’s wearng a 
  helm, but don’t be fooled when he goes to scratch an tch on hs 
  head. The horns are worthless, but there s a 3,000 gp prce on 
  hs head two empres over.
  9. Tyrellian - Usurper of Innkeepers
  Tyrellan has no horns to speak of; that s because hs horn s 
  n-grown, growng from the nsde of hs forehead back nto hs 
  bran, neatly splttng t n two. Ths bran dvson has gven 
  hm two dstnct personaltes: one a humble snvelng servant, 
  the other an arrogant jackass. Tyrellan moves from town to 
  town, hrng on as a floor scrubber or dsh lcker n solated 
  taverns on the outskrts of towns and then kllng the owner, 
  takng over the busness, and murderng patrons n ther sleep 
  before quetly escapng and movng on. He carres no money, 
  and hs horn, f removed from hs skull, wll allow the holder to 
  understand the language of fung.
  10. Grigi - Panderer to Minor Nobles
  The fourth son of a thrd son of a kng mght not be hgh n 
  the ranks of noblty, but hgh enough to be embarrassed f hs 
  betters found out about hs partcular knks. That s where Grg 
  comes n, procurng whores and harlots to servce the hangers-
  on and dstant relatons of noblty. There’s no human fetsh she 
  hasn’t seen and several that she’s wllng to perform herself for 
  the rght prce. Her trple horns resemble those of goats and 
  are przed beyond compare by a certan nobleman for ther 
  penetratve propertes.
  11. Hessith - Panderer to Fat Merchants
  Fat merchants mght be rch but rches do not cure the foul of 
  sght. Hessth specalzes n findng beautful madens to servce 
  the foulest of the rchly foul. She herself doesn’t engage n any 
  hanky-panky. Her sxteen horns were orgnally 10' long and 
  grow 1-nch shorter every 100 years. As soon as the horns ds-
  appear, she’s been assured by the Jale God that she’ll ascend 
  to goddesshood. If she s dehorned before her death, they wll 
  grow back to ther full length n three days. If ground nto pow-
  der and nhaled, her horns grant a +3 to Strength and Const-
  tuton, but such use s addctve and the PC must contnue to 
  snort the ground horn every day or take a non-replaceable –5 
  to hp every day they don’t. If a PC manages to snort an entre 
  ground horn over the course of the addcton, they wll gan a 
  permanent +5 to Consttuton.
  12. Qolalel - Harborer of Child Killers
  Qolalel knows all the secret ways n and out of every home and 
  hovel n the kngdom, havng scouted escape routes for her 
  band of wretched murderers. She s looked at wth scorn by 
  her half-sblngs Ssyphut and Kulkurush for protectng those 
  who waste ther lvelhood. Her horns resemble a twelve-pont 
  stag’s, but are harder and thnner. She molts her horns once 
  every three years and sells them as wall decor to the wealthy; 
  yet through her horns she can hear the whsperngs n all the 
  halls of powers n whch they hang. The value of a set of her 
  horns s 1,500 gp; several necromancers and lches have pur-
  chased sets for ther own use.
  13. Du’u - Chamber Pot Sculptor
  No one psses wthout Du’u knowng. Sculptor of chamber pots 
  used by the rch and the poor around the realm, Du’u knows 
  what everyone has to drnk, who has kdney stones, who has 
  varous unmentonable dseases, who s pregnant and who s 
  lyng about beng pregnant, and he wll sell ths nformaton for 
  the rght prce. A normal boxwood uncorn horn grows from 
  the top of hs head.
  MINIONS, KNIGHTS & SeRVITORS
  ATACORN
  
  218
  14. Onzrwzcn - Trainer of Rats
  Rats are ubqutous n the realms and the reason for ths s 
  Onzrwzcn, chef leutenant n the rat pper corps. Gfted wth a 
  hollow slver uncorn horn, Onzrwzcn drlled holes n hs horn, 
  attached a bellows by way of a sheep ntestne, and learned to 
  create musc n the same manner as a bagppe. He taught rats 
  to follow hs muscal commands, tranng them to fetch keys, 
  steal cons, unlock doors, undo traps, and generally harass 
  those who need harassng by rats. Hs horn makes for a unque 
  nstrument and any bardc guld would pay handsomely for ts 
  procurement.
  15. Lefpth - Trainer of Demi-human Harlots
  Workng n the employ of her brood-sster Grg, Lefpth trans 
  halflngs, dwarves, and gnomes n the finer arts of human 
  pleasure. Her horn s a small twsted lump of barely protrudng 
  keratn no larger than a chld’s thumb. However, ths lump s 
  extra senstve and merely touchng t sends Lefpth nto orgas-
  mc tremors. The scrapngs and clppng from ths horn are a 
  powerful aphrodsac when mxed wth red wne.
  16. Redmer - Cleanser of Menstrual Rags
  Redmer, whose four horns protrude from hs knees and feet, s 
  a thn, sckly lookng atacorn whose entre exstence has been 
  spent washng the menstrual rags of the upper class. Twsted 
  and bent, Redmer appears to be an ancent, haggard woman 
  when n fact he s the youngest of all the atacorns; he was born 
  elderly and gets one mnute younger every year. Hs horns cur-
  rently hold no power, but when he reaches the age of ten hs 
  horns wll gve hm the ablty to walk on water.
  17. Nalonem - Goblinoid Lice Picker
  Sought out by all the gobln-lke races as the finest lce pcker 
  n the realms, Nalonem’s horns appear more lke fine strands 
  of baleen atop her head. The tough rows of horns are a natural 
  comb and she gets handsomely pad to groom gobln shamans 
  and hobgobln queens. The gobln kng has offered to buy her 
  horns for all the wealth n hs second-favorte treasure vault; so 
  far Nalonem has declned. If her horns are separated from her 
  head, a tattoo that covers her entre scalp wll be vsble. Ths s 
  a map of the Labyrnth of Myzthra on the sland of Anar.
  RELATED ENTRIES: Please see the Jale God entry n Petty Gods 
  secton for a complete lstng of entres related to the Jale God (n-
  cludng all gods, tems, and spells mentoned n ths lstng).
  Augenwinkel  
  (Glimmer Faerie) 
  SERVES: Petty gods of small areas 
  &	Christopher Stogdill
  F	Anne Merriman Peck
  NO. ENC.: 
  1
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  30' (10')
   
  FLY: 
  60' (30')
  ARMOR CLASS: 4
  HIT DICE:  
  1
  ATTACKS: 
  1
  DAMAGE: 
  1 ht pont
  SAVE: 
  F1
  MORALE: 
  11
  HOARD CLASS: None
  XP: 
  30 
  Augenwnkel are servtors to petty gods of small areas lke a 
  home or frequently used campste. Ther prmary functon s 
  to serve as gudes and ntermedares between the petty gods 
  and mortals. Glmmer faeres are vrtually nvsble, exstng 
  n another plane of exstence barely outsde the realm of nor-
  mal senses. Whle some “gfted” ndvduals may be able to 
  perceve an augenwnkel, most only sense a general pres-
  ence and notce a small glmmer of movement n the corner 
  of ther eye. The augenwnkel use ths to ther advantage n 
  order to draw attenton to objects and areas ther masters 
  wsh for mortals to nteract wth.
  Because glmmer faeres are mperceptble under normal 
  means, they are extremely brave and only waver from ther 
  task f t s dscovered that they can be seen clearly. Tryng to 
  attack an augenwnkel s usually a foolsh endeavor; unless 
  an aggressor has both a cold-ron weapon and extra-sensory 
  percepton (falure to see the creature ncurs a −4 “to ht” 
  penalty), they are lkely to expend all ther energy swngng 
  at thn ar.
  ATACORN – AUGeNwINKeL
  MINIONS, KNIGHTS & SeRVITORS
  
  219
  Bat-faced Strokechucker 
  SERVES: Thwizeviblyz (Petty God of Baby Laughter,  
   
  an aspect of the Jale God) 
  AFFILIATIONS: The Jale God 
  &	Matthew W. Schmeer
  F	Richard J. LeBlanc, Jr.
  NO. ENC.: 
  1d12
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  120' (40') 
  ARMOR CLASS: 6
  HIT DICE:  
  4
  ATTACKS: 
  2 (claw/claw)  
   
  + specal
  DAMAGE: 
  1d2/1d2
  SAVE: 
  F5 
  MORALE: 
  3
  HOARD CLASS: None
  XP: 
  210 
  Despte ther bald-headed & bearded fearsome appearance, bat-
  faced strokechuckers are expert tcklers; they can sneak up on 
  any chld under the age of 3 and make them gggle wth nothng 
  but a soft touch across the chn, brow, or crook of knee or arm. 
  They exst to serve Thwzevblyz by elctng peals of chld laugh-
  ter at unexpected moments, and are experts at ths task.
  Standng 4-to-6 nches n heght, strokechuckers appear squat 
  and muscular, but ths s an adaptve illusion. Lke the common 
  house mouse, strokechuckers can squeeze themselves nto 
  the smallest of openngs and, thanks to ther tough claws, can 
  clmb vertcal surfaces (up to 90 feet) wth ease. They can also 
  perform a 6' vertcal standng jump. They possess the stealth 
  sklls of a 20th level thef and the power to cast invisibility at 
  wll, renderng them all but undetectable to the unwary eye.
  As ther name suggests, strokechuckers resemble bats n more 
  than just appearance; ther eyes are extremely senstve to lght 
  and they use echolocaton to move through ther surroundngs. 
  Strokechuckers can move through complete darkness wth ease 
  and gan +3 to all combat rolls whch take place n dm or dark 
  locatons. They are prmarly nocturnal, preferrng to do ther 
  work n the hours between mornng and evenng twlght.
  They are easly blnded by sudden brght lght and wll mme-
  dately make themselves nvsble f startled; ther invisibility s 
  such that they cast no shadow.
  Strokechuckers prefer to flee rather than attack, especally f 
  encountered n groups of 3 or less. If attacked, strokechuck-
  ers perform a seres of blazngly fast, complex, bare-handed 
  maneuvers whch, due to the mllons of featherlke cla cov-
  erng ther hands, result n a paralyzng tckle. Vctms must 
  save vs. paralyss or be pleasantly stunned for 1d4 rounds. It s 
  rumored that a swarm of strokechuckers (500+) once brought 
  down a young red dragon n just ths manner.
  Strokechuckers tend to nest n abandoned rat warrens and are 
  fastdous housekeepers. In many regons, t s consdered good 
  luck to have strokechuckers nestng n your home. Anyone 
  leavng food out for strokechuckers gans a +2 to all saves vs. 
  paralyss for 1d6 days; ths bonus turns nto a −5 penalty f any 
  strokechucker s attacked whle the bonus s n effect.
  RELATED ENTRIES: Please see the Jale God entry n Petty 
  Gods secton for a complete lstng of entres related to the Jale 
  God (ncludng all gods mentoned n ths lstng).
  Being of Ib 
  SERVES: Bokrug (petty god of millennial revenge,  
   
  Doom of Sarnath) 
  AFFILIATIONS: Cthulhu 
  &	Nicolas Senac
  F	Michal ‘Majqello’ Knapik
  NO. ENC.: 
  2d4
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  90' (30') 
  ARMOR CLASS: 4
  HIT DICE:  
  4
  ATTACKS: 
  1
  DAMAGE: 
  Specal
  SAVE: 
  F5 
  MORALE: 
  3
  HOARD CLASS: None
  XP: 
  210 
  These elongated creatures are the mnons of Bokrug, petty 
  god of mllennal revenge and Doom of Sarnath. They have 
  bulgng eyes, greensh rough skn, flabby lps, and curous ears. 
  Voceless, they do not seem to communcate n any way vsble 
  or audble. They seem to move whle dancng n a strange way 
  on a rhythm known to them alone.
  These servants are the ghosts of the members of an extnct 
  race. These creatures lved n the prehuman cty of Ib, when 
  the world was young, and worshpped Bokrug untl men came. 
  But men came and slaughtered them, throwng ther bodes 
  nto the vast stll lake that s fed by no stream, and out of whch 
  no stream flows. Bokrug recalled the bengs of Ib to wreak 
  vengeance whle achevng the wll of ther nhuman dety. 
  Snce then, they have haunted the banks and the depths of the 
  lake, attentve to ther master’s orders to unleash ther wrath on 
  a snful cty or cvlzaton. The servant cohort s led by clerc-
  lke magsters (AC 3; 6 HD; fight and save as 6 HD monsters) 
  who brandsh n ther paws golden platters set wth rubes and 
  damonds, where shnes the lvd lght of a pale wll-o-wsp as 
  a snster banner. 
  The mere sght (once per fight) of a beng of Ib drans one Ht 
  De (on a faled save vs. death) and only one Ht De, wth no 
  loss of level or abltes (the HD cannot be recovered by rest). 
  The chlled touch of Bokrug’s mnons ages the vctm 1-10 
  years (no savng throw).
  RELATED ENTRIES: G) Bokrug.
  B
  bAt-fAced strokechuckers • being of ib • behni the imp •  
  blue mAiden • bob the cAt • boglings • brAners • brujj
  MINIONS, KNIGHTS & SeRVITORS
  BAT-FACeD STROKeCHUCKeR • BeING OF IB
  
  220
  Behni the Imp 
  SERVES: Himself (believes himself  
   
  to be a petty god) 
  &	Chris Tamm
  F	Richard J. LeBlanc, Jr.
  NO. ENC.: 
  1 (unque)
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  240' (80') 
  ARMOR CLASS: −4 (-2 f vsble and surprsed)
  HIT DICE:  
  8 (38 hp)
  ATTACKS: 
  1 (hell fire flame breath)
  DAMAGE: 
  3d6 + specal  
   
  (blackens magc armor)
  SAVE: 
  M12 
  MORALE: 
  4
  HOARD CLASS: None
  XP: 
  210 
  Ths adorable mp chomps ppes and cgars, drnks beer, and 
  lkes lades. He s only a foot tall and more selfish and comed-
  cally awful than ntentonally evl. He lkes to “help” adventurers 
  by makng wsecracks about everythng they do. He can turn 
  nvsble at wll, and uses ths ablty both to spy on people and 
  pull pranks (e.g., he partcularly favors ambushng and hotfoot-
  ng someone wth hs hellfire breath). Ths breath attack s able 
  to harm bengs who are ether non-materal, or exst partly n 
  other planes.
  Behn adds a touch of cheap, evl vulgarty to everythng he 
  does, and he partcularly favors comedc ant-clmaxes. When 
  annoyng a band of heroes, he tends to be less evl to those 
  who tolerate hm wth chagrn, or gve hm booze, somethng 
  to smoke, or (even better) a tny hat. Hs unexpected absence 
  from a taunted party usually ndcates he has been “promoted.” 
  He tends to reflect fondly on those that help hm rse up the 
  ranks of the dabolc, and thnks of hs trcks as smply a gm-
  mck to survve. When someone who wronged Behn s alone 
  and n perl, Behn s lkely to appear wth a soul contract offer-
  ng a bad, but necessary, deal.
  Blue Maiden 
  SERVES: Any god  
   
  seeking balance 
  &	Chris Tamm
  F	Joel Bethell
  NO. ENC.: 
  2d6
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  150' (50')
   
  FLY: 
  240' (80')
  ARMOR CLASS: 3 [+1]
  HIT DICE:  
  5
  ATTACKS: 
  1 (by weapon)
  DAMAGE: 
  By weapon
  SAVE: 
  C5 
  MORALE: 
  12
  HOARD CLASS: None
  XP: 
  350 
  These low rankng dvne agents look lke women wth blue 
  skn and four whte wngs. They have bald heads wth a golden 
  glyph placed on ther forehead, and ther arms and legs have 
  ntrcate patterns n red pgment. Blue madens serve a varety 
  of detes as messengers and temple guardans, but ther true 
  allegance s that of mantanng balance. They are mmune to 
  non-magcal attacks, fire, and electrcty and can twce per day 
  shft planes wth one companon.
  Bob the Cat 
  SERVES: Ywehbobbobhewy (Lord of Waters,  
   
  King of Mirrors, Patriarch of the Most Profound) 
  &	Matthew W. Schmeer
  F	Richard J. LeBlanc, Jr.
  NO. ENC.: 
  1 (unque)
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  60' (20') 
  ARMOR CLASS: 4
  HIT DICE:  
  9 (49 hp)
  ATTACKS: 
  2 (1 bte or  
   
  breath weapon) + specal
  DAMAGE: 
  1d10/4d4 + specal
  SAVE: 
  F19 
  MORALE: 
  12
  HOARD CLASS: None
  XP: 
  3,100 
  Bob the Cat s a two-legged bald cat that rdes on the shoulders 
  of Ywehbobbobhewy, Lord of Waters, etc., etc., when Hs Lord-
  shp manfests as a one-eyed, lute-playng hunchbacked mdget 
  durng the Dark Moon Festval and other hgh holy days.
  Bob the Cat s slghtly larger than a normal domestc housecat, 
  and s able to talk n pdgn common, although he s fluent n 
  gobln and dwarvsh. He has a partcularly drty mnd and s 
  constantly yowlng sexual nnuendos at passers–by. Hs cack-
  lng mews are also hghly dsturbng. 
  Bob the Cat’s two legs have no normal configuraton: some-
  tmes he has two front legs, sometmes two back, sometmes 
  BeHNI THe IMP – BOB THe CAT
  MINIONS, KNIGHTS & SeRVITORS
  
  221
  one front and one back, sometmes they appear on the left and 
  sometmes they appear on the rght. Once every three years 
  he manfests as a cat wth human legs rdng pggyback on Hs 
  Lordshp’s hump.
  Bob’s man attack s hs venomous bte (1d10 normal damage 
  plus save vs. poson or suffer −3 to attack/save rolls and −2 hp 
  per round untl death unless removed by cure disease). Because 
  he feeds exclusvely on Cowe’s nky black mlk, he’s also capa-
  ble of belchng an ntense, short-range cone of fire once per day 
  (save vs. breath or take 4d4 fire damage).
  Bob the Cat’s tal s prehensle, and he uses t to weld a wand 
  of absolute total fucking darkness wth 4 charges or the Wand 
  of What the Fuck wth 3 charges. Flp a con to decde whch 
  he’s got ths tme around.
  Fnally, Bob the Cat coughs up harless fur balls once per 
  day (don’t ask). Merely touchng one of these wth bare flesh 
  s enough to mpart burrowng rotworm dsease (no save): a 
  sngle, tny worm wll burrow ts way nto the flesh and then 
  replcate exponentally va self-dvson. Such vctms are usu-
  ally fated for a horrble, torturous death unless they swallow a 
  dred pearl onon wthn fifteen mnutes of becomng nfected 
  (the ntal nfectng burrowng rotworm heads for the stomach 
  first, and dred pearl onons mxed wth stomach acds create a 
  hghly toxc gas whch klls t before t can self-dvde).
  Bob the Cat’s name s not Bob, Bobbe, Bob-o, or any other 
  varaton. It s always “Bob the Cat”. Attemptng to address hm 
  as anythng but “Bob the Cat” after he corrects you the first 
  tme means t’s tme to roll for ntatve.
  RELATED ENTRIES: G) Curdle, Ywehbobbobhewy; D) Wand of 
  Absolute Total Fucking Darkness, Wand of What the Fuck.
  Bogling 
  SERVES: Petty gods of bogs and swamps, The Bogfather
  &	Claytonian J.P.
  F	Claytonian J.P.
  Bogling: Bog-standard Bogman 
  NO. ENC.: 
  1d4
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  90' (30')
  ARMOR CLASS: 5
  HIT DICE:  
  2
  ATTACKS: 
  1 (chokng mtts  
   
  or bear hug)
  DAMAGE: 
  Specal (chokng mtts)  
   
  or 1d6+1d6 flame (bear hug)
  SAVE: 
  F2
  MORALE: 
  11
  HOARD CLASS: None
  XP: 
  29 
  Bog-standard bogmen are the remans of people who ded af-
  ter a long struggle to get unstuck from an gnomnous death 
  n swamps or tar pts. Just as the torches of the search par-
  tes dsappeared nto the surroundng mre, they squeaked a 
  last, pathetc plea for salvaton and were summarly nstlled 
  wth a mote of blasphemous quntessence of the god of that 
  bog (known n some locatons by the name “The Bogfather”). 
  As years of eroson or human actvty sometmes results n a 
  stuaton n whch a bogman becomes uncovered agan, t wll 
  finally rp tself free of ts prson as the first rays of moonlght 
  touch t. A bogman desres to find lvng souls to take ts place 
  beneath the muck; and any humanods t places there wll rse 
  n a smlar manner the next nght.
  In combat, bogmen attack wth ther chokng mtts. If they ht, 
  they automatcally grp a human or smaller szed creature n a 
  death grp (Consttuton modfier equals rounds untl death).
  Lke other undead, bogmen are mmune to sleep, charm and 
  hold magcs. Addtonally, slashng damage aganst them s 
  gnored. Fnally, any melee weapon whch strkes a bogman 
  successfully (on a successful “to ht” roll) has a 50% chance of 
  adherng to the tarry, muddy skn of the bogman.
  The skn of a bogman s flammable. If enflamed, the bogman 
  wll attempt to bear hug opponents and (on a successful “to 
  ht” roll) do 1d6 squeezng damage plus 1d6 flame damage per 
  round untl the vctm or the bogman des.
  Bogling: Hanged Bogman 
  NO. ENC.: 
  1
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  90' (30')
  ARMOR CLASS: 5
  HIT DICE:  
  4
  ATTACKS: 
  2 (claws) or  
   
  1 (spectral  
   
  noose)
  DAMAGE: 
  1d6/1d6 
   
  or specal
  SAVE: 
  F4
  MORALE: 
  11
  HOARD CLASS: None
  XP: 
  135 
  Crmnals n some areas are often hanged and gven over to 
  The Bogfather (a dark, petty god of swamps and coal), or 
  to other gods of the bog, as a form of eternal punshment. 
  However, sometmes a soul escapes the cool reach of the bog 
  god’s realm and returns to ts body. Preserved n werd ways 
  by the acds of the swamp waters, hanged bogmen resemble 
  soggy mummes.
  In combat, hanged bogmen attack wth two claw swpes or 
  a  spectral noose. The noose has a range of 15' and should t 
  strke a target successfully, the noose rases the character 6' 
  above the ground where the vctm s all but helpless. If two 
  of the vctm’s companons are able to jump up and pull down 
  on the afflcted (at the same tme), the power of the noose wll 
  be broken. Otherwse, the vctm wll de n 3d4 rounds (from 
  beng hanged). 
  Lke other undead, bogmen are mmune to sleep, charm and 
  hold magc. Addtonally, slashng damage aganst them s g-
  nored. Fnally, any melee weapon whch strkes a bogman (on 
  a successful “to ht” roll) has a 50% chance of adherng to the 
  tarry, muddy skn of the bogman.
  Hanged bogmen wll flee f presented wth a pece of rope that 
  was once part of the same col that hangs around ther neck.
  MINIONS, KNIGHTS & SeRVITORS
  BOB THe CAT – BOGLING
  
  222
  Braner 
  SERVES: Varies 
  &	Porky
  F	Dr. Brillenschnitzel
  A braner s a trans-Eucldean lfeform able to slp more or less 
  freely across varous dmensons. Some pass nto, beyond or 
  through perceptble realty, appearng as bzarre phenomena 
  and perhaps warpng or suckng elements along after them; 
  others provde foundatons for the known world and undermne 
  or destroy t as they shft. In ther dversty and ther astound-
  ng dvergence from the famlar they are regarded varously as 
  outer lodes, demons and detes, and much more besdes. They 
  are none of these, although they may have contact wth all; 
  they both mantan, and enter nto, agreements, relatonshps 
  and conjunctons across the dmensonal boundares.
  Braners as encounters
  Braners are rarely met, and met knowngly more rarely stll. 
  They may appear n almost any place at almost any tme, but 
  tend to do so n regons energetcally or exstentally charged, 
  changed or fractured. Many of the hgher forms exhbt great 
  cauton and are adept at camouflage, frequently extrudng only 
  mnscule portons of themselves nto new spaces untl confi-
  dent n ther understandng of local structure and capablty and 
  aware of the transformatons that ther presence wll brng.
  The majorty of local or adjacent braners have 1d3 braner as-
  pects generated usng the followng table; treat duplcates as 
  greater ntensty n that aspect. A group wll usually be formed 
  of ndvduals of the same type actng together.
  Braner aspects (1d6)
   
  1 
  Waker: The osmotc or conductve structure  
  of ths braner allows the absorpton, mnglng  
  or transfer of materal among those regons  
  currently located adjacent to t, enablng the  
  formaton of a reservor or condut for trans- 
  dmensonal nteracton.
   
  2 
  Weaver: Hghly elongated or filamentary, ths 
  braner bnds manfolds, perhaps formng a bass 
  for a realty by bracng ts fundamental partcles, 
  macrostructures or unversal shell; ts loss, transfor-
  maton or relocaton may lead to local collapse.
   
  3 
  Whiler: Whether hbernatng, pupatng or para-
  lysed, perhaps lyng n wat, ths braner s more or 
  less nactve, representng a temporary hndrance 
  to travel va the regon and gftng ts current 
  transdmensonal locaton a msleadng stablty.
   
  4 
  Whisker: Ths braner hooks, envelops or ds-
  lodges elements of nearby regons, stretchng or 
  carryng them out across a dmensonal horzon, 
  perhaps shftng, telescopng or nvertng the local 
  form; they may be returned, rrevocably altered.
   
  5 
  Winder: The tenson, mass or constructon of ths 
  braner warps the cols of the dmensons t spans 
  or crosses, thereby spontaneously reorderng, 
  separatng or fusng these dmensons and sparkng 
  sudden shfts n realty for the nhabtants.
  BRANeR
  MINIONS, KNIGHTS & SeRVITORS
  
  223
   
  6 
  Wisher: Possessed of a morphc structure— 
  perhaps plasmatc, gelatnous or nantc—or 
  capable of transdmensonal lensng, ths braner s 
  able to generate, modfy or mmc any or all of the 
  elements of a regon, ncludng the nhabtants.
  Braners may vary greatly n sze, capacty, and power even 
  among those of lke aspect, wth these factors dependng n 
  large part on the depth to whch they enter perceptble realty. 
  The effects they produce on characters, tems, and the wder 
  landscape are most often ether ncomprehensbly subtle or out-
  rght outlandsh. The best gude for a DM wshng to apply the 
  concepts to a campagn may be the examples gven below and 
  the outer lmts of the magnaton.
  The Nô-braner
  A common braner type n cvlsed regons s the nô-braner, a 
  waker-weaver-wsher pursung hylozoa, both actual and poten-
  tal, for unknown purposes. It s beleved to track lkely targets 
  from dmensons largely beyond ther own, ntally nsertng only 
  a small quantty of essence to scan, later perhaps more complex 
  observatonal and manpulatve tendrls from multple ponts. 
  Heghtened senses, an approprate magcal ablty or careful 
  preparaton may allow a character advance warnng of ths.
  Havng dentfied a potental node, a nô-braner strkes from 
  wthn, ether endowng an awareness whch extends va the 
  nô-braner and all exstng nodes, or alterng awareness f a 
  smlar beng has already entered. Ths may manfest tself n 
  many ways, from almost mperceptble change n nature to the 
  spontaneous acquston of great knowledge or ablty.
  Branc scholars cauton that nô-braner actvty may be a fac-
  tor n sprtual, ntellectual and socal development, or even a 
  prerequste for t; but they do so crcumspectly, for walls may 
  ndeed have ears, needles a form of eye, and wnes a fine nose 
  for more than scents.
  Braners enhancing items
  Braners and ther nherent potental have long been the subject 
  of scholarly research, albet often at the extreme frnges both 
  academcally and geographcally. Over the ages technques 
  have been developed to allow an artsan to coax, drve or work 
  a braner or part thereof nto a devce of some knd, and some 
  of ths knowledge survves and even thrves wthn the bounds 
  of the perceptble world. As a wellsprng of power, and most 
  obvously of destructve power, many forms of braner have few 
  equals n ths realty.
  The followng spells may be used to locate, draw and fix a bran-
  er to a local surface, thereby achevng the use of one or more 
  braner aspects, temporarly at least: 
  RELATED ENTRIES: G) Perichronaos; D) Braner-related 
  Weapons; S) Fix Braner, Pass Transdimensionally, Unfurl 
  Dimensions.
  Brujj (Mallikarri) 
  SERVES: Any petty god whose idol they can steal 
  &	Garrisonjames
  F	Horace J. Knowles
  NO. ENC.: 
  1d4 (2d4)
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  120' (40')  
   
  [cannot swm] 
  ARMOR CLASS: 3
  HIT DICE:  
  8
  ATTACKS: 
  1 (club or gaze)
  DAMAGE: 
  2d6 (club)  
   
  or 3d6 (gaze)
  SAVE: 
  F9 
  MORALE: 
  10 (8 f confronted  
   
  wth a medusa)
  HOARD CLASS: XVII
  XP: 
  560 
  Ruthless dolators and bandts, the mallkarr only ever worshp 
  dols that they have stolen from other people. They never carve 
  ther own dols, never name them for themselves; no good 
  comes from a god that was not taken n a rad upon others. 
  They worshp any and every petty god whose dol they can 
  steal. Those wth adequate ablty can sometmes become rustc 
  rtualsts carryng out crude rtes under the drecton of lesser 
  mnons, or servtors of those petty gods who take notce of the 
  Mallkarr’s uncouth devoton and scurrlous worshp.
  Mallkarr wll never wllngly attack a medusa and have been 
  known to sometmes serve as consort to a partcularly powerful 
  medusa.
  The blood of a mallkarr s hghly toxc to all creatures who 
  possess a petrficaton-attack, and s used to craft arrows of 
  slaying that affect medusae, baslsks, cockatrces, etc.
  Mallkarr are mmune to nearly all known petrficaton attacks, 
  and wth some effort they can attempt to remove petrficaton 
  effects (such as from a baslsk’s gaze) by layng on hands (sm-
  lar to how a paladn heals the fathful). They requre 1d6 turns 
  per HD of the vctm to attempt such a reversal, and must re-
  man undsturbed durng the effort. The ntal attempt grants 
  the recpent a +3 bonus to ther re-rolled save vs. petrficaton. 
  If t succeeds, the target s restored to normal. If the attempt 
  fals, the mallkarr may make two further attempts: the second 
  one grants a +2 bonus and the thrd s lmted to a +1 bonus. 
  If after three attempts the effort fals, the vctm remans petr-
  fied permanently. Each such falure also forces the mallkarr 
  to make ts own save vs. petrficaton or become petrfied for 
  the next 1d6 years. They are reluctant to rsk ths boon wthout 
  some sutable reward.
  MINIONS, KNIGHTS & SeRVITORS
  BRANeR – BRUJJ
  
  224
  Child of Neub 
  SERVES: Neub 
  &	Mark Bober
  F	Richard J. LeBlanc, Jr.
  Neub’s chldren are those foolsh young men and women who 
  called upon Neub for succor, and then refused her prce. They 
  are often sent by Neub herself to soften the adventurers up be-
  fore an encounter, yet they often appear n towns where a good 
  volume of henchmen are avalable on ther own.
  Chldren of Neub place themselves where they may be eas-
  ly hred. They wll appear as the most common of men and 
  women from the local culture (or race). As a rule, they’ll be 
  eager to serve, and slghtly better equpped than the normal 
  rabble of torchbearers and porters. At a mnmum, they’ll each 
  have above average boots. They wll only accept servce f the 
  party s headed to an underground locaton where Neub may 
  show herself. They’ll often suggest hrng, at a reduced prce, 
  other henchman who are also her chldren.
  Durng the adventure, they wll be extra attentve to the party, 
  and attempt to gan themselves postons of responsblty. 
  In fact, they are scoutng the party for weaknesses, and, f 
  chance allows, spolng food and sabotagng equpment that 
  won’t be notced untl the party s deep n a dungeon. Once n 
  the dungeon, the treachery wll start—causng noses to draw 
  wanderng monsters, pretendng to nnocently trp traps wth 
  large areas of effect, makng ll-advsed or unplanned frontal 
  assaults—the chldren beng lost to attrton as they attempt to 
  weaken and slow the party as much as possble.
  If passed over wth detect magic, a fant aura of necromancy 
  may be notced on a successful save vs. spell by the caster. If 
  vewed wth true seing, chldren of Neub appear as ghosts, 
  wth twsted, broken bodes, and faces frozen n terror. Ther 
  corporeal manfestatons (bodes) wll act as expected when 
  slan by chance or the party themselves, only dsspatng nto a 
  gray smoke after a week has passed.
  RELATED ENTRIES: G) Neub.
  Child of the Underworld 
  SERVES: Gods of the underworld 
  &	Richard J. LeBlanc, Jr.*
  F	Beatrice Elvery
  The chldren of the underworld are a ‘famly’ of three types of 
  bengs that serve gods of the underworld: headless phantoms 
  (adhbhsean gun cheann), ugly wtches (gránna busleach), and 
  walng women (caonteach). They refer to one another as ‘broth-
  er’ and ‘sster’, though ther actual relaton s questonable. 
  All chldren of the underworld are all able to howl (or moan, n 
  the case of headless phantoms), creatng the same effect as a 
  fear spell. Addtonally, they are able to detect good and may 
  travel at wll between the Lower Planes and the Materal Plane. 
  They are mmune to weapons of less than +1 enchantment (n-
  cludng beng mmune to slver weapons) and take half damage 
  from electrcty and fire. 
  Child of the Underworld:  
  Headless Phantom  
  (Aidhbhsean Gun Cheann)
  NO. ENC.: 
  1d10
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: 5 [+1]
  HIT DICE:  
  5
  ATTACKS: 
  1 (touch)  
   
  or specal
  DAMAGE: 
  1d6 or specal
  SAVE: 
  F5
  MORALE: 
  10
  HOARD CLASS: None
  XP: 
  500 
  A headless phantom appears as the body of a man wthout a 
  head, and n the mddle of ts breast s a sngle eye whch rolls 
  and turns about and shnes wth a dull green glare. 
  The presence of a headless phantom causes all flames (magcal  
  and non-magcal) wthn a radus of 360' to be extngushed. 
  At wll, a headless phantom can cause 1d6+6 colored lghts to 
  appear, then to dance and move about the area as f held by 
  nvsble hands. Anyone lookng upon these lghts must save 
  vs. spell or become entranced, unable to do anythng but stare 
  at the lghts for as long as they reman n the vcnty (the dura-
  ton of the lghts s at the wll of the headless phantom). 
  The touch of a headless phantom does 1d6 ponts of damage.
  Child of the Underworld:  
  Ugly Witch (Gránna Buisleach) 
  NO. ENC.: 
  1d4
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: 2 [+1]
  HIT DICE:  
  7
  ATTACKS: 
  1 (howl or  
   
  spell or wal)
  DAMAGE: 
  Fear (howl)  
   
  or by spell  
   
  or specal (wal)
  SAVE: 
  M7
  MORALE: 
  10
  HOARD CLASS: None
  XP: 
  1.300 
  An ugly wtch appears as an appallngly unsghtly man of great 
  heght wth a head and beard of tangled gray har. 
  C
  child of neub • child of the underworld • child of yeolnumA • cubic drone
  CHILD OF NeUB – CHILD OF THe UNDeRwORLD
  MINIONS, KNIGHTS & SeRVITORS
  
  225
  In leu of usng ts howlng attack, an ugly wtch may choose 
  to cast a spell (as a 7th level magc-user) or use ts weakening 
  wail—a magcal effect that causes all wthn hearng range to 
  become weakened (on a faled save vs. spell). The effects of 
  ths weakening wail depend on the number of uses by the ugly 
  wtch, and the total number of savng throws whch have been 
  faled by the vctm. The effects of ths weakenng wal may be 
  removed through use of a remove curse spell.
  first failed save: 1 pt. penalty to AC, “to ht” rolls,  
  damage rolls, and savng throws
  second failed save: cumulatve 2 pt. penalty to AC,  
  “to ht” rolls, damage rolls, and savng throws, and 
  movement s halved
  third failed save: target falls to ground, conscous  
  but unable to act
  fourth failed save: target slps nto coma-lke state 
  Child of the Underworld:  
  Wailing Woman (Caointeach)
  NO. ENC.: 
  1d3
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: 3 [+1]
  HIT DICE:  
  6
  ATTACKS: 
  3 (spells  
   
  or specals)
  DAMAGE: 
  By spell  
   
  or specal
  SAVE: 
  M6
  MORALE: 
  10
  HOARD CLASS: None
  XP: 
  820 
  Though they may have fewer ht dce than ther ugly wtch 
  ‘brothers’, walng women are much more dangerous as they 
  have three heads whch may use ther specal attacks ndepend-
  ently or n unson. 
  Walng women are able to cast spells as three 6th level magc-
  users (treat as three ndependent lsts of spells, as f each was 
  selected by a magc-user of 6th level). All three heads share all 
  spells known, so any head may cast a spell even f memorzed by 
  a dfferent head. If two or more heads cast a spell n unson, ths 
  s treated as castng a sngle spell; however, any savng throws 
  aganst the spell are made wth a −1 penalty per addtonal head 
  that cast the spell (e.g., f all three heads cast a spell n unson, 
  savng throws aganst t are made wth a −2 penalty).
  If two or more heads wal n unson, the save vs. spell aganst 
  ts fear effect are made wth a −1 penalty per addtonal head 
  that cast the spell (e.g., f all three heads wal n unson, savng 
  throws aganst the wal are made wth a −2 penalty).
  Any of a walng woman’s heads may wal or cast a spell nde-
  pendently of the others.
  * Based on the legend of Fionn mac Cumhaill (also as Finn 
  MacCool or Finn MacCoul) as told in Heroes of the Dawn 
  by Violet Russell. 
  Child of Yeolnuma 
  SERVES: Yeolnuma 
  &	Garrisonjames
  F	Garrisonjames
  All servtors of Yeolnuma have the followng abltes: infravision 
  (90'), half damage from gas-type attacks, mmunty to dsease, 
  and telepathy (30' range). 
  Child of Yeolnuma:  
  Type I (Scarabic Horde)
  NO. ENC.: 
  3d4  
   
  (4d100+100)
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  60' (20')
  ARMOR CLASS: 1
  HIT DICE:  
  3
  ATTACKS: 
  2 (bte/weapon  
   
  or 2 weapons)
  DAMAGE: 
  3d4/by weapon
  SAVE: 
  F3
  MORALE: 
  10
  HOARD CLASS: X (embedded n nghtsol  
   
  clumped on ther lower lmbs)
  XP: 
  80 
  SPECIAL ABILITY: lob filth (60' range, nflcts 2d6, save vs. 
  spell to avod contractng random dsease).
  These are the foot solders and cannon fodder that serve Yeo-
  lnuma. Weapons are randomly determned. Officers have 6 
  HD, fight and save as 6HD monsters, and have a chance of 
  possessng one or two magc tems.
  Child of Yeolnuma:  
  Type II (Scuttler)
  NO. ENC.: 
  1d4 (1d20)
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  90' (30')
  ARMOR CLASS: 0
  HIT DICE:  
  6
  ATTACKS: 
  2 (bte/ 
   
  weapon)
  DAMAGE: 
  5d4/ 
   
  by weapon
  SAVE: 
  T6
  MORALE: 
  11
  HOARD CLASS: VII
  XP: 
  120 
  SPECIAL ABILITY: filth walk (scuttlers can walk across mud, 
  muck and filth as though t were sold ground).
  Sleeker, faster and smarter, these are the trusted agents of Yeo-
  lnuma who spy upon the sunlt lands of hs former master. They 
  have the abltes of a thef equal n level to ther HD. Those 
  slan n the servce of ther dety have a base 20% chance to 
  rse agan as wghts.
  MINIONS, KNIGHTS & SeRVITORS
  CHILD OF THe UNDeRwORLD – CHILD OF YeOLNUMA
  
  226
  Child of Yeolnuma:  
  Type III (Favored of Yeolnuma)
  NO. ENC.: 
  3d4  
   
  (4d100+100)
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  60' (20')
  ARMOR CLASS: 1
  HIT DICE:  
  3
  ATTACKS: 
  2 (2 weapons  
   
  or bte/weapon)
  DAMAGE: 
  5d4/ 
   
  by weapon
  SAVE: 
  F3
  MORALE: 
  11
  HOARD CLASS: Lots and lots of jewels (all encrusted  
   
  to the nsdes of ther wng-cases)
  XP: 
  80 
  SPECIAL ABILITY: Can cast ray of enfeeblement twce a day as 
  a breath weapon n a 30' cone.
  Huge 16'-long beetles wth mottled lmbs and glossy black cara-
  paces, these bloated monstrostes serve as Yeolnuma’s con-
  cubnes and personal guardans. They are rumored to weld 
  weapons of at least +2 potency and one of ther number s 
  beleved to be a spellcaster.
  RELATED ENTRIES: G) Yeolnuma.
  Creqvg’n (minion of Cowie, companion  
   
  to Curdle, the Petty Goddess of Blind Milk Maids)
  See the entry for Sybevmry & Creqvg’n n ths secton.
  Cubic Drone 
  SERVES: Hexadron 
  &	Colin Chapman
  F	Richard J. LeBlanc, Jr.
  NO. ENC.: 
  36 (exactly)
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  180' (60') 
  ARMOR CLASS: 6
  HIT DICE:  
  3 (always have 12 hp)
  ATTACKS: 
  1
  DAMAGE: 
  1d6
  SAVE: 
  F3 
  MORALE: 
  12
  HOARD CLASS: None
  XP: 
  80 
  Cubc drones are flyng slver cubes, each edge sx feet n length 
  and so precse that t can cut and draw blood as the drone fles 
  past, nto and around ts opponents. They only attack f ther 
  home plane, they themselves, or Hexadron are attacked or 
  threatened n some way. They have no true ntellgence and are 
  thus unaffected by hold, sleep, and charm spells, and as they 
  are not alve n the normal sense are also mmune to posons 
  and gases.
  RELATED ENTRIES: G) Hexadron.
  CHILD OF YeOLNUMA – CUBIC DRONe
  MINIONS, KNIGHTS & SeRVITORS
  
  227
  Deiphagous Maggot 
  SERVES: Any deity of decay 
  &	Logan Knight
  F	Richard J. LeBlanc, Jr.
  NO. ENC.: 
  1 (1d4)
  ALIGNMENT: 
  As the god t currently serves  
   
  (t’s nothng f not helpful)
  MOVEMENT: 
  120' (40') 
  ARMOR CLASS: 9
  HIT DICE:  
  4
  ATTACKS: 
  1 (needle wrap = 1d4 needles)
  DAMAGE: 
  1d4 per needle
  SAVE: 
  M23 
  MORALE: 
  8
  HOARD CLASS: 1 wondrous tem
  XP: 
  1,200 
  The bloated body of the maggot squirms through the air, con-
  tracting and expanding towards you—several feet from the 
  ground—in deliberate, hypnotic movements. It draws itself 
  up like a snake, a patch of glistening needles extend from 
  beneath the rear of its body, supporting it before you. Mouths 
  cover the underside of its body, one speaks for every emotion, 
  there are many mouths. Eyes filled with broiling red fog are 
  held within them, winking out and opening elsewhere as each 
  begins to speak.
  It s not the nature of the maggot to harm the god t serves, but 
  when t des the maggot wll swm amongst ts flesh, suppng 
  on the decay of dvnty. Of course the maggot hungers, but 
  the longer a god lves, the more fervently t s worshpped and 
  the sweeter ts flesh. You see the maggot’s conundrum—t feels 
  you’re here to spol the meal t s cultvatng.
  Statc physcal barrers mean nothng to the maggot, t sldes n 
  and out of them lke realty. Be careful not to fall nto a hole that 
  sn’t there. Sharp swngng metal s harder to account for.
  In combat, the maggot wll try to wrap tself around you wth 
  gnawng mouths and squrm away n one flud moton, leavng 
  you lke a rngbarked tree. If caught or cornered ts skn bursts 
  wth patches of brstlng needles. 
  The maggot’s dgeston s slow. If t s klled there s a 50% chance 
  of ts ruptured belly releasng the power of a god t has fed on. 
  (Have you klled a god lately? Then that one. Otherwse, roll or 
  flp to a random godlng n ths book and unleash ther wrath.)
  Deus Ex Machina 
  SERVES: Any 
  &	Jonas Mustonen
  F	Richard J. LeBlanc, Jr.
  NO. ENC.: 
  1 (1)
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  180' (60') 
  ARMOR CLASS: 3 [+1}
  HIT DICE:  
  8
  ATTACKS: 
  2 (weapons or claws, see below) + specal
  DAMAGE: 
  1d10/1d10 and see below
  SAVE: 
  C8 
  MORALE: 
  12
  HOARD CLASS: XV
  XP: 
  2,065 
  Ths golem s constructed n the lkeness of a shrne that rolls 
  on a set of wheels. Dependng on the dety responsble for ts 
  exstence, t mght be equpped wth a set of maces, or wth 
  statues of archangels that strke offenders wth swords. These 
  constructs are decorated wth precous cons, offerngs and holy 
  symbols. Burnng candles and smolderng censers surround t 
  wth wsps of smoke; spnnng prayer wheels rattle as t moves. 
  Dependng on the algnment of ts dety (lawful or chaotc), 
  t may also automatcally attempt to turn undead or control 
  undead (respectvely) as an 8th level clerc (n addton to any 
  other actons t may make durng a round). Controlled undead 
  wll be commanded to form a processon to defend the golem. 
  It has the usual golem mmuntes to mnd affectng spells, and 
  can only be harmed by magc.
  D
  deiphAgous mAggot • deus ex mAchinA • divine Auditors •  
  divine louse crAbs • doddering scrivener • dud
  MINIONS, KNIGHTS & SeRVITORS
  DeIPHAGOUS MAGGOT – DeUS eX MACHINA
  
  228
  Divine Auditor 
  SERVES: Wicked Skein 
  TITLES: Feeders of the  
   
  Divine Rumor Mill 
  &	John Everett Till
  F	Juan Ochoa
  NO. ENC.: 
  1d6
  ALIGNMENT: 
  Any (depends  
   
  on temple  
   
  affilaton)
  MOVEMENT: 
  120' (40')  
   
  [240' (80') when  
   
  usng haste)]
  ARMOR CLASS: 6
  HIT DICE:  
  5
  ATTACKS: 
  3 (1 bte/2 shortswords) or  
   
  3 (1 spell, wand, or scroll as per  
   
  a 5th level MU/2 shortswords)
  DAMAGE: 
  1d3/1d6/1d6 or  
   
  by spell, wand, scroll/1d6/1d6
  SAVE: 
  M5 
  MORALE: 
  VII, 1-n-3 also has wand or scroll
  HOARD CLASS: 1 wondrous tem
  XP: 
  500 (650 f dvne audtor  
   
  also possesses a wand or scroll) 
  Dvne audtors are the mortal four-armed monkey offsprng 
  of any number of temple scrbal gods. Hghly lterate and well-
  versed n both magc and forensc accountng, they can commt 
  large volumes of text to memory n very short order. The best of 
  ther knd are found n the retnues of knowledge, scrbal, and 
  messenger gods such as Wcked Sken, the petty goddess of 
  unwelcome messages. 
  Most dvne audtors lve wthn the temple precncts of detes 
  devoted to the gatherng, copyng, and analyss of all manner 
  of mystc and mundane texts. Ther sklls n catalogng and text 
  retreval are legendary, and many lbrares and archves employ 
  them to locate and retreve long-forgotten texts from deeply bur-
  ed archves and stacks. As mnons of the gods, dvne audtors 
  serve as nformaton gatherers, message carrers, accountants, 
  and scroll/book filchers. If nformaton exsts n wrtten form n 
  a lbrary, accountng house, temple, or palace, dvne audtors 
  can find and retreve t quckly. 
  No less mportantly, dvne audtors remember what they are 
  told, and are constantly eavesdroppng on the conversatons of 
  others, mortal and mmortal alke. Due to ther propensty to 
  gather, commt to memory, and regurgtate nformaton, few 
  temple or dvne secrets are safe from them for very long. The 
  dvne audtors feed the Dvne Rumor Mll, and more than one 
  self-mportant god or scholar has forgotten ths at ther perl.
  Dvne audtors detest creatures that consume or destroy books 
  such as Thysanurans*. Dvne audtors wll attack them on 
  sght, or alert the nearest authortes n charge of collectons.
  The dvne audtor has four arms, two legs, and a prehensle tal. 
  They can use up to three weapons at any tme. Ther preferred 
  weapon s the shortsword. They may, nstead, make up to two 
  weapon attacks whle also usng a spell durng the same round. 
  Fnally, there s a 1-n-3 chance a dvne audtor wll also have a 
  magc tem such as a wand or scroll that s useful n combat.
  Dvne audtors use magc as 5th level magc-users. Common 
  spells used by dvne audtors nclude arcane eye, detect magic, 
  knock, locate object, read languages, and read magic. Ad-
  dtonally, each dvne audtor has access to a permanent haste 
  spell. It can actvate ths at wll to scurry through archves, 
  stacks, and collectons to find desred tems.
  * Thysanurians are a creation of Hereticwerks, which has an 
  extensive library of monsters (see hereticwerks.blogspot.com). 
  Divine Louse Crab 
  SERVES: Gods & goddesses of sexuality 
  &	Matthew W. Schmeer
  F	Richard J. LeBlanc Jr.
  NO. ENC.: 
  100d20+
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  15' (5') 
  ARMOR CLASS: 8
  HIT DICE:  
  2 ht ponts
  ATTACKS: 
  Specal
  DAMAGE: 
  Specal
  SAVE: 
  F1 
  MORALE: 
  12
  HOARD CLASS: None
  XP: 
  250 (for entre nfestaton) 
  The four-legged, hand-footed, spear-totng dvne louse crabs 
  exclusvely serve the gods and goddesses of sexualty, plagung 
  anyone who dspleases them n a multtude of ways. Ther hand-
  feet allow them to move through body har wth rapd ease and 
  they exst prmarly to feed and cause ntense dscomfort.
  Dvne louse crabs range n sze from 1.5 to 3 mm long when 
  plagung mortals, and from 6 to 10 cm long when plagung 
  gods and mmortals; there s a 75% chance that PCs encoun-
  terng dvne or sem-dvne bengs sufferng from a case of the 
  dvne louse crabs wll notce the nfestaton and must save vs. 
  dsease to avod becomng repulsed and fleeng n terror.
  Dvne louse crabs are themselves asexual. They can lay up 
  to 300 eggs a day on the coarse hars of armpts and gental 
  regons. They can also be found n other areas of the body 
  covered n har or fur, but generally do not nfest the crown of 
  the scalp. The eggs take 6 hours to hatch and a fully-formed 
  adult dvne louse crab emerges from the egg; the hatched crab 
  louse can begn reproducng wthn 1 day. Adults lve up to 2 
  months and feed 7-8 tmes a day.
  After hatchng, dvne louse crabs craft spears from shafts of 
  har and extrude a stony, epoxy-lke substance from ther rec-
  tums whch they craft nto close approxmatons of spearheads. 
  They then war wth each other for domnaton of a host’s body 
  har. There are multple factons of dvne louse crabs known to 
  exst, servng gods of sundry sexual orentatons.
  When plagung mortals, ther btes cause severe tchng— 
  prmarly of the crotch and armpts—due to the acdty of ther 
  salva; an untreated case of dvne louse crab nfestaton wll 
  result n restless sleep (no spell recovery) and sap 2 hp the first 
  day, and wll then double every day untl death, or untl the 
  nfestaton s treated. Gods nfested wth dvne louse crabs wll 
  merely dstractedly scratch an awful lot.
  DIVINe AUDITOR – DIVINe LOUSe CRAB
  MINIONS, KNIGHTS & SeRVITORS
  
  229
  To temporarly cure a case of dvne louse crabs, PCs must smear 
  themselves n a foul concocton of goat fat, owlbear dung, and 
  seagull vomt appled to the affected areas and sealed wth can-
  dle wax; only the most hghly sklled alchemsts know the exact 
  recpe for ths concocton. Ths salve forces dvne louse crabs 
  nto a state of hbernaton for up to one week. After three ap-
  plcatons, the treatment s no longer effectve.
  To completely cure a case of dvne louse crabs, PCs must some-
  how manage to get back nto the good graces of whchever 
  dvne beng manfested the plague upon them. A cure disease 
  spell cast by a 20th level or hgher clerc of neutral algnment 
  wll also do the trck.
  RELATED ENTRIES: G) Morbiphallugus.
  Doddering Scrivener 
  SERVES: Petty gods making contracts and decrees 
  &	Matthew W. Schmeer
  F	William H. Bradley
  NO. ENC.: 
  1 (1d10)
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  90' (30') 
  ARMOR CLASS: 10
  HIT DICE:  
  1d6+2
  ATTACKS: 
  0
  DAMAGE: 
  None
  SAVE: 
  M2 
  MORALE: 
  4
  HOARD CLASS: XVII
  XP: 
  25 
  Outfitted n brght orange hooded cowls and scapulas, dod-
  derng scrveners are a race of gnome-lke creatures wth over-
  szed ears whose sole purpose s to record the decrees of the 
  petty gods for posterty and serve as notary wtnesses to all 
  dvne petty contracts. Whenever a petty god degns to enter a 
  contract, grant a boon, or send a foolhardy adventurer on an 
  arduous quest, a dodderng scrvener mysterously appears to 
  record the partculars and collect sgnatures.
  Although not much s known about ther bology beyond ther 
  appearance and ablty to teleport at wll, ther socety s ex-
  tremely herarchcal, dvded nto 20 classes, each dvded nto 
  20 dvsons, and each dvson dvded nto 20 sectons. Each 
  secton s further dvded nto dfferent ranks of nnumerable 
  ndvdual scrveners responsble for recordng, archvng, and 
  catalogng all decrees and contracts wthn a specfic sphere of 
  dvne nfluence.
  Dodderng scrveners follow a strct ethcal code and are sworn 
  to a lfe of pacfism. They carry no weapons and wear no ar-
  mor. If attacked, they wll attempt to avod combat by fleeng 
  but they wll not defend themselves beyond fistcuffs; ther at-
  tempts at such are weak and neffectual.
  A dodderng scrvener has nstantaneous recall of any deed that 
  he hmself has recorded and, f gven up to half-an-hour, can 
  find any other contract n the Deed Archves (t s, of course, ef-
  ficently organzed for such use). The classficaton system used 
  by dodderng scrveners s a carefully guarded secret and even 
  the gods themselves do not understand t. The qulls, nk pots, 
  and parchments used by dodderng scrveners fetch hgh prces 
  on the black market, as they are rumored to be able to create 
  undetectable forgeres f used n combnaton.
  Dodderng scrveners follow no dety themselves but reman de-
  cdedly neutral n all affars. They never offer an opnon (even 
  f pressed) on any topc, and carry out ther dutes wth an ar of 
  resgned ndfference. They utterly lack ndvdual personaltes 
  and prefer to reman unnotced.
  It s sad that eatng the bran of a dodderng scrvener mparts 
  the ablty to read and write in all languages; ths mght be 
  true, but one definte sde effect s the loss of the ablty to blnk. 
  Vctms of ths sde effect gradually stop producng tears and 
  ther eyes eventually shrvel and rot; there s no known cure 
  for ths malady.
  Dud 
  SERVES: Petty gods of malfunction and faulty idea 
  &	Eric Potter
  F	Richard J. LeBlanc, Jr.
  NO. ENC.: 
  1d30
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  60' (20') rollng 
  ARMOR CLASS: 3
  HIT DICE:  
  2
  ATTACKS: 
  Specal
  DAMAGE: 
  Specal
  SAVE: 
  F2 
  MORALE: 
  11
  HOARD CLASS: None
  XP: 
  55 
  The dud s a small, lmbless creature measurng around twelve 
  nches n length. It conssts of a hard but hollowed exoskeleton 
  wth one large orfice used for respraton, consumpton and re-
  gurgtaton. Ths dark, armored exoskeleton s a seres of band-
  ed plates and retractng scutes, whch allow the dud to contract 
  tself nto a tght sold sphere and roll for locomoton.
  Duds are mnons of the petty gods of malfuncton and faulty 
  dea, and wll readly sacrfice themselves to these mnor detes 
  or ther most ardent followers wthout hestaton. However, ther 
  absence of teeth and claws renders the dud essentally neffectve 
  as a weapon, and use of ths creature s solely as a deterrent or 
  scare tactc.
  When a retracted dud s thrown as a hurled weapon, ether sn-
  gly or en masse (for greater effect) t spns through the ar wth 
  ts orfice opened, screamng as t fles wth an ear-percngly 
  hgh ptch, makng the enemy run for cover. The ncomng ar 
  rapdly fills the dud’s hollowed nnards, and once overfilled, the 
  exoskeleton s compromsed, and wll splt on mpact, resultng 
  n a small, dull thud. 
  There s a 15% chance that a dud carres the leprosy vrus and, 
  on mpact, the explodng exoskeleton wll release the tanted bac-
  terum nto the ar as a gas cloud (10' dameter). Any character 
  caught n the cloud who fals a save vs. poson wll exhbt symp-
  toms n 2d6 days (wounds do not heal, regardless of source; fatal 
  n 3-6 months f left untreated; 1 pt. of Charsma lost per week’s 
  duraton of the dsease; may be negated by cure disease).
  MINIONS, KNIGHTS & SeRVITORS
  DIVINe LOUSe CRAB – DUD
  
  230
  Editaur 
  SERVES: Varies 
  &	Richard J. LeBlanc, Jr.
  F	Joel Priddy
  NO. ENC.: 
  1 (1d4)
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  120' (40') 
  ARMOR CLASS: 5
  HIT DICE:  
  4
  ATTACKS: 
  4 (weapons)
  DAMAGE: 
  By weapon  
   
  or specal  
   
  (see below)
  SAVE: 
  F4 
  MORALE: 
  8
  HOARD CLASS: None
  XP: 
  1,200 
  Edtaurs are scrawny, four-armed mnotaurs who serve any type 
  of godlng who reles on wrtng, drawng, or record-keepng 
  (e.g., accountants, hstorans, lbrarans, even dungeon arch-
  tects and sege engneers).
  Each edtaur s armed wth a small arsenal of weapons (usually 
  an axe, hammer, sword and spear), each of whch may be used 
  n ts normal capacty (as a standard weapon, usually to fend 
  off attackers who wsh to keep them from ther dutes) or n a 
  specal “edtng” capacty. In ths specal capacty, the weapons 
  functons as a form of limited wish (nstead of causng standard 
  damage), allowng the edtaur to make “revsons” to any docu-
  ment or tome. Wth these weapons and n ths use, the edtaur s 
  able to “gve thngs the axe” (axe), “cut copy” (sword), “hammer 
  out the detals” (hammer), and assst the wrter or scrbe n “get-
  tng to the pont” (spear). Magcal tomes, documents and scrolls 
  are permtted a savng throw vs. ths power, but non-magcal 
  ones are not. 
  Because the revson of an orgnal document has the ablty to 
  change realty, the true power of the edtaur s almost unlmted. 
  For example, an edtaur may change what a scroll says or does. 
  Addtonally, f an edtaur has access to the orgnal floor plan of 
  a dungeon, then t s wthn ther power to change the realtes 
  of that dungeon (wthn the lmts of an edtor); e.g., movng a 
  door or changng how a trap functons would be possble, add-
  ng an entre level would not be possble, and deletng an entre 
  level mght be possble, dependng on the sze of the dungeon 
  and the amount of detals that would need to be revsed.
  Eye Imp 
  SERVES: Any 
  &	Jonas Mustonen
  F	Andrew Shields
  NO. ENC.: 
  1
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  60' (20')
   
  FLY: 
  180' (60') 
  ARMOR CLASS: 2 (-3 f  
   
  n flght)
  HIT DICE:  
  3
  ATTACKS: 
  1 (stng)
  DAMAGE: 
  1d4 + poson
  SAVE: 
  M3 
  MORALE: 
  12
  HOARD CLASS: None
  XP: 
  80 
  The eye mp s a sub-class of the devlsh mp famly. In appear-
  ance, t looks dentcal to the typcal mp—as a red-sknned, 
  wnged humanod wth bulbous features. However, the eye mp 
  s a dmnutve creature, approxmately the sze of a small bat. 
  In addton, t has abnormally huge, bulgng eyes whch dom-
  nate ts face and grant t enhanced vson (darkvision to 90').
  Twce per day, an eye mp may cast a form of invisibility upon 
  tself whch allows t to be nvsble when vewed drectly (for a 
  duraton of 1 turn). However, the eye mp’s flght patterns are 
  erratc, and when seen out of the corner of the eye, appear as 
  a random flckerng or other smlarly confusng and dstractng 
  moton. Any creature wth perpheral sght of an eye mp n 
  flght must make all rolls wth a −1 penalty (whle postoned as 
  such n relatonshp to the eye mp). Addtonally, there s a 5% 
  chance (roll of 1 on 1d20) that any spellcastng wll fal under 
  these condtons. Unlke standard invisibility, an eye mp’s in-
  visibility s not termnated when t attacks.
  Lke ther larger cousns, eye mps are craven, but not so tmd 
  as to pass up an opportunty for a surprse attack. An eye mp 
  attacks wth the wcked stnger on ts tal. Each successful strke 
  wth ths stnger does 1 hp of damage and (on a faled save vs. 
  poson) reduces the vctm’s Dexterty by 1 pont for a duraton 
  of 6 turns. 
  Because the flght pattern of an eye mp s so erratc, the eye 
  mp receves a −5 AC bonus when n flght (AC ndcated n 
  parentheses above).
  An eye mp possesses the followng spell-lke abltes whch t 
  may use at wll: detect good, detect magic.
  E
  editAur • eye imp
  eDITAUR – eYe IMP
  MINIONS, KNIGHTS & SeRVITORS
  F	Richard J. LeBlanc, Jr.
  
  231
  Formless Spawn 
  SERVES: Tsathoggua 
  &	James Mishler
  F	Richard J. LeBlanc, Jr.
  NO. ENC.: 
  1d4
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  60' (20') 
  ARMOR CLASS: 5
  HIT DICE:  
  12
  ATTACKS: 
  Up to 6  
   
  (varous  
   
  forms)
  DAMAGE: 
  3d8 each
  SAVE: 
  F6 
  MORALE: 
  12
  HOARD CLASS: None
  XP: 
  5,200 
  When Tsathoggua arrved on Earth from the depths of the 
  Outer Dark, he arrved alone, though he quckly brought about 
  the creaton of a servtor speces, the formless spawn. What 
  horrble eldrtch arts created these enttes, none are certan. 
  Some sages speculate that ther orgn les n the unspeakable 
  rtes that hs supplcants engaged n when they sought to jon 
  hs presthood… and faled. Fragments of a descrpton of a 
  faled attempt to placate Tsathoggua nclude a descrpton of 
  the entty’s consumpton of the supplcant and a subsequent 
  regurgtaton of the remans as a mass of black, vscous, bub-
  blng, gbberng, slmy goo.
  Whatever ther orgn, they are potent servants. Outwardly 
  resemblng nothng more than the form of a common black 
  puddng, formless spawn are capable of much more than those 
  smple creatures. Lke black puddngs, formless spawn can 
  move on vertcal surfaces and even on celngs, can compress 
  ther forms to easly slp through the smallest of cracks, and can 
  dgest metal and wood as readly as flesh and bone. Though 
  acdc lke a black puddng, a formless spawn can control ths 
  acdty, enablng t to selectvely damage people and objects 
  whle harmlessly touchng other people and objects.
  Unlke black puddngs, formless spawn can take on forms other 
  than that of a slmy puddle. They usually take on a vaguely 
  humanod shape, wth as many arms or pseudopods as are 
  needful at the moment. They mght form two or more legs, or a 
  snake-lke body and tal, or even smply slther along the ground 
  n slme-blob form. Usually they attack wth tentacle-lke con-
  structons, each up to 10 feet long, though they can also form 
  one or more heads wth a bte-lke attack. They can extrude up 
  to sx lmbs capable of attackng at the same tme; other lmbs 
  merely wrthe or are used for locomoton. The damage from 
  the lmb s entrely acdc n nature, as the slmy lmb has lttle 
  real strength. The heads that are extruded, as such, can gbber 
  and babble, cry and weep, howl and hoot, chant and drone; 
  though ths sound can be dsconcertng, they cannot actually 
  speak or vocalze anythng meanngful.
  Though ntellgent after a fashon, they are mmune to any 
  mnd-affectng or alterng magc or psychc effect, ncludng l-
  lusons of all sorts. Formless spawn are mmune to all weapons. 
  Unlke black puddngs, they are not splt by weapon attacks. 
  Instead, weapons smply pass harmlessly through ther slmy 
  forms. Smlarly, magcal attacks, other than fire, have no effect 
  on them; any sort of acd damage nstead heals them. Fre s 
  the only soveregn weapon aganst them, dealng full damage. 
  They are capable of seeng n all drectons through some sort 
  of nhuman sense, even through all forms of darkness (though 
  not penetratng a silence spell), and thus are usually ncapable 
  of beng surprsed.
  Though formless spawn do not themselves possess treasure, 
  they are often used to guard the treasures of prests and sor-
  cerers n the servce of Tsathoggua. Prests and sorcerers who 
  have these thngs at ther command can communcate ther 
  wshes to them usng a lmted form of ESP (a sort of obscene 
  empathy) whch can be used over any dstance. These guardan 
  spawn are often found n bowls of glass or stone, wth treas-
  ures of gemstones set atop ther sooty forms as bat for would-
  be theves. Formless spawn pursue such theves unto death, 
  whether the theves or ther own, unless recalled by the prests 
  of the temple.
  Though rarely done, through the auspces of some unknown 
  and horrfic eldrtch magc, formless spawn are apparently able 
  to actually breed wth humanods, notably the Voorms and 
  other sub-human and human followers of Tsathoggua. The 
  result s usually a beng that takes on the appearance of the 
  other parental beng, albet of dsturbng and nhuman aspect. 
  In tme, and especally through physcal damage and mshap, 
  such half-breeds mutate nto gbberng mouthers. Those wth 
  arcane and psychc abltes often retan them, even n ther 
  nhuman madness.
  RELATED ENTRIES: G) Tsathoggua; M) Voormi.
  Freakling 
  SERVES: Urglu 
  &	Terje Nordin
  F	Richard J. LeBlanc, Jr.
  NO. ENC.: 
  1d6 (3d6 n the  
   
  presence of Urglu)
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  30' (10')
   
  FLY: 
  180' (60') 
  ARMOR CLASS: 8
  HIT DICE:  
  1
  ATTACKS: 
  1 (bte)
  DAMAGE: 
  1d6
  SAVE: 
  T1 
  MORALE: 
  8
  HOARD CLASS: None
  XP: 
  10 
  F
  formless spAwn • freAkling • fruggAr • fyre fAe
  MINIONS, KNIGHTS & SeRVITORS
  FORMLeSS SPAwN – FReAKLING
  
  232
  These warped lttle creatures, whose shapes are not qute 
  those of human chldren but nether truly lke unto any healthy 
  anmal, scurry around spreadng the malgn nfluence of ther 
  mother and mstress. Where ther twsted feet touch the ground 
  the vegetaton becomes sck and malformed. The cattle and 
  wldlfe that they touch wth ther dstorted claws develop pecu-
  lar abnormaltes. They are attracted to human and humanod 
  settlements where they can easly affect great numbers.
  Anyone who s btten by a freaklng must make a save vs. poson 
  or be afflcted wth a lesser blessing of Urglu. (see p.182)
  RELATED ENTRIES: G) Urglu.
  Fruggar 
  SERVES: King Shroom, fungi-related deities 
  &	Garrisonjames
  F	Garrisonjames
  NO. ENC.: 
  2d4 (1d100+100)
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  60' (20') 
  ARMOR CLASS: 3
  HIT DICE:  
  1+2
  ATTACKS: 
  1 (weapon)
  DAMAGE: 
  By weapon
  SAVE: 
  F1 
  MORALE: 
  8
  HOARD CLASS: I, II, or III
  XP: 
  6 
  Two to three feet tall bpedal mockeres of humanods, fruggar 
  are mndless fungal foot-solders n servce to fung-related de-
  tes. Fruggar are entrely ncapable of speech and go nto battle 
  quetly and calmly. The fruggar weld whatever random old, of-
  ten broken, weapons and armor they have been able to recover 
  from ther past vctms. 
  Upon beng slan, a fruggar collapses nto a 3’ dameter pool 
  of frothy ooze. Ths pool remans pungently actve for 1d4 
  hours, durng whch tme anyone comng nto contact wth the 
  wet frothy ooze must save vs. poson or have ther skn become 
  horrbly mottled and break out wth 1d4 colones of tny fungal 
  masses. These masses can only be removed by use of a cure dis-
  ease or remove curse spell, but otherwse are mostly harmless.
  Fruggar are mmune to charm, fear, illusions, sleep and most 
  lfe-dranng attacks. They Move Slently and Hde n Shadows 
  as f they were 4th level theves. 
  RELATED ENTRIES: G) King Shroom.
  Fyre Fae 
  SERVES: Nox 
  &	Timothy Brannan
  F	Dorothy P. Lathrop
  NO. ENC.: 
  2d4 (10d4)
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  90' (30')
   
  FLY: 
  180' (60') 
  ARMOR CLASS: 3
  HIT DICE:  
  1
  ATTACKS: 
  1 (dagger)
  DAMAGE: 
  1d4
  SAVE: 
  E1 
  MORALE: 
  7
  HOARD CLASS: III, IV
  XP: 
  6 
  Nox s a Goddess of n-betweens; nether lght nor dark, day 
  or nght, so she s served and honored by a number of faeres. 
  In the tmes of her regn, after sunset but before full nght, she 
  s served by the fyre fae. These creatures are lke pxes n all 
  respects except that they also glow n varous colors. At a ds-
  tance they appear as wll-o-wsps or even faere fire. 
  RELATED ENTRIES: G) Nox; M) Syla; S) Summon Fyre Fae.
  FReAKLING – FYRe FAe
  MINIONS, KNIGHTS & SeRVITORS
  
  233
  Ggiyy 
  SERVES: The Jale God 
  TITLES: Ggiyy, Eidolon Knight of Hate 
  &	Matthew W. Schmeer
  F	Jason Sholtis
  NO. ENC.: 
  1 (unque)
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  120' (40') 
  ARMOR CLASS: 2
  HIT DICE:  
  6+5
  ATTACKS: 
  1 (sword, bte, or tal)
  DAMAGE: 
  d8 (sword),  
   
  1d6 (bte),  
   
  or 1d6 (tal;  
   
  −3 “to ht”)
  SAVE: 
  F8 
  MORALE: 
  10
  HOARD CLASS: None
  XP: 
  1,280 
  It s lttle known that the Jale God employs twelve knghts to 
  protect the 12 Edolons scattered across the world and en-
  sure ther separaton. Ggyy, the Edolon Knght of Hate, may 
  be one of the only knghts whose dentty s fully known, as 
  he s a frequent vstor to magcal academes and royal courts 
  throughout the realms. Although he often appears n human 
  guse through the use of a polymorph self spell, Ggyy s n 
  truth a snake-lke reptlan.
  A wrathful and boastful warror, Ggyy has lost the locaton of 
  the Edolon of Hate and has been on a centures-long quest to 
  reclam the stone. Many trbes know of hs feats and the desert 
  kngdoms curse hs name for the havoc he has wrought among 
  them. In hs human form, he wears many dfferent guses; 
  sometmes he s a seductve woman, other tmes a handsome 
  rogue, sometmes a washerwoman, etc. In ths way he moves 
  throughout the realms, but hs passage s marked by the dssen-
  son he sows n hs wake. Wherever Ggyy has been, protests, 
  fights, rots, and wars are sure to shortly follow.
  Ggyy wears elven plate on hs torso, topped wth an elven helm; 
  the rest of hs body s covered n thck, armor lke scales. He s 
  armed wth a sword of doubt (1d8 damage + save vs. paralyss 
  or be struck wth ndecson for 1d4 turns) and can choose to 
  ether swng hs sword, bte hs attacker (1d6 damage), or crush 
  an opponent wth hs tal (1d6 damage; −3 “to ht”).
  Ggyy prefers to surprse combatants from above, colng hm-
  self around pllars, trees, or other heghts, and droppng on hs 
  unsuspectng vctms. If attackng n ths manner, he automat-
  cally gans ntatve on hs first attack.
  Under hs armor, he wears an amulet that allows hm to cast 
  polymorph self at wll; by an enchantment of the Jale God, the 
  amulet only works for an Edolon Knght.
  Once a year he and the other Edolon Knghts must make an 
  accountng before the Jale God n the Labyrnth of Myzthra on 
  the sland of Anar. He has been n dsfavor for a very long tme 
  and ths has done nothng to mprove hs mood.
  RELATED ENTRIES: Please see the Jale God entry n Petty Gods 
  secton for a complete lstng of entres related to the Jale God (n-
  cludng all gods, tems, and spells mentoned n ths lstng).
  Ghostly Lecher 
  SERVES: Petty gods of death 
  &	Matthew W. Schmeer
  F	Richard Heighway
  NO. ENC.: 
  1d4
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  90' (30') 
  ARMOR CLASS: 6
  HIT DICE:  
  2+2
  ATTACKS: 
  1 + specal
  DAMAGE: 
  1d6 + specal
  SAVE: 
  F8 
  MORALE: 
  10
  HOARD CLASS: None
  XP: 
  150 
  The ghosts of ancent mortals who were enamored wth death 
  when they were alve, ghostly lechers serve the gods of death 
  merely as rubberneckng hangers-on. Wherever a grstly death 
  has occurred, a ghostly lecher s sure to be found, feedng on the 
  deathwave vbratons that emanate from the corpse.
  As ther name suggests, they especally prey on the grsly 
  deaths of the young and nnocent; they tend to congregate on 
  the outskrts of gallows, rtual stes, sacrfical dolmens, and 
  army barracks.
  G
  ggiyy • ghostly lecher • giAnt spAce bAby • glimmer pAlAdin • gloAming •  
  grAmpAjAck • grAy messenger • guArdiAn of lAAm • gurgim • gygAntuAn
  MINIONS, KNIGHTS & SeRVITORS
  GGIYY – GHOSTLY LeCHeR
  
  234
  Although they seem to resemble ghosts or shadows (snce they 
  have no corporeal body and seem to flcker), they are not un-
  dead creatures and thus cannot be turned. Ghostly lechers can 
  only be struck by magcal or slver weapons. They are unaf-
  fected by sleep, suggest, or charm spells.
  When a ghostly lecher s feedng on the deathwave vbratons of 
  a recently deceased. they glow a pale-yellowsh whte and are 
  easly detected. They wll appear as f n a drunken or drugged 
  stupor, and move at ther slower rate; they wll mss half of ther 
  attacks f n ths state. When feedng they drool a posonous 
  ectoplasm that saps 2 hp (no save) per touch.
  Ghostly lechers are dfficult to detect f they are not feedng; they 
  surprse 50% of the tme. When a ghostly lecher strkes, they 
  deal 1d6 cold damage and 1 pont of Consttuton s draned for 
  each of 6 consecutve turns. Should a character be draned to 
  0 Consttuton, they have a 50% chance of becomng ether a 
  ghost (f of lawful algnment), a spectre (f of neutral algnment), 
  or a shadow (f of chaotc algnment), but reman a playable char-
  acter, havng ganed the abltes of each respectve monster. 
  Giant Space Baby 
  SERVES: Varies 
  &	Jonas Mustonen
  F	Adolph Wilhelm Otto
  NO. ENC.: 
  1 (1d4)
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  120' (40')
   
  FLY: 
  240' (80') 
  ARMOR CLASS: −10 [+1]
  HIT DICE:  
  30
  ATTACKS: 
  3 (2 fists/ 
   
  1 drool)
  DAMAGE: 
  1d12/1d12/ 
  see below
  SAVE: 
  F30 
  MORALE: 
  12
  HOARD CLASS: None
  XP: 
  18,000 
  Gant space babes are twenty foot tall ggantc nfants normally 
  encountered n the far reaches of space or Lmbo, but are some-
  tmes found locally when summoned by msguded cultsts. 
  They appear as gant babes wth blue or green skn, usually wth 
  alen features lke antennae on ther head, ponted ears or a thrd 
  eye. Sages speculate they wll n strange aeons grow nto a pan-
  theon of terrble alen space-gods that wll destroy all creaton.
  Space babes destroy humanod lfe eagerly as they see them 
  only as toys. They wll attack anythng and everythng n reach 
  by usng ther fists and droolng. Ther caustc drool, when cov-
  erng a vctm, does 1d6 damage per round, and any armor or 
  clothes wll be runed n 6 rounds. The drool wll keep dssolvng 
  the vctm untl washed or scraped away, or the vctm (once 
  lowered to 0 hp) wll be reduced to a bubblng heap of flesh 
  scraps and bone remans. 
  Gant space babes can only be harmed by enchanted weap-
  ons and magc. However, any spells cast at them have a 90% 
  chance of havng no effect whatsoever.
  Glimmer Paladin 
  SERVES: Derral-Orth 
  &	Ash Law
  F	Richard J. LeBlanc, Jr.
  NO. ENC.: 
  1 (1d8)
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  90' (30')
  ARMOR CLASS: 4 (plate+sheld)
  HIT DICE:  
  3
  ATTACKS: 
  1 (weapon +2)
  DAMAGE: 
  By weapon (+2 f  
   
  mounted or f  
   
  strkng w/ surprse)
  SAVE: 
  F3
  MORALE: 
  10
  HOARD CLASS: None
  XP: 
  65 
  Glmmer paladns fight wth a sword and a dagger, and carry a 
  back-up dagger or two. Durng battle, for each dagger possessed, 
  a glmmer paladn may attack wth a thrown dagger at a fleeng 
  foe (1d4 damage on a successful “to ht” roll).
  If a glmmer paladn rolls a 13 on ts attack roll, the knght wll 
  dsappear n an upward shower of pale lght. At the begnnng 
  of the followng round, t reappears and strkes wth surprse; 
  f t attacks successfully, the attack does double damage. Once 
  per battle when the glmmer paladn strkes wth surprse (ether 
  magcally reappearng, or just plan surprsng an enemy from 
  ambush) t may roll twce “to ht” and take the better result.
  LOOTING A GLIMMER PALADIN: Glmmer paladns typcally 
  carry candles, lanterns, tnder and flnt, etc. They usually also 
  have a tny mrror n a locket (ther verson of a holy symbol). 
  There s also a 30% chance a Glmmer Knght wll be carryng 
  a flask of glimmering water (glows fantly; heals 2d6 hp as 
  sngle dose; heals 1d6 hp f used as two doses; repels monsters 
  f splashed about). Glmmer paladn armor s overlappng metal 
  plates on a leather backng (f looted, treat as chan).
  RELATED ENTRIES: G) Derral-Orth; Yattle-Hoy.
  Gloaming 
  SERVES: Nox, Goddess of Near Dark 
  &	Timothy Brannan
  F	Richard J. LeBlanc, Jr.
  NO. ENC.: 
  1d4 (2d6)
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  450' (150')
  ARMOR CLASS: 6
  HIT DICE:  
  5
  ATTACKS: 
  2 claws/1 bte + specal
  DAMAGE: 
  1d4x2 (claws)/  
   
  1d6 + 1 pont Strength loss (bte) + fear
  SAVE: 
  F6 
  MORALE: 
  12
  HOARD CLASS: None
  XP: 
  350 
  GHOSTLY LeCHeR – GLOAMING
  MINIONS, KNIGHTS & SeRVITORS
  
  235
  A gloamng s a shadowy creature, typcally found n wld and 
  untamed places. Mostly dscovered n the tme between sunset 
  and the full dark of nght, they appear as large but ndstnct 
  shadows of predatory creatures. They stand 3-to-4’ hgh on 
  ther four legs, wth a massve head. The only dstnct features 
  are ther eyes, whch glow amber, red, or green.
  Sometmes confused wth hell hounds, a gloamng s an undead 
  creature, formed from large predators. They do not attack on 
  sght. Typcally a gloamng wll first radate an aura of fear (as 
  per the spell, cast by a 5th level caster) to scare off nterlop-
  ers. Falng that, they wll attack wth a claw/claw/bte routne. 
  On a successful bte attack, the gloamng wll dran 1 pont of 
  Strength (no save). 
  A gloamng can be turned as a 5 HD undead creature (or as a 
  wrath, dependng on your system of choce).
  RELATED ENTRIES: G) Nox; S) Summon Gloaming.
  Grampajack 
  SERVES: Entire petty god pantheon 
  TITLE: Grand High Jester  
   
  of the Court  
   
  of the Petty Gods 
  &	Matthew W. Schmeer
  F	Joel Priddy
  NO. ENC.: 
  1 (unque)
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: −1 [+1]
  HIT DICE:  
  8+5
  ATTACKS: 
  1 + specal
  DAMAGE: 
  1d8 + specal
  SAVE: 
  F15 
  MORALE: 
  10
  HOARD CLASS: X
  XP: 
  1,500 
  Although he appears to be nothng more than an old man’s 
  head tralng hs entrals behnd hm, Grampajack s a favored 
  servtor of the entre petty god pantheon.
  He was once a mortal named Gyffry Chadnfroyd, first mate on 
  the nterplaner prate shp Queenscow. Known for hs quck wt 
  and sharp tongue, he ded durng the Flame Wars of Jubrn, 
  an unfortunate vctm of frendly fire. As he passed from the 
  Materal Plane, the Jale God snagged hs soul and housed t n 
  a dscarded penanggalan skn, granted hm lmted mmortalty, 
  and made hm a jester at the court of the petty gods. He has 
  worked hs way up to the poston Grand Hgh Jester (mostly 
  due to the deaths of hs predecessors).
  He s sad to be the best Grand Hgh Jester the petty gods have 
  ever had; the gods are keen to retan hs servces and do not 
  take kndly to threats aganst hs well-beng. It s sad that the 
  best and funnest obscentes were nvented by Grampjack and 
  dspersed throughout the realms by the petty gods repeatng 
  them to gve ther cultsts a kck, and so even gods who war and 
  grumble on other ssues are unted n ther fondness of Grampa-
  jack. He s savvy to all the comngs and gongs of the petty gods 
  but knows none of ther secrets for sure (there’s a 10% chance 
  what he knows s true).
  As the Grand Hgh Jester, Grampajack delvers unfortunate 
  truths wrapped n wttcsms about court lfe. He enjoys puns 
  and rddles and usually speaks n gloatng sarcasm. He delghts 
  n makng fun of others, pullng lngustc practcal jokes, and of-
  ten ndulges n soul-scathngly vulgar wordplay. He often makes 
  self-deprecatng jokes about hs own appearance. He can speak 
  all tongues verbally and telepathcally and can cuss a lke a salor 
  n all of them. It s sad he once made a porcupne laugh so hard 
  t molted ts qulls and was molested by a beaver and thus ferrets 
  were created.
  PCs encounterng Grampajack must save vs. nsanty; falure 
  results n the PC beng so revolted at hs appearance that they 
  flee n terror. He wll gladly converse wth PCs as long as no 
  petty gods or other mnons are present. Grampajack enjoys 
  the company of dwarves; there s a 20% chance he wll talk 
  straght wth a dwarf (and only dwarves), puttng asde hs jocu-
  lar ways to telepathcally converse n a secret dwarven tongue 
  (boar dwarvsh). Grampajack s often attended by three or four 
  castrated albno laughng cocks of hellsh mrth.
  If attacked, hs first weapon s language; he wll attempt to ds-
  able the PCs wth laughter. PCs must save vs. spell or be struck 
  wth mindless mirth for 1d4 days. They cannot rest or sleep dur-
  ng ths perod, and spells nvokng such have no effect; they can 
  eat and drnk, but rsk solng themselves f they do so.
  If the verbal attacks fal, Grampajack’s tongue wll unfurl to the 
  length of a 20'-long whp that does 1d8 damage; on a successful 
  ht, vctms must save vs. paralyss or suffer an addtonal 1d4 
  acdc damage. After three successful acd attacks, the vctm 
  becomes paralyzed by an apoplectc fit of laughter wth a 25% 
  chance of sufferng a stroke resultng n mmedate death.
  Normal weapons have no effect on Grampajack. He s mmune 
  to all first through fourth level spells (nclusve). Slver or mthrl 
  weapons do half-damage.
  “By the tcklng beard of Grampajack” s a common oath heard 
  n dwarven gamblng dens throughout the realms. 
  RELATED ENTRIES: G) Jale God; M) Laughing Cock of 
  Hellish Mirth.
  MINIONS, KNIGHTS & SeRVITORS
  GLOAMING – GRAMPAJACK
  
  236
  Gray Messenger 
  SERVES: Gods of death and destruction 
  TITLE: The Dark Prophet; Death’s Head; 
   
  Death’s Messenger;  
   
  Little Gray Messenger 
  &	Richard J. LeBlanc, Jr.*
  F	Richard J. LeBlanc, Jr.
  NO. ENC.: 
  1 (unque)
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  450' (150') 
   
  floatng
  ARMOR CLASS: 0 (can only  
   
  be struck by  
   
  weapons  
   
  +3 or better)
  HIT DICE:  
  10+10
  ATTACKS: 
  1 
  DAMAGE: 
  Specal
  SAVE: 
  M20 
  MORALE: 
  12
  HOARD CLASS: None
  XP: 
  2,400 
  The Dark Prophet, The Herald of Tragedy, The Harbnger of 
  Catastrophe, The Lttle Gray Messenger—he s the omnous 
  prophet whose appearance brngs untold and terrble events. He 
  s not the source of these events; he s only the messenger of the 
  death and destructon that follow hm—petty gods holdng petty 
  grudges, and brngng wth them ther wrath and vengeance and 
  prmal acts of destructon.
  He arrves clad n a camel’s har cloak of unnatural gray, and 
  floatng n the mdst of a swrl of ashen dust. A cylndrcal brass 
  scroll case s usually n hs hand, often contanng a thck yellow 
  pece of parchment, upon whch the names are wrtten of those 
  he s scheduled to vst. 
  Any mortal creature that looks upon hm must save vs. death or 
  be drven to commt sucde; even a successful savng throw wll 
  paralyze the vctm untl such tme as the god who has enlsted 
  the gray messenger arrves to exact hs wll (even f the gray 
  messenger departs, whch wll only happen on the rarest of oc-
  casons). The paralyss ends when the god arrves, allowng the 
  vctm to proptate the god, barter for ther lfe, take up arms n 
  ther defense, etc. The vctm’s death wsh or paralyss may be 
  counteracted by dispel magic or remove curse.
  At wll, the Gray Messenger may take the form of a gant death’s-
  head moth (same stats as above). 
  “Little gray messenger, 
  Robed like painted Death, 
  Your robe is dust. 
  Whom do you seek 
  Among lilies and closed buds 
  At dusk?” 
  – Robert W. Chambers
  * Inspired by Robert W. Chambers’ story “The Messenger.”
  RELATED ENTRIES: G) Jale God, Yellow King.
  Guardian of Laam 
  SERVES: Pherosathoola,  
   
  Petty Goddess of Sexual Fear 
  AFFILIATIONS: Cthulhu 
  &	Matthew W. Schmeer
  F	Jason Sholtis
  NO. ENC.: 
  1d4
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: 0
  HIT DICE:  
  8
  ATTACKS: 
  3 (scmtar/ 
   
  claw/tal)  
   
  + specal
  DAMAGE: 
  d8/d6/d6  
   
  + specal
  SAVE: 
  F8 
  MORALE: 
  10
  HOARD CLASS: None
  XP: 
  300 
  Descended from runed seed of m-go that fused wth an un-
  named reptlan race n eons past, guardans of laam protect 
  the ncubatng eggs of Pherosathoola, the petty goddess of 
  sexual fear. “Laam” s the term for embryonc succub; these 
  creatures do not have a name for themselves and so are often 
  referred to smply as “guardans”.
  The guardans of laam stand 8 feet tall and resemble fierce, 
  armored lzards at first glance, except for ther odd-shaped 
  skulls and ldless eyes. Ther mouths are lamprey-lke and both 
  males and females sport antlers and tusks, although these are 
  largely thought to be decoratve. Chtnous skn protects ther 
  fung-lke nner soft tssues and they have thck tals the same 
  length as ther heght. They do not speak, communcatng strct-
  ly va nearly undetectable pheromones. They are mpervous 
  to charm, charm person, clairaudience, ESP, ethereal form, 
  shape change, and suggestion spells.
  Guardans are polyamorous; nests are guarded by a sngle 
  brood group consstng of 3 males and a female or 3 females 
  and a male. They breed by releasng spores from ther nostrls 
  durng the Dark Moon Festval, celebrated once every fourteen 
  years. The mnglng spores cover the nest of eggs and grow 
  nto new guardans, usng the clutch as nourshment. Phero-
  sathoola gladly pad ths brood prce to ensure the safety of 
  her developng offsprng. Upon ther first moltng, guardans of 
  Laam are gfted wth scimitars of doubt (1d8 damage + save 
  vs. paralyss or be struck wth ndecson for 1d4 turns) as ad-
  dtonal thanks for ther dutes.
  If attacked, a guardan has three defenses. It can attack wth ts 
  scmtar, rake wth a free-handed claw (1d6), and can lash any 
  target behnd t wth ts whp-lke tal (1d6). Addtonally, once 
  per combat encounter a guardan can spew a cloud of dsor-
  entng chemcals from scent glands n ts throat; PCs must save 
  vs. poson or be dsorented for 1d4 hours.
  Guardans of laam fear the Brotherhood of the Yellow Sgn and 
  wll flee f they are attacked by one of ther blessed order.
  GRAY MeSSeNGeR – GUARDIAN OF LAAM
  MINIONS, KNIGHTS & SeRVITORS
  
  237
  Guardans are delcous when boled alve; eatng ther steamed 
  tal muscles mparts a +3 to Strength for 1d6 days. Potted 
  guardan of laam (often called “potted laam”) s a hghly przed 
  delcacy n royal crcles of the desert kngdoms.
  RELATED ENTRIES: G) Pherosathoola.
  Gurgim 
  SERVES: Petty gods  
   
  devoted or inclined to  
   
  rampant vegetation  
   
  or the overthrow of  
   
  animal-intelligence  
   
  by plant-beings 
  &	Garrisonjames
  F	Garrisonjames
  NO. ENC.: 
  1d6 per summoner’s HD
  ALIGNMENT: 
  Neutral (wll serve anyone)
  MOVEMENT: 
  60' (20')
  ARMOR CLASS: 4 (as banded mal)
  HIT DICE:  
  1* (plus 1 ht pont per HD of summoner)
  ATTACKS: 
  2 (weapons) or 1 (bte)
  DAMAGE: 
  1d4+1/1d4+1 (smaller weapons,  
   
  often posoned) or 2d4 (bte)
  SAVE: 
  as Fghter (one level per 4 ht ponts) 
  MORALE: 
  12 (mndless)
  HOARD CLASS: None
  XP: 
  13 
  Relentless, mplacable plant-thngs drawn from swelterng oth-
  er-planar jungles on planes overgrown by vegetable horrors, 
  the gurgm come to any who know how to call them and they 
  serve any who can make the Green Sgn.
  Gurgm are vaguely humanod plant-thngs that are only ever 
  encountered when summoned as servtors by some spell-caster 
  or servant of a petty god devoted or nclned to rampant veg-
  etaton or the overthrow of anmal-ntellgence by plant-bengs. 
  Whomever calls upon the gurgm falls nto a trance-state whle 
  ther conscousness s captured by the lvd green host of gur-
  gm who are drected by the summoner lke a swarm. The gur-
  gm wll mndlessly obey anyone who makes the Green Sgn.
  Gurgm are mmune to fear, charm, or smlar effects. Vsual 
  illusions do not affect them. Stinking cloud reduces ther 
  movement by one-half for the duraton of the spell. They 
  gan or re-gan 1 hp for every 6 ponts of damage they nflct 
  by btng (mnor blood-dran). Magcal confusion causes the 
  gurgm to reject ther host and go nert.
  There s a 30% chance per gurgm that t wll leave behnd a 
  seedlng f t s klled n the servce of a summoner and the body 
  s not destroyed wth acd or fire. Such seedlngs wll mature 
  n 1d4 days and operate as feral plants lackng any ratonal 
  capactes (0 Intellgence), drven entrely by nstnct and ntu-
  ton (3+ Wsdom).
  There are rumors of varous petty gods tamperng wth the seed-
  lngs of gurgm to develop varous and sundry new types...
  Gygantuan 
  SERVES: Petty gods of the deepest dungeon depths 
  &	Eric Potter
  F	Jim Magnusson
  NO. ENC.: 
  1d100
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  Nl (10')
  ARMOR CLASS: 7
  HIT DICE:  
  1
  ATTACKS: 
  Specal
  DAMAGE: 
  Specal
  SAVE: 
  D1 
  MORALE: 
  10
  HOARD CLASS: None
  XP: 
  20 
  The gygantuans are a race of mnscule creatures that lves 
  exclusvely underground, n the hdden cracks and crevces of 
  exposed stone n excavated dungeons, fortfied caves, forgot-
  ten bunkers, and abandoned hdeouts. Genetcally they have 
  been born wthout legs below the knee and have evolved by 
  draggng themselves around by ther forearms, whch has, over 
  the eons, severely dstorted ther spnes nto horrd arches.  
  Ther lack of self-locomoton, n tandem wth ther desolate 
  envrons, keeps them gravely undernourshed. Though com-
  pletely blnd, ther huge, bulgng, mlky eyes allow for doubled  
  nfravson dstances.
  The gygantuans serve the petty gods of the deepest depths 
  and can be summoned to protect the rches of the under-
  world and assst n drvng out even the most stubborn of 
  delvers. Small enough not to be notced, the gygantuans 
  creep from the safety of ther nooks and crannes n order to 
  get as near to the unsuspectng party as possble and from 
  these unknown locatons begn to sng. At first these small 
  gratng noses resemble those of aboveground locusts and 
  aphds, but, as the contnuous dronng chrrs on, madness 
  sets n and dstnctve syllables and words begn to emerge 
  n the mnds of the vctms. A successful Intellgence check 
  (usng 6d6) wll allow a character to decpher small snppets 
  of the song (at DM’s dscreton).
  The gygantuans’ endless song echoes through stone passages, 
  reverberatng lke a drll nto the psyches of adventurers. Feel-
  ngs of dsorentaton, claustrophoba, jealously, dstrust, para-
  noa, helplessness, nadequacy, remorse, fear, even anger may 
  present themselves n 1-to-6 turns. 
  The Song of the Gygantuans
  Turn around at this branch,  
   
  Forward, forward, back. 
  You’ve already been by here,  
   
  Maybe now you should backtrack? 
  Up and down, round and round,  
   
  Further, farther, stop. 
  Your map is meaningless scribbles,  
   
  Better try to get back up top. 
  Left, right, side to side,  
   
  And now there’s no way out. 
  A completely lost Adventurer  
   
  is a good for nothing lout.
  MINIONS, KNIGHTS & SeRVITORS
  GUARDIAN OF LAAM – GYGANTUAN
  
  238
  Heartless Dead 
  SERVES: Any necromantic deity 
  &	Shadrac MQ
  F	Richard J. LeBlanc, Jr.
  NO. ENC.: 
  1d4
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  90' (30') 
  ARMOR CLASS: 2
  HIT DICE:  
  4
  ATTACKS: 
  2 (touches)
  DAMAGE: 
  1d4/1d4  
   
  + STR dran
  SAVE: 
  F4 
  MORALE: 
  12 (fearless)
  HOARD CLASS: None
  XP: 
  145 
  These sprts are the remans of mortals who were subjected to 
  xptla or sacrfical heart-extracton whlst alve. They appear as 
  shrunken, black-eyed, translucent zombes wth gapng wounds 
  n ther chests, often dressed n ceremonal regala: bejewel-
  led costumes, feathered headdresses, and elaborate body pant. 
  Heartless dead obey the god to whom they were sacrficed. 
  They are often used as nstruments of dvne vengeance.
  Heartless dead have the standard mmuntes of undead, and 
  can only be struck by magcal weapons. They are able to pass 
  through walls or physcal obstacles by becomng ncorporeal 
  at wll. The touch of a heartless dead causes 1-4 damage and 
  drans a lke amount of Strength (lost Strength returns at a rate 
  of 1 pont per hour). When a vctm s brought to 1 Strength or 
  less, they collapse to ther knees, helpless; the heartless dead 
  wll then thrust ts ghostly hand nto the vctm’s chest and begn 
  to draw forth ther heart. Ths process takes 2 melee rounds. 
  After the first round the vctm loses half ther remanng ht 
  ponts; after the second round the vctm des, whereupon the 
  Heartless dead places ther stll-beatng heart nto ts own chest 
  cavty. As soon as ths s accomplshed, the formerly-heartless 
  dead expres and falls lfeless to the ground.
  RELATED ENTRIES:  
  C) Cult of the  
  Obsidian Mirror.
  Hedel-Man (Fruit Fiend) 
  SERVES: Xinrael 
  &	Matthew W. Schmeer
  F	Richard Heighway
  NO. ENC.: 
  3d12
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  90' (30') 
  ARMOR CLASS: 9
  HIT DICE:  
  1+4
  ATTACKS: 
  1 (hedel-breath)
  DAMAGE: 
  Specal
  SAVE: 
  F2 
  MORALE: 
  12 (fearless)
  HOARD CLASS: None
  XP: 
  100 
  Hedel-men are anthropomorphzed fruts usually found n a 
  state of decay and dstemper. Ther spoled juces have mngled 
  wth the blood or sputum of an evl dety, transformng them 
  nto malcous, ambulatory and not-qute-undead roustabouts. 
  Hedel-men cannot be turned. 
  Left to ther own devces, the smpletons wll lkely seek out 
  the nearest human habtaton and set t a-rot wth ther hdeous 
  hedel-breath. A 12'×12', sngle-story wattle-and-daub cottage 
  wll be reduced to rancd gray jelly n no more than 2d6 turns, 
  and anythng left nsde t wll be found n a smlar state of cor-
  rupton. Hedel-men wll entertan themselves wth ths actvty 
  untl ther bodes finally succumb to decomposton. Ther total 
  lfespan, from the moment of contact wth dvne flud to the 
  moment they collapse n stnkng heaps, lasts a maxmum of 
  3d6 days.
  Hedel-men gven lfe for a dstnct purpose wll serve as brutsh 
  guardans or watchmen. They are bound to the wll of ther 
  maker and wll serve ther dety fearlessly n whatever (necessar-
  ly smple) task s demanded of them.
  RELATED ENTRIES: G) Xinrael.
  H
  heArtless deAd • hedel-mAn • hound of tindAlos
  HeARTLeSS DeAD – HeDeL-MAN
  MINIONS, KNIGHTS & SeRVITORS
  
  239
  Hound of Tindalos 
  SERVES: Varies 
  AFFILIATIONS: Cthulhu 
  &	David Baymiller
  F	Sabine Zabel
  NO. ENC.: 
  1d4+2
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  90' (30') 
   FLY/SWIM: 
  240' (80')  
  ARMOR CLASS: 4 [see below]
  HIT DICE:  
  5 (25 hp)
  ATTACKS: 
  1 (tongue attack)
  DAMAGE: 
  1d8 + specal
  SAVE: 
  F5 
  MORALE: 
  12
  HOARD CLASS: None
  XP: 
  920 
  The hounds of Tndalos lve mllons of years n the past oc-
  cupyng the angles of exstence whereas normal lfe nhabt the 
  curves of space and tme. They are utterly alen to lfe as we 
  know t and are vcous predators of both ethereal vapor and 
  strange matter. They do not communcate; they only hunt and 
  destroy. If an entty physcally or mentally travels to the dstant 
  past of these creatures he rsks attractng ther attenton and 
  nevtably becomes hunted through tme and space.
  The hounds are a fearsome enemy and not easly defeated. 
  Travel Through Angles
  The hounds travel through tme and space usng angles n 
  our realty as doorways: any angle such as corners of rooms, 
  celngs, doorways, etc. The angle does not have to be large 
  as the hound assumes a vaporous form to travel through the 
  angle gateways, but t must be sufficently angled: at least 
  120°. When enterng and extng an angle gateway the ground 
  stretches and becomes vaporous. It takes three rounds to com-
  pletely pour tself through and reform on the other sde of an 
  angle. Whle vaporous, a hound of Tndalos can only be ht by 
  magc weapons and spells. 
  Flawless Track
  Once the Hounds take notce of an ndvdual they can track 
  hm unerrngly across tme and space. They wll arrve at the 
  vctm’s tme and locaton (at the DM’s dscreton) and ther ar-
  rval wll be announced by the pourng of an ethereal vapor 
  or smoke from the angles they are sldng nto that dmenson 
  through. They are treless n ther pursut and do not gve up.
  Blue Ichor 
  The hounds exude a thck blue chor or pus from ther bodes. 
  Ths chor, coverng ther body n sufficent quanttes, allows a 
  hound to regenerate 2 hp per round. If the hound s submerged, 
  lt afire, or some other means s used to wpe the coatng from 
  the hound t does not regenerate untl the blue chor reforms 
  over enough of ther bodes. It takes 1d4+2 rounds to sufficent-
  ly reform for regeneraton.
  If the hound s grappled, or the blue chor comes nto contact 
  wth a lvng beng not from the hound’s angled exstence, the 
  vctm must save vs. poson or lose 1d4 ht ponts. Ths effect 
  lasts for 1d6 rounds and the vctm gets a savng throw each 
  round to avod damage. The blue chor can be wped or washed 
  off by takng a full round to do so. 
  Tongue Attack
  The tongue of a hound s a horrfic thng, allowng t to attack 
  creatures wthn 10' of ts poston. In addton to normal dam-
  age, the tongue drans vtal fluds and lfe force from the vctm, 
  causng horrfic wounds n ts wake. 
  There are two ways a DM can nterpret ths ablty, dependng 
  on the level of lethalty they wsh to nject nto ther game: 
   
  Option 1 – Level Drain: The classc feared and permanent 
  method of harmng the foolsh or unlucky.
   
  Option 2 – Constitution Drain: 1d4 Consttuton s lost 
  per ht. The character s dead at 0 Consttuton. No ht ponts 
  can be healed untl all of the Consttuton damage s healed. 
  Consttuton can be healed at the rate of one pont per week 
  of total rest. Healing magc wll restore one pont of Const-
  tuton per de of healng, plus one pont of Consttuton per 
  bonus modfier pont. (Example: a spell healing 1d6+2 ht 
  ponts would heal three Consttuton ponts.)
  MINIONS, KNIGHTS & SeRVITORS
  HOUND OF TINDALOS
  
  240
  Insectman 
  SERVES: Any insect-related deity 
  &	Casey Garske
  F	Richard J. LeBlanc, Jr.
  NO. ENC.: 
  Vares (up to 12 per soul; see below)
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  See below 
  ARMOR CLASS: See below
  HIT DICE:  
  1
  ATTACKS: 
  See below
  DAMAGE: 
  See below
  SAVE: 
  F1 
  MORALE: 
  12
  HOARD CLASS: None
  XP: 
  13 
  Sacrfices are rare thngs for a petty god. When one s made the 
  god needs to make the best use of the soul that t possbly can. 
  One use s to fortfy ts cult wth mnons created wth peces 
  of the soul. One soul can provde the dvne power needed to 
  convert a dozen or so normal nsects nto humanod nsectmen. 
  These creatures wll obey the commands of the cult leader, pref-
  erably commands that lead to more sacrfices.
  Insectmen vary based on the type of nsects avalable n the 
  area. Choose or roll randomly for each characterstc to create 
  your nsectmen.
  Movement
  (Roll 1d4)
   
  1 
  Scuttler: 150' (50')
   
  2 
  Flyer: 60' (20') on ground; 180' (60') flyng
   
  3 
  Burrower: 60' (20') on ground; 60' (20') burrowng
   
  4 
  Clmber: 120' (40') +2 to Surprse checks
  Armor Class
  (Roll 1d4)
   
  1 
  AC 9 descendng (AC 11 ascendng)
   
  2 
  AC 8 descendng (AC 12 ascendng)
   
  3 
  AC 7 descendng (AC 13 ascendng)
   
  4 
  AC 6 descendng (AC 14 ascendng)
  Attacks
  (Roll 1d4)
   
  1 
  Proboscis: 1 attack, 1d4 damage plus  
  automatcally does 1d4 damage to the target every 
  round untl the target or nsectman s dead
   
  2 
  Mandibles: 1 attack, 1d10 damage
   
  3 
  Pincers: 2 attacks, 1d6/1d6 damage
   
  4 
  Sting: 1 attack, 1d6 damage, save vs. paralyss  
  or target s paralyzed 1d4 turns
  I
  insectmAn
  INSeCTMAN
  MINIONS, KNIGHTS & SeRVITORS
  
  241
  J
  jeez louise
  Jeez Louise 
  SERVES: Ollollde (but Ollollde wants nothing to do with her) 
  &	Eric Potter
  F	Brian Walker
  NO. ENC.: 
  1 (unque)
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  6 (20')
  ARMOR CLASS: 7
  HIT DICE:  
  4
  ATTACKS: 
  1
  DAMAGE: 
  Poson
  SAVE: 
  D4 
  MORALE: 
  6
  HOARD CLASS: None
  XP: 
  200 
  Frst alerted to the uncanny resemblance by the dstraught 
  father of an anonymous sleepng beauty lookng for a kssng 
  frog, ths msguded, three-eyed toad beleves she s the long 
  lost twn of the petty god of hypnagoga, Ollollde, and has 
  made t her lfe’s msson to “attempt” to serve hm. However, 
  Ollollde has made t perfectly clear to Jeez Louse that he 
  doesn’t want her as a mnon. Ths hasn’t stopped ths deter-
  mned toad from tryng.
  Havng notced a hstory of wondrous and unexplanable oc-
  currences seemng to follow her wherever she may tread, and 
  puttng two and two together wth her newfound and obvous 
  relaton to the petty god, Jeez Louse takes t upon herself to 
  ntercept summonngs of Ollollde from hs other subjects and 
  present herself on hs behalf. Summoners wll mmedately 
  ascertan that the warblng dronng sound accompanyng the 
  mnon s bogus. It s not comng from the Astral Plane; Jeez 
  Louse s hummng t herself.
  Although her feelngs mght by hurt by ther looks of surprse 
  and dsappontment, she s not dssuaded, and mmckng the 
  petty god she admres beyond measure, proves her devoton 
  by strkng once upon her own self-made gong, whch s actu-
  ally a slghtly rusted metal dnner plate.
  Jeez Louise’s Gong Effects Table (Roll 1d30)
   
  1  
  Butterfingers: vbratons cause you to drop  
  anythng not strapped down
   
  2 
  Rain of Frogs: deluge of frogs 60' dameter; all 
  caught n affected area take 2d4 damage
   
  3 
  Siren Song: pack anmals wthn 100' dameter 
  howl for 2 turns 
   
  4 
  Flies Down: clasps unhtch, trousers fall,  
  backpacks open
   
  5 
  Amnesia: lose memory for 6 turns
   
  6 
  Up & Away: everythng rses 3' off ground  
  for 6 rounds
   
  7 
  Chicken Strut: hypnotzed for 6 rounds
   
  8 
  Two Left Feet: lose 6 Dexterty ponts  
  for 6 rounds
   
  9 
  Pillowfight: a thck cloud of feathers fills a  
  30' dameter
   
  10 
  Giggle Fit: strcken wth uncontrollable laughter  
  for 6 rounds
   
  11  
  Ah-choo!: sneezng fit for 6 rounds
   
  12 
  Disco Duck: uncontrollable dancng for 6 rounds
   
  13 
  Doublevision: sght mpared, −4 to ht for 1 turn
   
  14 
  Tongue-tied: speak only gbbersh for 6 rounds
   
  15 
  Dilly-dally: move n slow moton (half rate)  
  for 6 rounds
   
  16 
  Claptrap: character complans for 6 turns
   
  17 
  Loverlips: uncontrolled amorous behavor 6 turns
   
  18 
  Flimflam: become practcal joker for 6 rounds
   
  19 
  Pea Soup: Impenetrable fog 60' n dameter 
   
  20 
  Sticky Buns: Flesh becomes clammy and stcky
   
  21 
  Switch’n’sticks: Any twgs layng around start 
  spankng characters
   
  22 
  Spaghetti Legs: unable to stand uprght  
  for 2 rounds
   
  23 
  Daisy Chain: metal magnetzes for 2 turns
   
  24 
  Shiver Me Timbers: get the chlls, unable to 
  weld weapon for 6 rounds
   
  25 
  Jumpin’ Jacks: compelled to do varous exercses
   
  26 
  Scaredy Cat: lose all morale, run away and hde
   
  27 
  Wienie Roast: underpants begn to smolder
   
  28 
  Liar, Liar: metal armor heats up, non-metal 
  armor smokes
   
  29 
  Bottomless Pit: eat all of your ratons n  
  one sttng
   
  30 
  Dinner Bell: swarm of delcous plump fles  
  for Jeez Louse to eat
  RELATED ENTRIES: G) Ollollde.
  MINIONS, KNIGHTS & SeRVITORS
  JeeZ LOUISe
  
  242
  Kash-Kash 
  SERVES: Any who will have it 
  TITLES: The Wayward Cupbearers 
  &	James Spahn
  F	Arthur Rackham
  NO. ENC.: 
  1d6
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: 4
  HIT DICE:  
  4
  ATTACKS: 
  1 (bte,  
   
  or club  
   
  or poson)
  DAMAGE: 
  1d4 (bte)  
   
  or 1d6 (club)  
   
  or poson
  SAVE: 
  F4 
  MORALE: 
  7
  HOARD CLASS: III
  XP: 
  290 
  To date, no one knows the orgns of the first kash-kash. 
  The cursed, pathetc creatures prance from plane to plane, 
  beggng to serve as the cupbearer and jester of any dvne be-
  ng who wll have them. The unfortunate beasts are horrble, 
  clumsy, yowlng thngs that appear to be a cross between a 
  kobold and a coyote, somehow prancng about awkardly on 
  ther hnd legs. A kash-kash forever dances to and fro, offer-
  ng ts rusted wne-cup to whomever t meets. Thus far gods 
  have accepted a kash-kash as ther servant, and those who 
  have nstantly regretted the decson. Godly courts wth kash-
  kash servants become nfested wth fleas, ther wne cups are 
  filled wth btter swll, and ther song halls echo wth nhuman 
  growlng and yappng.
  Kash-kash are only rarely seen on the Prme Materal Plane. 
  When they do encounter mortals, kash-kash yap and dance 
  around them—beggng those present to drnk from ther ever-
  full cups. Unfortunately, the wne s terrble and putrd.  If 
  the drnk s refused, they draw the beasts’ re. The spurned 
  kash-kash wll attempt to beat them nto submsson wth the 
  chalces and brass scepters untl they are unconscous, then 
  force the hapless mortal to drnk. Kash-kash are a cowardly 
  lot, however, and quckly retreat from an opponent that proves 
  themselves to be sklled n battle. In the event that they fal a 
  morale check, kash-kash wll mmedately attempt to teleport 
  to another plane of exstence.
  Those few who drnk from the chalce wll become grevously 
  ll for 1d4 days f they fal a save vs. poson. Ths llness causes 
  vomtng and hallucnatons; n the later stages, the vctm be-
  gns to yowl and prance about. Once the llness has run ts 
  course, the vctm smply vanshes from exstence and s never 
  seen or heard from agan.
  The terrble truth s, mortals who drnk from the cup of the 
  kash-kash are transformed nto a kash-kash themselves—
  cursed to forever wander the planes of realty wth ther com-
  rades, desperately seekng dvne servce.
  Knight of the  
  Carmine Icosagram
  SERVES: Diit’Wentii, the Petty God of Minutiae 
  TITLES: Defenders of the Faith of Diit’Wentii 
  &	Legion
  F	Darryl Gillingham
  Ths score of men and women are the devoted servants and 
  defenders of the fath of Dt’Went, the petty god of mnutae. 
  All are multclassed fighters, bureaucratc, fastdous and cha-
  otc to the core. The Order accepts elves, half-elves, half-orcs 
  and humans. Membershp and advancement are through tral 
  by combat; losers are banshed from the Order. The greatest 
  among the Knghts are elevated upon death to the rank of Sn-
  gle Facet Montor (Fnk).
  The Knghts are ranked by the number of ponts on the 
  flame-red star that s ther symbol, and they are ttled as are 
  Dt’Went’s Montors. The Knght of the Frst Pont (the lowest 
  ranked member) s The Fnk. The Second-n-Command s the 
  Knght of the Nneteenth Pont, The Audtor. The Master Com-
  mander of the Order s the Knght of the Twenteth Pont; but 
  as no Knght would presume to assume the name of ther god, 
  he or she takes the ttle The Twenty Faceted One.
  Each Knght s accompaned by hs or her Lance, a retnue of 
  companons equal to hs or her number of retaners allowed by 
  Charsma. These groups are essentally adventurng partes n 
  terms of classes and abltes. All Knghts and henchmen are 
  mounted—though not always on horses—and experenced n 
  cavalry combat.
  They have no base or headquarters as they are an order of 
  knghts-errant, wanderng n ther Lances. But every 20 months 
  1d20 of them converge upon a remote castle or vlla and  
  K
  kAsh-kAsh • knight of the cArmine icosAgrAm • kthoim
  KASH-KASH – KNIGHT OF THe CARMINe ICOSAGRAM
  MINIONS, KNIGHTS & SeRVITORS
  
  243
  request hosptalty. Woe to the household that falls short n a 
  sngle matter of etquette or proprety. Any falure n the mnu-
  tae of ceremony wll be taken by the Knghts as a call to do ther 
  god’s wll; the frenzy of destructon that follows such breaches s 
  shockng. Thereafter the Knghts return to ther wanderng.
  Every 20 years they hold a conclave attended by all. And woe 
  to the duchy or kngdom they choose as host; t has yet to 
  end well.
  The current Master Commander of the Order s Tarrat, a tall sal-
  low-faced gnger of a Half-Elf. He affects an effete ar, frequently 
  lookng askance and snffing nto an embrodered lace kerchef. 
  He enjoys nothng more than maneuverng a person through 
  conversaton nto makng a faux pas or msstep n the rtuals of 
  hosptalty or precedence. That’s when he drops hs half-nter-
  ested dandysm and reveals an unnervng predatory ntensty.
  Tarrat wears a robe of scintillating colors over hs scale mail 
  +2, and a fire opal-set ring of protection +2 adorns hs left 
  hand to sgnfy hs marrage to hs god.
  He welds Thorn (a long sword +2) and carres Thistle (a dag-
  ger +2) at hs wast.
  He s always accompaned by T (hs manual-made bronze go-
  lem), X’X (hs quast famlar; spells, etc. ganed therefrom are 
  shown below n parentheses where applcable), and Vngt (hs 
  homunculus). Hs half-dozen retaners nclude a neanderthal 
  and a sprggan. Hs mount Tmtam s a magcally-enlarged axe 
  beak of double Ht Dce and damage. In terms of sorcery, he 
  prefers to confound hs enemes whle havng others do hs 
  fightng for hm.
  Tarrat 
  TITLES: Knight of the Twentieth Point;  
   
  The Twenty-Faceted One;  
   
  Master Commander of the Order of  
   
  The Knights of the Carmine Icosagram
  CLASS: 
  Fghter/Magc-User
  LEVEL: 
  10th/10th (11th)
  ALIGNMENT: 
  Chaotc 
  MOVEMENT: 
  120' (40')
   MOUNTED: 
  180' (60’)
  ARMOR CLASS: 0 (ncludng Dexterty  
   
  and enchanted mal)
  HIT POINTS: 
  70
  DAMAGE: 
  By weapon +4 (for Strength  
   
  and enchanted blades)
  SAVE: 
  By class and level (M10)
  MORALE: 
  12
  HOARD CLASS: X
  ATTRIBUTES: 
  S:17 I:18 W:16 D:16 C:17 Ch:17
  XP: 
  2,400
  TYPICAL SPELLS*: 1st: enlarge, sleep, unseen servant, (jarring 
  hand); 2nd: invisibility, mirror image, scare; 3rd: blink, sugges-
  tion, summon monster I; 4th: confusion, ice storm, summon 
  monster II; 5th: animate dead, faithful hound; (6th: invisible 
  stalker).
  * Spells n parentheses ndcate addtonal spells known by 11th 
  level magc-users.
  Senior Decade 
  TITLES: Senior Decade of the Order of  
   
  The Knights of the Carmine Icosagram
  CLASS: 
  Ftr/varies
  LEVEL: 
  7th-10th/7th-10th
  ALIGNMENT: 
  Chaotc 
  MOVEMENT: 
  120' (40')/vares by mount
  ARMOR CLASS: 0 to -3
  HIT POINTS: 
  40 to 70
  DAMAGE: 
  By weapon + Strength  
   
  and weapon enchantments
  SAVE: 
  By class and level
  MORALE: 
  11
  HOARD CLASS: XI
  ATTRIBUTES: 
  Each as 12+1d6
  XP: 
  Vares
  Each possesses not less than two magc weapons, two magc 
  armors and two other magc tems.
  Junior Decade 
  TITLES: Junior Decade of the Order of  
   
  The Knights of the Carmine Icosagram
  CLASS: 
  Ftr/varies
  LEVEL: 
  4th-7th/4th-7th
  ALIGNMENT: 
  Chaotc 
  MOVEMENT: 
  120' (40')/vares by mount
  ARMOR CLASS: 2 to -1
  HIT POINTS: 
  20 to 50
  DAMAGE: 
  By weapon + Strength  
   
  and weapon enchantments
  SAVE: 
  By class and level
  MORALE: 
  10
  HOARD CLASS: XII
  ATTRIBUTES: 
  Each as 6+2d6
  XP: 
  Vares
  Each carres at least one magc weapon, one magc armor and 
  one other enchanted tem.
   
   
  RELATED ENTRIES:  
   
   
  G) Diit’Wentii; D) Books  
   
   
  of the Crimson Icosagon
  MINIONS, KNIGHTS & SeRVITORS
  KNIGHTS OF THe CARMINe ICOSAGRAM
  
  244
  Kthoim 
  SERVES: Various unnameable  
   
  powers probably best left unnamed  
  SERVES: Keepers of the Wyrd
  &	Garrisonjames
  F	Garrisonjames
  NO. ENC.: 
  1 (1d4)
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  90' (30') 
  ARMOR CLASS: −2
  HIT DICE:  
  10
  ATTACKS: 
  2 (weapon/ 
   
  specal)
  DAMAGE: 
  3d6/specal
  SAVE: 
  F10 
  MORALE: 
  10
  HOARD CLASS: IV, VI...
  XP: 
  120 
  Dread bengs who wander the ntersttal vods between the 
  Known Realms, the kthom have transcended ther once-mortal 
  natures to become warped humanod versons of ther ruthless 
  alen masters. Insane bengs of mplacable volence, the kthom 
  wat for “The Call”, the summons that wll unleash them upon 
  yet another world.
  The kthom are summoned by way of the Mauve Trapezod or 
  by use of the spell call forth kthoim (an uncommon varant of 
  a monster summoning VI spell that opens the way for only one 
  of these creatures... whch s often more than enough). Ths 
  spell has been banned and strcken from most reputable spell-
  books, but every now and then an archac copy of t surfaces 
  on some tattered old scroll some adventurer recovered from a 
  dsmal delve.
  In combat, a kthom welds a terrble +2 bastard sword that 
  nflcts 3d6 damage and, on any modfied roll of 20, severs one 
  random lmb from the target and reduces the lmb to a shapeless 
  protoplasm that takes on a lfe of ts own as a 1 HD bloblng (see 
  below for stats).
  SUMMON BRETHREN: All Kthom possess the ablty to sum-
  mon 1d2 addtonal kthom after successfully nflctng 60 ht 
  ponts of damage n battle. The kthom’s attempt to summon 
  renforcements s automatcally dsrupted f they take damage 
  before they can complete the elaborate summonng process 
  (2d4 Turns). They reduce that tme by 1 turn for every addtonal 
  Kthom successfully summoned... so thngs can get out of hand 
  quckly f they are not stopped soon enough.
  Those kthom slan n battle dssolve nto a fetd mass of 2d4 
  mottled mauve and green bloblngs (as below). They only ac-
  qure a semblance of sentence after attanng 4 HD, but even 
  then are rarely able to do much more than be a nusance or 
  possbly serve as a famlar to a desperate or demented spell-
  caster. There s rumored to be a method for fittng one of these 
  bloblngs nto a specal framework, and thus usng t to form the 
  bass of a type of pseudo-golem, but no one has seen anythng 
  lke that n centures.
  RUMORS: The Ancent Wtch Queens of Amatradgor took ther 
  elte palace guard from the ranks of the kthom, but they also 
  knew the secret of the Mauve Trapezod and how to bnd these 
  enttes to ther servce. Such knowledge has long been lost or 
  forgotten. Occasonally, there are unsubstantated reports of 
  kthom standng guard over strange tombs or lost ctes. Thank-
  fully, nothng has come of any of t.
  Blobling: AL:chaotc; M:30' (10'); AC:8; HD:1; AT: 1 (1d4); 
  ST:F1; ML:5; HC:Nl; XP:6.
  RELATED ENTRIES: D) Mauve Trapezoid.
  F	Richard J. LeBlanc, Jr.
  KTHOIM
  MINIONS, KNIGHTS & SeRVITORS
  
  245
  Laughing Cocks of Hellish Mirth 
  SERVES: Lesser gods of witchcraft, sorcery and the  
   
  hellish arts; often part of the entourage of powerful fiends 
  &	Rorschachhamster
  F	Joel Pridy
  NO. ENC.: 
  1d8
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  60' (20')
   
  FLY: 
  90' (30’)
  ARMOR CLASS: 8 (12)
  HIT DICE:  
  1d4
  ATTACKS: 
  1 (beak or  
   
  laughng)
  DAMAGE: 
  1d3 or specal  
   
  (see below)
  SAVE: 
  M1 
  MORALE: 
  11
  HOARD CLASS: None
  XP: 
  Vares 
  LAUGHING: True to ther name, the laughng cocks of hellsh 
  mrth cackle endlessly about a joke, whch only they and ther 
  evl masters seem to get. Ths laughng s extremely enervatng, 
  and everyone who can hear the cocks and fumbles on a roll (roll-
  ng a 1 on a de, no matter what de), must save vs. spell or curse 
  loudly for an entre round, dong nothng else. Devls, demons, 
  wtches, and other powerful servants of evl are mmune to  
  the laughng.
  Laughng cocks of hellsh mrth are qute nosy, and as such can 
  not surprse anybody. Furthermore, they can be heard from 
  qute a long way. 
  RELATED ENTRIES: D) Grampajack.
  Lockpicking Spider 
  SERVES: Wüdderhoot-hoot 
  &	Eric Potter
  F	Paul Schaefer
  NO. ENC.: 
  1 (unque)
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  60' (20')
  ARMOR CLASS: 7
  HIT DICE:  
  9
  ATTACKS: 
  1 (bte)
  DAMAGE: 
  1d6 + poson
  SAVE: 
  T9 
  MORALE: 
  6
  HOARD CLASS: None
  XP: 
  450 
  Ths s the last survvor of the orgnal seven gfted spders that 
  were traned n the art of several theves’ abltes by the thef-
  ess Tawnd Shade, Master Assassn of the Dark Guld of Wüd-
  derhoot-hoot. After the unfortunate demse of the nfamous 
  thef and her other sx lockpckng spders n the Great Fre of 
  Shade’s Hdeout, ths sole survvor for a tme remaned loosely 
  alled wth the theves’ guld, steppng n to serve as ts nterm 
  leader untl Tawnd Shade’s successor could be named.
  Currently, she s the mnon to the petty goddess Wüdderhoot-
  hoot drectly, takng up the callng of the unfortunate petty god 
  by openng the locks of shackles on chaned and ncarcerated 
  creatures.
  Although known prmarly for her Open Locks skll, the crafty 
  arachnd s doubly talented at Fnd/Remove Traps (performng 
  these feats at double her level) whch she uses n wlderness 
  areas to eradcate hdden snares, deadfalls, or net traps.
  RELATED ENTRIES: G) Wüdderhoot-hoot.
  Lujamini 
  SERVES: Petty gods of deep dwarven delves 
  &	Eric Potter
  F	Sheila Swift
  NO. ENC.: 
  1 (unque)
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  60' (20')
  ARMOR CLASS: 7
  HIT DICE:  
  2
  ATTACKS: 
  Specal
  DAMAGE: 
  None
  SAVE: 
  D2 
  MORALE: 
  6
  HOARD CLASS: None
  XP: 
  100 
  Lujamn s a mnon of the petty gods of deep dwarven delves, 
  whom she enthusastcally serves by rasng the morale and 
  sprts of many a worred dwarven warror. She can be counted 
  upon to show up n the wee hours of the mornng n drnkng 
  establshments near and far, and command much amorous at-
  tenton as her beauty s unsurpassed n dwarven crcles. 
  Wth a flutter n her eyes and a tug on her beard she has the rapt 
  attenton of drunken and sober dwarves alke as she floats to the 
  dance floor, where suddenly her chimes of purest forge pitch 
  rng from her fingertps. Her stout legs kck and her rollng belly 
  dances wth precse and mesmerzng torso artculaton and any 
  once-worred dwarves have renewed vgor.
  Lujamini Reaction Table
  Morale adjustments last 1d4 days.
   
  2 
  Lap Dance for Everyone! (+6 morale)
   
  3-5 
  Shake and shimmy. (+4 morale)
   
  6-8 
  Get me one more round, sailor! (+2 morale)
   
  9-11 Two left feet. (+1 morale)
   
  12 
  Sit this one out. (no morale adjustment)
  L
  lAughing cocks of hellish mirth • lockpicking spider • lujAmini
  MINIONS, KNIGHTS & SeRVITORS
  LAUGHING COCKS OF HeLLISH MIRTH – LUJAMINI
  
  246
  Merkor 
  SERVES: Has no allegiances   
  TITLES: Merkor the Shambler
  &	Steven Danielson
  F	Daniel J. Bishop
  NO. ENC.: 
  1 (unque)
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  90' (30')
  ARMOR CLASS: 4
  HIT DICE:  
  9 (47 hp)
  ATTACKS: 
  1 (claws +4)
  DAMAGE: 
  2d8+4
  SAVE: 
  M9 
  MORALE: 
  11
  HOARD CLASS: None
  XP: 
  1,700 
  Ths short and squat creature appears as a humanod approx-
  mately 5' tall wth a fine featured but sexless face. Its scaly skn, 
  ponted teeth, and curved horns, whch sweep back from ts 
  temples, gve t a remarkably demonc appearance.
  Merkor’s mnd was blasted by a fallen god of secrets and hdden 
  knowledge; for a bref moment, t comprehended the myster-
  es of the unverse... only to be mentally overhwelmed n the 
  process. Though Merkor stll possesses all ths knowledge of 
  creatures and godlngs, t has no way to communcate or even 
  to thnk ratonally anymore. 
  It can be encountered pursung ts own agenda, or performng 
  tasks for seemngly trval trnkets. 
  Any portal through whch Merkor passes becomes locked or 
  unlocked as outlned below:
  Merkor Portal Passing
  (Roll 2d6)
   
  2 
  permanently locked (can not be unlocked  
  short of a wish spell)
   
  3-4 
  portal becomes locked as wizard lock  
  (cast by 18th level magc-user)
   
  6-7 
  portal wll randomly unlock (50% chance)  
  after each lockng attempt
   
  9-11 portal stays unlocked untl dispel magic (versus 
  18th level) or wizard lock s cast upon the portal
   
  12 
  permanently unlocked (can not be locked  
  short of a wish spell) 
  Though ts mouth does not move, a mutterng of half-heard 
  voces surround the creature to a radus of 20'. The voces are 
  dstnct—as f uttered by separate ndvduals—but can not be 
  understood (use of comprehend languages wll not resolve the 
  languages, but a tongues spell may allow the player to under-
  stand some mnor secret from the campagn, or a hnt held by 
  a PC or an NPC). Because of ths mutterng, Merkor can never 
  acheve surprse aganst a moderately aware party.
  Merkor attacks wth a powerful swpe of ts clawed hands (+4 
  “to ht” and damage bonuses from Strength). Any attempt to 
  mentally contact, enchant, or charm ths creature forces the 
  ndvdual or caster to save vs. nsanty* as they come n contact 
  wth the devastated mnd of ths creature. 
  If presented wth a rddle or mystery, t wll stop what t s do-
  ng (attackng, searchng, etc.) and ponder the rddle for 1d6 
  rounds before resumng ts msson. Partes have been saved 
  by droppng puzzles n the face of ts nexorable assult. If pre-
  sented wth a rddle or questoned about a secret or mystery, 
  there s a chance t may mumble an answer or a clue to the 
  answer (10% chance, or at DM’s dscreton).
  * See UNDERWORLD LORE #1, p.14.
  Milduitic 
  SERVES: Insectoid gods  
   
  and godlets  
  &	Vance Atkins
  F	Jason Sholtis
  NO. ENC.: 
  1d4 (2d4)
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  120' (50')
  ARMOR CLASS: 6
  HIT DICE:  
  3+1
  ATTACKS: 
  1 (weapon)
  DAMAGE: 
  1d10+1 (glave) 
   
  or 1d8+1  
   
  (falchon)
  SAVE: 
  F5 
  MORALE: 
  11
  HOARD CLASS: None (however,  
   
  typcally guardng  
   
  temple or smlar) 
  XP: 
  90 
  The mldutc are found mpassvely guardng remote desert 
  tombs and temples n honor of varous nsectod gods and 
  godlets. Created for, and tasked wth, ths role, they are above 
  brbery and wll resolutely defend ther responsblty wth force 
  of arms. Addtonally, ther mysterous creators took certan 
  precautons n makng relable guards—the mldutc are m-
  mune to charm spells, and make any savng throws vs. sleep 
  effects at +2.
  Mldutc appear as burly humanods wth yellowsh skn (the 
  color of aged bruses) and lustrous black carapace-skulls. They 
  speak n a hgh-ptched chtterng/clckng language of ther 
  own. The language s partally beyond human hearng range, 
  and they may appear slent, n spte of communcatng wth one 
  another, or attemptng to communcate wth trespassers.  
  M
  merkor the shAmbler • milduitic • minon of skAAl •  
  miri-nigri • monitor • mook of verthish • mother of All minions •  
  mouthless tongue • murmuroth • myrmidon of pArAnoid god
  MeRKOR – MILDUITIC
  MINIONS, KNIGHTS & SeRVITORS
  
  247
  Minion of Skaal 
  SERVES: Skaal 
  &	Charles Turnitsa
  F	Paul Schaeffer
  NO. ENC.: 
  2d6 (5d6)
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  90' (30')
   SWIMMING: 
  30' (10')
  ARMOR CLASS: 4 [see below]
  HIT DICE:  
  4
  ATTACKS: 
  2 (weapon +1/waterjet)
  DAMAGE: 
  By weapon +1/1d6 + specal
  SAVE: 
  F4 
  MORALE: 
  10
  HOARD CLASS: XX 
  XP: 
  200 
  The mnons of Skaal appear as normal-szed men, albet qute 
  muscular, somewhat greensh-blue n color, and havng a head 
  of one of any varety of dfferent speces of fish. Addtonally, 
  they have patches of scales all over ther bodes, and wll usually 
  wear nothng more than a smple loncloth made of seaweed.
  Mnons of Skaal are often encountered as consorts of Skaal 
  on dry land (2d6 n number), or as summoned bengs to assst 
  Skaal n hs evl dong. If they are encountered n one of ther 
  strongholds (a “Grotto of Despar”), there wll be 5d6 of these 
  warrors, plus an addtonal 1d3 blue puddngs (aquatc versons 
  of black puddngs) actng as watch-creatures, as well as numer-
  ous gant fish and gant crabs adapted for lfe on land.
  In combat, the mnons of Skaal favor the use of ther trdents, 
  but may also attempt to thwart foes by attackng wth ther 
  deadly accurate waterjet shot. Should one of these attacks ht a 
  land-dwellng creature, n addton to ts standard 1d6 damage, 
  the vctm must save vs. paralyss or be unable to act durng the 
  followng round. 
  The mnons, f n or near a major watersource (more than a 
  few gallons; wthn 10'), are mpervous to non-magc weapons 
  (wth fire-based attacks as an excepton).
  RELATED ENTRIES: G) Skaal; M) Abomination of Skaal.
  Miri Nigri 
  SERVES: Chaugnar Faugn 
  AFFILIATIONS: Cthulhu 
  &	David Baymiller
  F	Del Teigeler
  NO. ENC.: 
  2d6+4
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  90' (30')
  ARMOR CLASS: 6
  HIT DICE:  
  2
  ATTACKS: 
  2 claws or 1 weapon
  DAMAGE: 
  1d3/1d3 (claws) or 1d6 (weapon)
  SAVE: 
  F2 
  MORALE: 
  10
  HOARD CLASS: None (all treasure s for Chaugnar Faugn) 
  XP: 
  50 
  The mr ngr are a dwarfish race of nhuman servants craft-
  ed long ago from prmtve amphbans by ther god Chaugnar 
  Faugn. They are dark sknned wth toadsh features. They are 
  treless n servng ther creator and god and are sent forth to steal 
  men and women for the vamprc hunger of Chaugnar Faugn.
  The subterranean mr ngr have nfravson to 90'. 
  Ther dark coloraton, natural stealthness, and small stature gve 
  them an advantage when surprsng opponents; they surprse on 
  a 1-4 on a 1d6. Ther amphbous nature also allows them ths 
  bonus when n water.
  RELATED ENTRIES: G) Chaugnar Faugn.
  MINIONS, KNIGHTS & SeRVITORS
  MINION OF SKAAL – MIRI-NIGRI
  
  248
  Monitor
  SERVES: Diit’Wentii 
  &	Legion
  F	Darryl Gillingham
  The Montors are Dt’Went’s accountants and cataloguers. 
  They record the omnverse n mnute detal as drected by 
  ther god.
  Dt’Went holds the rank of 20 Facet Montor. Its mnons  
  are ranked n descendng order below that, from the con-
  joned 19 Facet duo—The Audtors—through the three 18 
  Facet Inspectors, the four 17 Facet Stenographers and so on, 
  down to the least among them, the 20 Sngle Facet Montors 
  known as Fnks.
  A Montor’s Ht Dce, ht ponts, damage, savng throw, magc 
  resstance percentage, Hoard Class, and heght (n feet) are 
  equal to ts number of Facets. Armor Class s from 9 to -9, 
  based on Facets; use the entres below as gudes. Each has 
  eyes equal to how many Montors share a number of Facets 
  (e.g., Audtors have two eyes each whle Fnks have 20).
  All Montors can cast plane shift, dimension door, teleport 
  and gate once per facet per day. These spells can only be used 
  on themselves, other Montors, or Knghts of the Carmne 
  Icosagram.
  Auditors 
  (Nineteen Facet [Greatest] Minions)
  NO. ENC.: 
  2
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  60' (20')
  ARMOR CLASS: 6
  HIT DICE:  
  19 HD each  
   
  (19 hp × 2)
  ATTACKS: 
  1 each
  DAMAGE: 
  19 hp
  SAVE: 
  F19 
  MORALE: 
  10
  HOARD CLASS: XIX 
  XP: 
  1,900 each 
  These two enttes are Dt’Went’s senor archvsts and ad-
  mnstrators. They are rarely encountered outsde the presence 
  of ther god. Each knows half of everythng there s to know.
  One s called Snster, the name of the other s Dexter, and those 
  are the respectve ears of Dt’Went to whch each has access. 
  Ther names are also ndcatve of ther handedness. They are 
  19' tall. Ther hunched shoulders, gldng movement, and nces-
  sant unntellgble whsperng are, f anythng, even less dsturb-
  ng than the 19'-long beard that lnks them together.
  Each attacks as a 19 HD monster, causng 19 ponts of damage 
  per ht. Ther AC s only 9, but they are so warded that a natu-
  ral 19 s needed to ht them physcally. Both can cast magic 
  missile as a 19th level magc-user (.e., seven darts) 19 tmes 
  per day. And each has 19% magc resstance.
  Fink 
  (Single Facet [Least] Minion)
  NO. ENC.: 
  1
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  200' (200') (see below)
  ARMOR CLASS: −9
  HIT DICE:  
  1 HD (1 hp)
  ATTACKS: 
  1
  DAMAGE: 
  1 hp
  SAVE: 
  F1 
  MORALE: 
  10
  HOARD CLASS: I 
  XP: 
  100 each 
  Fnks are Dt’Went’s frontlne nformaton gatherers. Ther 
  purpose s to look nsde cabnets, books and cupboards, dg 
  nto pockets and chests and rfle through papers.
  Because ther twenty-eyed heads constantly rotate, they are 
  never surprsed.
  In the partcular case of the Fnks, ther movement speed sn’t 
  “up to 200'”—t always s 200'. Ther 1' heght and rapd move-
  ment make them hard to see, and extremely dfficult to ht 
  (hence ther AC of -9). There s a 1% chance that any magc 
  used n ther presence wll fal (1% magc resstance).
  MONITOR
  MINIONS, KNIGHTS & SeRVITORS
  
  249
  Mook of Verthish 
  SERVES: Verthish  
  AFFILIATIONS: The Jale God 
  &	Matthew W. Schmeer
  F	Jim Magnusson
  When the Jale God appears as Verthsh, he’s often accompa-
  ned by several mooks. The mooks are dvded nto two gangs 
  called The Odds & The Evens, and a par of sblngs, The 
  Vertx Twns, who work alone. Roll 1d6 to determne whch 
  mooks are accompanyng Verthsh:
   
  1-2 
  The Odds
   
  3-4 
  The Vertx Twns
   
  5-6 
  The Evens
  1 - Stinkeye (Even)
  12th Level Fighter, male
  An extra-strong warror whose rght arm s sold ron (treat as 
  +2 warhammer), Stnkeye has one eye lke Verthsh and reeks 
  of garlc and leeks. Oddly, he’s hghly allergc to both. He wears 
  a cloak of stealth and despses blacksmths.
  2 - Doose (Odd)
  10th Level Thief, Female
  Once a mallard hen lvng n a pond n the Kngdom of Innn-
  nouta, the Jale God turned hm nto a man on a bet wth Sooka, 
  the petty god of boled duck eggs. Doose s wcked-fast wth a 
  knfe blade and lkes to stab cheaters n the back before they 
  know what’s happenng. She’s covered n fine down (except for 
  her feet, hands, neck, and face) and has a habt of pckng lovers 
  who are extremely well endowed. She lays an egg every day that 
  she then consumes n front of her lover (save vs. nsanty* or be 
  nsane for 1d6 days and need a good soak at a publc house to 
  recover). Eatng the egg grants her the ablty to turn nvsble 
  2×/day. If anyone else (male or female) eats the egg (another 
  save vs. nsanty), they wll become pregnant and gve brth to 
  a lve duck n 28-30 days. The duck wll be mprnted on ts hu-
  man (treat as a non-magcal famlar).
  3 - Tra (Even)
  10th Level Magic-User, Female
  Rumored to be one of Verthsh’s mortal lovers, Tra s addcted 
  to Jooroosh (often called “jay”), a powerful narcotc powder 
  made from the dred spores of ochre oozes whch s twsted nto 
  hemp-lke cols. Jay provdes a psonc hgh and allows users to 
  brefly twst the space-tme contnuum. Tra has a 100 gp-a-day 
  habt and s therefore also addcted to gamblng at dce. Due to 
  her ntake of jay, she tends to memorze the same spell to fill 
  all her spell slots, as she’s so doped up she can’t wrap her bran 
  around more than one spell. The word on the street s she often 
  memorzes nothng but the cantrp manipulate smoke ring. She 
  also carres a +3 dagger of darkness.
  4 - Ka’Der (Odd)
  11th Level Fighter, Male.
  Ka’Der s a bg dumb guy who lkes to ht stuff wth hs fists. 
  Formerly a slave forced to be a naked wrestler n the gladatoral 
  Arena of Farmona, Ka’Der won hs freedom n hs first fight. 
  After bestng the Kng’s champon n hs first fight, he dsem-
  boweled hs opponent wth hs bare hands and ate the unseated 
  MINIONS, KNIGHTS & SeRVITORS
  MOOK OF VeRTHISH
  
  250
  champon’s small ntestne whle she was n her death throes. 
  Ka’Der has snce developed a sweetspot for sweetmeats. He 
  carres a +1 hatchet he calls “Carver”.
  5 - Sinké (Even)
  16th Level Fighter, Male
  Hghly androgynous, Snké s Verthsh’s favorte spy for hs 
  ablty to pass as ether male or female n crowds. Snké car-
  res a +2 bonewood bow cut from the tree of the hamadryad 
  Phersena n the forest of Bulahdelah, a rare and chershed gft 
  from hs benefactor. Snké s an excellent clmber, prefers to 
  attack from the hgh ground, and s uneasy n open places. He 
  s an expert wth all archery-related weapons (ncludng darts) 
  and has even been known to free-throw longbow arrows wth 
  97% accuracy.
  6 - Cise (Odd)
  10th Level Fighter, Female
  Snké’s wfe, Cse was a belly-dancer at the Court of Aaaron 
  who, after beng brutally raped by the prnce consort, took her 
  revenge by posonng the wne of the entre court wth a 50 
  yard sken of jay. Overcome by the unexpected psonc hgh of 
  the drug, ther brans jelled and oozed out ther ears. Cse fled 
  to the Mercenary Guld, where Snké, a former member of the 
  royal guard, was the Grand Master of Archery. Snké, taken 
  by Cse’s beauty, secured her guld membershp and began her 
  tranng n fightng arts. An expert at hand-to-hand combat, 
  Cse prefers to double-weld short scmtars. She carres a veil 
  of tears whch when worn makes anyone n a five-foot radus 
  (except the wearer) weep uncontrollable tears (no save, −2 to all 
  combat rolls). She s consdered the leader of The Odds.
  7 - Nop’ha’se (Even)
  13th Level Illusionist, Male
  Verthsh found Nop’ha’se when he was seven, hustlng games 
  of five rocks n the alleyways of Vornhem. Verthsh was so 
  taken by the young man’s wly good looks and quck hands 
  that he took hm under ths wng to tran n the ways of dce 
  decepton. A sklled gambler and hustler, Nop’ha’se s often the 
  bat to get a hot dce game gong so Verthsh can manfest and 
  gamble for souls. Nop’ha’se has mastered the art of dong hs 
  finger manpulatons to nvoke a spell whle n the process of 
  tossng dce.
  8 - Nukel (Odd)
  14th Level Magic-User, Male
  Nukel s a hghly sklled alchemst but he often gets hs spells 
  wrong. In an attempt to develop a low-grade stran of Jooroosh 
  to wean Tra off her addcton, he accdentally created the most 
  addctve stran: the hghly pungent, golden yellow varaton 
  ncknamed “Purne” by aficonados. Nukel’s favorte spell n 
  combat s magic sword, whch he often casts as magic swear. 
  Verthsh keeps hm around for shts & gggles.
  9 - Lands (Even)
  12th Level Thief, Female
  A bedraggled, horrbly scarred 63-year-old woman, Lands poses 
  as a beggar on street corners to scope out the best marks to 
  hustle. Whle she looks thn and weak, her skeletal structure has 
  been magcally replaced wth mthrl through a freak accdent n 
  Nukel’s lab. Her flesh wounds normally, but her bones cannot be 
  severed from her body. She wshes she was dead already.
  10 - Knek’t (Odd)
  12th Level Thief, Male
  Fastest fingers n a pocket, Knek’t s Land’s son. He has a ter-
  rble crush on Tra whch hs mother thnks s unnatural. Knek’t 
  has an appette for the jeweled eyes of temple statues—lterally. 
  Hs gut contans a multtude of small jewels that do not pass. 
  Once a week he shts a sngle jewel. Roll on the jewel treasure 
  chart to determne the gem, and then consult the gem chart on 
  page 107 of the LL rulebook to determne t’s value (roll d%):
   
  01-15 Ruby
   
  16-30 Sapphre
   
  31-45 Emerald
   
  46-60 Pearl
   
  61-75 Damond
   
  76-85 Amythest
   
  86-90 Jade
   
  91-95 Onyx
   
  96-00 Garnett
  11 - Gnil’bmag (Even)
  10th Level Elf, Male
  The only elf among Verthsh’s henchman, Gnl’bmag s an 
  outcast among hs people yet the acknowledged leader of The 
  Evens. Havng been a great general at the tme of the Flame 
  Wars of Jubrn, Gnl’bmag was gven a small stronghold of 
  hs own n the Warded Woods, along wth a sx-man squad 
  of Elfish warrors, as reward for defendng the Hdden Tow-
  er of Fensdown from the gobln nvaders. After a century or 
  two of quet soltude, The Sx tred of ther role as Warders 
  of the Woods and convnced Gnl’bmag to quetly leave ther 
  poston to pursue adventure, and so they dd. All of them 
  ded n the frozen lands of the Southern Wastes except for 
  Gnl’bmag, who was captured by frost gants and mprsoned 
  for three centures. He managed to escape and returned to 
  the Fensdown, only to find the Woods had been cleared for 
  pastureland and hs keep, havng fallen nto neglect, dsman-
  tled by peasants to make huts. The elves strpped hm of hs 
  mmortalty n retrbuton for hs falure. He s deathly afrad of 
  beng touched by a ghoul.
  12 - Oshuq (Odd)
  No one knows who Oshuq really s. Some say he comes from 
  the world beyond dreams; other say he hmself s a petty godlng 
  n dsguse; stll others say he’s a mutated molted owlbear. Re-
  gardless, Oshuq possesses unusual strength and an odor sm-
  lar to rottng skunkweed. He s an mposng presence, standng 
  21 hands tall and weghng 27 stone. He s clothed n damp, 
  drty, cloth bandages wrapped tghtly aganst hs skn, leavng 
  only small slts to see and breathe from. He does not talk and 
  no one has ever seen hm eat. He wears boots of traveling and 
  springing. He does not carry a weapon. In a fight, he dsarms 
  hs opponents by tearng off ther arms.
  13 - The Vertex Twins
  12th Level Dwarf Fighters
  The Vertex Twns (Vert and Tyse) are conjoned twns fused 
  along the backbone. They share a spne, some nternal organs, 
  and an asshole, but nothng else. They constantly bcker and 
  nsult each other and are usually avoded by all of Verthsh’s 
  other henchmen. They prefer to speak gobln and have nvent-
  ed several unque swears and nvocatons that have ganed n 
  MOOK OF VeRTHISH
  MINIONS, KNIGHTS & SeRVITORS
  
  251
  popularty among the gobln speakers (“May your backhar be 
  shaved by an angry otter” beng an extremely popular one at 
  the moment; say t n gobln and you’ll know why). Vert welds a 
  +2 battleaxe and Tyse welds several +2 throwing axes. Nether 
  fights wth a sheld, preferrng to sprng around and try to put 
  hs sblng n harm’s way to protect hmself. Verthsh has prom-
  sed that f one of them should de, he would make the survvor 
  whole. He’s enjoyed watchng them n combat ever snce.
  RELATED ENTRIES: See the Jale God entry n the Petty Gods 
  secton for a complete lstng of entres related to the Jale God 
  (ncludng all gods, tems, and spells mentoned n ths lstng).
  * See UNDERWORLD LORE #1, p.14.
  Mother of all Minions 
  SERVES: All other minions  
  &	Eric Potter
  F	Jason Sholtis
  NO. ENC.: 
  1 (unque)
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  60' (20')
  ARMOR CLASS: 9
  HIT DICE:  
  5 (45 hp)
  ATTACKS: 
  4 fists/2 feet
  DAMAGE: 
  1d2 × 6
  SAVE: 
  C5 
  MORALE: 
  10
  HOARD CLASS: 1
  XP: 
  50 
  Ths poor, chldless servant of the petty goddesses of fertlty 
  has taken t upon herself to become caretaker to all mnons 
  everywhere. Her behavor s totally predctable and on any en-
  counter she can be guaranteed to take one of the followng 
  actons (1d6):
   
  1 
  Show up at your lar just as you are walkng out  
  the door to go mnonng.
   
  2 
  Remark on your weght and contnuously offer you 
  extra ron ratons untl you can’t possbly eat any 
  more. And after she has left, you wll be sure to 
  find extra “fresh” ron ratons n your backpack.
   
  3 
  Comment on your choce of armor,  
  “You’re really gong to go out wearng that?”
   
  4 
  After scopng out your horde, remark that  
  you don’t have seem to have a “partner”  
  and comment, “When are you gong to  
  settle down and gve me some grandmnons?”
   
  5 
  Remnd you how successful all her other  
  mnons’ campagns are.
   
  6 
  All of the above.
  Her presence of motherly love acts as ether cure light wounds 
  or cure serious wounds spells as needed. And f she should 
  perceve that one of her mnons s threatened she wll go ber-
  serk to defend t n a whrlwnd of flyng fists and kcks, always 
  wnnng ntatve.
  RELATED ENTRIES: M) all; S) Motherly Love.
  Mouthless Tongue 
  SERVES: Tonya, Petty Goddess of Children’s Teeth  
  &	Matthew W. Schmeer
  F	Andrew Walter
  NO. ENC.: 
  1d2 (up to  
   
  1,000+ n lars)
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  15' (5')
  ARMOR CLASS: 9
  HIT DICE:  
  1 (5 hp each)
  ATTACKS: 
  None
  DAMAGE: 
  None
  SAVE: 
  F1 
  MORALE: 
  5
  HOARD CLASS: XIII, chld’s tooth
  XP: 
  5 
  Mouthless tongues are the devoted mnons of Tonya, petty 
  goddess of chldren’s teeth, and they are tasked wth retrev-
  ng teeth from, and delverng payment to, the undersdes of 
  chldren’s pllows.
  Mouthless tongues are 3-to-4-nch long sentent tongues whch 
  resemble fleshy pnk slugs. They worm ther way across the 
  ground n a manner mechancally smlar to nch worm locomo-
  ton. They are eyeless and mouthless, absorbng nutrents from 
  ther envronment to survve.
  Each mouthless tongue has a small fleshy pocket on the 
  undersde of ts “foot” whch s used to carry small cons or 
  chldren’s teeth. Roll 1d6 to determne what the mouthless 
  tongue s carryng:
   
  1 Nothng
   
  2 Chld’s molar
   
  3 1-3 cp
   
  4 Chld’s canne tooth
   
  5 4-5 cp
   
  6 Chld’s ncsor
  20% of mouthless tongues have the ablty to teleport them-
  selves (and only themselves) to ther lar when dstressed. They 
  wll leave ther burden behnd. If t was a tooth that was aban-
  doned, then the mouthless tongue wll be psoncally destroyed 
  by Tonya (as chldren’s teeth are more precous than cons to 
  Her Pettness) and Tonya wll seek out the fool who made her 
  mnon drop ts load.
  Mouthless tongues prefer damp lars along contnually runnng 
  creeks and streams. Lars can hold up to 1,000 ndvduals. 
  They reproduce asexually n swarmng masses of 50 or more 
  durng warmer months.
  If a PC encounters more than 10 mouthless tongues at once 
  (especally f they are n the act of reproducton), the PC must 
  make a save vs. nsanty* based on ther Consttuton. Falure 
  means the PC s volently, nauseously ll and suffers a −3 pen-
  alty to any and all rolls for 1d4 rounds.
  Rumor has t that Mouthless Tongues orgnated from Tonya 
  herself. Some even go as far as to say the Mother Tongue was 
  Tonya & Ywehbobbobhewy’s bastard chld.
  * See UNDERWORLD LORE #1, p.14.
  RELATED ENTRIES: G) Tonya, Ywehbobbobhewy.
  MINIONS, KNIGHTS & SeRVITORS
  MOOK OF VeRTHISH – MOUTHLeSS TONGUe
  
  252
  Murmuroth 
  SERVES: Any  
  &	Erik Jensen
  F	Arthur Rackham
  NO. ENC.: 
  1
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  Nl/mnmal
  ARMOR CLASS: −4
  HIT DICE:  
  1 (6 hp)
  ATTACKS: 
  Specal (nfluence, pan)
  DAMAGE: 
  Specal (see below)
  SAVE: 
  M7 
  MORALE: 
  9
  HOARD CLASS: None
  XP: 
  Nl 
  The murmuroth, also known to some demonologsts as the 
  men of Keroo, are tny extraplanar agtators who often take 
  contract work from detes who wsh to test, motvate, or tor-
  ture one of ther followers. Manfestng on the Materal Plane 
  as an nsect-szed mp, typcally reddsh-brown n color, the 
  murmuroth crawls deep nto the ear canal of the target, where 
  t whspers whle the target sleeps—and sometmes when t s 
  awake. Murmuroths can speak the language of any creature 
  once they have nfested t. The presence of the mcro-mp s not 
  typcally felt by the nfested creature unless t lashes out, clawng 
  at the eardrum to nflct substantal pan (save vs. petrficaton 
  or stunned). Most attempts to remove the murmuroth anger t, 
  and drve the mp further nto the ear; however, f flushed out 
  by a remove curse or smlar, the lttle mplng s easy enough to 
  dspatch, f t can be caught. Murmuroths do not carry treasure, 
  but f trapped, a murmuroth may bargan for ts lfe by offerng 
  secrets t learned durng a prevous nfestaton.
  Myrmidon of Paranoid God 
  SERVES: Evolved machine intelligences 
  &	John Everett Till
  F	Jason Sholtis (myrmidon)
  F	Richard J. LeBlanc, Jr 
   
  (machine intelligence)
  NO. ENC.: 
  1d6
  ALIGNMENT: 
  Lawful (see below)
  MOVEMENT: 
  180' (60')
  ARMOR CLASS: 6
  HIT DICE:  
  4 (16 hp)
  ATTACKS: 
  1
  DAMAGE: 
  1d6 (spear),  
   
  1d8 (long sword),  
   
  or charm
  SAVE: 
  F4 
  MORALE: 
  12
  HOARD CLASS: VI
  XP: 
  245 
  The myrmdons of paranod gods are cyclopean androd- 
  demon servtors of evolved machne ntellgences. These ntel-
  lgences are always petty (n every sense of the word) gods, are 
  nvarably paranod, and all too often entrely mad. Hundreds of 
  myrmdons serve an ndvdual machne god, tendng ts under-
  ground complex and the great machnes there. They patrol the 
  labyrnthne corrdors of ther god’s subterranean complex for 
  ntruders (whether from the surface world, enemy complexes, 
  or other planes), for servtors belongng to rval factons wthn 
  the complex, and for defectves (.e., tratorous servtors) who 
  mean the complex harm. 
  Myrmdons have the ablty to charm ntellgent ntruders through 
  a spell-lke psychc ablty that hacks the mnds of both lvng be-
  ngs and servtor-class artfical ntellgences. They also have a 
  spell-lke mind blank ablty wth whch they may guard ther 
  thoughts from any entty other than ther machne god. The 
  Myrmdons’ sngle, blndngly brght eye s capable of projectng 
  an arcane eye ablty, vastly extendng ther vsual range.
  Scholars often seek to summon a myrmdon n order to gan ts 
  assstance n reparng or dscernng the functon of an ancent 
  technologcal devce or machne. Myrmdons are naturally cur-
  ous about such devces. Whenever a myrmdon s summoned, 
  the caster should roll 1d6: on a 1-3, the myrmdon s lawful; on 
  a 4-5, the myrmdon s chaotc and belongs to one of the cult-
  lke servtor factons n ther complex; on a 6, the myrmdon s 
  also chaotc, but s a defectve, rabd ndvdualst. 
  A lawful myrmdon s lkely to examne such tems straghta-
  way, and offer helpful advce and assstance to the summoner. 
  Chaotc myrmdons from one of a complex’s fractous sects wll 
  attempt to strke a bargan wth the summoner, tradng ther 
  techncal assstance for some advantage favorng ther facton. 
  Those myrmdons who have been desgnated by the machne 
  god as a defectve or trator wll seek to attack the summoner 
  and take such devces for ther personal use. 
  Myrmdons have lttle nterest n treasure, but often carry small 
  technologcal devces such as Eyes (see the Divine Items 
  secton), unusual tools, gems, data crystals, or small metal-
  lc dscs. The latter are valued as rare cons n some realms. 
  A myrmdon’s black metallc carapace can be harvested for 
  armor, whle ther sngle eye can be refashoned nto an ar-
  cane lantern. A handful of alchemsts and sorcerers have also 
  dscovered that the myrmdon’s black flud sap (the only thng 
  nsde ther carapace) can be programmed to hold spells, much 
  lke conventonal potons. 
  RELATED ENTRIES: M) Pyz 2000; D) Eyes.
  MURMUROTH – MYRMIDON OF PARANOID GOD
  MINIONS, KNIGHTS & SeRVITORS
  
  253
  Nipleteth 
  SERVES: Curdle, the Petty God of Blind Milk Maids  
  TITLES: Nipleteth the Wise, Head Priestess of Curdle,  
   
  the Petty God of Blind Milk Maids
  &	Matthew W. Schmeer
  F	Matthew Adams
  CLASS: 
  Clerc
  LEVEL: 
  15th
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  30' (10')
  ARMOR CLASS: 0
  HIT POINTS: 
  42
  ATTACKS: 
  2 (1 whpfire + specal) 
  DAMAGE: 
  1d6 + 2d6 fire damage/specal
  SAVE: 
  C15
  MORALE: 
  12
  HOARD CLASS: 14100 cp, 1480 sp, 147 ep, 1197 gp,  
   
  42 pp (only 50 sp on person)
  ATTRIBUTES: 
  S:10 I:17 W:16 D:10 C:9 Ch:16
  XP: 
  3,300
  SPELLBOOK: 1st: cure light wounds, detect evil, detect magic, 
  light, protection from evil, purify food and drink, remove fear; 
  2nd: bless, find traps, hold person, silence 15' radius, snake 
  charm, speak with animal; 3rd: continual light, cure disease, 
  dispel magic, remove curse, striking; 4th: cure serious wounds, 
  detect lie, protection from evil 10' radius, neutralize poison; 
  5th: cure critical wounds, dispel evil, flame strike, quest; 6th: 
  heal, find the path, part water; 7th: restoration.
  The twelve-year-old daughter of poor herders n the vllage of 
  Fensdown, Ionka Gurp was destned for a lfe of calf brthng 
  and sht shovelng untl one evenng when she was caught far 
  from home wthout food or drnk and bedded down for the 
  nght n thstle near the edge of the forest.
  Cold and shverng, sufferng from hunger after a hard day drvng 
  dwarf aurochs n the meadows, she was gfted wth a vstaton 
  by Curdle, petty goddess of blnd mlk mads. Ionka managed to 
  successfully sup from the nky black mlk from Cowe’s teats wth-
  out beng drven mad. Astonshed that her hunger dsappeared 
  and her strength was renewed, Ionka realzed she was n the 
  presence of the dvne and, beng a smple grl rased by super-
  sttous parents, plucked her eyes out n fear for havng dared 
  glmpse a godlng.
  Moved by Ionka’s act of self-mutlaton, Curdle made Ionka a 
  novtate n the Order of Amelkn, whch s dedcated to Curdle’s 
  worshp. There, she was traned n the arts of anmal husband-
  ry, cheese-makng, whpfire-weldng, and the deadly Krkadan 
  throttlng technque. Ionka quckly progressed through the or-
  der’s ranks to become one of Curdle’s most devoted worshp-
  pers, although her natural beauty was often seen as a stan on 
  her pety by other members of the order. Wthn twenty years, 
  she was chosen by Curdle to become the new head of the order, 
  the first head prestess so chosen by Curdle herself snce the 
  unfortunate demse of her prevous chosen one, Tetskuze the 
  Demoralzer, at the hands of the mad wzard Wälläkatüntün 
  several centures before.
  Ascendng to head prestess, Ionka followed tradton and took 
  a new name, becomng known as Npleteth. She later became 
  known as Npleteth the Wse due to her busness acumen; 
  under her drecton, the order’s cheese-makng facltes were 
  greatly expanded, and ther mlkmad’s Stool Goat Cheese be-
  came a favorte at nobles’ homes throughout the realm, lnng 
  the Order’s coffers for years to come. Now n her early fortes, 
  she s regarded as one of the finest leaders the Order of Amel-
  kn has ever known.
  Ths success has not come wthout a prce. Every year durng 
  the Dark Moon Festval, Npleteth s requred to make a blood 
  sacrfice to Curdle and Cowe to ensure the flowng of the mlk. 
  Ths sacrfice must be of a male vrgn who she beds and klls at 
  the moment of clmax. At all other tmes of the year she must 
  reman chaste.
  Once becomng the head prestess, Npleteth was granted the 
  power of true sight at wll.
  She wears banded mail +3 beneath her smple hooded robe. 
  She attacks wth whipfire (the black-nky “mlk” extruded by 
  Cowe), whch does 1d6 normal damage plus 2d6 fire dam-
  age. She can addtonally attack wth the Kirkadian throttle, a 
  teleknetc chokehold that vsbly collapses the vctm’s throat 
  and rps off ther eyelds. Targets of the Kirkadian throttle can 
  avod these effects wth a successful Dexterty check.
  RELATED ENTRIES: G) Curdle; M) Tetskuize, Wälläkatüntün.
  N
  nipleteth
  MINIONS, KNIGHTS & SeRVITORS
  NIPLeTeTH
  
  254
  Okkin 
  SERVES: Corotus Thallian 
  TITLES: Okkin the Winged Monkey 
  &	Paul Brinkmann
  F	Richard J. LeBlanc, Jr.
  NO. ENC.: 
  1 (unque)
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  90' (30')
   
  FLY: 
  180' (60')
  ARMOR CLASS: 5
  HIT DICE:  
  8 (47 hp)
  ATTACKS: 
  1 (pummel or weapon)
  DAMAGE: 
  1d8 or by weapon
  SAVE: 
  D8 
  MORALE: 
  10
  HOARD CLASS: IV, IX* 
  XP: 
  400 
  Okkn, except as noted above, should be treated as a partcu-
  larly ntellgent wnged monkey (see p.272). Lke hs brethren, 
  he does not speak, but understands both human and gobln 
  speech. He s the loyal servant of Corotus Thallan, and leads 
  hs wnged monkeys n battle, of whch he may summon 10-
  100 per day.
  Okkn s rarely found wthout hs accursed +1 short sword, 
  Moro. Any ht on a man-szed or smaller opponent that does 
  maxmum damage severs a lmb (determne randomly). Lmbs 
  severed n ths manner wll regrow, replaced by a lmb from 
  some other type of anmal n 1-4 days. Rumors that Moro s 
  actually smarter than Okkn are probably not true, but he can 
  often be heard argung wth t.
  * Should Okkn have potons on hm, they wll be polymorph 
  potions smlar n effect to those of hs master (see p.31).
  RELATED ENTRIES:  
  G) Corotus Thallian;  
  M) Winged Monkey.
   
  Ouster Ape (Jungle Cyclops) 
  SERVES: Petty gods located in sub-tropical environments 
  &	Christopher Stogdill
  F	Jason Sholtis
  NO. ENC.: 
  1d4+1
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: 5
  HIT DICE:  
  5
  ATTACKS: 
  3 (bum rush/claw/claw)
  DAMAGE: 
  1d6/1d4/1d4
  SAVE: 
  F4 
  MORALE: 
  10 (6)
  HOARD CLASS: None 
  XP: 
  120 
  Ouster apes serve as protectors for petty gods located n a sub-
  tropcal envronment. These large creatures are dstngush-
  able from other apes by ther shaggy, almost mangy, unkempt 
  fur and ther promnent large sngle eye. The older an ouster 
  ape s, the more mangy ther appearance; ths s due to the 
  massve amounts of scar tssue that buld up over tme as the 
  creatures carry out ther role as protectors of areas sacred to 
  ther patron.
  These creatures are qute fearless and ther prmary means of at-
  tack s an unnaturally swft bum-rush charge ntended to knock 
  ntruders down and away. If a foe s knocked back sufficently 
  (and too far for the ape to make a melee attack), the ape wll 
  charge agan; f a foe s knocked down and wthn reach, the 
  ape wll begn to wale on the unlucky opponent. Unlke other 
  prmates, the ouster ape does not engage n rock throwng, pre-
  ferrng to dssuade ntruders through a show of physcal force. 
  A full troupe of these creatures s a force to be reckoned wth 
  as they are vglant guardans and wll rarely back down unless 
  there s only a soltary ape remanng. There s no documented 
  case of a jungle cyclops beng sghted alone. 
  O
  okkin • ouster Ape
  OKKIN – OUSTeR APe
  MINIONS, KNIGHTS & SeRVITORS
  
  255
  Petty Imp 
  SERVES: Any chaotic petty god 
  &	James Mishler
  F	Daniel J. Bishop
  NO. ENC.: 
  1d12
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  90' (30')
   
  FLY: 
  180' (60')
  ARMOR CLASS: 7 [+1]
  HIT DICE:  
  1 hp
  ATTACKS: 
  3 (claw/claw/bte) or 1 (specal)
  DAMAGE: 
  1 pt./1 pt./1d3 or specal
  SAVE: 
  F4 
  MORALE: 
  6
  HOARD CLASS: None 
  XP: 
  9 
  Petty mps are the servants of chaotc petty gods; few other 
  bengs wll allow them to serve. They are counted amongst 
  the least of the demons and devlkn, wth most other crea-
  tures of such lk consderng them to be barely a proper demon 
  speces at all, more along the lnes of demonc vermn. They 
  take on the appearance of tny (6"-to-2' tall) demons wth claws, 
  fangs, horns, tals, and wngs, emacated or obese, all of hde-
  ous countenance, and n all colors of the ranbow (often qute 
  brght, obscenely so).
  Petty mps have the least, most petty powers magnable. They 
  are mmune to all non-magcal weapons, but even a sngle ht 
  wll cause them to burst n a blotch of colorful chor. They each 
  possess one sngle random 1st level spell of clercal, magcal, 
  or llusonary sort, whch they can use once per day (spells are 
  always of the maleficent or reversed form, f applcable); ths 
  spell they can cast as a 4th level caster. Although they only 
  have 1 hp, they attack as 4 HD monsters and save as 4th level 
  fighters. Fnally, they can use all thef abltes as though they 
  were theves of 4th level.
  Ther chaotc masters often summon a mass of these creatures 
  to swarm opponents, steal wands and other loose devces and 
  weapons, or to cause random mschef and mayhem.
  Polisus 
  SERVES: Petty gods of the butcher or hearth  
  TITLES: Polisus of the Larder
  &	Vance Atkins
  F	Joel Priddy
  NO. ENC.: 
  (1d2)
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  60' (20')
  ARMOR CLASS: 7
  HIT DICE:  
  3+1
  ATTACKS: 
  2 (bte/hook)
  DAMAGE: 
  1d4+1/1d4
  SAVE: 
  F4 
  MORALE: 
  9
  HOARD CLASS: IV, 1d8 gp equv. 
  XP: 
  65 
  Mnon to those gods of the butcher or hearth, and those who 
  prepare for lean tmes, the polsus serves as a guardan for 
  those who have prepared well, and made the correct offerngs. 
  The polsus s typcally encountered as a hog carcass (more 
  rarely beef or goat). An anmate nghtmare of butcher’s cuts, ts 
  lmbs and body randomly re-joned, t arses, btng and swng-
  ng a stevedore’s hook to fend off those who would steal or 
  despol a well-stocked larder or cellar lad up for the wnter.
  Pox Knight 
  SERVES: Ogrimox, the petty god of purulent skin conditions 
  &	Eric Potter
  F	Jason Sholtis
  NO. ENC.: 
  1d6
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: 7
  HIT DICE:  
  2
  ATTACKS: 
  3 (weapon/ 
   
  touch/breath)
  DAMAGE: 
  1d10/ 
   
  specal/specal
  SAVE: 
  F2 
  MORALE: 
  6
  HOARD CLASS: None 
  XP: 
  45 
  These unfortunate souls are devout defenders of Ogrmox, the 
  petty god of purulent skn condtons. “Blessed” by hs lovng 
  touch, these fierce warrors have shed ther protectve plate 
  mal, relyng only upon the thck hde of bols and pustules now 
  coverng ther entre bodes.
  The pox knght’s man ntent s to spread the domnon of hs 
  god, and n melee wll use hs toxc foul breath (save vs. breath) 
  P
  petty imp • polisus • pox knight • puddlegeist • pyz 2000
  MINIONS, KNIGHTS & SeRVITORS
  PeTTY IMP – POX KNIGHT
  
  256
  to render hs opponent unconscous and attempt to get close 
  enough to touch hs foe wth hs numerous nfectous bols.
  Once hs secreted pus makes contact wth skn (save vs. poson) 
  the contagon wll spread, the first sores eruptng wthn 1 day, 
  wth full skn coverage followng wthn 6 months, resultng n 
  a permanent Charsma score reducton to 3.
  RELATED ENTRIES: G) Ogrimox.
  Puddlegeist 
  SERVES: Petty gods of folly 
  &	Eric Potter
  F	Joel Priddy
  NO. ENC.: 
  1
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  Elemental (see below)
  ARMOR CLASS: 4
  HIT DICE:  
  1
  ATTACKS: 
  1 (grab)
  DAMAGE: 
  1d3 (from fallng)
  SAVE: 
  F1 
  MORALE: 
  6
  HOARD CLASS: None 
  XP: 
  10 
  Mnons of the petty gods of folly, these pesky elemental 
  trcksters get a real kck watchng adventurers fall on ther 
  asses. Puddlegests wat patently for unsuspectng passers-
  by, then as they are beng stepped over, reach up and grab 
  at ankles or feet. 
  They can move quckly usng rapd evaporaton and condensa-
  ton n two rounds to relocate themselves to safety f dscovered.
  If a puddlegest can get a good pratfall out of at least 2 or 3 
  members of an adventurng party, t wll endeavor to haunt the 
  group, pullng ts annoyng prank by constantly placng tself at 
  the feet of the party and attemptng to lure someone to cross 
  over one last tme. If the party has caught on, the puddlegest 
  wll eventually become bored and move on (2-3 days) to find 
  more fun elsewhere.
  But f the party s good humored about the whole thng, the 
  puddlegest may become endeared to t and occasonally lend 
  ad by placng tself as a trap between the party and approach-
  ng monsters.
  Pyz 2000 
  SERVES: Evolved machine intelligences  
   
  (only loyal 1% of the time; has 99% chance to “go rogue”) 
  &	Richard J. LeBlanc, Jr.
  F	Richard J. LeBlanc, Jr.
  NO. ENC.: 
  1 (unque)
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: 3
  HIT DICE:  
  4 (21 hp)
  ATTACKS: 
  2 (fists or palm lasers) 
  DAMAGE: 
  2d8/2d8 or 3d8/3d8
  SAVE: 
  F2 
  MORALE: 
  2d6 (roll for each encounter)
  HOARD CLASS: None 
  XP: 
  80 
  Pyz 2000 wuz first attempt at myrmdon of paranod god. 
  Pyz wuz myrmdon of future. Pyz now myrmdon of past. Pyz 
  bran not werk so good. Pyz sometme forget what Pyz do-
  ng. Pyz sometme werk for bg smart machne. Sometme not. 
  Pyz smash wth fists f angry or fightng. Sometmes red lghts 
  come out of hands of Pyz and burn thngs. 
  RELATED ENTRIES: M) Myrmidon of Paranoid God.
  POX KNIGHT – PYZ 2000
  MINIONS, KNIGHTS & SeRVITORS
  F	Richard J. LeBlanc, Jr.
  
  257
  Sandman 
  SERVES: Hlinjassa 
  &	Simon Forster
  F	Jim Magnusson
  CLASS: 
  Clerc
  LEVEL: 
  9th
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: 7
  HIT POINTS: 
  35 (9d6 HD)
  ATTACKS: 
  1 (mornng star) 
  DAMAGE: 
  1d10
  SAVE: 
  C9
  MORALE: 
  9
  HOARD CLASS: 14,100cp, 1,480sp,  
   
  147ep, 1,197gp,  
   
  42pp (only 50sp on person)
  ATTRIBUTES: 
  S:10 I:17 W:16 D:10 C:9 Ch:16
  XP: 
  2,400
  SPELLS: As clerc; substtute turn undead for the ablty to com-
  mune once per week.
  The Sandman s a prest who wanders the land, sendng un-
  belevers to sleep so that they can meet hs dety face-to-face 
  and understand the blessed dreams that Hlnjassa can grant hs 
  followers. The Sandman welds a morning star of sleep—a +1 
  weapon that sends anyone t wounds to sleep (as the spell) on 
  a faled save vs. spell.
  RELATED ENTRIES: G) Hlinjassa.
  Schmetterlinge 
  SERVES: Lawful woodland deities/creatures 
  &	Eric Potter
  F	Richard J. LeBlanc, Jr.
  NO. ENC.: 
  10d100
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  60' (20') flyng
  ARMOR CLASS: 9
  HIT DICE:  
  2
  ATTACKS: 
  Specal
  DAMAGE: 
  Specal
  SAVE: 
  M2 
  MORALE: 
  12
  HOARD CLASS: None 
  XP: 
  38 
  Inhabtants of the oldest growth forests, sghtngs of schmet-
  terlnge are are extremely rare as these nsects normally travel 
  sngly, each seekng out the lqud nectars of the rare flowers 
  n these deep darkened woods. However, schmetterlnge can 
  be called upon by protectve lawful wood nymphs to ad over-
  powered lawful creatures, especally the nnocent, from the 
  malcous enttes of these mystcal places.
  Once called upon, several schmetterlnge wll drape ther 
  opened wngs over the eyes and ears of ther charge, allow-
  ng the full kaledoscope to attack wth wing flutter. The spn-
  nng colors and shapes wll entrance ther vctm unless a save 
  vs. spell s successful. If faled, the vctm mmedately ceases 
  melee and wll reman motonless and defenseless, lost n the 
  swrlng vsual abyss. As wing flutter crescendoes, the beatng 
  of the wngs becomes a ceaseless thunderous drum, poundng 
  all unprotected ears for 1d4 ponts of permanent hearng dam-
  age (all creatures, ncludng theves, lose Hear Nose ablty) and 
  forcng the vctm to flee the area.
  RELATED ENTRIES: S) Wing Flutter.
  Scrapper 
  SERVES: Detriax, petty goddess of  
   
  space junk and derelict hope
  &	Jay Mac Bride
  F	Richard J. LeBlanc, Jr.
   
  Scrap-bot 
  Scrap-man
  NO. ENC.: 
  2d6 (10d6) 
  1d6 (4d6)
  ALIGNMENT: 
  Chaotc 
  Chaotc
  MOVEMENT: 
  180' (60') 
  180' (60')
  ARMOR CLASS: 3 
  5 (as chan)
  HIT DICE: 
  1-4 hp 
  1+1
  ATTACKS:  
  2 or 3 (see below; 
  1-3 (see below)  
   
  at −1 “to ht”)
  DAMAGE: 
  1d6 or by lmb 
  1d6/per lmb or 
   
  tool/weapon 
  by lmb tool/weapon
  SAVE: 
  NM 
  F1
  MORALE: 
  12 (never fals) 
  9
  HOARD CLASS: None 
  None
  XP: 
  6 
  15 
  Detrax, the petty goddess of space junk, s served by two types 
  of scrappers—junk robots hastly-brthed from her scrapyards, 
  and enslaved organc mnons whch have been “enhanced” 
  wth addtonal scrap parts. 
  SCRAP-BOTS: These constructed robotc mnons are rarely 
  more than a meter tall, but usually appear n great numbers. 
  They appear n a varety of shapes and functons, from spd-
  erlngs wth two of ther appendages beng tools/weapons (see 
  table below), to twsted gobln-esque/humanod forms. They 
  belch all manner of electronc blurps and bleeps as they peel 
  apart lost shps and space statons wth cruel efficency, usng a 
  panoply of gruesome tools attached to ther forelmbs. Scrap-
  bots are mmune to sleep, charm and hold spells, cold attacks 
  wll slow them to half-movement, and electrcal attacks wll do 
  double damage. Robotc mnons are programmed to be her 
  slaves (never fal morale checks) and are gven just one extra 
  lmb (from the table below). 
  S
  sAndmAn • schmetterlinge • scrAppers • sepulturAl wyrm • servAnt of mosht Al blopp • 
  shAdow creAture • shAdow snAke • sir dArAneolus • sir grolt • sir jeAn-que heurequeque • 
  sir zohAn • skeletAl servitor • spAce hornets • sybevmry & creqvg’n • sylA
  MINIONS, KNIGHTS & SeRVITORS
  SANDMAN – SCRAPPeR
  
  258
  SCRAP-MEN: These enslaved organc mnons (.e., human-
  ods,) have two lmbs (per table below) added to ther shoulders, 
  above ther natural ones. They wll also have tactcal nfrared 
  sensors (provdng nfravson to 180') and a battery pack n-
  stalled. Unlke scrap-bots, scrap men are susceptble to sleep, 
  charm and hold spells, but make saves aganst such effects 
  wth a +1 bonus. Scrap-men take normal damage from cold 
  attacks. If struck by an electrcal attack, a scrap-man must save 
  vs. paralyss or lose the use of ts lmb tool/weapon (due to a 
  short n ts battery pack). In every group of 20 scrap-men, one 
  ndvdual wll have a thrd lmb protrudng from ts chest.
  Scrapper Limb Tool/Weapon (Roll 1d20)
   
  1 
  Saw: buzz or chan; 1d8 damage
   
  2 
  Hydraulic Spike: goes 6" deep;  
   
   
  does 1d8 damage
   
  3 
  Electromagnet: damages unshelded computer  
   
   
  systems or captures metal wthn 10' range  
   
   
  (reluctant creatures n metal get save vs. breath)
   
  4 
  Gas Grenade: all n 10' radus of blast must  
   
   
  save vs. breath or sleep 1d6+1 rounds
   
  5 
  Laser Torch: for close-up use; 3' maxmum  
   
   
  range as weapon dong 2d6 damage
   
  6 
  Bio-syringe: may be used as sedatve  
   
   
  (save vs. poson or sleep 1d6+1 rounds)  
   
   
  or poson (save vs. poson or take 2d6 damage)
   
  7 
  Pincer Claw: 1d4+1 damage
   
  8 
  Spiked Masher: 1d6+1 damage
   
  9 
  Sonic Grenade: renders all hearng targets  
   
   
  n 30' radus of blast ncapactated for 1d4 rounds  
   
   
  (on faled save vs. breath)
   
  10 
  Harpoon Gun: attached to 150' lne;  
   
   
  1d6 damage plus “capture” (on successful  
   
   
  “to ht” roll); 1 shot only; requres 1d4+1  
   
   
  rounds to reload.
   
  11 
  Corkscrew Drill: 1d8+1 damage
   
  12 
  Ionizing Fork; 3d6 damage plus overloads  
   
   
  electrcal systems or stuns (on faled  
   
   
  save vs. paralyss) for 1d6 rounds; requres  
   
   
  touch; 1 shot only
   
  13 
  “Human-like” Hand: 1d8 damage;  
   
   
  may opt for permanent grasp on a natural  
   
   
  “to ht” roll of 20
   
  14 
  Bolo Cable: fires unattached cable; mmoblzes  
   
   
  target (by bndng the target) on successful “to ht”  
   
   
  roll; 1 shot only; takes 2d4 rounds to “reload”
   
  15 
  Corrosive Acid: 3d6 damage; 1 shot; 30' range
   
  16 
  Liquid Nitrogen Capsule: 1 use only;  
   
   
  freezes target on mpact (on successful  
   
   
  “to ht” roll); vctm takes 5d6 cold damage  
   
   
  unless thawed n med pod (no savng throw)
   
  17 
  Carbon Filament-tipped Can Opener:  
   
   
  2d6+2 damage; opens human-szed doorway 
   
   
  n 2d6+2 rounds
   
  18 
  Morning star mace: 2d6 damage
   
  19 
  Meat hook: 1d6 damage
   
  20 
  Flamethrower: 2d6+2 damage; 15' range
  RELATED ENTRIES: G) Detriax; M) Space Hornets.
  Sepultural Wyrm 
  SERVES: Death gods and war demons 
  &	E.T. Smith
  F	Utagawa Kuniyoshi
  NO. ENC.: 
  1d4
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  120' (40') 
   
  BURROW: 
  60' (20')
  ARMOR CLASS: 6
  HIT DICE:  
  6
  ATTACKS: 
  1 (bte  
   
  or breath)
  DAMAGE: 
  2d4 or  
   
  specal
  SAVE: 
  F6
  MORALE: 
  9
  HOARD CLASS: XXI 
  XP: 
  820 
  Gant pale snakes found creepng n the wake of death gods 
  and war demons, sepultural wyrms are cross-dmensonal bur-
  rowng predators who feed on the despar of warrors fallen n 
  battle. They partcularly relsh the angush of defeated heroes.
  Sepultural wyrms avod drect combat whenever possble, pre-
  ferrng to hunt the aftermath of battlefields, preyng on the dy-
  SCRAPPeR – SePUTURAL wYRM
  MINIONS, KNIGHTS & SeRVITORS
  
  259
  ng by burrowng beneath them and drawng them down nto 
  the earth. If confronted they wll attempt to flee underground. If 
  prevented from escapng, they wll try to drve off ther foe, first 
  by btng, then by employng ther breath weapon. Occasonally 
  sepultural wyrms wll be controlled by greater bengs, drected 
  to ambush targets from hdng. 
  Three tmes per day, wyrms can vomt 3d6 skeletons (actually 
  the ectoplasmc remans of prevously dgested meals). These 
  skeletons attack as normal, and wll dssolve completely when 
  defeated, leavng no remans or treasure.
  Addtonally, each wyrm holds 1d3 captve sprts of warrors 
  stll beng dgested (a process that takes decades) whch they 
  can spt forth n ectoplasmc form at wll to serve them. Each 
  sprt s a fighter of a class level between 4-9 (1d6+3). Each 
  sprt should be generated as a full NPC, ncludng gear and 
  possble magc tems, but one wth all general Undead abl-
  tes and vulnerabltes. If defeated, these sprts and ther tems 
  dsspate nto the aether. The actual tems can be found n the 
  sepultural wyrm’s lar along wth ts own treasure. 
  Servant of Mosht Al Blopp 
  SERVES: Mosht Al Blopp 
  &	Charles Turnitsa
  F	Claytonian J.P.
  NO. ENC.: 
  1d4 per round for 1d4 rounds
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  90' (30')
  ARMOR CLASS: 2
  HIT DICE:  
  3
  ATTACKS: 
  1 (bte)
  DAMAGE: 
  1d6+1
  SAVE: 
  F3
  MORALE: 
  6
  HOARD CLASS: None 
  XP: 
  85 
  The servants of Mosht Al Blopp appear as large (6 feet 
  across) turtles, wth glowng red eyes full of spteful hate 
  for the despolers of fetd pools. They are covered n a thck 
  slmy coatng of pond muck. They have unnaturally sharp 
  claws that allow them to scramble across the muck of Mosht 
  Al Blopp at full speed. They have ncredbly thck shells that 
  make ther Armor Class (when combned wth the pond 
  muck) very dfficult to overcome. 
  Should the unthnkable occur and Mosht Al Blopp be slan 
  whle n our world, then the pool n whch he appears (or 
  a newly formed puddle of muck and slme) wll contan the 
  contents of treasure Hoard XVII (wthn the muck). Dggng 
  t out, however, wll subject those seekng the ll-gotten gans 
  to a chance of contractng a dsease (25%). For a perod of 
  1d12 weeks, the dsease wll subtract 1 pont per week from 
  the character’s Strength, Dexterty and Consttuton scores. 
  Should any of those reach 0, then the afflcted pershes. The 
  recovery takes just as long (1 pont recovered per week) after 
  the dsease runs ts course.
  RELATED ENTRIES: G) Mosht Al Blopp.
  Shadow Creature 
  SERVES: Cult of the White Shadow, Shadow Wyrm,  
   
  The Lady of the Air 
  &	Charles Turnitsa
  F	Glynn Seal
  NO. ENC.: 
  As summoned  
   
  or created
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  60' (20') 
  ARMOR CLASS: 6 (see below)
  HIT DICE:  
  4
  ATTACKS: 
  2 claws
  DAMAGE: 
  1d6+2/1d6+2
  SAVE: 
  F4
  MORALE: 
  10
  HOARD CLASS: None 
  XP: 
  190 
  Shadow creatures are sem-ethereal* bengs orgnatng from 
  the Shadow Dmensons; otherwse, they are smlar to undead 
  or elementals whch are summoned and commanded. 
  Shadow creatures are nearly nvsble, bear only the merest 
  rpples n the realty of the Materal Plane, and appear to the 
  unaded eye as a blur. Magcal sght and ultravson allow a 
  shadow creature to be clearly vewed, but nfravson does not. 
  Anyone attackng a shadow creature wthout magcal sght or 
  ultravson suffers a −4 penalty “to ht” (the blur provdes just 
  enough knowledge of the creature’s poston to allow an un-
  aded combatant to know where to attack).
  Snce a shadow creature s not completely of the Materal Plane 
  and exsts partly on other planes of exstence**, t can often 
  slp through narrow openngs. Whle these openngs need only 
  be 1" wde (mnmum), because a shadow creature s roughly 
  man-szed (approxmately 5'-6" tall) and cannot double over, the 
  openng must be smlarly long. For example, a shadow crea-
  ture could easly slde through portculls bars or through a door 
  whch s slghtly ajar, but t could not fit between a door and ts 
  doorjamb (not wde enough) nor through a cracked wndow 
  (not long enough).
  Because shadow creatures are sem-sold, they take only half 
  damage from non-magcal weapons. Addtonally, any damage 
  taken from non-magcal weapons regenerates at the rate of 
  2 hp per round. The only way to permanently kll a shadow 
  creature s wth the use of a magcal weapon. 
  Shadow creatures are mmune to all fire, cold, and electrcal 
  attacks (magcal or non-magcal), as well as psoncs. Snce they 
  do not need to breathe, they are not affected by gas attacks. 
  Once every 3 rounds, durng combat only, a shadow creature 
  may summon 1d6 shadow snakes. Ths acton requres only 
  the mnmum of thought of a shadow creature, so the shadow 
  creature may stll take another acton durng the round. 
  * Their core is solid (at least from the perspective of the Prime 
  Material Plane), though it is shifty and elusive.
  ** How the shadow dimensions differ from the Ethereal or As-
  tral Planes is difficult to explain, and the relationship between 
  the Shadow Dimensions and Lower (Infernal) Planes is equally 
  MINIONS, KNIGHTS & SeRVITORS
  SePULTURAL wYRM – SHADOw CReATURe
  
  260
  difficult, and even the scholar archivists of Parn Tandalorn find 
  it beyond simple explanation.
  RELATED ENTRIES: M) Shadow Snake; C) Cult of the White 
  Shadow; D) Earnish-Amantic, Food of the Shadow; S) Create 
  Shadow Creature, Summon Shadow Creature.
  Shadow Snake 
  SERVES: Cult of the White Shadow,  
   
  Shadow Wyrm,  
   
  The Lady of the Air 
  &	Charles Turnitsa
  F	Glynn Seal
  NO. ENC.: 
  2d6 (4d6) or  
   
  as summoned/ 
   
  created
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  120' (40') flyng 
  ARMOR CLASS: 6
  HIT DICE:  
  2
  ATTACKS: 
  1 weapon  
   
  (shadow spear)  
   
  or bte
  DAMAGE: 
  1d6+2 (shadow spear)  
   
  or 1d8 + specal (bte)
  SAVE: 
  F3
  MORALE: 
  10
  HOARD CLASS: None 
  XP: 
  29 
  From the mad and gbberng descrptons uttered by the occa-
  sonal deranged Cultsts of the Whte Shadow whch have been 
  captured alve, t s apparent that the nfernal shadow bengs 
  that the Cult s tryng to summon to ths world—the otherworld-
  ly and horrd shadow wyrms—have mtatve lesser bengs upon 
  whch the cultsts rely for magcal purposes. These lesser bengs 
  are the shadow snakes. 
  Shadow snakes rarely appear n the Materal Plane. Some say 
  they arrve spontaneously, caused by the prolonged nteracton 
  of the materal world wth magc from the shadow dmensons. 
  The process tself exsts only as rumor, and s not completely 
  understood. It does, however, offer up an explanaton (albet 
  unlkely) for the presence of shadow snakes n the world of 
  adventurers. 
  Shadow snakes appear smlar to the vast and horrfic shadow 
  wyrms, though lesser n ablty and sze. Shadow snakes appear 
  as an approxmately human-szed ‘man-wyrm’ wth a a serpen-
  tne lower body, a humanod torso, and a cobra-hooded head 
  wth hollow black eyes. Whle n the Materal Plane, a shadow 
  snake appears to be (and s) qute sold from the wast up, whle 
  ts serpentne lower body fades to cloudy wsps of shadow. 
  Shadow snakes are sem-nvsble at all tmes (and to all modes 
  of sght, unless n ther home shadow dmenson). Those who 
  rely on sght n combat are at a −4 “to ht” when attackng 
  shadow snakes. 
  In combat, a shadow snake wll use ts shadow spear or ts bte. 
  If the shadow spear strkes n the dark, t wll automatcally do 
  double damage (no savng throw). If the shadow snake attacks 
  wth ts bte, the vctm must save vs. poson or become aller-
  gc to lght for 24 hours. Durng ths perod, any lght source 
  brghter than a dm candle, small torch, or lantern wll result n 
  panful burns (1d6 damage) for each round the vctm remans 
  exposed to the lght. 
  When shadow snakes are encountered as a huntng party (that 
  have come searchng for vctms to delver to ther masters), 
  they wll seek out any ntellgent, warm-blooded creature wth-
  out any preference to gender, race, professon or ablty. 
  A standard party of shadow snakes wll consst of 2d6 warrors 
  (as stats above). For every 10 warrors there wll be a champon 
  (4 HD, 2 weapon attacks per round). For every 20 warrors, 
  there wll be an evl hgh prest known as a Servant of the Lady 
  of Ar (7 HD, fightng/savng/spellcastng as 7th level clerc). 
  RELATED ENTRIES: M) Shadow Creature; C) Cult of the White 
  Shadow; D) Earnish-Amantic; S) Shadow Clutch, Shadow Hunt.
  Sir Daraneolus 
  SERVES: Chel-Kloth, “The Lady of the Dark Lake”  
  TITLES: Sir Daraneolus of the Dark Lake 
  &	David Haraldson
  F	Morris Meredith Williams
  CLASS: 
  Paladn
  LEVEL: 
  16th
  ALIGNMENT: 
  None known  
   
  to men
  MOVEMENT: 
  90' (30')
  ARMOR CLASS: 1
  HIT POINTS: 
  89
  ATTACKS: 
  2 (magc sword +4) 
  DAMAGE: 
  1d8 +4 or +7  
   
  (magc sword) or as  
   
  other weapon +2
  SAVE: 
  P16
  MORALE: 
  10
  HOARD CLASS: XV
  ATTRIBUTES: 
  S:16 I:10 W:14 D:16 C:16 Ch:17
  XP: 
  3,300
  Whle he was stll an nfant, goblns abducted Daraneolus and 
  offered hm as a sacrfice to Chel-Kloth, “The Lady of the Dark 
  Lake.” For reasons known only to the petty god, Chel-Kloth 
  spared Daraneolus and, years later, made hm “her” paladn 
  and emssary to the surface world.
  The knght bears the blessngs of the “lady.” Hs skn s so pale 
  as to be almost translucent and hs mlk-whte eyes are sght-
  less. Hs other senses have been heghtened so that he can 
  fight wthout penalty n complete darkness—he s an excellent 
  judge of space based on the reverberatons of sounds (on oc-
  cason, he may be heard softly clckng hs tongue n the dark-
  ness). Silence spells wll elmnate ths compensatory talent (-4 
  to rolls). In daylght, he fights wth a −2 penalty to combat rolls; 
  moreover, drect sunlght causes hs skn to burn (2d8 damage/ 
  day). Whle n the surface world, he wears thck bandages un-
  der hs heavy plate armor so as to protect hm from the sun. 
  Although Daraneolus s a paladn of Chel-Kloth, he does not 
  suffer the usual penaltes for non-lawful behavor—“she” s 
  SHADOw CReATURe – SIR DARANeOLUS
  MINIONS, KNIGHTS & SeRVITORS
  
  261
  more ancent than human understandng of Law and Chaos, 
  so her requrements seem unfathomable to non-ntates. Dara-
  neolus may select spells from the clerc and drud lsts but he 
  prefers magc that benefits denzens of the underworld’s deep-
  est caverns (nsects, arachnds, cave fish, and other troglofauna 
  and stygofauna). Chel-Kloth has also gfted the knght wth a 
  ring of water breathing and a sword +2, holy avenger. Ths 
  weapon’s addtonal bonuses apply to ntates, prests, clercs, 
  and paladns of the sun and moon gods, rather than chaotc or 
  evl creatures. 
  Daraneolus hates the sun and moon, blamng them for Chel-
  Kloth’s exle from the surface; he wll take any opportunty to 
  confound both these gods and ther worshppers, unless dong 
  so actvely jeopardzes the task on whch he s currently engaged. 
  He has no love for the forces of Chaos but wll ally wth them, as 
  long as dong so ads the “lady” n pursut of her goals.
  RELATED ENTRIES: G) Chel-Kloth.
  Sir Grolt 
  SERVES: (No allegiances)  
  TITLES: Sir Grolt of the Iron Tower 
  AFFILIATIONS: Knights of the Hexagram 
  &	David Haraldson
  F	Richard J. LeBlanc, Jr.
  CLASS: 
  Fghter
  LEVEL: 
  15th
  ALIGNMENT: 
  Chaotc ( beleves  
   
  he s Lawful)
  MOVEMENT: 
  90' (30')
  ARMOR CLASS: 3
  HIT POINTS: 
  69
  ATTACKS: 
  2 (weapons) 
  DAMAGE: 
  By weapon
  SAVE: 
  F15
  MORALE: 
  8
  HOARD CLASS: IV (XXI)
  XP: 
  1,500
  Sr Grolt s the self-styled flower of gobln-knd. Ths great gobln  
  travels wth 2d6 gobln men-at-arms, three gaudly-dressed 
  gobln madens (who follow behnd n a rckety carrage, pulled 
  by four dre wolves), and hs dmnutve and uncouth gobln 
  squre, Hawkbat. Grolt hmself s an mposng sght, towerng 
  over hs entourage n hs plate armor, whch s always polshed 
  and mmaculately clean, although hs warhorse s a rather tred 
  (and nervous) lookng specmen.
  Whether Grolt be encountered on the road, near hs lar, or wth 
  the Knghts of the Hexagram, he wll challenge all worthy war-
  rors (.e., anyone dressed n a knghtly fashon) to sngle com-
  bat. The knght prefers to fight wth hs magcal war hammer 
  “Smasher,” whch functons as a war hammer +2/ goblinoid 
  thrower (as a dwarf thrower, the addtonal bonuses applyng 
  aganst dwarfs, elves, halflngs, and lawful/good gants). How-
  ever, he s also equpped wth sheld, lance, bastard sword, and 
  dagger (n a sheath hdden under hs rght arm’s plate armor). 
  At the outset of a duel, he wll make a great show of observng 
  the proper formaltes but hs goblnod nature wll, nevtably, 
  get the better of hm—there s a cumulatve 10% chance per 
  round that he wll cheat n some way.
  If a party of adventurers attempt to attack Grolt en masse, he 
  wll remnd the lawfully-algned members that they are bound 
  by knghtly codes once he has ssued hs challenge. Should the 
  party declne hs challenge, the entourage wll roundly mock 
  the adventurers as they depart.
  “Sir” Jean-Que Heurequeque 
  SERVES: (No allegiances) 
  TITLES: Sir Jean-Que Heurequeque,  
   
  Headhunter-at-large 
  &	Eric Potter
  F	Horace J. Knowles
  NO. ENC.: 
  1 (unque)
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: 7
  HIT DICE:  
  4 (22 hp)
  ATTACKS: 
  1 (weapon)
  DAMAGE: 
  1d6+2
  SAVE: 
  H4
  MORALE: 
  12
  HOARD CLASS: None 
  XP: 
  465 
  Ths self-proclamed knght s an outcast, shunned and revled 
  by hs halflng race. Hs vengeance s boundless and he wll 
  seek to rght any wrong uttered aganst any chaotc petty god.
  Heurequeque works as a lone wolf, usng hs short stature to 
  hunt hs prey wth practced precson. He s cunnng and can 
  nfiltrate any adventurng party, gan audence wth any royal 
  court, befrend any drunken barfly, etc. 
  Heurequeque has mastered the art of the thef’s backstabbng 
  ablty, and after they feel the sharp stng of hs short sword of 
  slicing +2, he wll parade hs vctms’ severed heads around hs 
  neck as symbols of hs devoton.
  Sir Zohan 
  SERVES: (No allegiances) 
  TITLES: Sir Zohan of  
   
  the Crimson Banner 
  &	Atte Mustonen
  F	Jim Magnusson
  NO. ENC.: 
  1 (unque)
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  180' (60')
  ARMOR CLASS: 0
  HIT DICE:  
  7 (35 hp)
  ATTACKS: 
  3 (2 claws/ 
   
  1 great lance)
  DAMAGE: 
  1d8/1d8/1d10
  SAVE: 
  F7
  MORALE: 
  12
  HOARD CLASS: None 
  XP: 
  440 
  MINIONS, KNIGHTS & SeRVITORS
  SIR DARANeOLUS – SIR ZOHAN
  
  262
  At first glance Sr Zohan looks lke a knght n blood red ar-
  mor rdng a warhorse of great sze n horse bardng. Observers 
  wll soon notce, however, that the horse has the green, scaly, 
  clawed feet of a dragon (nstead of hooves) and canne teeth 
  n ts mouth. More dsturbngly, the rder has fused wth wth 
  back of the horse and the two are part of the same monster. 
  Sr Zohan—a former joustng champon of a chaotc band of 
  knghts—came to hs current state by a dety concerned wth 
  chvalrc conduct; hs armor can not be pred from hs flesh and 
  he hmself can not be separated from hs mount. 
  If possble, he wll always begn combat wth a charge, and hs 
  great lance can never be dsarmed. He never retreats from bat-
  tle, and s mmune to fear (both mundane and magcal), and he 
  wll leave battle only by the drect order of hs superor n the 
  unholy knghtly order. 
  He can only gan sustenance through hs mount, and the vle 
  beast eats only the flesh of defeated opponents, drvng hm to 
  further acts of wanton destructon.
  Skeletal Servitor 
  SERVES: Varies 
  &	Richard J. LeBlanc, Jr.
  F	Claude F. Bragdon
  NO. ENC.: 
  1d6 (3d6)
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  120' (30')
   
  FLY: 
  180' (60')
  ARMOR CLASS: 5
  HIT DICE:  
  2
  ATTACKS: 
  See below
  DAMAGE: 
  See below
  SAVE: 
  F3
  MORALE: 
  10
  HOARD CLASS: None
  XP: 
  By type 
  Lke angelc servtors, skeletal servtors vary n ablty and 
  algnment, dependent upon the petty god they serve (and not 
  the type of angelc servtor from whch the skeletal servtor 
  was anmated). Skeletal servtors are created from the corpses 
  of dead angelc servtors through a process known only to the 
  nner crcles of the gods; what s known s that an animate 
  undead spell alone s not enough to create one.
  All skeletal servtors are mmune to the affects of sleep, charm, 
  and hold spells. Ther sem-dvne nature makes them mmune 
  to clercal turnng.
  The followng skeletal servtors are only a samplng of the wde 
  varety known to exst.
  Dreambringer (serves sleep and dream-related gods): AT: 1 
  touch (“to ht” roll requred; faled save vs. spell results n 
  target fallng asleep for 3d6 turns); XP:29; once the target of 
  ths spell has been put to sleep, the god served wll use the 
  opportunty to vst or control the vctm’s dreams. 
  Enflamor (serves petty gods of flame & fire): AT: 1 weapon 
  (flamng sword: 1d8 + 1d6 flame damage); XP:29; mmune 
  to heat/flame damage; takes double damage from cold. 
  Hunter (serves any; used to track and return fugitives of the 
  gods): AT: 1 touch (teleports target wthout error nto the 
  presence of the god whch the hunter serves); XP:29; flaw-
  less tracker. 
  Messenger (serves any; used to deliver messages for the 
  gods): AT: 1 dagger (1d4); XP:29; once the recpent of the 
  message has been located, the messenger wll create an l-
  lusory figure of the god served, whch wll then speak a “pre-
  recorded” message to the recpent. 
  Negator (serves protective gods, as well as gods of anti-mag-
  ic): AT: 1 (1d6 or by weapon); XP:29; a negator radates a 
  sphere of ant-magc 120' n dameter; t s not uncommon 
  for a group of negators to appear n areas of heavy magc use 
  and create large “fields” of ant-magc. 
  Temple Guardian (serves only at temple locations): AT: 1 
  weapon (1d8 or by weapon); XP:20. 
  RELATED ENTRIES: M) Angelic Servitor.
  Space Hornet 
  SERVES: Detriax, petty goddess of  
   
  space junk and derelict hope
  &	Jay Mac Bride
  F	Richard J. LeBlanc, Jr.
   
  Worker 
  Queen
  NO. ENC.: 
  2d6 (10d6) 
  1 (per ‘hve’)
  ALIGNMENT: 
  Chaotc 
  Chaotc
  MOVEMENT: 
  60' (20') 
  30' (10')
   
  FLY: 
  150' (50') 
  120' (40')
  ARMOR CLASS: −5 
  −3
  HIT DICE: 
  10 
  16
  ATTACKS:  
  1 (‘stnger’) 
  1 (‘stnger’)
  DAMAGE: 
  1d10 + 1d10  
  1d8 + 1d8 
   
  electrcal damage 
  electrcal damage
  SAVE: 
  F5 
  F8
  MORALE: 
  12 (never fals) 
  10
  HOARD CLASS: None 
  None
  XP: 
  1,000 
  1,500 
  SIR ZOHAN – SPACe HORNeT
  MINIONS, KNIGHTS & SeRVITORS
  
  263
  Space hornets are a speces of ntellgent robots and mnons of 
  Detrax, the petty goddess of space junk and derelct hope. She 
  s known to control “hves” of the garbage-truck-szed space 
  hornets through some sort of parastc nanobody. The hornets 
  work for a queen who, n turn, s a puppet of Detrax’s own n-
  credble greed and avarce. These types of nsectod races seem 
  to sut her ends well, for they often amass armes of workers, 
  and Detrax’s terrfic ruthlessness of purpose makes her an at-
  tractve dety for them.
  Space hornets buld vast hexanest arrays out of whatever space 
  junk (or enemes) they find. Detrax wll often enslave one of 
  these nests and use t up (wthout replenshment) untl the sup-
  ply of hornets expres, leavng the empty husk of the hve to be 
  consumed by Detrax.
  Worker space hornets attack wth a gant ‘stnger’ (a huge, 
  spked appendage on ther tal ends) whch does 1d10 damage 
  plus 1d10 of electrcal damage.
  Sybevmry & Creqvg’n 
  SERVES: Cowie, companion to Curdle  
   
  the Petty Goddess of Blind Milk Maids 
  AFFILIATIONS: The Jale God 
  &	Matthew W. Schmeer
  F	Reidar Kjelsen
  NO. ENC.: 
  2 (always  
   
  as a par)
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  60' (20')
  ARMOR CLASS: 4
  HIT DICE:  
  4+4  
   
  (24 hp each)
  ATTACKS: 
  3 (claw/claw/bte)  
   
  + specal
  DAMAGE: 
  1d6+2
  SAVE: 
  F7
  MORALE: 
  7
  HOARD CLASS: None 
  XP: 
  910 
  Sybevmry & Creqvg’n are quas-demonc tal lce who nhabt 
  the tangled, burr-filled tal of Cowe, the emacated calf com-
  panon of Curdle, the petty goddess of blnd mlk mads.
  Normally the smallest of all known demonc bengs, Sybevmry 
  & Creqvg’n spend ther tme htchng free rdes and generally 
  havng a lfe of ease amongst the strands and follcles of Cowe’s 
  unkempt hde. However, durng the Dark Moon Festval (held 
  every fourteen years n honor of Ywehbobbobhewy, Lord of 
  Waters, Kng of Mrrors, Patrarch of the Most Profound) they 
  are granted a boon: they enlarge to the sze of small housecats 
  and feed on the blood of the male sacrfices.
  If encountered n ther normal state, they are nearly undetect-
  able. If a PC encounters Cowe and pets her, there s a 35% 
  chance that Sybevmry & Creqvg’n wll nfest the PC for 1d8 
  days unless the PC makes a save vs. poson (dsease). The PC 
  wll suffer ntense tchness of the crotch and/or armpts and 
  permanently lose 1 hp for each day of nfecton. There s no 
  cure. After the rolled duraton, Sybevmry & Creqvg’n wll m-
  medately teleport back to Cowe’s tal.
  If encountered durng ther enlarged state, they wll happly con-
  verse wth PCs unless they are feedng. They love to gossp 
  and wll relay the jucest of rumors and heresay; there s a 75% 
  chance that what they tell the PCs s true. However, they also 
  enjoy rddles, puns, and n-jokes that only they themselves un-
  derstand, and thus often nterrupt themselves as they descend 
  nto bouts of raucous laughter, much to the puzzlement of those 
  they converse wth.
  If they are feedng at the tme of an encounter, they wll mme-
  dately attack n a blood rage. They attack wth ther steel-lke 
  claws and shark-lke btes. For each successful attack, the PC 
  must save vs. paralyss; after 4 faled saves, the PC becomes 
  paralyzed for 1d4 days and s also mmedately nfested wth 
  normal tal lce. Ths paralyss can be cured by magcal means, 
  but the lce nfestaton can only be cured wth a thorough, non-
  magcal delousng.
  Sybevmry (the male) and Creqvg’n (the female) are the last mat-
  ng par of quas-demonc tal lce and are thus consdered an 
  endangered speces; any attempt to destroy them va delousng 
  rtuals wll result n mmedate attack by Ywehbobbobhewy or 
  The Jale God.
  Unknown to Curdle & Cowe, Sybevmry & Creqvg’n are also 
  (wth the Jale God’s blessng) spes for Tetskuze the Demoral-
  zer, keepng Her Lchness aware of ther movements across 
  the planes.
  RELATED ENTRIES: G) Curdle, Jale God, Ywehbobbobhewy; 
  M) Tetskuize.
  Syla 
  SERVES: Nox 
  &	Timothy Brannan
  F	Mona Dowie
  NO. ENC.: 
  1 (unque)
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  90' (30')
  ARMOR CLASS: 6
  HIT DICE:  
  9d4 (21 hp)
  ATTACKS: 
  1 (dagger  
   
  or spell)
  DAMAGE: 
  1d4 or  
   
  by spell
  SAVE: 
  M9
  MORALE: 
  7
  HOARD CLASS: VIII×3,  
   
  XVIII 
  XP: 
  2,400 
  Nox’s current chef mnon, voce, and lover s a wtch named 
  Syla. Syla wll speak for her lover and wll be wth her most 
  twlghts. Syla s a vaguely elven woman, who may be half-elf, 
  half-nymph or a human wth elven parentage. She has short 
  platnum-blonde har and percng green eyes. She s also a 
  wtch (magc-user) of 9th level. Her spells are mostly charm 
  and illusion, but unlke her mstress she s more than wllng to 
  attack those who anger her or Nox.
  RELATED ENTRIES: G) Nox; M) Fyre Fae.
  MINIONS, KNIGHTS & SeRVITORS
  SPACe HORNeT – SYLA
  
  264
  Taartkin 
  SERVES: The dark forces of fallen cakes and filched pies 
  &	Vance Atkins
  F	Glynn Seal
  NO. ENC.: 
  (1d2)
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  120' (40') 
  ARMOR CLASS: 8
  HIT DICE:  
  1-1
  ATTACKS: 
  1 (thrown pe)
  DAMAGE: 
  1d2
  SAVE: 
  T1
  MORALE: 
  5
  HOARD CLASS: II 
  XP: 
  13 
  Taartkn are sktterng, mncng servtors to those dark forces 
  that halflngs fear most—those of fallen cakes and filched pes. 
  Prowlng n the bushes near the burrow-holds, the Taartkn use 
  foul powers granted by these dark forces to make bread rse 
  unevenly, to cause cakes to fall at crtcal moments, and to run 
  the crusts of pes. Halflng hearth-prests keep a sharp eye out 
  for the glowng eyes of these nocturnal, four-armed lurkers, 
  who swpe baked offerngs for submsson to ther own gods, as 
  they do not bake any goods of ther own. 
  Temple Hyena 
  SERVES: Any chaotic deity 
  &	Jonas Mustonen
  F	Richard J. LeBlanc, Jr.
  NO. ENC.: 
  1d4 (1d4)
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  120' (40') 
  ARMOR CLASS: 6
  HIT DICE:  
  6+2
  ATTACKS: 
  1 (bte)
  DAMAGE: 
  2d8
  SAVE: 
  F6
  MORALE: 
  10
  HOARD CLASS: XX 
  XP: 
  680 
  Temple hyenas are used n temples of chaotc detes to ds-
  pose of bodes of sacrfical vctms. These beasts have grown 
  to abnormal sze through a steady det of human flesh and close 
  proxmty to corruptng otherworldly power. Ther vle salva 
  has ghoulsh propertes and anyone btten by one must save vs. 
  paralyss or be stand mmoble for 2d4 turns. The lars of tem-
  ple hyenas are strewn wth offal, and any treasure found there 
  wll ether be jewelry placed on the vctms, the possessons of 
  unlucky acolytes that have stumbled nto the hyena pt, or tems 
  lost by careless theves.
  Tetskuize 
  SERVES: formerly a cleric of  
   
  Curdle, the Petty Goddess  
   
  of Blind Milk Maids  
  TITLES: Tetskuize  
   
  the Demoralizer  
  AFFILIATIONS: The Jale God
  &	Matthew W. Schmeer
  F	Matthew Adams
  NO. ENC.: 
  1 (unque)
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  60' (20') 
  ARMOR CLASS: 0
  HIT DICE:  
  12+5 (67 hp)
  ATTACKS: 
  1 (fire touch)
  DAMAGE: 
  1d10 fire damage
  SAVE: 
  C18
  MORALE: 
  9
  HOARD CLASS: XXII 
  XP: 
  4,400 
  Once the Hgh Prestess of the Order of Amelkn, whch s ded-
  cated to the worshp of Curdle, the petty goddess of blnd mlk 
  mads, Tetskuze met her mortal demse at the hands of the 
  mad wzard Wälläkatütün durng the Flame Wars of Jubrn.
  Called “the Demoralzer” for the way she would scold novces 
  of the order, Tetskuze was responsble for spreadng the wor-
  shp of Curdle beyond the clans of the Felsden Wastes to the 
  majorty of the known realms. She acheved ths mostly by 
  mposng strct curfews on mlkers of the order and bans on 
  avaran protocooperaton and muscal pageants among the 
  mlkng herds, especally the dwarf aurochs, dun cows, and 
  Mýrasýslan goats.
  As she was the first head prestess chosen by Curdle herself to 
  be the head prestess of the order, Curdle took pty on her n 
  death. Curdle begged her father, Ywehbobbobhewy (Lord of 
  Waters, etc., etc.) to beseech the Jale God to grant Tetskuze’s 
  soul mmortalty on the godlng planes. The Jale God challenged  
  Ywehbobbobhewy to a game of Crown & Anchor, and as the 
  game ended n a draw, the Jale God begrudgngly assented to 
  partally fulfill the request: he made Tetskuze a lch whose phy-
  lactery (a small cheese press) s kept locked away somewhere 
  secret on one of the godlng planes.
  Tetskuze has all the normal abltes of a lch, except that she 
  deals fire damage nstead of cold damage. Once a year she 
  must make a plgrmage to encounter a dfferent aspect of the 
  Jale God to gve hm thanks for her exstence.
  No longer n drect servce to the Order of Almelkn n ther 
  home chapel, Tetskuze now holds host n the Labyrnth of 
  Myzthra on the sland of Anar, overseeng the producton of 
  sour cheeses for the lzards of Uroon. The lzardmen keep the 
  exact locaton of the sland secret to nsure a steady supply of 
  Xynotry cheeses, consdered a staple of the Uroonan foot sol-
  T
  tAArtkin • temple hyenA • tetskuize • tithonoid •  
  twee philosophers • tzitzimine • tzwinglefingz
  TAARTKIN – TeTSKUIZe
  MINIONS, KNIGHTS & SeRVITORS
  
  265
  der’s det. (The lzards of Uroon worshp Curdle by the name 
  Sssththssss, or “Mlk of the Mother Lzard.”)
  Although now a trapped n her undead state, Tetskuze stll 
  keeps up steady worshp of Curdle. It s rumored by the blnd 
  lzards who tend the goats n the Labyrnth of Myzthra that 
  Curdle herself has sought Tetskuze’s companonshp durng 
  the tme of the Dark Moon Festval.
  As one of the few non-magc user lches, Tetskuze’s exstence 
  s hotly contested by other petty godlngs, who would destroy 
  her on sght were t not for the Jale God’s nterventon and 
  Curdle’s favortsm.
  RELATED ENTRIES: G) Curdle, Jale God.
  Tithonoid 
  SERVES: Any insect-related deity 
  &	Erik Jensen
  F	Richard J. LeBlanc, Jr.
  NO. ENC.: 
  1d6 (3d6)
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  90' (30') 
  ARMOR CLASS: 5
  HIT DICE:  
  2
  ATTACKS: 
  1 (talons,  
   
  weapon,  
   
  or bte)
  DAMAGE: 
  1d6,  
   
  by weapon,  
   
  or specal
  SAVE: 
  F2
  MORALE: 
  10
  HOARD CLASS: None
  XP: 
  80
  Scarecrow-thn and covered n dark chtn, the nsectle ttho-
  nods are mnons of godlngs of Law. Although they have but 
  two vsble arms and two legs, ther orgn s obvous n ther 
  structure, and tthonods bear the faces of varous nsects—
  fles, ccadas, beetles, ants, or bees—as best befits the nature 
  of ther patron. Many tthonods have a small, second par of 
  vestgal arms lower on the torso.
  Tthonods possess a strange ablty whch s conveyed by ther 
  bte; the vctm of ther poson slowly lquefies from the nsde 
  out, begnnng wth the skeleton. When the process s com-
  plete (1d4 turns), all that remans s the vctm’s skn, whch 
  the tthonod may then slt open and wear as a complete sut. 
  Whle wthn the skn-sut, the tthonod’s features seem to shft 
  to conform to the proper sze and shape; the dsguse s not 
  flawless, but t s sound enough to fool most non-magcal ob-
  servaton, even at close range. A skn-sut, f worn regularly and 
  treated wth the tthonod’s salva, wll last several weeks before 
  begnnng to decompose. 
  These nsect servtors use ther natural dsguse ablty to nfil-
  trate, spy, and dsrupt, actng as agents-provocateurs for the 
  ancent prncples of Law to whch ther patrons subscrbe.
  Twee Philosopher 
  SERVES: Uroborialis, Petty Goddess of Instinctual Wisdom 
  &	Matthew W. Schmeer
  F	Horace J. Knowles
  NO. ENC.: 
  7 (all 7 always encountered  
   
  as a group)
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  60' (20') 
  ARMOR CLASS: 6
  HIT DICE:  
  6
  ATTACKS: 
  2 (1 cane/1 bte)
  DAMAGE: 
  1d4 (cane)/specal (bte; see below)
  SAVE: 
  F2
  MORALE: 
  10
  HOARD CLASS: None
  XP: 
  80
  The Seven Twee Phlosophers are wngless, dvne homuncul 
  created by Uroborals, the petty goddess of nstnctual wsdom, 
  to debate the meanng of exstence and the means of survval. 
  They keep up an endless debate amongst themselves, leanng 
  on ther plan wooden canes and argung, counter-argung, con-
  tradctng, and refutng each other’s postons on any and all 
  topcs up for dscusson. They often get so carred away wth 
  ther arguments that they lterally fight amongst themselves, 
  beatng each other wth any avalable object and generally caus-
  ng a rot.
  Anyone passvely lstenng to ther debate for more than 1d6 
  turns must make a save vs. spell; falure results n a 75% chance 
  of sleep for 1d10 turns or a 25% chance of an untargeted ber-
  serker rage.
  Anyone attemptng to engage the Twee Phlosophers n debate 
  has a 25% chance of becomng so engaged n the conversaton 
  that they wll stay engaged n the debate for 1d8 days wth-
  out sleepng (and sufferng the consequences of such), but wll 
  come away from the debate wth a permanent +2 to Wsdom.
  The Twee Phlosopher’s names have been lost to tme; they 
  themselves have forgotten ther names and orgns. It s ru-
  mored ther names are nscrbed on a worn stone n a destroyed 
  temple once dedcated to Ywehbobbobhewy, Lord of Waters, 
  MINIONS, KNIGHTS & SeRVITORS
  TeTSKUIZe – Twee PHILOSOPHeR
  
  266
  Kng of Mrrors, Patrarch of the Most Profound, lsted among 
  the names of hs favorte entertaners.
  Ther names are:  
  – N’zoebf’r 
  – N’hthfgva’r 
  – Anmv n’amh’f 
  – N’dhvan’f 
  – N’afry’z 
  – Uvyqrtn’eq 
  – Obo
  No one knows whch name belongs to whch Twee Phlosopher.
  Should a PC find out one of ther names and speak t aloud, 
  all the homuncul wll attack. They attack by httng ther vctm 
  wth ther wooden canes and by bte; a btten vctm must save 
  vs. spell or sleep for 20d20 turns; ther btes can penetrate all 
  armor except elven plate mal.
  The Twee Phlosophers can normally be found n the halls of 
  varous schools of academa, nner temples of sanctuares, and 
  the dcng dens of backwater taverns—especally f Verthsh, 
  the Petty God of Sngle Pps (who hmself s a manfestaton 
  of the Jale God) s n attendance at the dcng tables. In such a 
  stuaton, there s a 65% chance that an avatar of Uroborals 
  herself s also n attendance or somewhere nearby.
  If one Twee Phlosopher s klled, Uroborals wll manfest and 
  attack.
  RELATED ENTRIES: Please see the Jale God entry n the Petty 
  Gods secton for a complete lstng of entres related to the Jale 
  God (ncludng Uroborialis and Verthish).
  Tzitzimine 
  SERVES: Chaotic celestial deities (including Chicxulub)  
  TITLES: The Enemies of Radiance 
  &	John Everett Till
  F	Juan Ochoa
  NO. ENC.: 
  1d3+1
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  120' (40') 
  ARMOR CLASS: 3
  HIT DICE:  
  5
  ATTACKS: 
  3 bladed weapons; or 2 bladed weapons  
   
  and an Eye, wand or scroll; or specal  
   
  attack (see below)
  DAMAGE: 
  1d8 bastard sword, or as Eye, wand, or scroll
  SAVE: 
  F5
  MORALE: 
  10
  HOARD CLASS: 1-n-4 has an Eye, wand, or scroll 
  XP: 
  350 (500 f the Tztzmne has an  
   
  Eye, wand, scroll, or magc weapon) 
  The tztzmne, or star demons, are spder-lke servtors of cha-
  otc celestal detes such as Chcxulub. Known as the “Enemes 
  of Radance”, one of the tztzmne sleeps wthn every star and 
  planet n the heavens. Durng events such as solar eclpses, me-
  teor showers, and rare planetary conjunctons, the tztzmne 
  awaken and come forth to consume lght. There s a sckenng 
  lurch n the sky, as stars and constellatons twst and swrl nto 
  sudden moton. Durng eclpses, the tztzmne swarm around 
  the darkened sun n a feedng frenzy. 
  When awakened by gods, astrologer-sorcerers, and clercs, star 
  demons are often attracted to the lghts of our nghttme world 
  spnnng beneath the stars. Once awakened, the tztzmne can 
  be attracted to the lghts of one of the world’s great ctes. As-
  trologers and Chaos-algned sorcerers and clercs often sum-
  mon star demons to bargan for ther servces as assassns. The 
  tztzmne are wdely known as The Greedy Assassns, because 
  they relsh the opportunty to steal Eyes, wands, scrolls, and 
  magc weapons from ther vctms. 
  Chaotc celestal detes such as Chcxulub are all too wllng to 
  bargan to awaken the tztzmne wthn a star or other celes-
  tal object. Chcxulub wll then nudge the star demon onto a 
  downward trajectory toward the summoner’s desred locaton. 
  Tztzmne are extremely dfficult to spot durng ther approach 
  from the stars. Ther carapace s the darkest obsdan black. 
  The only tell-tale trace that a tztzmne s comng s a fant 
  slvery spderweb thread n the nght sky. 
  The summoner of a tztzmne needs to be wthn 150' of the 
  star demon n order to drect the star demon’s actons. Ths s 
  possble because the star demon establshes a mind link wth 
  ts summoner whch functons lke the ESP spell (range 150', 
  duraton 12 turns, not blocked by stone or walls). There must 
  also be a sgnficant lght source near the locus of summonng 
  such as a bonfire, fireworks, or the brght lghts of a great pal-
  ace or temple. Ths gves the tztzmne an ample lght source 
  to fuel ts bite the sun power. Once so-powered, the tztzmne 
  Twee PHILOSOPHeR – TZITZIMINe
  MINIONS, KNIGHTS & SeRVITORS
  
  267
  wll be able to stalk, blnd, and overcome a target. The target 
  wll see nothng—they wll only hear the quck flurry of blades 
  that precedes ther death. 
  In combat, a tztzmne’s lmbs can hold weapons, and they wll 
  use 1-3 bladed weapons aganst opponents. Addtonally, there 
  s a 1-n-4 chance a tztzmne wll also have a magc tem such 
  as an Eye, wand, or scroll that s useful n combat. Fnally, they 
  have a specal attack known as “bite the sun”: the tztzmne 
  may cast a continual darkness spell once per 24 hours; a large 
  lght source s requred to fuel the spell.
  RELATED ENTRIES: G) Chicxulub; D) Eyes.
  Tzwinglefingz 
  SERVES: Varies 
  &	Richard J. LeBlanc, Jr.
  F	Richard J. LeBlanc, Jr.
  NO. ENC.: 
  1 (unque)
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  90' (30') boundng
  ARMOR CLASS: 5 plus modfiers by puppet heads
  HIT DICE:  
  16
  ATTACKS: 
  1 per puppet head
  DAMAGE: 
  By head
  SAVE: 
  F16
  MORALE: 
  9
  HOARD CLASS: None
  XP: 
  Vares (based on abltes of puppet heads)
  Tzwnglefingz appears as a gant (7'-tall) human hand that wears 
  what amounts to finger puppet heads on ts varous fingers. 
  These heads, when not on Tzwnglefingz’s fingertps, are n a 
  state of hbernaton. When one of these puppet heads s placed 
  on one of the gant hand’s dgts, the head comes to lfe and pro-
  vdes Tzwnglefingz wth a varety of specal bonuses, defenses, 
  and attacks.
  Tzwnglefinz s known to have as many as 100 dfferent head 
  puppets n ts arsenal, rumored to have come from defeated 
  opponents. The most common heads used by Tzwngfingz (and 
  the assocated abltes) are as follows:
   
  1 Basilisk: bte attack (1d10 damage) + gaze attack (as 
  standard baslsk)
   
  2 Cave Bear: bte attack (1d8); +1 morale bonus
   
  3 Cyclops: hypnotc gaze (save vs. paralyss or stunned 
  for 1d12 rounds)
   
  4 Devil: charm, illusion, and teleportation (no error); −1 
  AC bonus; +1 attack bonus (for all puppet heads); able 
  to speak telepathcally to any sentent creature
   
  5 Doppleganger: no attacks or modfiers, but the dop-
  pleganger head may assume appearance of the head of 
  any human-lke creature t sees
   
  6 Dragon: color of dragon at DM’s dscreton; bte attack 
  (2d8 damage); breath attack (by type; damage equals 
  half of Tzwnglefingz’s remanng ht ponts)
   
  7 Dwarf: nfravson to 60’; +2 morale bonus; able to 
  speak dwarvsh and common
   
  8 Evil Cleric: spells as 3rd level chaotc clerc
   
  9 Ghoul: mmunty to sleep, charm and hold; bte attack 
  (1d2 damage + paralyzng bte as standard ghoul)
   10 Giant Spitting Cobra: spttng attack (20’ range; save 
  vs. poson or be blnded; removed by cure blindness); 
  bte attack (1d4 damage + save vs. poson our de n 
  1d10 turns)
   11 Giant Vampire Bat: ‘radar’ (va echolocaton) to 180’; 
  bte attack (1d4 damage + save vs. paralyss or fall un-
  conscous for 1d10 rounds)
   12 Goblin: nfravson to 90’; bte attack; able to speak 
  gobln, hobgobln, kobold, and orcsh; no attack
   13 Harpy: charm (save vs. spells or be charmed)
   14 Magic-user: spells as 3rd level magc-user
   15 Medusa: gaze attack (save vs. paralyss or turn to stone); 
  1 snake bte attack (1d6 damage plus save vs. poson or 
  de n 1 turn)
   16 Minotaur: gore attack (1d6) or bte attack (1d6)
   17 Mummy: bte attack (1d4 damage + automatcally n-
  flcts rottng dsease as standard mummy); mmunty to 
  sleep, charm, and hold spells; can only be damaged by 
  spells, fire or magc weapons
   18 Rhinoceros: butt attack (2d4 damage)
   19 Shark: bte attack (2d4 damage); water-breathng
   20 Unicorn: horn attack (1d8 damage) 
  The algnment for any puppet head wll be chaotc, regardless 
  of ts natural algnment. Any specal ablty noted above (e.g., 
  water-breathng or mmunty to non-magcal weapons) apply to 
  the hand and to all puppet heads. Tzwnglefingz s also known to 
  collect the heads of PCs and NPCs that t defeats.
  MINIONS, KNIGHTS & SeRVITORS
  TZITZIMINe – TZwINGLeFINGZ
  
  268
  Venous Exsanguinator 
  SERVES: Lords of bloodshed 
  &	Eric Potter
  F	Jason Sholtis
  NO. ENC.: 
  10d20
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  30' (10') 
  ARMOR CLASS: 9
  HIT DICE:  
  1
  ATTACKS: 
  1 (bte)
  DAMAGE: 
  Specal
  SAVE: 
  F1
  MORALE: 
  12
  HOARD CLASS: None
  XP: 
  1
  Utlzed by the Lords of Bloodshed to seek revenge aganst 
  survvors of battle, these tny leeches strke n the dead of 
  nght, carefully usng long, slender legs to burrow slowly and 
  unnotced nto any exposed orfice, such as an open wound, 
  ear, anus, or (most often) nostrl, whle a vctm s sleepng.
  Once safely nsde the body cavty, the creature wll find the 
  nearest superfical ven and chew ts way nsde, usng ts sp-
  dery legs to pull tself along, eatng though valves and the walls 
  of the vens, eventually to the heart.
  Because they destroy the ven’s valves, any character strcken 
  wth venous exsangunators wll suffer blood backflow resultng 
  n nternal bleedng, wth the first symptoms beng swellng, 
  dscoloraton, nflammaton, and poor healng of wounds. Ht 
  ponts wll be decreased by 1 pont every 12 turns, and both 
  Strength and Consttuton scores decreased by 1 pont per day 
  untl dagnosed by a clerc.
  Venous exsangunators’ bodes are a hard (but flexble) hollow 
  shell whch allows blood to pass drectly through ther system. 
  However, the blood expelled behnd the creature wll have a 
  2-n-6 chance per day of beng contamnated wth 2d10 eggs. 
  The hatched maggot larvae wll cause blood posonng (save vs. 
  poson or de wthn 2 days). Even f the save s successful, the 
  maggot larvae wll devour the blood’s platelets, clottng wll not 
  occur, and the vctm wll eventually bleed out.
  An nfestaton can be cured only by a cure disease spell.
  Verdigrim 
  SERVES: Any petty god 
  &	Garrisonjames
  F	Horace J. Knowles
  NO. ENC.: 
  1d4
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  60' (20') 
  ARMOR CLASS: 8
  HIT DICE:  
  4
  ATTACKS: 
  1
  DAMAGE: 
  1d6 or by flask
  SAVE: 
  M4
  MORALE: 
  6
  HOARD CLASS: IX×2, XIX,  
   
  50% chance of  
   
  a spellbook of a  
   
  level 1d8 magc-user
  XP: 
  135
  Dark green-sknned eldrtch humanods descended from several 
  dstnct lneages of homuncul (they adamantly deny any relaton 
  to gobln-knd whatsoever), the verdgrm are a people not only 
  devoted to alchemy, they were born of t—they reproduce n 
  batches brewed-up n alembcs by secret processes shared only 
  amongst the most accomplshed of ther knd.
  Verdgrm are sklled n all forms of alchemy, ncludng the art 
  of extractng the essental arcane energy from varous art-
  cles or tems (partcularly spellbooks). Ths process results n 
  a varety of potons and elxrs that confer the ablty to cast 
  varous spells, dependng on the specfic source-materals used 
  and the varous refinements or adjuncts used by the verdgrm. 
  The orgnal tem s destroyed n the course of ths effort. Ths 
  method of acqurng spells s both tme-consumng and labor 
  ntensve, not to menton quck to draw the wrath of those 
  spellcasters whose spellbooks were stolen, hence the verd-
  grm have taken to hrng themselves out to varous petty gods 
  as alchemst-mnons and servants n the hopes of recevng 
  new spells n roughly the same way that clercs gan thers.
  The crass, self-servng nature of the verdgrm preclude ther ever 
  servng any of the major gods, though from tme to tme ther 
  servces are requred by varous temples or churches who try 
  ther best to keep such consultatons dscrete and unremarked.
  venous exsAnguinAtor • verdigrim • visible stAlker • voormi
  VeNOUS eXSANGUINATOR – VeRDIGRIM
  MINIONS, KNIGHTS & SeRVITORS
  F	Richard J. LeBlanc, Jr.
  
  269
  For every decade of servce to a partcular petty god, a verd-
  grm gans one addtonal level as clerc, wth the ncrease n 
  HD, spells, etc.; however, they cannot weld holy symbols and 
  cannot use the turning ablty, as ther devoton s clouded by 
  ther desre for spells and not vgorous enough to support such 
  acts of fath.
  Verdgrm have the followng abltes: mmunty to gas-type at-
  tacks, infravision (90'), limited telepathy (only wth other ver-
  dgrm), and alchemical restoration (one drop of ther blood 
  can be used to re-create a specfic ndvdual through a secret 
  alchemcal process).
  Verdgrm prefer to rely upon flasks of flamng ol, posons, 
  powders, and other noxous or toxc substances n the event 
  that they are forced nto combat (they tend to abhor physcal 
  volence, especally f drected towards them). They can also 
  brew nearly any known poton, gven the requste materals, 
  tools and tme. They are less sklled at craftng antdotes, whch 
  many suspect s more a result of ther greed and avarce than 
  any real lack of ablty; verdgrm are notorous for hagglng 
  over ther fees untl a vctm succumbs to the poson’s effects 
  before startng work on an antdote. Lkewse, they demand 
  three tmes as much for curatves as for harmful substances or 
  concoctons.
  There are several rval clusters of verdgrm who jealously guard 
  ther unque alchemcal secrets and who strenuously, f mostly 
  phlosophcally, oppose other scholar-sects. Some of them 
  have mastered the art of prolongng lfe whle others have spe-
  calzed n the brewng of posons or the creaton of pecular 
  homuncul that melt nto lfeless goop after a set perod of tme 
  whether they’ve managed to fulfill ther msson or not.
  Verdgrm are always lookng for some way to ncrease ther 
  personal power and wll swtch sdes n the mddle of a battle 
  s they thnk that there s somethng good to be ganed from t. 
  They have no compuncton about betrayng ther former ‘mas-
  ters,’ and vew ther ‘servce’ to the petty gods who accept them 
  as a transacton of sorts. They respect the gods, demons, and 
  devls only n terms of what they stand to gan from servng 
  them... for now.
  Visible Stalker 
  SERVES: Petty gods of whimsy 
  &	Matthew W. Schmeer
  F	Joel Priddy
  NO. ENC.: 
  1 (1d4)
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  120' (40') 
  ARMOR CLASS: 3
  HIT DICE:  
  8
  ATTACKS: 
  1 + specal
  DAMAGE: 
  4d4+2 + specal
  SAVE: 
  F8
  MORALE: 
  5
  HOARD CLASS: None
  XP: 
  500
  Roughly the sze of a normal swan and lookng somewhat lke 
  a chld’s awkward attempt to create an overszed decoy of an 
  orange-blled flaxen waxfeather, the vsble stalker s the bane 
  of magc-users the world over.
  Vsble stalkers were created by a commttee of the petty gods 
  of whmsy, who sought to create a creature to styme magc-
  users summonng petty gods or ther servtors. There s a 35% 
  chance that any effort to summon and entrap a petty god or 
  ther servtors n a magc crcle nstead results n the appear-
  ance of a vsble stalker. There s a 10% chance they can also 
  manfest as a result of a mscast invisible stalker spell.
  When summoned, a vsble stalker wll refuse to serve a mag-
  c-user’s request. They have complete resstance to compul-
  son-type spells and wll nstead pester the summoner wth 
  mundane questons (“What’s that?”, “Why s that bowl that 
  color?” “Why are you wearng those slly-lookng shoes”, etc.) 
  or merely askng “Why?” ad nauseam. The creature wll carry 
  on lke ths untl the summoner s completely exasperated (no 
  matter how long t takes), at whch pont the magc crcle bnd-
  ng s broken and the vsble stalker can waddle away, havng 
  reganed ts freedom. Some vsble stalkers have been known to 
  follow around ther summoners, contnung to refuse requests 
  and askng questons untl the vctms have lterally gone nsane 
  (save vs. nsanty* once every 3 days or go stark-ravng mad 
  forever wth no chance of reversal).
  Once manfested on the Materal Plane, vsble stalkers can 
  never leave; they can lve up to 200 years, subsstng on a det 
  of mce, toads, and drftwood. Once freed from a summonng 
  crcle, they tend to gather n rafts of four and wll generally flee 
  from danger. They can only speak the common tongue, but 
  understand all languages.
  Despte ther comcal appearance, vsble stalkers have tough 
  skns and are dfficult to kll. They are resstant to fire-based 
  attacks, mpervous to non-magcal mssles, and bladed weap-
  ons do half-damage. If attacked, they wll hss to warn off an 
  attacker. They can perform a horrendous chompng bte for 
  4d4+2 damage.
  If a vsble stalker s reduced to 1 hp, t wll crack ts own neck 
  by bangng ts head aganst the ground. Its branstem wll slp 
  out of ts skull and, usng a barbed, tentacle-lke foot, t wll at-
  tempt to perce the skn and symbotcally bond wth the last 
  person to strke t.
  If the bond s successful (17% chance; no save), the vsble 
  stalker forms a permanent, slent parastc bond wth ts host. 
  The vctm permanently gans the followng: +2 Wsdom, +2 
  Intellgence, 2d6 ht ponts, and telepathic communication 
  wth a random petty god. They also suffer a permanent −5 to 
  Consttuton and, f a spellcaster, lose the ablty to memorze 
  spells beyond 7th level. If the host s klled, the vsble stalker 
  des, too.
  If t fals to form a symbotc bond wth ts ntended target, the 
  vsble stalker wll de wthn 20 mnutes; ts branstem melts 
  nto a ple of delcous jelly that grants a two-week +2 to Con-
  sttuton f eaten on sourdough toast.
  Vsble stalkers resent halflngs for unknown reasons. Ths re-
  sentment wll pass to any symbotc host.
  * See UNDERWORLD LORE #1, p.14.
  MINIONS, KNIGHTS & SeRVITORS
  VeRDIGRIM – VISIBLe STALKeR
  
  270
  Voormi 
  SERVES: Tsathoggua 
  &	James Mishler
  F	Richard J. LeBlanc, Jr.
  NO. ENC.: 
  3d4 (4d10  
   
  per clan; 3d4  
   
  clans per trbe)
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  120' (40') 
  ARMOR CLASS: 8
  HIT DICE:  
  2
  ATTACKS: 
  3 (claw/claw/bte)  
   
  or 1 weapon
  DAMAGE: 
  1d4/1d4/2d4  
   
  or by weapon +1
  SAVE: 
  F2
  MORALE: 
  9
  HOARD CLASS: XX
  XP: 
  29
  Voorms are a pre-human speces of homndae, a branch cot-
  ermnous n tme wth the common ancestor of the homnnae 
  (humans, chmps, and gorllas) and the pongnae (orangutans). 
  They are ancent beyond scentfic reckonng, and are beleved 
  to have ded out upon the fall of ancent Hyperborea n prehs-
  torc tmes. Ther orgns were not qute natural, havng arsen 
  n the wanng eras of the days of the serpent-men not through 
  natural evoluton, but through the breedng programs of that 
  ophdan speces. They were used as slaves and cattle, and 
  hunted for sport.
  The voorms ganed ther freedom wth the destructon of 
  the serpent-men empre by the arrval of the Great Old One 
  Tsathoggua, who destroyed the serpent-men captal upon hs 
  arrval from the Outer Dark. The voorms, who had been send-
  ng nchoate prayers out to the uncarng cosmos, took up hs 
  worshp, though t s lkely that hs arrval was unrelated to ther 
  rtes. For hs part, Tsathoggua happly accepted ther worshp, 
  as t enabled hm to subsst on ther sacrfices wth no labor on 
  hs own part, save to gve them a reasonable veneer of socety 
  and culture through the creaton of a shamanc caste… all of 
  whom were far more zealous n ther worshp than ther god 
  ever requred.
  The greatest of these was Voorm the Mghty, whose strength 
  of wll and mghty ntellect so greatly transformed and advanced 
  the voorms culture that the race ever after took on hs name 
  for ther own. But that was early n ther long, long regn, and 
  by the tme the human Hyperboreans arrved on the sland that 
  would bear ther name, the voorms had descended nto atavs-
  tc prmtve decadence. The voorms of that era were, n fact, 
  no longer full-blooded, havng mxed wth other pre-human and 
  sub-human aborgnal races that had, over tme, been pushed 
  nto the Eglophan Mountans, at the heart of whch stood 
  Mount Voormthadreth. There the last of the (known) voorms 
  survved n stone-age savagery, lvng n the cavern complex 
  that led nto the depths of the black realm of N’ka, where ther 
  god, Tsathoggua, dwelt n sloth-lke contemplaton. 
  The voorms are short, around five feet tall, but seem even short-
  er as they walk hunched over, at tmes even resortng to walkng 
  on ther knuckles. Though small, they are surprsngly strong, 
  able to rp apart a foe wth ther bare paws n short order. They 
  are covered wth shaggy thck fur from head to toe, usually dark 
  brown, but rangng from golden brown to black; rare ndvduals 
  are whte-furred, these nvarably end up beng shamans (though 
  not all shamans are whte-furred). Ther red eyes are small and 
  sunken, seemngly more so due to ther pronounced brow rdges. 
  Ther ears are small and caulflowered, ther black noses broad 
  and flabby, ther lps and tongues thn and purple. Ther teeth 
  are naturally sharp, as the speces s almost exclusvely carnvo-
  rous; they re-grow teeth n much the same manner as sharks. 
  Voorms hands are lke clawed paws, as are ther fur-covered 
  feet. Voorms have anywhere from three to sx fingers and toes 
  on each paw and foot; each paw has the same number as the 
  other, as do each of the feet, but paws and feet mght have df-
  ferent numbers from each other. Most voorms attack only wth 
  ther natural weapons, though some use stone axes, spears, or 
  daggers; leader-types often use weapons captured from nearby 
  humans. Voorms do not wear clothng, though shamans mght 
  wear a harness from whch to hang sacks and pouches to hold 
  trnkets and scrolls. Voorms have 90' nfravson.
  Voorms are at home n caverns readly accessble to both the 
  above world, where they hunt by nght, and the deeper dark of 
  the underworld. Lars are home to a number of females equal 
  to the number of males, and a number of chldren equal to 40% 
  to 70% of the total of males and females. Females have 1 HD, 
  though they have the same natural attacks as the males, and 
  defend ther chldren wth berserk fury, ganng a +2 bonus to ht 
  and a −2 bonus to ther Armor Class. Young have only ½ HD 
  and can only bte for 1 pont of damage.
  Clans are led by the strongest male (usually possessng 3-to-5 
  HD). Trbes are ostensbly led by the strongest male among the 
  clans (6 to 8 HD), wth a band of 3d4 bully-boys of 3-to-5 HD 
  as hs honor guard. However, the real power n a trbe s the 
  trbal shaman. A trbal shaman has 5-to-7 HD together wth the 
  spell-castng abltes of a clerc of the same level (able to cast 
  both clerc and magc-user spells). A trbal shaman s served by a 
  number of lesser shamans, one per clan consttuent to the trbe, 
  of 1-to-4 HD. These always ve wth one another for power, 
  even to the pont of placng ther own clans and trbe n danger. 
  The shamans lve apart from the clans and trbe, n ther own 
  caverns, guarded by 1d4 members of each clan; there s a 25% 
  chance that the shaman’s quarters are also guarded by 1d4 form-
  less spawn. Any magcal treasures held by the trbe are held by 
  the shamans, who can use tems of both clercal and magc-user 
  sort; the trbal shaman has 1d4 scrolls n addton to any other 
  magcal treasures. Voorms scrolls are wrtten n the ancent 
  voorms scrpt, whch s only understood by voorms shamans, 
  as well as prests and sorcerers dedcated to Tsathoggua.
  Voorms sometmes keep humans as slaves, or at the least, n 
  a sort of short-term larder, for they are both cannbalstc and 
  anthropophagus (15% chance of 1d8 present per clan). Some 
  also end up dyng, screamng, upon the shaman’s black altars. 
  At tmes, they keep some slaves longer, and from these are born 
  the sub-human half-breeds (a relatvely stable race, breedng true 
  wth voorms and true humans). These take the form of hrsute 
  humans wth heavy brow rdges and thck bone structures; some 
  sages speculate that these sub-human half-breeds were the an-
  cestors of the neanderthals. No few ostensbly human hll trbes 
  near voorms caverns exhbt these characterstcs. Often these 
  find servce wth the prests or sorcerers who serve Tsathoggua, 
  guardng ther subterranean sanctuares and treasures.
  RELATED ENTRIES: G) Tsathoggua; M) Formless Spawn.
  VOORMI
  MINIONS, KNIGHTS & SeRVITORS
  
  271
  Wälläkatütün 
  SERVES: Verthish, Petty God of Single Pips,  
   
  an aspect of the Jale God 
  &	Matthew W. Schmeer
  F	Del Teigeler
  NO. ENC.: 
  1 (unque)
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  60' (20') 
  ARMOR CLASS: 1
  HIT DICE:  
  54 (240 hp)
  ATTACKS: 
  1 (punch or stomp or spell)
  DAMAGE: 
  5d12 (punch) or 10d10 (stomp)  
   
  or by spell (as 20th level magc-user)
  SAVE: 
  M20
  MORALE: 
  12
  HOARD CLASS: None 
  XP: 
  52,250 
  Thyrfyt Dyfkyt was a low-level apprentce n the Order of 
  the Wzards of Illustrous Lght when he stumbled across a 
  crumblng parchment scroll n the academy’s lbrary that had 
  sat untranslated for hundreds of years. Wrtten n a knotted, 
  ropey, thread-lke pctographc language not even the most 
  learned of scholars could transcrbe, the scroll delghted and 
  ntrgued young Dyfkyt. He decded to make translatng the 
  scroll one of hs lfe’s endeavors, so he stole t from the lbrary. 
  It was not mssed.
  For hs man studes n the school of magc he focused on 
  nter-dmensonal dce probablty and alchemcal mechancs, 
  dscoverng several of the mmutable laws of probablty that 
  exst to ths day (rolled stone moss propertes, handbrds beng 
  worth more than bushbrds, the foolshness of bettng aganst 
  gamblng den owners, etc.). Hs findngs ganed much renown, 
  so much so that he soon found hmself n the favor of the Jale 
  God. Dyfkyt convnced Hs Jaleness to manfest as Verthsh, 
  the petty god of sngle pps, so they could secretly vst gam-
  blng dens together. Because of ths, Dyfkyt became one of the 
  godlng’s most trusted mnons.
  After decades of communcatng wth demons, gods, and go-
  dlngs, craftng magcal weapons for wealthy adventurers, and 
  nventng potons of varous effect, Dyfkyt retred to a hermt’s 
  lfe, takng up resdence n an solated cave that he expanded 
  nto a small collecton of comfortably apponted rooms.
  In hs 79th year he finally cracked the mystery of the ancent 
  scroll. The last remanng dwarf from a party of adventurers sold 
  Dyfkyt a small fragment of an ancent manuscrpt unearthed 
  from a lost cty bured beneath the sands of a far-off land. From 
  that fragment (whch was nothng more than a nursery rhyme 
  transcrbed n three dfferent languages), Dyfkyt dscovered hs 
  scroll was wrtten by vstors from another world. The scroll 
  detaled the rtuals needed to open a magc mrror portal to the 
  alen homeworlds. He opened such a portal, stepped through, 
  and was whsked away to Iukkoth where the m-go regn on the 
  edge of the pt where the dreaded Ksaksa-Kluth dwells.
  Greeted by the m-go as a human ambassador, Dyfkyt was 
  mprnted wth the name “Wälläkatütün”, whch n m-goan 
  means “walker between worlds”. Whle on Iukkoth, Wäl-
  läkatütün eventually dscovered the dread space magcs of 
  The Old Ones nscrbed on the skns of T’choskods n the 
  lvng lbrary of the m-go beneath the warm black sea. He se-
  cretly commtted as much knowledge to memory as he could 
  and fled for home through another portal before hs hosts 
  could throw hm nto the Great Pt of Ksaksa-Kluth to dgest 
  for a mllon eons. The m-go consder ths a hgh honor for 
  human ambassadors.
  Once back n hs study, Wälläkatütün scrbed what alen mag-
  cs he could remember to a spell book, whch he then locked 
  and warded and hd away (t has only recently been dscovered 
  by a number of heretcal scholars).
  Although he had assumed he had been gone but a number of 
  days, Wälläkatütün had been on Iukkoth for a thousand years. 
  He quckly constructed a gant ron golem and, usng the mag-
  cs learned n hs travels on the alen sands, transferred hs bran 
  nto the golem so he could easly travel among the stars wth-
  out sufferng the necrotc effects of frequent portal travel. Ths 
  enraged Ywehbobbobhewy, Lord of Waters, Kng of Mrrors, 
  Patrarch of the Most Profound, as Hs Profoundness feeds on 
  the flesh-bound souls of those who travel between worlds.
  Protected by the Jale God for thousands of years, he trav-
  elled among the planes and between the planets searchng 
  the space ways for the locaton of Xoth where t s rumored 
  The Old Ones dwell. Havng learned the secrets of travel n 
  tme and space, he hmself was nearly godlke n hs ablty to 
  W
  wälläkAtÜtÜn • winged monkey • wyndolin
  MINIONS, KNIGHTS & SeRVITORS
  wäLLäKATüTüN
  
  272
  appear and dsappear through conjured portals. Wälläkatütün 
  eventually went mad from all he had seen and learned about 
  the nvsble worlds between the worlds.
  Wälläkatütün met hs final destructon at Ywehbobbobhewy’s 
  hands at the Battle of the Waters of Krkad at the end of the 
  Flame Wars of Jubrn (whch Wälläkatütün had started n 
  an attempt to reach Xoth). Wälläkatütün nearly managed to 
  send hs lfe-force back to Iukkoth; all but a small slce of hs 
  soul made t through the portal before hs destructon. That 
  slce s now housed n The Balanced Quarterstaff, whch be-
  longs to Verthsh, who collected t from the battlefield centu-
  res afterward.
  RELATED ENTRIES: Please see the Jale God entry n the Petty 
  Gods secton for a complete lstng of entres related to the Jale 
  God (ncludng Verthish and Ywehbobbobhewy).
  Winged Monkey 
  SERVES: Corotus Thallian 
  &	Paul Brinkmann
  F	Joel Bethell
  NO. ENC.: 
  1d6 (10d10)
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  90' (30')
   
  FLY: 
  150' (30') 
  ARMOR CLASS: 6
  HIT DICE:  
  2
  ATTACKS: 
  1 (pummel  
   
  or weapon)
  DAMAGE: 
  1d6 or by weapon
  SAVE: 
  D2
  MORALE: 
  8
  HOARD CLASS: IV 
  XP: 
  25 
  Wnged monkeys are baboon-szed monkeys wth wngs. 
  They favor formal attre, and typcally arm themselves wth 
  short swords or spears. If unarmed, they attack wth a vcous 
  two-fisted pummelng attack. If any character takes damage 
  from pummelng wnged monkeys exceedng hs Strength n 
  one round, he s knocked prone.
  Wnged monkeys do not speak as such, but communcate wth 
  ther own knd wth a seres of shreks and hoots. They are 
  doughty fighters, but are especally eager to please those they 
  see as more powerful. Showy forms of magc are partcularly 
  effectve (anythng spectacular causes a morale check).
  RELATED ENTRIES: G) Corotus Thallian; M) Okkin.
  Wyndolin 
  SERVES: Gods of beauty, dance and sexual attraction 
  &	Richard J. LeBlanc, Jr.
  F	András Prim
  NO. ENC.: 
  1 (unque)
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  90' (30')
  ARMOR CLASS: 9
  HIT DICE:  
  4 (17 hp)
  ATTACKS: 
  Specal
  DAMAGE: 
  Specal
  SAVE: 
  D4
  MORALE: 
  6
  HOARD CLASS: XV 
  XP: 
  190 
  Wyndoln (or “Wynne” to the gods she calls frends), s a short, 
  curvaceous, umber-sknned beauty wth an ablty to dance so 
  well t seems magcal. In fact, when gods of beauty, dance and 
  sexual attracton find themselves n need of assstance, t s 
  Wyndoln upon whom they rely.
  Not only does her naturally hgh Charsma provde her a +5 bo-
  nus on all reacton rolls, she knows a number of specal dances, 
  each of whch has a magcal ablty. Any creature vewng one 
  of these dance must save vs. spell or succumb to the power of 
  the dance for ts duraton (once she stops dancng, the effect wll 
  cease; she has been known to dance for hours on end wthout 
  stoppng). The dances she knows nclude: charm person, sleep, 
  hold person, charm monster, confusion and hold monster (all 
  as f cast by a 10th level magc-user). 
  wäLLäKATüTüN – wYNDOLIN
  MINIONS, KNIGHTS & SeRVITORS
  
  273
  Xin 
  SERVES: Gods of death and destruction;  
   
  lunar gods; The Maker of Moons 
  &	Richard J. LeBlanc, Jr.*
  F	Richard J. LeBlanc, Jr.
  NO. ENC.: 
  1 (1d4)
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  90' (30') flyng 
  ARMOR CLASS: 1 (xn)/-4 (swarm)
  HIT DICE:  
  20
  ATTACKS: 
  2 (xn touches) + 1d4+3 (swarm touches) 
  DAMAGE: 
  2d10/2d10 (xn) + poson (swarm touches)
  SAVE: 
  M20
  MORALE: 
  12
  HOARD CLASS: None 
  XP: 
  3.250 
  Xns are huge, amorphous bengs whch typcally nhabt 
  lakes and other large bodes of water (ncludng seas). A xn s 
  both strange and horrble, for t not only lves n ts own body, 
  but possesses a small swarm of loathsome satelltes that are 
  part of the xn, though they are not attached. These satel-
  ltes are lvng creatures, mouthless and appearng as a cross 
  between a sea-urchn and spder. Although these lttle bengs 
  possess markngs that seem eye-lke, they are, n fact, blnd. 
  The swarm of satelltes spread out from the xn lke severed 
  fingers that wrggle around a hdeous hand. Each ndvdual 
  satellte s small—able to fit n a palm or a pocket. If one of the 
  satelltes s njured, the xn wrthes n agony.
  When a xn appears, ts swarm wll appear n 4-7 groups 
  whch may attack ndependently of the xn, but wll rarely 
  travel more than a few feet away from ther host. 
  Durng combat, the xn tself may attack up to two dfferent op-
  ponents wth ts touch attacks, dong 2d10 on each successful 
  “to ht” roll. Each satellte may also attack a dfferent opponent. 
  On each successful “to ht” roll by one of these swarm “fingers,” 
  the vctm must save vs. poson at −2 or de.
  Xns and ther satelltes are mmune to paralysis and charm. 
  Although the xn has an AC of 1, the swarm fingers have an 
  AC of -4. 
  Many profess that the xns serve a god known as The Maker 
  of Moons, though the true dentty of The Maker of Moons s 
  unknown. Whle some beleve ths to be The Yellow Kng or 
  some other aspect of the Jale God, others beleve The Maker 
  of Moons s one of the Great Old Ones. However, xns have 
  been known to serve varous gods of death and destructon, 
  as well as lunar gods.
  * Based on The Maker of Moons by Robert W. Chambers.
  RELATED ENTRIES: Please see the Jale God entry n the Petty 
  Gods secton for a complete lstng of entres related to the Jale 
  God (ncludng The Yellow King).
  Xul 
  SERVES: Chthonic gods and demon princelings 
  &	Alan Brodie
  F	Richard J. LeBlanc, Jr.
  NO. ENC.: 
  1d4 (2d6)
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  120' (40') 
  ARMOR CLASS: 7
  HIT DICE:  
  4
  ATTACKS: 
  2 (hammer- 
   
  hands) 
  DAMAGE: 
  1d6/1d6
  SAVE: 
  F4
  MORALE: 
  10
  HOARD CLASS: None 
  XP: 
  190 
  The xul—or “hammer-men”—are evl elemental earth-sprts 
  sometmes found n the servce of chthonc gods and demon 
  prncelngs. They are arrogant and prone to volence (+1 on 
  reacton rolls) but not too brght. 
  Resemblng a hppopotamus-headed humanod wth hammers 
  for hands, a typcal xul stands sx and a half feet tall. Its thck 
  gray hde grants protecton equal to leather armor. In combat, 
  xul strke twce wth ther huge hammer-paws for 1d6 damage. 
  X
  xin • xul • xunAdu khAn
  MINIONS, KNIGHTS & SeRVITORS
  XIN – XUL
  
  274
  They can belch fist-szed geodes once per round to a range 
  of 60 feet, nflctng 1d6 damage on a ht. (These geodes are 
  worth 20-80gp.) 
  Xul can pass through sold rock and earth as easly as movng 
  through ar. When emergng from a stone wall or smlar surface,  
  they surprse opponents wthn 30 feet on 1-4. Thrown rocks 
  or weapons made of stone pass rght through ther bodes, n-
  flctng no damage. 
  Xul are mmune to the effects of all 1st level magc spells (some-
  thng to do wth ther extra-planar nature).
  Xunadu Khan 
  SERVES: Chaotic gods of war 
  &	Richard J. LeBlanc, Jr.
  F	Brian Walker
  CLASS: 
  Fghter
  LEVEL: 
  16th
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  150' (50') 
  ARMOR CLASS: −1
  HIT POINTS: 
  105
  ATTACKS: 
  1 (Vachir: +3 “to ht” bonus from weapon,  
   
  +3 melee “to ht” bonus from Strength) 
  DAMAGE: 
  1d12+6 (+3 from Vachir, +3 from Strength)  
   
  plus 1d12 electrcal damage + specal
  SAVE: 
  F16 (+3 vs. spells/magc)
  MORALE: 
  12
  HOARD CLASS: XV, XVI, XVII, XVIII, XIX, XX 
  ATTRIBUTES: 
  S:18 I:18 W:18 D:18 C:18 Ch:18
  XP: 
  3,300 
  In the days before the great Naran (“Sun”) Horde ruled the 
  lands of the area now known as the Lands of the Fve Fres*, 
  terror regned the regon n the form of Xunadu Khan and hs 
  trbe of bloodthrsty bandts. In fact, t was the need to unte 
  aganst ths savage that coalesced the trbes scattered through-
  out the entre area nto one great naton, and eventually led to 
  a masve confrontaton of the Naran Horde aganst Xunadu 
  and hs horde at the battle of Gal Khll (“Fre Hll”). The blood-
  shed of the battle was so great, the locaton s now known as 
  Ulaan Khll (“Red Hll”). Xunadu was personally responsble 
  for kllng 200 men that day, but the numbers of the unted 
  Naran Horde were too great; after the Narans klled every one 
  of Xunadu’s men, only Xunadu was left standng, surrounded 
  by 100 Narans, prepared to fight every one of them. At that 
  moment, Xunadu was plucked from the battlefield and trans-
  ported to the presence of the war god Daysun Tngr. Daysun 
  Tngr rewarded Xunadu’s bravery, fury and heartlessness wth 
  eternal lfe on one condton—Xunadu must serve to lead the 
  army of any chaotc war god that requests such servce; Xu-
  nadu s honored and proud to do so, regardless of the god or 
  the battle.
  In combat, Xunadu welds the great glave Vachir (the name 
  means “thunderbolt”), a +3 glaive wth the followng specal 
  abltes: cure serious wounds (as clerc spell; 3×/day), protec-
  tion from good 10' radius (as clerc spell; 2×/day), 6d6 light-
  ning bolt (as MU spell; 2×/day), teleport (no error; 360' range; 
  1×/day).
  Xunadu wears +3 lamellar armor whch, when combned wth 
  hs Dexterty bonus, provdes hm an Armor Class of -1.
  Durng battle, should any attack be successful that would nor-
  mally kll Xunadu Khan (.e., lower hm to 0 or fewer hp), the-
  mmortal magc nstlled n hm wll mmedately transport hm 
  (before any damage can be nflcted by that attack) to a safe 
  locaton (usually the presence of the war god that entreated hs 
  servces, unless that war god s on the battlefield). 
  Xunadu Khan bases hs army unts on the decmal system, there-
  fore, he wll usually be accompaned by a number of horse-
  mounted fighters of the followng mltary unts:
  Arban: 10 1st level fighters
  Zuun: 10 arbans (total of 100 fighters),  
  plus one 2nd level captan per arban
  Mingghan: 10 zuuns (1000 fighters, 10 2nd level  
  captans), plus one 3rd level captan per zuun
  Tumen: 10 mngghans (total of 10,000 first-level fight-
  ers, 1,000 2nd level captans; 100 3rd level captans), 
  plus one 4th level noyan (leader) per mngghan
  Should a greater number of warrors than 1 tumen be requred, 
  addtonal tumen unts may be present (for these purposes, 
  there s no standard mltary unt larger than a tumen). The 
  maxmum s generally about 5 tumens.
  * See VALLEY OF THE FIVE FIRES, page 5.
  XUL – XUNADU KHAN
  MINIONS, KNIGHTS & SeRVITORS
  
  275
  Yeth-hound 
  SERVES: Chaotic gods of night, hunting and murder
  &	Richard J. LeBlanc, Jr.
  F	Oxide JCHart
  NO. ENC.: 
  1d2 (1d6+5)
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  180' (60') 
  ARMOR CLASS: 0
  HIT DICE:  
  3
  ATTACKS: 
  1 (howl) 
  DAMAGE: 
  specal (fear)
  SAVE: 
  F3
  MORALE: 
  12
  HOARD CLASS: None 
  XP: 
  65 
  Yeth-hounds are the sprts of murdered chldren. They appear 
  as dogs wthout heads and go runnng and screamng through 
  forests at nght. Yeth-hounds wll only appear at nght, as they 
  fear the sun and wll never venture out n daylght (even f ther 
  lves depend on t). Should a yeth-hound be exposed to the sun, 
  they wll fade nto nothng; a yeth-hound permanently loses 1 
  HD per round n sunlght untl reduced to 0 HD (at whch pont 
  they become nothng).
  Yeth-hounds are most often employed as trackers for gods of 
  nght, huntng and murder. They are faultless n ths duty; f 
  gven a scent to follow, they are able to track lvng creatures 
  100% of the tme, even f the quarry has attempted to “trck” 
  the yeth-hounds by doublng back, crossng water, or usng 
  other smlar tactcs. 
  The howl of a yeth-hound nstlls fear to a dstance of 360' (as 
  fear spell cast by a 10th level magc-user). 
  RELATED ENTRIES: M) Xin.
  Y’ko 
  SERVES: Petty gods of fortune 
  &	Eric Potter
  F	Joel Priddy
  NO. ENC.: 
  2d12
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  90' (30')/  
   
  30' (10') submerged 
  ARMOR CLASS: 7
  HIT DICE:  
  1
  ATTACKS: 
  1 (tal or mind thrust)
  DAMAGE: 
  1d2-1 (tal) or paralyss (mind thrust)
  SAVE: 
  F1 (save vs. psoncs as 1st level Mystc)
  MORALE: 
  3
  HOARD CLASS: I 
  XP: 
  13 
  Y
  yeth-hound • y’ko • ynnym
  MINIONS, KNIGHTS & SeRVITORS
  YeTH-HOUND – Y’KO
  
  276
  PSIONIC ABILITIES*
  PSIONIC LEVEL: 1
  Attack modes: mind thrust
  Defense modes: none
   
  Gfted wth tny amulets of underwater breathing by the gener-
  ous petty gods of fortune, the Y’ko spend most of ther short 
  lves collectng wshed-upon cons from the bottoms of foun-
  tans, wells, ponds, rvers, and streams.
  These small creatures don the carcasses of varous aquatc crea-
  tures to better camouflage themselves from would-be predators 
  wth great success and are rarely dscovered crawlng around 
  on the water beds. Ther only defense s a razored tal and 
  when possble, they utlze ther mind thrust ablty.
  A sngle Y’ko can retreve up to 10 cons per turn and wll be-
  stow nearly all to ther petty gods, however, a small collecton 
  of treasured copper peces wll usually be found n the under-
  water crags n whch the Y’ko dwell.
  * See BASIC PSIONICS HANDBOOK.
  Ynnym 
  SERVES: Treasure gods 
  &	Matthew W. Schmeer
  F	Franz Graf von Pocci  
   
  w/ Richard J. LeBlanc, Jr.
  NO. ENC.: 
  1d4
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  240' (80') 
  ARMOR CLASS: 4
  HIT DICE:  
  9
  ATTACKS: 
  1 (kck, claw or bte + specal)  
   
  or specal (see below)
  DAMAGE: 
  1d8 + specal
  SAVE: 
  F9
  MORALE: 
  11
  HOARD CLASS: XVII
  XP: 
  1,900 
  Ynnym are overszed bastard chmeras, havng the head of a 
  cycloptc sea dragon, the front porton and tal of a lon, and 
  the rear porton of a donkey. Ther bodes are roughly the sze 
  of elephants, and the sea dragon’s serpentne neck s compara-
  ble n sze and grth to that of a young gant python.
  Ynnym are bred by the gods to be swft of foot and fierce n 
  battle. Although they only have one eye, ths eye allows them 
  to see all colors of the spectrum (ncludng nfrared, ultravo-
  let, jale, ulfire, dolm, mull, vledusk, and grüt). There s a 30% 
  chance that t also acts as an eye of true seeing, allowng them 
  to see all thngs as they actually are, and makng them mperv-
  ous to llusory attacks unless blnded.
  Ynnym are tradtonally used by the gods of mnor treasures 
  to guard pathways to vaults hdden throughout the wlderness. 
  There s a 75% chance that any petty god of treasure or trn-
  kets employs a ynnym for ths purpose. Sometmes the gods 
  staton them on false pathways.
  Ynnym are extremely fast and nmble, and ther ablty to clmb 
  rough terran s comparable to mountan goats, whch are ther 
  preferred prey. Ynnym are also fond of foragng for bletted 
  mesplus and raw ermal, although the latter gves them terrble 
  bouts of gas.
  There s a 20% chance that a ynnym can speak (n common 
  and dragon), but only at the ablty level of a lspy four-year-old. 
  They lke askng questons that sound lke rddles but are actu-
  ally ramblng streams of conscousness.
  If attacked, a ynnym may perform one of three tradtonal at-
  tacks. It can delver a tremendous blow wth ts rear legs, stand 
  on ts hnd legs and claw wth ts forepaws (counts as one at-
  tack), or bte; all attacks do 1d8 damage. Vctms of a bte attack 
  must save vs. poson or suffer −3 hp per day untl cured by a 
  neutralize poison spell.
  Ynnym may forgo a tradtonal attack and deploy a breath 
  weapon: they can cast a 3 foot wde dameter gob of phlegm-
  lke poson spttle at any statonary target. A struck vctm must 
  save vs. breath or de. Ths poson s no longer potent 1 round 
  after the attack.
  The pelts of unbred Ynnym are are sad to fetch a hgh prce on 
  the black market, but are especally tough to preserve, as they 
  begn to decompose to mucus wthn an hour after sknnng.
  Y’KO – YNNYM
  MINIONS, KNIGHTS & SeRVITORS
  F	Richard J. LeBlanc, Jr.
  
  277
  SECTION 3
  Cults & Cultists
  F Stefan Poag
  
  278
  OVeRVIew
  CULTS & CULTISTS
  Cults Overview
  & Richard J. LeBlanc, Jr.
  Introduction
  It s mportant to note that the word “cult” was orgnally used 
  not to descrbe a group of relgonsts, but for the act of worshp 
  or relgous ceremony. Therefore, a cult need not carry the bag-
  gage of “excessve devoton” so often ascrbed to them. 
  As can be seen n the followng secton, there s no real format 
  for what the notes about a cult does or doesn’t nclude, or the 
  order n whch t should be presented. 
  The basc consderatons that a DM should keep n mnd when 
  desgnng a cult are:
  — the promse of the cult
  — the dety (or lack of dety) assocated wth the cult
  — the organzaton and practces of the cult’s members
  — any unque spells, magc tems, artfacts, or relcs  
  assocated wth the cult
  The Promise of the Cult
  Almost all cults promse somethng—usually knowledge, power, 
  or salvaton. In turn, the cult’s practces act toward the goal of 
  delverng upon that promse. Generally, a cult can be classfied 
  n one of the three followng categores:
  — those cults whose members seek llumnaton
  — those cults whose members act as “nstruments”  
  n furtherance of a common goal or goals
  — those cults whose members focus on adng others
  In a cult whose members seek illumination, t should be 
  consdered whether that llumnaton s mystcal (e.g., sprtual 
  enlghtenment), academc (e.g., deeper knowledge and under-
  standng of a specfic subject), or somethng else entrely. Fur-
  thermore, t s mportant to consder how ths goal s reflected n 
  ts practces. Ths type of lllumnaton s often attaned through 
  some extraordnary state of mnd, acheved ether naturally 
  (e.g., through medtaton) or artfically (e.g., through the use of 
  mnd-alterng substances).
  In a cult whose members act as instruments n further-
  ance of a goal, t should be decded whether that goal s known 
  to ts members, or held as a secret among the cult’s leadershp.
  In a cult whose members focus on aiding others, there s 
  no reason that the “ad” be consdered n the strctest “nurturer/
  caregver” sense of the term. For example, proselytzng s com-
  mon practce n whch the converson (and salvaton) of others 
  s the goal. As a more extreme example, a cult mght beleve t 
  s helpng to ‘redeem’ others by permanently blndng them, or 
  somethng even worse!
  The promse of a cult wll often be reflected n the cult’s name. 
  Consder what the promse of the followng cults mght be:
  — The Gray Revenge
  — The Demonc Adoraton
  — The Chthonc Eye
  Deities Associated with Cults
  Ultmately, ths book s overflowng wth detes wth whch to as-
  socate a cult. Then, of course, there s always the possblty of 
  someone clamng to be a dety who sn’t, or beng pronounced 
  a dety by the cult’s membershp, regardless of ther mortalty.
  A cult’s membershp should be reflectve of ts dety. For exam-
  ple, a cult centered around a petty god of bakng would lkely 
  have many bakers among ts members. By comparson, a petty 
  god wth a more ‘encompassng’ doman (e.g., madness) would 
  have a much greater varety n ts membershp.
  Cult Organization
  Cults are generally organzed as a herarchcal nsttuton wth a 
  complex dvson of labor. The levels of membershp wll reflect 
  not only the level of responsblty held, but also the depth of 
  knowledge of any gven member (those who move hgher n the 
  organzaton gan access to greater secrets and more powerful 
  nformaton).
  Other organzatonal consderatons nclude the requrements 
  for a member to gan access to the next level n the herarchy. 
  Addtonally, t s not uncommon for power struggles to be 
  waged between cult leadershp, often leadng to entre new 
  sects beng formed.
  From a practcal gamng perspectve, the key factors related to 
  cult organzaton wll be assgnng stats to each of the basc mem-
  ber types, and developng unque NPCs to use as cult leaders. 
  Cult Practices
  As dscussed above (The Promise of the Cult), the practces 
  of a cult are often desgned around a cult’s promse and goals. 
  They should also be reflectve of the cult’s dety, and be based 
  upon the cult’s organzaton. For example, cult leadershp would 
  rarely waste ts tme gong from town to town and proselytzng, 
  or tendng to the daly upkeep of a temple. 
  Unique Spells & Items
  The final consderaton for the development of the cult are the 
  unque spells, magc tems, artfacts and relcs assocated wth 
  the cult, ncludng rtuals (and rtual names), tomes, furnshngs, 
  clothng, and other assocated accoutrements.
  
  279
  cult of d'sney • cult of eternAl culthood • cult of llegh • cult of the obsidiAn mirror •  
  cult of the white shAdow • delvers of the golden veins • the humble order o’possimium •  
  listeners of kAng • pAllid circle • society of the serpent • wAy of the shroom
  CULTS & CULTISTS
  CULT OF D’SNeY 
  Cult of D’Sney
  &	Darcy Perry
  F	James V. West
  Beneath the House of Bards there les a long forgotten vault. 
  Here the tales of the Petty Gods are kept, along wth legends 
  both ancent and newly scrbed, for the vault s not deserted. 
  Acolytes gather stores from far and wde, lke fabulous treas-
  ures unearthed from accursed fanes, to appease ther masters 
  wthn. These masters are the lvng bones of the ancent bards 
  of D’Sney.
  Long ago these master bards clamed ownershp of every myth 
  and fable; all storytellers and mnstrels, even the skalds of the 
  frozen realm, pad a tthe to ply ther trade. The wealth and 
  prestge of D’Sney was the envy of kngs. However, that was 
  another tme and the once great empre s now forgotten and 
  nvsble. Ths fact does lttle to dmnsh the power of ths cult. 
  The D’Sney Cult s a secret socety that worshps the Petty Gods, 
  recordng epc odes of ther dvne explots n an ever-expandng 
  tome. Varous legends surroundng ths tome are so complex, 
  retold so many tmes, t’s lkely the truth wll never be verfied. 
  Whatever ts orgns, lke the cult tself, the tome has taken on 
  an dentty of ts own.
  There was a tme when songs n The Book of M’Ckey were 
  sung across land and sea n prase of the Petty Gods. Most of 
  the melodes from that golden age are now forever lost, leavng 
  only fragmented poetry. These poems are chanted by the mas-
  ter bards n a fervent desperate hope of returnng the Petty Gods 
  and ther lost empre to former glory. For example, The Cheerful 
  Chant of Promscuous Promse:
   
  Oh M’Ckey, you’re so fine 
  You’re so fine you blow my mind 
  Hey M’Ckey, hey M’Ckey 
  In the hdden sepulcher, Vault D’Sney, beneath the House of 
  Bards, the ancent masters of the D’Sney Cult despse the god-
  less, ptful bards above—posturng fools that spend too much 
  tme swngng swords and slngng spells. Why waste tme on 
  warfare and wzardry when there are songs to be sung—songs 
  of burglary, decepton, debauchery and prncesses wth woefully 
  bad taste n men!
  The true bards are the acolytes that search trelessly for the old 
  forgotten tales, that care and gve support to ther agng be-
  loved masters. It s they who keep the stores alve. However 
  they choose to tell them, true legends need no author. They are 
  wrtten n the hearts and mnds of those too young to de. They 
  belong to D’Sney! 
  Bard Acolytes of D’Sney 
  Crafty and cunnng, these members of the D’Sney Cult are 
  found wherever epc stores are told. Apart from beng great 
  lsteners wth an excellent memory for rhyme and song, they are 
  remarkably ordnary lookng mce that only take human form 
  when absolutely necessary. Ther sole purpose s to forage for 
  ther masters. Whenever they hear a story that they feel wll 
  please ther masters they also steal somethng of value as ‘royal-
  tes n advance’.
  Ancient Master Bards of D’Sney 
  Dangerous and powerful, these cultsts are ndeed the lvng 
  bones of the ancent bards of D’Sney. How many reman wthn 
  the vault s uncertan, although t s rare for more than three to 
  appear at one tme. Even then t s only ther lumnous eyes that 
  are vsble, gltterng jewels of lght n the perpetual darkness of 
  the vault. When they speak t s n dead, emotonless tones that 
  sound far off, as f from a dstant vod. All they want s payment 
  for ther ntellectual property. 
  
  280
  CULT OF eTeRNAL CULTHOOD
  CULTS & CULTISTS 
  Cult of Eternal Culthood
  &	Richard J. LeBlanc, Jr.
  F	Richard J. LeBlanc, Jr.
  The Cult of Eternal Culthood consders tself an “ant-cult,” n 
  that they do not dedcate themselves to a sngle god, nor do they 
  profess a common creed. Instead, they welcome all types of 
  worshpers, regardless of ther belefs. 
  It s the goal of the Cult of Eternal Culthood for ts members to 
  search ther personal means of sprtual growth and expresson. 
  For some, ths s peaceful medtaton and prayer; for others, ths 
  means nhlsm and meanngless acts of aggresson; for others, 
  ths means the sacrficng of nnocents n order to brng about 
  the apocalypse. The Cult of Eternal Culthood holds ths sprtal 
  and ntellectual freedom n hgh regard, and seeks to be as nclu-
  sve and pluralst as possble. Ths means t s the responsblty 
  of all members of the cult to gan nsght from the practces of all 
  ts members (e.g., t s the responsblty of the peaceful medta-
  tor to apprecate the sacrficng of nnocents, and derve nsght 
  from such acts). For ths reason, no practce, belef, method, or 
  god s taboo. In fact, each s consdered sacred.
  The Dotted Disc
  Though all symbols are welcomed and apprecated, the most 
  common symbol of the Cult of Eternal Culthood s the “dotted 
  dsc.” Ths dsk has a large rased dot at ts center, surrounded by 
  a rng of smaller dots. The central dot symbolzes the ndvdual 
  and hs or her belefs, whle the outer dots represent the other 
  members and ther belefs, creeds, and practces. The dots are 
  then enclosed by the rng of the dsc, to depct ts nclusveness.
  Organized Worship
  Though all members of the Cult of Eternal Culthood are encour-
  aged to worshp as they see fit and at any tme they choose, 
  those who choose to worshp as a group must don a gray robe 
  of all acceptance, lght a torch of spritual inclusiveness, and 
  gather around a representatve who holds the dotted dsc, as the 
  congregaton chants the followng phrase* for hours on end:
  “Oh-wah-tah-fü-lye-am.”
  It s not uncommon for one of these worshp servces to end n a 
  bloodbath as a nhlstc cult member proceeds to murder those 
  around hm (many of whom kneel pacfistcally and medtate as 
  they de).
  *Please note, all Cultists of the Eternal Culthood are careful 
  to never refer to this phrase as a mantra, credo, hymn, psalm, 
  incantation or song—referring to it simply as “the phrase.”
  Well-known Cultists of Eternal Culthood
  The followng legendary figures were (at one tme or another) 
  members of the Cult of Eternal Culthood:
  Golywn the Gobbler: Wdely known as a glutton and 
  cannbal, as well as a worshper of most epcurean gods, 
  Golwyn was beleved to have eaten all the members of 
  hs congregaton n an act of worshp to hs gods.
  Ristophel the Conflicted: Rstophel was a lawful clerc 
  who fell madly n love wth the succubus Scahael (and 
  she wth hm). In order for them to be able to worshp 
  together, Rstophel and Scahael joned the Cult of Eter-
  nal Culthood congregaton of Blackbloom Forest n the 
  town of Tepos. Ths was, of course, all a ruse on the part 
  of Scahael who charmed the entre congregaton nto 
  her servce, but not before she gave brth to Rstophel’s 
  son—Golwyn the Gobbler. 
  Samdel Flustergull: Flustergull s wdely known by 
  the general publc as the alchemst who dscovered the 
  potental of the common potato for producng potons 
  grantng the ablty to cast lightning bolt spells. How-
  ever, Flustergull s better known by Cultsts of Eternal 
  Culthood for developng “The Infinte Orson”—a sort 
  of “neverendng” form of prayer n whch the worsh-
  per dedcates hm or herself to a dfferent petty god 
  each and every day. It was Flustergull’s belef that only 
  by worshpng dfferent gods can one understand that 
  none of them are truly gods.
  Omitus: It was Omtus who, centures ago, touted clams 
  to be an aspect of the Jale God. He personally gathered 
  more than 5,000 members to hs congretaton wth the 
  message, “We are all aspects of the Jale God. We must 
  therefore worshp all others as aspects of the Jale God, 
  and n turn be worshped as an aspect of the Jale God.” 
  It s unknown whether Omtus was truly an aspect of the 
  Jale God, but gven the persstng rumors whch clam he 
  s stll alve, t does not seem entrely mplausable. 
  Wrexenfex the Indecisive: Wrexenfex has long been 
  held as the founder of the Cult of Eternal Culthood. It was 
  Wrexenfex who was searchng for the answer to lfe, the 
  unverse, and everythng, when he became so wrapped 
  n hs own thoughts he succumbed to catatona. People 
  gathered around hm—some seekng the same and oth-
  ers toutng ther own relgons (n hopes that Wrexenfex 
  would choose that relgon). The cult formed organcally 
  from that orgnal gatherng.
  RELATED ENTRIES: G) Jale God.
  
  281
  Cult of Llegh
  &	Mike “Carlson” Davis
  F	Richard J. LeBlanc, Jr.
  When the necromancer Llegh created hs crypt, and used hs 
  abltes to acheve undeath, hs place of nterment became a 
  magnet for explorers, adventurers and treasure seekers wshng 
  to make ther fortunes. A sde benefit of ths was an exploson n 
  the markets of the nearby vllage of Lakewallow, wth taverns, 
  smths, lveres and general goods stores seeng ther revenues 
  ncrease wth the nflux of outsders makng a stab at Llegh’s 
  crypt. Among the people of Lakewallow, a small facton saw 
  ths boon not as a sde effect, but as the ntent of Llegh, and 
  have, n the years snce the creaton of the crypt, developed a 
  relgous followng of the lch. These cultsts, unlke the treasure 
  hunters who brave t, know the secret of the entrance to the 
  crypt, and are able to enter and leave at ther lesure.
  Wth the dscovery of Llegh’s labs, and hs early experments 
  n necromancy, members of hs cult began to experment n 
  body modficaton and redesgn. Ther undead ‘god’ (who, as 
  all proper gods, has never been seen by a member of the cult) 
  left sgnficant records on the subject of vvsecton, the reanma-
  ton of flesh, and the bondng of organs and lmbs from dffer-
  ent sources nto one creature. As a result, each Cultst of Llegh 
  resembles a strange msh-mash of msmatched body parts and 
  scar tssue, whch they take great pans to cover and dsguse 
  when outsde the crypt complex.
  Cultist of Llegh
  NO. APP.: 
  1d6 (3d6) 
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  90' (30') 
   
  FLY: 
  60' (20')*
  ARMOR CLASS: 4
  HIT DICE: 
  2-5
  ATTACKS:  
  1-4 (claw or weapon)
  DAMAGE: 
  Vares
  SAVE: 
  F2-5 (by HD)
  MORALE: 
  8
  HOARD CLASS: VI
  XP: 
  38-500 
  When first encountered, a cultst of Llegh may be mstaken for 
  some form of fleshy golem or automaton. Ths msconcepton 
  may contnue when, after beng damaged, the body of the cultst 
  begns healng tself (at a rate of 2 hp per round). Whle ther cur-
  rent physcal forms have ther orgns n experments smlar to 
  those used to create golems, however, each cultst s a normal, 
  lvng sentent beng (f subjectng oneself to such flesh-grafts can 
  be consdered ‘normal’).
  Due to the constant replacement of the physcal portons of 
  ther bodes, each cultst has acheved an effectve mmortal-
  ty. The cult endeavors to capture as many enemes n combat 
  as possble, provdng further fresh materal for ther body part 
  stores. The cult does not lmt tself to a humanod supply of 
  body parts, and many an adventurer has returned to Lakewal-
  low and Llegh’s crypt only to be confronted by a cultst wth the 
  body parts of a favorte anmal companon or famlar. (It s ths 
  ablty to ncorporate parts from varous creatures that allows a 
  cultst to have varable stats.)
  When encountered wthn the crypt of Llegh, any group of four 
  cultsts wll nclude one prest of 3rd Level. A group of eght cult-
  sts wll have a sngle prest of 5th level and a 5HD champon. 
  When encountered n ther temple lar, the cultsts are led by a 7th 
  level hgh-prest, three 5th level prests, and two champons).
  * If the cultst has grafted wngs onto ther body.
  CULTS & CULTISTS
  CULT OF LLeGH 
  
  282
  CULTS & CULTISTS
  CULT OF THe OBSIDIAN MIRROR 
  Cult of the Obsidian Mirror
  &	John Everett Till
  F	Keith Henderson
  They are known by ther les, rather than by the gods they 
  pretend to worshp; those are many. 
  The Cult of the Obsdan Mrror has long been suspected of 
  beng the agent of one or more parah detes. Indeed, the cult 
  practces a speces of dark ecumensm. It recruts from the 
  cults of gods assocated wth sorcery, trckery, and dscord. The 
  cult’s followers map and pursue the sprtual nvason routes 
  between worlds (more on ths n the Deepest Secrets secton 
  at the end of the cult descrpton), nfiltratng and subvertng 
  other temples, stealng ther secrets, and drectng the temples 
  they subvert toward some hdden greater purpose. 
  Great gods mplcated n the cult nclude: 
  — Tezcatlpoca, the Jaguar Lord of Nght Wnds,  
  Sorcery, Dscord, and Rulershp; and Master of the 
  Heartless Dead
  — The Jale God, He That Sts n Unbearable Splendor, 
  the Cosmc Trckster of Fate and Fortune
  — Carrefour, Dark Lord of the Crossroads, Rum,  
  and Gunpowder 
  — Chxulub, the Goddess of Decayng  
  Orbts, and Shepherd of the Tztzmne Star Demons
  — Tlacotan, Lord of Sudden Inundaton— 
  partcularly n hs urban aspect as the Lord of  
  Sudden Vctory and Reversal of Fortunes n  
  theologcal and factonal dsputes
  — Wcked Sken, petty goddess of unwelcome messages, 
  a notorous plunderer of lbrares and record-houses, 
  vector of rumors and dsnformaton
  Cult Personnel and Practices
  Members of the cult typcally travel as a par consstng of a sor-
  cerer-prest (a magc-user or clerc) of 7th-9th level, and a sea-
  soned cult warror of 4-5th level. The DM may select one of the 
  detes above, or choose another god of dscord as the secret 
  object of worshp of the sorcerer-prest and the warror com-
  panon. The cult warror nvarably bears the scars of jaguar 
  btes or claws, and can shapeshft nto the form of a panther.
  The par wll arrve at the temple of another god they desre to 
  nfiltrate (typcally, but by no means exclusvely, the temple of a 
  god of knowledge), playng the role of:
  — A scholar-prest from a dstant branch of the  
  temple, and hs temple warror escort
  — A par of relgous plgrms
  — A noble or wealthy merchant patron of the temple,  
  and hs warror escort
  The par wll request temporary resdence n the temple, seek 
  sprtual advce from the temple’s masters, request the use of 
  temple resources (such as ts lbrares), partcpate n the classes 
  and colloqua of the temple’s schools, and seek the opportunty 
  to partcpate n the rtual lfe of the temple. After a vst of 
  reasonable length, both the sorcerer-prest and the cult warror 
  wll bd ther hosts adeu. Shortly after ther publc (and often 
  ostentatous) farewell, they wll find an excuse to reenter the 
  temple and use small devces called perfect mirrors to assume 
  the semblances of a senor temple prest and some other temple 
  functonary, such as the chef of the temple guard. The persons 
  whose guses they acqure are each mprsoned wthn one of 
  the perfect mirrors. The captured vctm’s face s always vsble 
  as a smoky reflecton n these small obsdan mrrors, so the 
  cultsts keep the mrrors carefully hdden on ther persons at all 
  tmes after takng on the guse of ther vctms.
  After the sorcerer-prest and cult warror have ensconced them-
  selves wthn the temple herarchy, they wll select and groom 
  an accomplce from wthn the temple they are subvertng. Ths 
  recrut s usually a temple ntate or junor prest of level 1-3. 
  The sorcerer-prest wll offer the ntate what they desre most, 
  whether that be power, secret knowledge, or partcpaton n 
  llct rtes and pleasures. (Often, all of these are offered, as ths 
  makes t easer to bnd the ntate to the sorcerer-prest’s wll.) 
  The ntate wll appear to rse quckly n the favor of the temple 
  leadershp, and soon takes on a subsdary but mportant lead-
  ershp role n ther temple herarchy.
  Cult Leadership
  The herarchy of the Cult of the Obsdan Mrror s ll-defined, 
  although the cult’s prmary text, the Book of the Litany of the 
  Night Wind lsts many cultc ttles. Some have suggested that 
  the cult s structured more lke a fungal rhzomatc network 
  than the tree-lke herarchy found n most temples. Smlarly, t 
  s unknown whether the cult has a headquarters. Its most “vs-
  ble” members are the nomadc sorcerer-prest/cult warror par 
  who travel n dsguse. 
  Divine Items 
  PERFECT MIRROR: Each sorcerer-prest and warror of the Cult 
  of the Obsdan Mrror has on ther person a small obsdan 
  hand-mrror called a perfect mirror. Ths devce of the ancents 
  s a gateway to a pocket dmenson prson whch works dent-
  cally to a mirror of life trapping. However, only one person at 
  a tme may be trapped. The trapped person’s voce and ap-
  pearance s mmedately taken on by the user of the perfect 
  mirror. The entrapped person’s face can be seen n the mrror 
  as a smoky apparton. In addton, two or more ndvduals 
  who each possess perfect mirrors can communcate wth each 
  other by speakng nto ther mrrors; ths effect has a range of 
  up to 300'. 
  BOOK OF THE LITANY OF THE NIGHT WIND: Every sorcerer-
  prest of the Cult of the Obsdan Mrror has a copy of ths 
  magcal text, whch functons as the sorcerer-prest’s spell 
  book, as well as beng the prmary relgous text of the Cult of 
  the Obsdan Mrror. Ths s a long, thn accordon-style book 
  of folded pages. Many pages appear to be lsts of tems (e.g., 
  stars, worlds, gods, mnons, creatures) that are mportant to 
  the cult, and t has often been suggested that the many lsts n 
  the Litany are a knd of shoppng lst for the cult. Many pages 
  also have dagrams that look smlar to organzatonal charts. 
  At least one page of the book s nscrbed wth a symbol of 
  conflict rune, and another wth a symbol of insanity as a nasty 
  surprse for those who mght seek to steal the cult’s secrets.
  JALE TEARS: Small faceted gems of sublme color, jale tears 
  are crystallne drops of the Jale God’s dvne sweat as hs fe-
  vered body rubs up aganst the Skn of Realty. These gems 
  are rarely more than 2-3 mm n dameter. They manfest as 
  a patna on the walls of the Jale God’s hdden shrnes; once 
  
  283
  that happens, Jale Tears can be harvested for use elsewhere. 
  Members of the Cult of the Obsdan Mrror offer these gems 
  as tokens of favor or as brbes. More than one temple novce 
  has been corrupted and brought under the cult’s sway thanks 
  to these gems. When ngested, a jale tear greatly enhances the 
  subject’s lbdo and potency for a perod of 24 hours. At the 
  same tme, the subject’s judgment, dscreton, and restrant are 
  dramatcally mpared due to ntrusve and persstent thoughts 
  that are “dreamlke, feversh, and voluptuous.”* The subject’s 
  Charsma and Consttuton modfiers temporarly ncrease to 
  +4, whle ther Wsdom modfier drops to -6. 
  EYE OF LORD TEZCATLIPOCA: In any group of cultsts, one 
  ndvdual (usually the sorcerer-prest) may have access to ths 
  devce of the ancents. The Eye can actvate any gate n the 
  network of smoking mirror engines (see Divine Items secton) 
  openng a portal to a smoking mirror engine at another loca-
  ton n the same world, another world, or to an entrely dffer-
  ent plane. The gate remans open for 3 rounds. Once opened, 
  anyone may pass through. (For greater detal on Eyes, see the 
  Divine Items secton.)
  Minions
  Common summonable mnons of the Cult of the Obsdan Mr-
  ror nclude the ahuzotl, dvne audtors, heartless dead, and the 
  tztzmne star demons (see Minions, Knights & Servitors 
  secton). Each sorcerer-prest’s Book of the Litany of the Night 
  Wind gves them access to one or more cult spells used to sum-
  mon a specfic type of mnon. 
  Secret Aims
  When the three cultsts have become fully ensconced wthn the 
  temple’s herarchy and bureaucracy, the real work begns. The 
  temple’s records are plundered for magcal secrets, such as the 
  routes between the temple and the sprt realms or planes that 
  are mportant to that temple’s god. Temple vaults and treasur-
  es are trawled for artfacts, especally for those devces of the 
  ancents that can detect or control gates. Such tems are nvar-
  ably stolen. Smlarly, the three wll secretly explore the hdden 
  shrnes, rtual spaces, and labyrnths wthn and below a temple, 
  seekng out gates and nexus ponts between the dmensons. If 
  they find mprsoned gods or demons n these precncts, they 
  may strke a favorable bargan wth these bengs n exchange 
  for ther release. 
  As these nvestgatons occur, subtle changes begn to manfest 
  wthn the temple. Dscord arses wthn the herarchy; clercal 
  and scholarly fortunes rse and fall; unwholesome, heterodox 
  deas sprng up among the scholar-prests; ntates begn break-
  ng temple taboos; the temple’s patrons start makng unreasona-
  ble demands; the effiges of temple sants begn to jabber. These 
  useful dstractons often make t easer for the Cult of the Obsd-
  an Mrror to carry out ts nvestgatons and plferng. However 
  sometmes these dsturbances become a tumult, sparkng rel-
  gous rots, nterventons by the cvl authortes, plagues, and 
  nqustons. Sometmes the nfiltrators get caught. 
  Deepest Secrets
  The sngle greatest nterest of the Cult of the Obsdan 
  Mrror s the dscovery of smoking mirror engines on 
  other worlds. Often these tems are hdden wthn 
  temples and palaces, or n the Underworlds near 
  such places. When cultsts locate one of these 
  tems, all bets are off. The cultsts may resort to 
  assassnaton to gan ther prze, or poson everyone n a tem-
  ple or palace n order to secure a smoking mirror engine, and 
  keep t under ther absolute and exclusve control. Indeed, they 
  may release a plague that klls an entre cty or town to conceal 
  ther dscovery.
  What do the cultsts do wth these devces? When a smoking 
  mirror engine s dscovered, cultsts wll seek to awaken the de-
  vce, and connect t to the other engnes n the network. Often 
  such gates connect only to a sngle mrror on another world. But 
  more rarely, a smoking mirror engine wll open onto an entre 
  ‘mrror gallery’ that connects to dozens or hundreds of worlds. 
  Why are the smoking mirror engines so mportant? The Book 
  of the Litany of the Night Wind contans a few tantalzng 
  hnts about ths. One ltany suggests the network of mrrors 
  s not only a means of physcal transport between worlds; the 
  gate network creates sprtual nvason routes. These routes 
  make t easer for the gods, mnons, and occult energes as-
  socated wth the Cult of the Obsdan Mrror to move between 
  worlds, as well as magnfy ther nfluence and power on worlds 
  lnked by the Engnes. A second and perhaps more omnous 
  noton suggested by the Ltany s that once a certan number 
  of mrror galleres are networked to each other, a new ntel-
  lgence wll awaken and arse: a god even darker, more decep-
  tve, and dscordant than the gods the cult venerates today. 
  * From A Voyage to Arcturus (1920) by David Lindsay. 
  RELATED ENTRIES: G) Chicxulub, Jale God, Tlacotani, Wicked 
  Skein; M) Ahuizotl, Divine Auditors, Heartless Dead, Tzitz-
  imine; D) Book of the Litany of the Night Wind, Eyes (Eye of 
  Lord Tezcatlipoca), Perfect Mirror, Smoking Mirror Engine.
  CULTS & CULTISTS
  CULT OF THe OBSIDIAN MIRROR
  
  284
  Cult of the White Shadow
  &	Charles Turnitsa
  F	Richard J. LeBlanc, Jr.
  Background 
  The Cult of the Whte Shadow s dedcated to servng the shad-
  ow wyrms (daemons of the Lady of the Ar—an ancent chaos 
  god that appears n mages as a blob of tentacles posed over the 
  earth). A shadow wyrm appears as the vast shadowy body of a 
  gant man-wyrm. A shadow wyrm has a lower snake-lke body, 
  wth pars of clawed legs appearng out of the body at ntervals, 
  a humanod torso wth arms and wngs, and a curous cobra-
  hooded head wth hollow black eyes. It s sad that to look nto 
  the eyes of a shadow wyrm s to lose your soul. 
  Membershp comes from a nomnaton, whch to be accepted, 
  must be from an ndvdual who has renounced the establshed 
  relgons, and whom has dedcated hm/herself to the path of 
  followng the cult’s pursut of knowledge about the Whte Shad-
  ow, the shadow wyrms, and The Orgnator of Shadow—The 
  Lady of the Ar.
  A nomnant to the cult must serve as such for a perod of at 
  least one year before beng allowed membershp. Durng that 
  tme, nomnants are requested to perform ncreasngly horrble 
  acts, ntended to make lfe dfficult for those around them who 
  are not of the cult, as well as beng entrusted to forward the 
  campagn of fear and terror the cult pursues.
  After one year, a nomnant can present themself for recogn-
  ton as a cultst. They must have performed some horrble deed, 
  whch they then can brag about at a councl of local elders, n 
  order to mpress them n pursuance of membershp.
  There are several levels of cultsts, from the lowly smple thugs 
  (The Despsed), up through the warror types (Swords of the 
  Shadow), to msson leaders (Mnds of the Shadow), assassns 
  (Claws of the Shadow), prests/prestesses (Fsts of the Shad-
  ow), and sorcerers (Flames of the Shadow). Though ndvdual 
  cultsts of any degree may vary n level (and HD), members of 
  The Despsed wll rarely be above 3rd level. All members of the 
  cult, regardless of type or level, wll be of chaotc algnment. 
  Furthermore, whle dong the busness of ther cult, all cultsts 
  are robed n smple gray robes (agan, regardless of level).
  The Despised
  NO. APP.: 
  2d6 (or as a msson master  
   
  from the Cult decrees) 
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  90' (30')
  ARMOR CLASS: 5
  HIT DICE: 
  2
  ATTACKS:  
  1 (trademark spky flal)
  DAMAGE: 
  1d8+2
  SAVE: 
  T2
  MORALE: 
  8
  HOARD CLASS: 2d6gp each
  XP: 
  20 
  The Despsed undergo specal magcal condtonng whch 
  gves them a +2 on all savng throws. Occasonally, some of 
  the Despsed wll be gven the food of the shadow (see entry n 
  the Divine Items secton). An ndvdual member of The De-
  spsed s called only “Scum,” and accompaned by a number. 
  By vow and oath, the Despsed are not allowed to speak, and 
  often have vle, filthy rags ted around ther mouths.
  Swords of the Shadow
  NO. APP.: 
  1d6 
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  90' (30')
  ARMOR CLASS: 3
  HIT DICE: 
  4
  ATTACKS:  
  3 attacks every 2 rounds (broadsword)
  DAMAGE: 
  2d4+4
  SAVE: 
  F4
  MORALE: 
  10
  HOARD CLASS: Indvduals: none 
   
  Leader: 25% magc tem (allowed fighters)
  XP: 
  80 (135 w/ poson) 
  There are tmes when a msson calls for better traned mem-
  bers of the cult than The Despsed. In those nstances they are 
  often warrors known as the Swords of the Shadow. 
  Swords of the Shadow are human warrors, specalzed n the 
  use of the broadsword (THAC0:13). They wll occasonally also 
  carry darts (standard) whch may be posoned wth a burnng 
  blood poson (save vs. poson, or take 1d6 per round, for three 
  rounds, plus suffer a −2 “to ht” penalty durng that perod).
  Mind of the Shadow
  NO. APP.: 
  1 
  ALIGNMENT: 
  Chaotc
  MOVEMENT: 
  90' (30')
  ARMOR CLASS: 8
  HIT DICE: 
  4-8 (vares)
  ATTACKS:  
  1 (knfe or mndblast)
  DAMAGE: 
  1d4 or 2d6 (see specal)
  SAVE: 
  M4-M8 (by HD)
  MORALE: 
  10
  HOARD CLASS: Doses of food of the shadow  
   
  (see below)
  XP: 
  135-1,060 
  The Swords of the Shadow are led by the blnd masters known 
  as the Mnds of the Shadow. There wll never be more than 
  one Mnd of the Shadow on a sngle msson, regardless  of 
  what other types of cultsts are present. Such a leader leads va 
  mental awareness and telepathy (the results of long and tortur-
  ous treatments by dedcated sorcerers). They lose both ther 
  eyesght, and the ablty to cast spells, n return for mental gfts 
  the cult bestows on them.
  The Mnd of the Shadow s completely blnd, but s n constant 
  communcaton wth any Swords of the Shadow or Despsed 
  under hs command. The Mnd of the Shadow s not affected 
  by beng n the dark, or any other adverse vsblty condtons 
  (ncludng beng attacked from the flank or rear), and halves the 
  negatves appled to those t controls. A party lead by a Mnd of 
  the Shadow s never surprsed.
  CULT OF THe wHITe SHADOw
  CULTS & CULTISTS
  
  285
  The mnd blast of the Mnds of the Shadow has no effect at all 
  on any type of fey creature, elf or otherwse. It does affect the 
  ntellgent much more than those less gfted n that area. Apply 
  the number of addtonal languages that the target s able to 
  learn as a bonus to the damage done by the mnd blast attack.
  Claws, Fists, and Flames of the Shadow
  In addton to the standard membershp of the cult, there are 
  assassns (Claws of the Shadow), prests (Fsts of the Shadow), 
  and sorcerers (Flames of the Shadow). Each Claw, Fst or Flame 
  of the Shadow s an ndvdual of reasonably hgh level (usually 
  near or above ttle level for ther professon) who have turned to 
  the servce of the Cult. Wthn the cult, they are treated as nd-
  vduals and, as such, do not come under the control of a Mnd 
  of the Shadow. Magc-users and clercs of the cult are allowed 
  some specal spells (see below).
  Please note, detailed information for the Claws, Fists and 
  Flames of the Shadow are not included here, as they should 
  be treated as individual NPCs with varying statistics and abili-
  ties (created at the discretion of the DM). 
  The Earnish-Amantic & Spells of the Shadow
  Very hgh placed cult leaders from the Cult of the Whte Shad-
  ow are aware of the exstance of an ancent book—the Earnish-
  Amantic—whch contans the secrets of The Lady of the Ar 
  and her shadow wyrm servants, as well as lesser bengs lke 
  shadow creatures and shadow snakes. The book tself s cursed, 
  though some beleve t worth rskng that curse to gan knowl-
  edge of the foul thngs hdden nsde. 
  Wthn the Cult of the Whte Shadow, there are crculated 
  rumors of specfic spells wthn the Earnish-Amantic used to 
  contact or summon shadow creatures and shadow snakes. Cer-
  tanly at one tme, among the worshpers of The Lady of Ar, 
  there were such spells, and communcaton wth the Shadow 
  Dmenson was qute common. Three of the spells contaned 
  wthn the tome are as follows:
  Shadow Clutch: Use of ths spell allows the caster to summon 
  1d6 shadow snake warrors, whch wll reman n the world 
  and do the bddng of ther summoner (wth approprate 
  brbes of blood from warm-blooded ntellgent vctms), for a 
  perod of tme up to 1 day per level of the spell caster. The 
  true strength of the spell seems to be when t s smultane-
  ously cast by up to five clercs (a group of five s referred to 
  as a “clutch”). Wth each addtonal caster past the first, the 
  number of dce of shadow snake warrors that are retreved 
  from the shadow dmensons s doubled. So, wth two clercs, 
  there are 2 dce, wth three clercs there are 4 dce, wth four 
  clercs there are 8 dce, and wth five clercs there are 16 dce 
  worth of shadow snakes retreved. An approprate number 
  of shadow snake warror champons and evl hgh prests wll 
  also manfest. 
  Shadow Hunt: A vctm cursed by ths spell wll begn to attract 
  bengs from the Shadow Dmensons, who come to the world 
  specfically to attack and kll (or drag back to the shadow d-
  mensons, n the case of a shadow snake prest) the vctm. 
  Summon Shadow Creature: Ths spell summons 1d6 plus the 
  caster’s level n shadow creatures.
  Create Shadow Creature: Ths spell, when cast, wll transform 
  a recently (not more than 1-day-old) deceased corpse nto a 
  shadow creature.
  The Food of the Shadow
  The food of the shadow refers to a number of dfferent tems 
  prepared from the magcal leavngs of shadow creatures (whch 
  they ‘exude’ when absent from the Shadow Dmenson for too 
  long). These leavngs are gathered up by select members of The 
  Despsed and prepared accordng to certan magcal formulae, 
  resultng n hard small wafers whch may be consumed. (See 
  Food of the Shadow n the Divine Items secton.)
  RELATED ENTRIES: M) Shadow Creature, Shadow Snake; D) 
  Earnish-Amantic, Food of the Shadow; S) Create Shadow Crea-
  ture, Shadow Clutch, Shadow Hunt, Summon Shadow Creature.
  CULTS & CULTISTS 
  CULT OF THe wHITe SHADOw
  
  286
  DeLVeRS OF THe GOLDeN VeINS
  CULTS & CULTISTS 
  Delvers of the Golden Veins
  &	Logan Knight
  F	Logan Knight
  Hdden away n the mountans, lvng n whtewashed caves, 
  away from the pryng eyes of those who would call themselves 
  holy, le the Delvers of the Golden Vens. Ther god s a walkng 
  mountan of flesh, all-consumng, ever endurng.
  When the stars are deemed rght, worshppng before an dol 
  carved nto a stone wall, just when ther ululatons reach a fever 
  ptch, one of ther number s blessed wth transformaton, al-
  chemy of the soul and body. Ther lmbs atrophy and ther back 
  bends, ther torso expands to the floor lke a dropped sack, ther 
  skn grows dark and pocked. Ther flesh s doughy and plable, 
  and t s forbdden to touch them durng the transformaton. 
  Ther head rots and retreats nto the body, and new pnk-flecked 
  quverng orfices open on ther belly and across ther sdes, ds-
  solvng anythng placed before them and breathng n the spore 
  cloud nto atoms.
  Ths holy manfestaton of ther god, the Atmungsgebrgshund, 
  s carefully moved to a das carved from a crop of stalagmtes, 
  fed, and adored. As t feeds, the Atmungsgebrgshund’s body 
  becomes ever more stone-lke, fracturng, formng peaks.
  When the stars agan proclam the tme rght, crownng spres of 
  lght grow from the pnnacle of the Atmungsgebrgshund’s spne 
  hll, and the Delved fall upon t wth pck and hands. They drnk 
  deeply of the golden blood that flows as they break away the 
  shards of ts flesh, and they are once more blessed to lve long n 
  worshp amongst the mountans.
  Ther god does not exst. Ther god s communal. Ther god s 
  them. If they were destroyed, so too would be ther god.
  Ther number never exceeds 40, and breedng s only permtted 
  when another member has been lost, ether by volent death or 
  ascenson. Ther memores of persecuton have rooted deeply 
  over the ages, and any ntruson nto ther caves wll be seen as 
  an attack. The Delved are non-volent, though ther god s not. 
  Some wll delay the ntruders, throwng ther bodes upon the 
  blades, whle others wll fall aganst the Atmungsgebrgshund n 
  supplcaton to be consumed.
  Crackng shards of prmordal blue lght extend from the  
  Atmungsgebrgshund’s belly, roots worthy of a mountan god, 
  and the orfices penetratng ts sde expand and howl lke 
  rushng wnd. Every Delved sacrficed on ts body ncreases 
  ts HD.
  You wll see a mountan walk, you wll see your flesh drawn 
  across the room lke pollen on the wnd.
  Atmungsgebirgshund
  NO. APP.: 
  1 
  ALIGNMENT: 
  Lawful
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: 0
  HIT DICE: 
  8 (1 HD + 1 HD per self-sacrficed Delved)
  ATTACKS:  
  Specal
  DAMAGE: 
  Specal
  SAVE: 
  M23
  MORALE: 
  12
  HOARD CLASS: The Delved’s art may be worth  
   
  somethng to the rght person
  XP: 
  2000 × HD at tme of death 
  Once the first Delver has been sacrficed on ts sde, the At-
  mungsgebrgshund s able to dgest the flesh of one creature 
  wthn 4' at the rate of 1 hp per round. Every addtonal sacrfice 
  ncreases the range by 4' and allows another creature to be con-
  sumed smultaneously.
  Every round there s a 10% chance of fragmented spkes of 
  blue lght burstng from the earth, mpalng the unlucky creature 
  above, consumng them from wthn n floatng blue sparks that 
  rse as the spkes retreat. Save vs. death or de.
  If anyone other than a Delved attempts to drnk the golden 
  blood of the Atmungsgebrgshund roll d6:
   
  1 
  Your torso turns to stone, brttle nternal walls 
  crack and break, you’re alve as your body splts  
  n half and stone organs spll across the floor.
   
  2 
  An atomsng black hole forms n your belly,  
  consumng you from the nsde, lastng another 
  hour after you have dsappeared, affectng  
  anythng that comes wthn 10'.
   
  3 
  Roots of molten stone seep from your feet and 
  embed deep nto the earth, your legs petrfy up  
  to the knees. Better find a hammer.
   
  4 
  For the next 4 days you gan no nutrton from 
  anythng you eat, you grow weak, but a sold gold 
  nugget s formng n your belly, worth 2000 gp f 
  you can pass t.
   
  5 
  You can hear the Breathng Mountan, you weep 
  at ts glory, you reman n the caves to rebuld ts 
  famly and lve forever. Slay any who would stand 
  n your way.
   
  6 
  The blood of the earth fills your vens, you wll 
  never age, decrease your Dexterty by 1 every  
  year that you do not drnk the golden blood  
  of the Atmungsgebrgshund as you slowly turn  
  to lvng stone.
  
  287
  CULTS & CULTISTS 
  LISTeNeRS TO KANG
  Listeners to Kang
  &	Eric Potter
  F	Bartlomiej Doroszko
  In the very begnnng he was a common healer, a smple clerc 
  boy of the lowest order, unknown, ordnary, completely ex-
  pendable, and as such he was sent by hs fabled Brotherhood of 
  Hghmnded Monastcs nto the valleys of the great mountan 
  known throughout the land as Shankshll. A wcked plague had 
  decmated nearly all the people of these lands, and word had 
  reached the sanctuary that ts ruler, the great Kang, survved, 
  and had fortfied hmself deep beneath the mountan.
  The clerc boy wandered through the dstant, desolate lands for 
  many harsh seasons, layng hands on the few wretched dyng 
  along the way, but to no aval—the gods had abandoned these 
  souls, he felt sure n hs heart. On he pressed, for Kang hmself 
  had beckoned n need of a healer, and though all seemed hope-
  less, hs brothers had entrusted hm alone n ths msson.
  At long last the clerc boy found hs way under Shankshll and 
  to the protectors of great Kang. They were releved to see the 
  wary healer, and quckly ushered hm to the entrance of a great 
  labyrnth whch had been carved out of the mghty mountan’s 
  bedrock. Unfortunately, these very protectors were so sckened 
  wth plague they refused themselves entrance n order to save 
  Kang, and the clerc boy was on hs own to find hs way through 
  the unendng maze. 
  One foot nsde and a mracle occurred: a voce from the gods, 
  leadng hs step around every corner and past every unmarked 
  crossroad. It showed hm a sure and drect path to the center of 
  the vast labyrnth—a huge, crcular room under an encompass-
  ng dome where, across a rased das, lay the poor figure of a 
  fallen warror, stll dressed for battle, hs plate gleamng n the 
  unwaverng torchlght. The crestfallen figure wore a fantastc 
  great helm whch shone of the purest platnum and hd wthn 
  the sunken black eyes of a doomed man. The clerc wrested 
  the helm away and was sckened by the sght, for the plague 
  had devoured Kang’s face, leavng the unhnged jaw hangng 
  unsupported, the meat rotted lke sckened chattel. It was then 
  that the youthful clerc knew that the gentle leadng voce had 
  come not from the gods, but from Kang hmself. The clerc 
  boy asked how ths was so. Kang pulled down ths platnum 
  helm and hs voce ran smooth as glass through the boy’s mnd. 
  It was the power of the helm to commune through thought 
  alone. Ths great helm was the power of Kang.
  The clerc boy had a small but qute snster thought for such 
  an nsgnficant chld—the power of the helm could be hs own, 
  and so he removed the great helm from the dyng head of 
  great Kang. Ths wcked lttle prest sat back on hs haunch and 
  watched ths great Kang’s demse.
  Then a new great Kang sent hs voce through thn ar and for 
  many, many years hs followers sent n wld game at the head 
  of the maze, wth flasks of ale and water and sacks of gold ted 
  n nooses around ther supple necks, and they wated patently 
  for Kang to emerge, though he never dd.
  Eventually the voce of Kang the Communer grew fant and 
  finally most of those whose generatons had mraculously sur-
  vved that wretched plague assumed ther once great leader 
  had succumbed to old age, or worse.
  However, there were those who occasonally heard a fant 
  whsper, a half word, a weak whmper echong n ther heads 
  n the dead of nght, wth the promses of Kang’s great hoard of 
  precous gold. These souls grew devout. They swore that Kang 
  lved, and many attempted to find ther brave captan deep n 
  hs mythcal maze, but none that tred ever emerged and the 
  true devout Lsteners to Kang have snce fallen on dsrepute 
  and, at varous tmes, scorn and rdcule.
  Listener to Kang
  NO. APP.: 
  1d12
  ALIGNMENT: 
  Neutral
  MOVEMENT: 
  120' (40')
  ARMOR CLASS: 7
  HIT DICE: 
  2
  ATTACKS:  
  1 (dagger)
  DAMAGE: 
  1d4 or by weapon
  SAVE: 
  C2
  MORALE: 
  8
  HOARD CLASS: None
  XP: 
  20 
  These dark-robed devout belevers roam the countrysde n 
  packs seekng to expand the conscousness of others by at-
  temptng to ndoctrnate the unntated nto “lstenng” for the 
  word of the great Kang. Lsteners to Kang are completely s-
  lent, they have removed ther own tongues and use only hand 
  gestures to communcate, lest they mss a dvne message from 
  Kang wth nstructons on how to navgate the great maze un-
  der Shankshll to remove the mounds of collected gold.
  RELATED ENTRIES: D) Helm of Divine Conversation.
  
  288
  ORDeR O’POSSIMIUM
  CULTS & CULTISTS 
  Order O’Possimium
  &	Tim Shorts
  F	Richard J. LeBlanc, Jr.
  History of the Order
  Very lttle s known regardng Possmum’s orgn. Hs mark 
  upon hstory and wthn the pantheons has been slght. There 
  are mentons of Possmum as far back as 300 years ago, but 
  texts found n the ancent runs (estmated to be over 1,500 
  years old) make menton of a “Postmus”; scholars debate 
  these texts, wth many belevng ths s the orgnal name of the 
  god of nocturnal creatures. If Postmus and Possmum are one 
  and the same, ths would make hm one of the eldest gods. 
  In the past, Possmum has had several symbols by whch he 
  was known. Today, hs predomnant holy symbol s a par of 
  possum eyes peerng from a dark moon. The fathful of Pos-
  smum wear brass pendants of ths symbol, and standards 
  bearng the symbol may be found n hs shrnes. 
  Philosophy of the Order
  Possmum promotes “to do what one must do” to survve. 
  Generally, ths means followers of Possmum are nonvolent. 
  Instead, they are good at usng ther wts to get out of bad 
  stuatons. Possmum takes no sdes n tmes of war and hs 
  followers assst whoever s the current ruler, army or person of 
  standng n ther shrne. 
  Servants of Possimium 
  Servants of Possmum use the word “clerc” as a catch-all phrase 
  for anyone n the servce of Possmum, but the those who run 
  the shrnes are referred to as “parsons,” and those n hs serv-
  ce are referred to as “fathful.” The Possmum fath s struc-
  tured around a councl of regonal parsons. Ths may sometmes 
  only nclude two or three parsons n hundreds of mles. These 
  counsels gather once every few years. Whle each shrne runs 
  ndependently, they are all smlar n ther way of servces and 
  handlng of ssues. Once a parson passes on, one of the fathful 
  takes up the gray cncture and becomes the new parson. 
  Parsons wear gray clothng and durng rtuals they wll wear a 
  heavy gray cowl. No matter ther dress, they wll always wear 
  the gray cncture that represents ther poston. The fathful 
  wear normal clothng—there s nothng to make them stand 
  out, other than that most wll wear a pendant of Possmum.
  Shrines of Possimium
  Possmum has very few shrnes dedcated to hm. One of hs 
  shrnes wll most often share space n large temples dedcated 
  to a better-known god of the nght. There are, however, some 
  shrnes dedcated solely to Possmum. These shrnes are kept 
  humble, as to not gan attenton (as are the dress and the man-
  ner of people that are attracted to serve Possmum). These 
  shrnes are always found ‘n between’ other places, are most 
  often constructed of wood, and are usually located near trees. 
  Those who vst the shrnes can expect some of the followng 
  hosptaltes and servces:
  A meal. The shrne wll provde one small meal to any 
  vstor, regardless of belef. 
  A bed. The shrne wll allow those who have been knd 
  n the past to stay for up to three nghts. Those who 
  stay are expected to make a donaton, or assst wth 
  mantanng the shrne. 
  Healing. On occason, a prest wll provde healng, but 
  t requres a donaton or the completon of a task (see 
  Secrets of Possmum). 
  Birth and Death Ceremonies. The shrnes of Pos-
  smum are approved by most other temples to perform 
  brth and death ceremones should someone be wthout 
  the servces of ther own temple. However, some con-
  sder t bad luck to have a chld blessed by a holy man 
  of Possmum. 
  Secrets of Possimium Shrines
  – The Shrnes of Possmum always have a large secret 
  storage area beneath. Here they stock up on food, ale, 
  weapons and other tems. Each shrne wll have a spe-
  calty that they collect. They gather these thngs quetly 
  and secretly. Often, f someone needs healng, part of 
  the agreement wll be to collect more of these tems to 
  be stored n the shrne. Parsons do ths for tmes of fam-
  ne and war. They provde to keep ther fathful safe. 
  – Parsons rely on the assstance of others to keep ther 
  shrnes n good repar and ther store rooms full. Pos-
  smum grants each Parson wth the ablty to cast a mi-
  nor geas once per week. The quest or goal should not 
  take more than a few days to complete, nor be more 
  valuable than 100 sp. The geas wll not work on an 
  unwllng person. Should a person agree to do the task, 
  the geas provdes a +1 to all rolls durng the quest. 
  – Parsons are selected by Possmum hmself. The god 
  often appears as a small group of a sngle type of crea-
  ture. For example, a fathful may find eght possums 
  sleepng outsde hs home n a nearby tree, or a colony 
  of bats swrlng over hs head. However, n all nstances, 
  the person wll hear the quet voce of Possmum stat-
  ng that he or she has been chosen. Ths s usually the 
  only tme a parson wll meet Possmum drectly. 
  RELATED ENTRIES: G) Possimium.
  
  289
  CULTS & CULTISTS 
  PALLID COURT
  Pallid Court
  &	Richard J. LeBlanc, Jr.
  They are the Whsperers n the Darkness, the Brothers of the 
  Yellow Sgn, the Hands of the Yellow Kng—they are the Pal-
  ld Court, worshpers of the The Yellow Kng (an aspect of the 
  Jale God). 
  Organization
  The Palld Court s a tentacled organzaton rumored to have 
  71 ‘tatters’ (a term used to honor the tattered robe worn by 
  the Yellow Kng)—one tatter for each copy of the Tome of the 
  Yellow King that s supposed to exst. (Whle t s lkely safe to 
  assume that some of these tatters possess a copy of the tome, 
  t s by no means a gven that all tatters possess one; t s more 
  lkely to assume that those tatters that do not have one are n 
  the search to possess one.)
  Each tatter s named to honor The Kng n Yellow, but also to 
  dentfy themselves as a tatter separate from the others. A few 
  of the tatters known to exst are:
  – The Palld Crcle
  – The Palld Cloak
  – The Palld Crown
  – The Palld Hoard
  – The Palld Mask
  – The Palld Shadow
  – The Palld Throne
  – The Palld Torch
  – The Palld Touch
  – The Palld Wng
  The organzaton of each tatter s gerontocratc, wth the eldest 
  member of the tatter holdng the hghest poston wthn t as 
  Palld Elder. The standard age for a Palld Elder s 99+ years. 
  Drectly beneath the Palld Elder are the Palld Counselors—
  those tatter members who are younger than the Palld Elder, but 
  have reached an age of no less than 79 years old. The number 
  of Palld Counselors for each tatter usually ranges from 10 to 20 
  members. Collectvely, the Palld Counselors are known as the 
  Palld Councl. Although the Palld Elder acts as the leader for 
  the tatter, he or she wll often turn to the Palld Councl for ther 
  advce; ths s, of course, n tmes of lucdty for the Palld Elder, 
  gven that members of the Palld Court as a whole are subject to 
  the madness that comes wth old age. 
  Those members of a tatter that have reached at least 49 years 
  of age, but have not yet reached the age to become a Palld 
  Counselor, are known as Palld Deacons. These Deacons are 
  concerned wth runnng the ongong actvtes of each tatter.
  Those members of a tatter who are 48 years and younger 
  are known as Palld Whelps, an ntentonally demeanng term. 
  There s no lmt on how young a Whelp may be. Gven that 
  the madness of old age s rare among those young enough 
  to be a Whelp, one of the major goals of each tatter s ‘re-
  crutng’ younger members—an actvty that conssts of lttle 
  more than exposng the Yellow Sgn to unsuspectng vctms, 
  forcng them nto madness, then pullng those vctms n as 
  ‘newborns’ to the tatter.
  Cult Activities
  The major goal of each tatter of the Palld Court s the at-
  tanment of addtonal power for The Yellow Kng through the 
  rtual sacrfice of chldren (partcularly newborns). 
  The cult tends to operate near large ctes where the numbers 
  of unwed mothers tends to be hgher (as these vctms are more 
  lkely to go unnotced). Cult members wll offer expectant moth-
  ers all of the accommodatons they mght need (e.g., a place to 
  stay, assstance wth brthng, etc.) and ‘take them n’ (usually a 
  small, unassumng house not too far from the actual cult lar). 
  As the woman goes nto labor, the cult members (usually a 
  group of Whelps) wll shuffle her off to the cult lar, where the 
  entre throng wll be found gathered around the central altar, 
  watng for the brth and the subsequent sacrfice.
  The sacrfices not only feed the power of The Yellow Kng, but 
  to the tatter’s Elder and Counselors (whch explans ther ronc 
  vgor and strength n spte of ther age).
  In addton to the ongong sacrfices, each tatter s constantly 
  seekng addtonal Whelps for ts numbers (see above).
  Pallid Court Members
   
  Elder 
  Counselor
  NO. APP.: 
  1 
  1d2 (1d10+10)
  ALIGNMENT: 
  Chaotc 
  Chaotc
  MOVEMENT: 
  180' (60') 
  150' (50')
  ARMOR CLASS: 6 
  7
  HIT DICE: 
  4 
  3
  ATTACKS:  
  1 (dagger +2 
  1 (dagger +1 
   
  or spell as 
  or spell as 
   
  3rd level Clerc) 
  2nd level Clerc
  DAMAGE: 
  1d4+2  
  1d4+1 
   
  or by spell 
  or by spell
  SAVE: 
  C4 
  C3
  MORALE: 
  12 
  11
  HOARD CLASS: XV 
  VI
  XP: 
  135 
  65 
   
  Deacon 
  Whelp
  NO. APP.: 
  1d4 (3d10) 
  3d6 (10d10)
  ALIGNMENT: 
  Chaotc 
  Chaotc
  MOVEMENT: 
  120' (40') 
  120' (40')
  ARMOR CLASS: 8 
  9
  HIT DICE: 
  2 
  1
  ATTACKS:  
  1 (dagger  
  1 (dagger) 
   
  or spell as 
   
  1st level Clerc)
  DAMAGE: 
  1d4  
  1d4 
   
  or by spell
  SAVE: 
  C2 
  C1
  MORALE: 
  10 
  9
  HOARD CLASS: V 
  I
  XP: 
  29 
  10 
   
  RELATED ENTRIES: G) Jale God, Yellow King; S) Jaundice 
  Veil, Pallid Veil.
  
  290
  SOCIeTY OF THe SeRPeNT
  CULTS & CULTISTS 
  Society of the Serpent
  &	Josh Graboff
  F	Stefan Poag
  LOCATION: The Three Kngdoms, Essad, Dorlan
  ALIGNMENT: Chaotc
  SECRET SIGNS: The Self-devourng Serpent,  
   
  wearng loops of gold and jade
  The Socety of the Serpent s blessed by a tro of three lttle-
  worshpped gods: Glyrea, her son-servant Instor, and Serns. 
  The Socety’s purpose sn’t smply to worshp these three, how-
  ever. The Socety of the Serpent more than anythng lusts after 
  knowledge, of whch the Serpent s the prme symbol and advo-
  cate. The Socety s composed of people from all walks of lfe, 
  though an overwhelmng majorty of ts members are well-off. 
  Members of the socety are all seekers after knowledge, laugh-
  ngly eschewng the way the servants of Qulan Knowas share 
  that great power wth everyone they meet. Instead, the Socety 
  dedcates tself to the secrecy of learnng, the hoardng of lore. 
  For ths reason, and ther serpentne mythology, they often call 
  themselves “the Wyrms”.
  Most members of the Socety are clercs, wzards, and scholars. 
  However, anyone who wshes to learn thngs and keep them 
  secret are welcome. The Socety often works wth the prests of 
  Glyrea, Serns, and Instor. These three gods are consdered the 
  tutelary detes of ts members.
  Day to Day Actvtes: Members of the Socety go about ther 
  everyday lves. Merchants ply ther wares, wzards study magc, 
  and the clercs of the three cults preach ther word. Beng a 
  member of the Socety of the Serpent doesn’t generally change 
  one’s outward behavor. 
  Important Ceremonies
  The Socety s organzed nto Crcles or Rngs, each of whch 
  s composed of anywhere between three and fifteen members. 
  The Crcles meet n secret locatons and are techncally not sup-
  posed to know each other’s denttes. They wear masks and 
  have a solemn ntonaton of Serns pronounced over ther meet-
  ngs. Crcles generally share a common nterest of nqury; Cr-
  cles of wzards are common, as are cabals of merchants seekng 
  to defeat mercantle opponents. Exchange of knowledge s kept 
  strctly on the bass of other members of the Crcle. Those from 
  a foregn Crcle may expect warm feelngs and shelter but gener-
  ally not the sharng of prvate knowledge.
  Of course, thngs are never that smple. Crcles often also en-
  gage n strange rtes to Instor and Glyrea to nvoke the acqus-
  ton of new knowledge. Identtes are nvarably revealed due to 
  the necessty of makng contact outsde of Crcle meetngs, and 
  specal sgns and badges sgnfy membershp wthn the Kng-
  doms, Essad, and Dorlan. To that end, most members of other 
  Crcles can reasonably request knowledge from other Crcles 
  f they share somethng mportant or commt themselves to a 
  servce n return.
  The Societies’ Gods
  Insitor s the chef amongst the gods worshpped by the So-
  cety. He s the son-servant of Glyrea, and the spawn of the 
  ancent ages of the world when t was ruled by the gants, the 
  wyrms, and the trolls. He s often represented as a serpent or a 
  man of vaguely serpentne appearance.
  Instor s a lawful god (alternately lawful neutral n dual-axs algn-
  ment systems); he takes no sde n the arguments of good and 
  evl, but the rgorous and structured nature of study means that 
  he s a lawful god. He rewards hs followers wth breakthroughs 
  n ther learnng. Whle Qulan s the patron god of learnng and 
  scholarshp, Instor s the patron of knowledge n general. The 
  two gods often poach on one another’s portfolos (and Glyrea 
  often ntervenes wth ther small-scale snpng).
  Those who are members of the Instoran cult generally are schol-
  ars who, for whatever reason, are not attracted to the worshp 
  of Qulan. However, as a tutelary dety he s often present even 
  n heavly Qulan nsttutons. Many scholars keep an con of 
  Instor on ther wrtng tables or n ther lbrares to provde them 
  wth the dvne nspraton necessary to acqure knowledge.
  Glyrea s the ancent Ggantne goddess of serpents and, by 
  extenson, venoms and posons. She s generally consdered to 
  be an unpleasant goddess and s blamed for the Maedar and 
  Medusae (whch may actually be her creatons, or those of Ula-
  gas the Potter, the texts are unclear). Her temples are often kept 
  out of publc sght because of ther reputaton, though n Essad 
  the worshp of Glyrea s not an affar requrng secrecy.
  Glyrea s a chaotc goddess (alternately lawful evl n dual-axs 
  algnment systems). She expects her followers to obey very rgd 
  strctures and to comport themselves as members of whatev-
  er socety to whch they belong. However, she also advocates 
  personal advancement and the acquston of personal goals 
  through means that are sometmes... unpleasant.
  Glyrean temples tend to be entwned wth serpentne motfs, 
  and Glyrean prests strve to emulate her servant-son Instor n 
  the acquston and cultvaton of serpent-lke features and at-
  ttudes. They are often langud untl roused to anger and then 
  quck to strke. It s a well known fact that Glyrean prests often 
  poson the lttle knves they keep tucked nto ther bracers and 
  sleeves: t may be that ths very practce s what created the so-
  called Mlean Greetng of claspng forearms.
  What sn’t commonly known s the true extent to whch Glyrean 
  prests wll and have gone to perfect themselves nto servants 
  of the goddess. Inner Cult members of Glyrea have met wth 
  clercs who no longer seem qute... human. Indeed, the Glyrean 
  cult propagates a secret populaton of yuan-t n ther nnermost 
  crcles and all great hgh prests must attempt to undergo the 
  transformaton.
  Sernis s the Mlean god of secrets, ambton, and theves. Hs 
  presence n the Socety s less ntegral to the goals of the Wyrms 
  but extremely mportant to ther protectons. Serns’ name s 
  nvoked at every meetng and any exchange of knowledge or 
  nformaton. He s the watcher who protects the secrecy of the 
  efforts of the Crcle.
  Serns hmself s a chaotc god (alternately neutral evl n dual-
  axs algnment systems). He cares nothng for the so-called rule, 
  nor for any concept of order or dsobedence to t. Hs only do-
  man s the protecton and exchange of secrets and the personal 
  ambton of the drven. For ths reason he s a favorte amongst 
  theves and cutpurses as well as merchants of hgh staton.
  Sernean prests are bound to wear masks when servng ther 
  staton and n lke form, the members of a crcle all obscure ther 
  faces when meetng. Another practce observed by the Sernean 
  clergy and Inner Cult s the “sacrfice of secrets”. That s, the 
  supplcant whspers hs secret not to the clerc but to a Sernean 
  altar or dol, thus nformng Serns hmself of the secret and 
  
  291
  CULTS & CULTISTS
  SOCIeTY OF THe SeRPeNT
  addng t to hs ever-growng bank of knowledge. Ths practce s 
  also mtated by the Crcle, often substtutng a small holy symbol 
  or wooden con for a full altar.
  A Sample Circle: The Graspers of Agstowe
  Ths crcle comprses most of the members of the Socety n Ag-
  stowe. Lke all Crcles of the Socety, the Graspers are secretve 
  and keep the numbers and denttes of ther members prvate. 
  The Crcle was founded by the Oldport merchant Gldas Harot 
  (level 16 human thef), and he contnues to domnate ts day to 
  day functons as well as dctate the roles of those below hm.
  The Crcle of the Graspers has a partcular approach to the 
  methods of the Socety. Harot beleves n the power of Glyrea 
  and Instor to reveal truths, but he does not beleve they smply 
  must be passvely worshpped. Any secrets the Graspers have 
  uncovered haven’t been pad for n smple worshp: they have 
  been pred from the Godhead by force. To ths end he has even 
  nstructed the wzard Seferygs to locate and capture a shadow 
  naga, one of the hgh prests of the gorgon goddess, and force t 
  to reveal how to acheve even greater power.
  Important Members of the Circle
  Gildas Hariot: (16th level human thef; chaotc n sngle-axs 
  algnment; neutral evl n dual-axs algnment) Harot s a hard 
  man. He has pulled hmself to hs poston by sheer wllpower; 
  he was born the son of a serf outsde of Longlard; over the 
  course of hs lfe he founded and mastered the successes of the 
  Old Rver Traders and brokered a lastng trade agreement wth 
  the gnomsh and halflng rver-barges that ply the Old Rver. A 
  man of consderable wealth and means, he runs the Graspers 
  lke a lord rules over hs fief. Wth so many mportant people n 
  hs purse, t s dfficult to magne anyone assaultng hs poston 
  of temporal power.
  Harot presents a charmng face to the world. In meetngs of the 
  Graspers he s a completely dfferent person. Hs goals are far-
  reachng: to forcbly take the secrets of the Glyrean presthood 
  and use them to slay or drve out the Red Wyrm of Agstowe and 
  take ts treasures and secrets for hmself. Everyone else s but a 
  tool n hs path to ascenson, ncludng hs wfe Ermentrude and 
  hs daughter Lnette.
  Seferygis Serpentcrown: (15th level human magc-user; 
  neutral n sngle-axs algnment; neutral good n dual-axs 
  algnment) The wzard called Seferygs Serpentcrown was 
  once a young man named Antonus Cooper. He became 
  master of the Wrthng Tower after drvng out a cult of yuan-
  t from ts grounds. At that tme he was approached by the 
  Graspers of Agstowe and convnced to jon ther ranks; Har-
  ot rghtly beleved that the Wrthng Tower concealed the lar 
  of a knowledgeable shadow naga. Snce that day, Seferygs 
  has been under the thumb of Gldas Harot, dong hs bddng. 
  He s a weak-wlled man on a dark slde to becomng evl out 
  of a sense of self-preservaton. Together wth Harot, these 
  two represent the most powerful (n terms of personal power, 
  level) personages n the Graspers Crcle.
  RELATED ENTRIES: G) Glyrea, Insitor, Sernis.
  
  292
  wAY OF THe SHROOM
  CULTS & CULTISTS
  Way of the Shroom
  &	Jens Durke
  F	Richard J. LeBlanc, Jr.
  The Way of the Shroom s a phlosophy assocated wth cults 
  formed by mushroom eaters all over the known worlds who wor-
  shp Kng Shroom, the patron of those who ndulge n the mnd-
  expandng qualtes of certan shrooms, Cannbal Godspawn of 
  Mushrooms and Devourer General of the Lzardwars.
  These congregatons of lke-mnded enthusasts are, due to 
  ther dversty and strange behavor, often dsmssed as random 
  phenomena. Ths randomness, however, mght be ntentonal. 
  In fact, some scholars argue that a random or accdental con-
  sumpton of psychedelc mushrooms may somehow be part of 
  Kng Shroom’s werd schemes to actvate a devout followng n 
  a specfic area for one bzarre reason or another.
  True Priesthood
  To become a clerc devoted to Kng Shroom, a follower must 
  forsake hs physcal body and embrace the world of the shroom. 
  A ceremony to ths end nvolves a deadly overdose of poson-
  ous mushrooms n a remote area prone to mushroom growth. 
  The decomposng body wll then feed the fungus network and 
  form, n tme, a new body for the follower’s soul to nhabt, wth 
  the locale of hs ntaton as hs ‘chapel’. Ths s the only known 
  rtual by whch one may fully dvne the Way of the Shroom.
  In ths new form, the clerc may move freely among the fungus 
  network of hs holy ste, dssolvng t n one place and spawnng 
  t wthn mnutes at another. He’ll also have the ablty to cam-
  ouflage hmself as a group of mushrooms, effectvely hdng hs 
  presence 95% of the tme (the change takes 1d6 rounds mnus 
  the clerc’s level, wth a mnmum of 1 round requred). Fur-
  thermore, he wll have the ablty to regenerate any damage he 
  sustans at a rate of 1 hp per level per round, and may regener-
  ate hs whole body wthn a day (f fertle ground s avalable) 
  by releasng spores shortly before hs demse. Those spores 
  wll reman dormant n an nfertle envronment untl the op-
  portunty arses to travel somewhere else (e.g., on the clothes 
  of an adventurer or on the fur of an anmal passng by). For all 
  other purposes, ths new body functons and (almost) looks lke 
  a normal human body.
  Spells are those approprate for the clerc’s level. However, the 
  fungod nature of hs clergy has a way of twstng the effects 
  of sad spells. For example: healing spells mght come wth a 
  (rather harmless) fungus nfecton that goes away after a pe-
  rod of tme equal to the natural healng process of the wounds 
  treated, animated dead mght become so through the use 
  of mushroom roots whch replace the nervous system of the 
  corpse; and a blessing mght have psychedelc sde-effects.
  Prests of the Shroom have access to all knds of mushrooms 
  and, above everythng else, love beer. They are by default un-
  der the nfluence of very strong psychedelc mushrooms (beng 
  cannbals, of sorts) and ther sermons are (at best) opaque for 
  those not seekng the hgher enlghtenment of the shroom.
  Holy Sites of the Shroom
  Mushroom groves are places of worshp. If a clerc resdes n 
  such a grove, the sze of the grove wll be n drect correlaton to 
  the level of holy man. Although hgh level clercs are very rare, 
  ther cathedrals would be vast mushroom forests, wth fungus 
  networks spannng even further underground. 
  A clerc s aware of everythng that happens wthn one of 
  these fungus networks.
  There s a cumulatve 10% chance per level (every new level al-
  lows a new check) that such a grove attracts 2d4 gant crckets, 
  whose eere chors then haunt the ste every sunset, prasng 
  mghty Kng Shroom. In tmes of war a number of [clerc’s level] 
  tmes d100 Fruggar wll defend the temple under the clercs 
  command.
  Apologzng to a mushroom on whch one has stepped by ac-
  cdent when vstng a shroom temple s totally approprate.
  Symbiotic Priesthood
  On rare occasons (1-n-8 chance n a stuaton nvolvng mush-
  rooms) Kng Shroom mght “gude” clercs of other faths to 
  the Way of the Shroom by facltatng an accdental psychedelc 
  experence. The clerc wll then, n hs ntoxcated state, see 
  the true wsdom of the shroom and act on behalf of the Kng’s 
  agenda (not that he would necessarly understand what’s gong 
  on). Even a clerc’s true god would most lkely assume that the 
  resultng strange and erratc behavor s just the result of some 
  ll-advsed quche (1-n-12 chance to realze what’s gong on).
  Kng Shroom controls how long the clerc wll be ‘hooked’, 
  but wll release the clerc as soon as the clerc has fulfilled hs 
  purpose, unless the clerc forgets (1-n-20 chance). 
  Some say the Lizardwars started because the Cannibal God-
  spawn made a lizard shaman cook an omelet using some 
  dragon eggs he was supposed to protect, binge-eating them 
  with a smile afterwards. But that is highly disputable. Anyway, 
  the lizard ate the eggs, so maybe it started the rumor, too.
  Shroom Wisdom
  “Never tell a bear who ate the wrong mushrooms about hs 
  purple fur, but ask hm for relatonshp advce nstead.”
  “A rose s but a pmp anyway, although the lzard dsagrees, 
  lckng ts thorns n dsgust.”
  “Rejoce! You are fermented! Now bcycle that yellow.”
  “Cellar door.”
  RELATED ENTRIES: G) King Shroom; M) Fruggar.
  
  293
  SECTION 4
  Divine Items
  F Horace J. Knowles
  
  294
  OVeRVIew
  DIVINe ITeMS
  Divine Items Overview
  & Richard J. LeBlanc, Jr. 
  Introduction
  The term “Dvne Items” n ths volume has been used to dffer-
  entate these object both from standard magc tems, as well as 
  the more encompassng category of artfacts and relcs. Unlke 
  artfacts and relcs, dvne tems may be, but are not necessarly, 
  unque (e.g., more than one atrementous man may exst at any 
  gven tme, but there s only one Wand of What the Fuck). 
  Though all dvne tems are, n some way, assocated wth 
  partcular gods, those tems need not be made by that god’s 
  hands. For example, Wayland the Smth, often consdered a 
  god n hs own rght, would often be contracted by other gods 
  to smth great weapons that those gods would, n turn, gft to 
  varous mortals.
  Divine Items in Campaigns
  In Joseph Campbell’s monomyth narratve, the hero s often 
  called upon to survve an extreme or severe challenge (often 
  wth help). If the hero survves, he s often rewarded wth a 
  gft or “boon.” Other tmes a gude or mentor (see Nurturer/
  Caregiver on p.210) provdes supernatural ad n the form of 
  a talsman or artfact (that wll often ad the hero later n hs 
  quest). Innumerable examples may be found n most, f not all, 
  of the great mythologes.
  — Perseus receves the followng godly gfts to ad hm  
  n hs heroc endeavors: wnged sandals, a sword,  
  a helmet that makes the wearer nvsble, and a  
  bronze sheld from Athena that was polshed to  
  shne lke a mrror.
  — Wayland the Smth forged Gram, the sword of  
  Sgmund, whch would be destroyed by Odn,  
  and s later reforged by Regn and used by Sgmund’s 
  son Sgurd to slay the dragon Fafnr (accordng to  
  the Völsunga saga).
  — In Hndu legend, Arjun uses the astra* Agneyastra 
  aganst Angaraparna; Agneyastra s a bow that, when 
  dscharged, emts flames whch are nextngushable 
  through normal means.)
  Divine Item Types
  The followng categores and examples of Dvne Items are 
  provded for the DM to ad n developng campagn-specfic 
  Dvne Items for petty gods n ths volume whch may not have 
  any assocated tems already assgned them. 
  ARMOR, HEADGEAR & SHIELDS  
  Examples nclude: the Armor of Beowulf, made by 
  Wayland the Smth; Aegis, Zeus’ sheld, loaned to  
  hs daughter Athena and used by Perseus; the Helm  
  of Darkness created by the Cyclopes for Hades.
  WEAPONS 
  Examples nclude: Pattayudha, the dvne sword  
  of Lord Veerabhadra, Commander of Lord Shva’s  
  Armes; Gríðarvölr, the magcal staff gven to  
  Thor to kll the gant Gerröd; Gáe Bulg, the spear  
  of Cú Chulann.
  CLOTHING 
  Examples nclude: Aphrodte’s magic girdle that 
  makes whoever the wearer desres fall n love wth 
  them; the Shirt of Nessus, the posoned shrt that  
  klls Heracles. 
  JEWELRY 
  Examples nclude: Draupnir, a golden arm rng pos-
  sessed by Odn that provdes endless wealth; the Seal 
  of Solomon, a magcal rng whch mprsons demons; 
  Brísingamen, the necklace of the goddess Freyja.
  VEHICLES 
  Examples nclude: Vimana, a mythologcal flyng  
  machne from the Sanskrt epcs; Wave Sweeper,  
  a magc boat belongng to Irsh dety Lugh.
  TREASURES 
  Examples nclude: Kaustubha, a dvne jewel n the 
  possesson of Lord Vshnu; Pandora’s Box.
  BOOKS 
  Examples nclude: the powerful spellbook the Book  
  of Thoth; the Mesopotaman Tablet of Destiny.
  STONES 
  Examples nclude: Gjöll, the rock to whch the gods 
  bound Fenrr the wolf; Vaidurya, most precous  
  of all stones, worn by the goddess Lakshmi and the 
  goddess of wealth Rigved.
  PLANTS & HERBS 
  Examples nclude: moly, the magcal herb Hermes 
  gves to Odysseus to protect hm from Crce’s magc; 
  haoma, the dvne Persan plant that provdes healng 
  and furthers sexual arousal.
  FOODS 
  Examples nclude: ambrosia, provdng longevty 
  and/or mmortalty; the Golden Apple whch appears 
  n varous legends. 
  SUBSTANCES 
  Examples nclude: ichor, the ethereal golden flud  
  that s the blood of the gods and/or mmortals.
  MUSICAL INSTRUMENTS 
  Examples nclude: Gjallarhorn, blown at the onset of 
  Ragnarök; Triton’s conch shell.
  MISCELLANEOUS 
  Ths catch-all category ncludes thngs lke bones, 
  skns, household tems, tools, furnture, etc.
  * An astra is a weapon, presided over by a specific deity, often 
  used in the fighting of demons and other extra-planar crea-
  tures. An astra must be handed down directly from the deity 
  involved, as knowledge of the incantation associated with that 
  astra is insufficient for its proper use.
  
  295
  Atramentous Man
  &	James Patterson
  Sometmes gven by petty gods for specal acts of servce or 
  devoton, an atramentous man s an engmatc boon watng 
  to happen. The vaguely humanod form s made entrely of 
  sold darkness, a protomatter capable of assumng any form. It 
  has no features and does not nteract wth anyone. It cannot be 
  harmed by any mundane or magcal means.
  Once gven, the atramentous man wll unobtrusvely follow the 
  recpent. It cannot be restraned or forced to move. Any attempt 
  to lose t wll cause t to reappear n 1d4 turns, hours, or days, as 
  s approprate. For example, f the recpent teleports away the 
  atramentous man wll smply show back up n 1d4 days.
  The purpose of the atramentous man s to precptate nto 
  any tem that the recpent most needs to acheve an otherwse 
  hopeless stuaton. For example, f you fall naked nto a 20' 
  pt the atramentous man could suddenly form nto a perfectly 
  servceable ladder that just reaches to the top. When defensless 
  and backed nto a corner by a wght, the atramentous man may 
  turn nto a slver long sword to gve you a fightng chance; the 
  DM should chose any mundane or mnor magcal tem (nclud-
  ng potons), but the choce must mean the dfference between 
  certan falure and possble success. Once formed nto a spe-
  cfic tem, the atramentous man s, for all ntents and purposes, 
  a typcal specmen of that tem; the atramentous man s there-
  fore “spent,” and there s no trace to assocate the tem wth 
  where t came from.
  Balanced Quarterstaff
  &	Matthew W. Schmeer
  Balanced s a +3 quasi-intelligent bonewood quarterstaff 
  belongng to Verthsh, the Petty God of Sngle Pps, who 
  hmself s a manfestaton of the Jale God.
  The staff tself s carved from a stout, 8-foot-long branch of bone-
  wood harvested from the tree of the hamadryad Phersena n the 
  forest of Bulahdelah. Eons ago n hs youth, the Jale God be-
  came enamored wth Phersena. As she was bound by the laws 
  of the gods to her tree, he knew they could never rule together. 
  As a token of hs esteem, he sent hs protecton over her forest 
  untl her death durng the Flame Wars of Jubrn. He created the 
  staff from the remans of her tree n remembrance of her beauty 
  and her desre to “see the world beyond the green.”
  The staff now houses the only remanng slce of the soul of the 
  wzard Wälläkatüntün, collected from the battlefield by the Jale 
  God centures after the Battle of the Waters of Krkad at the 
  concluson of the Flame Wars of Jubrn. It was Wälläkatüntün 
  who convnced the Jale God to manfest as the Petty God of 
  Sngle Pps.
  Once per day, Balanced can cast the Curse of the Jale God, 
  Im Ra Jash (see Spells), at a target of ts own choosng. The 
  staff s wly and erratc and wll often choose an unlkely tar-
  get at an unlkely tme, but the vctm s always someone who 
  deserves t.
  After 1d4 weeks out of Verthsh’s possesson, the weapon los-
  es ts magcal ablty and acts as normal quarterstaff and Wäl-
  läkatüntün’s soul slce wll become dormant untl the staff s 
  retreved by Verthsh.
  If the Jale God hmself s utterly destroyed, Wälläkatüntün’s 
  soul slce wll ext the staff and nvade the nearest magc user 
  or clerc, who must save vs. nsanty* or be symbotcally joned. 
  The magc user or clerc gans 1 addtonal level-approprate 
  spell, but control of ts castng s controlled by Wälläkatüntün’s 
  soul slce. There s a 1% chance per day that the spell wll be 
  cast, agan usually at an nopportune moment.
  RELATED ENTRIES: Please see the Jale God entry n the Petty 
  Gods secton for a complete lstng of entres related to the Jale 
  God (ncludng Verthish and Wälläkatüntün).
  * See UNDERWORLD LORE #1, p.14.
  Berenedril’s Hat of Dumb Luck 
  &	Terje Nordin
  F	Richard J. LeBlanc, Jr.
  Ths jester’s hat s brghtly colored n blue, red and green, and 
  features bells that chme galy at the slghtest movement. Ths 
  headpece wll make anyone wearng t look downrght slly, 
  leavng the wearer wthout a shred of credblty or sobrety. It s 
  normally found on the head of Berenderl, the god of folly.
  Anyone wearng the hat makes a duplcate de roll for every 
  requred de roll, and uses the better result. However, f both 
  rolls show the same result, the outcome of the stuaton wll be 
  to the detrment of the wearer. (It s up to the DM to decde the 
  detals n accordance wth the actual crcumstances.) 
  RELATED ENTRIES: G) Berenderil.
  Bibliomantic Codex
  &	Terje Nordin
  Ths weghty tome contans extensve descrptons of hundreds 
  of detes, dem-gods and demons. The Bibliomantic Codex 
  may be used once per week to communcate wth hgher pow-
  ers. One who wshes to communcate wth powers must ask 
  aloud one queston, and then select a random page to actvate 
  the extraordnary power of the tome. That user then has a 
  connecton to a randomly determnated petty god who s com-
  pelled to answer hm. The petty god should be determnated 
  randomly by the DM, then a reacton roll must be made (tak-
  ng all standard modfiers nto account) before beng compelled 
  (regardless of reacton) to answer the queston however the god 
  sees fit (truthfully or untruthfully). For example, the petty god of 
  qualty footwear wll not normally have nsght nto scentfic d-
  lemmas (unless they nvolve shoes), whle a petty god dedcated 
  to cusne and gluttony wll most lkely not gve good advce to 
  an ascetc monk whose very exstence mght offend the god.
  DIVINe ITeMS
  ATRAMeNTOUS MAN – BIBLIOMANTIC CODeX
  
  296
  Bowl of the Eyes
  &	Fr. David Eynon
  F	Richard J. LeBlanc, Jr.
  These rare magc tems resemble St. Vnera’s own bowl (a 
  bronze bowl wth a par of eyes carved on the nsde), except 
  that the eyes carved on the nsde are closed. If holy water s 
  placed nto the bowl, the eyes open and the water s trans-
  formed nto one of the followng potons determned by 1d6: 
   
  1-3 cure light wounds  
   
  4 
  cure blindness  
   
  5 
  cure disease  
   
  6 
  cure serious wounds 
  Ths effect only works once per day. If a bless spell s cast upon 
  the bowl whle holy water s n t, the bowl functons as a crystal 
  ball for the duraton of the bless spell. 
  RELATED ENTRIES: G) Saint Vineria.
  Books of the 
  Crimson Icosagon
  &	Legion
  Each of these twenty wedge-shaped folos comes n ts own slp 
  case. When all the volumes are stood together the flats of ther 
  spnes form an cosagon. All are bound n red covers—one n 
  baby dragon hde, one n the flayed and tanned skn of a mar-
  tan, another n that of an efreet—and nscrbed throughout n 
  scarlet nk.
  A number of thngs happen when a person touches one of 
  these books:
  1) Frst, the character (and all others wthn 20') must roll a 
  save vs. breath. Those who fal are nstantly transported 
  to Dt’Went’s lbrary. The books are keyed to ther own 
  chamber n the god’s colossal edfice; theren they are ar-
  ranged together on a massve slab table carved from a sngle 
  block of carnelan.
  2) Second, the character must make a save vs. poson. A fal-
  ure ndcates the character’s gender might change. Roll 1d20 
  and consult the followng table:
   
  1 Hermaphrodte 
   2-10 Female 
   11-19 Male 
   
  20 Neuter
  3) Thrd, the character must save vs. petrficaton. Falure n-
  dcates the character’s algnment might shft. Roll 1d20 and 
  consult the followng table:
   
  1-3 Lawful (Good) 
   
  4-5 Lawful (Neutral) 
   
  6-7 Lawful (Evl) 
   
  8-9 Neutral (Good) 
   10-11 Neutral 
   12-13 Neutral (Evl) 
   14-15 Chaotc (Good) 
   16-17 Chaotc (Neutral) 
   18-20 Chaotc (Evl)
  4) Fourth, the character must save vs. wand. Falng ths save 
  ndcates the character’s race s probably gong to change. 
  Roll a d20 and consult the followng table:
   
  1 Deep One 
   
  2 Demon-descended 
   
  3 Duck 
   
  4 Dwarf 
   
  5 Elf 
   
  6 Froglng* 
   
  7 Gnoll 
   
  8 Gnome 
   
  9 Goatkn 
   
  10 Gobln 
   
  11 Halflng 
   
  12 Half-Elf 
   
  13 Half-Ogre 
   
  14 Half-Orc 
   
  15 Hobgobln 
   
  16 Human 
   
  17 Insectod 
   
  18 Lzardfolk 
   
  19 Orc 
   
  20 Spellborg
  5) Ffth and finally, the character must save vs. spell. A fal nd-
  cates the character’s class wll likely change. Roll 1d20 and 
  consult the followng table:
   
  1 Alchemst 
   
  2 Ant-Paladn 
   
  3 Assassn 
   
  4 Bandt 
   
  5 Bard 
   
  6 Bounty Hunter 
   
  7 Clerc 
   
  8 Craven Hunter** 
   
  9 Drud 
   
  10 Fghter 
   
  11 Illusonst 
   
  12 Jester 
   
  13 Magc-User 
   
  14 Monk 
   
  15 Necromancer 
   
  16 Paladn 
   
  17 Prate 
   
  18 Ranger 
   
  19 Thef 
   
  20 Wtch
   
  The character’s class changes but hs level does not (e.g., a 
  4th level fighter rollng a “12” becomes a 4th level jester).
  BOwL OF THe eYeS – BOOKS OF THe CRIMSON ICOSAGON
  DIVINe ITeMS
  
  297
  Incompatbltes of algnment, race and class should be resolved 
  as the DM deems approprate. For example, dwarf paladn, not 
  really a problem; lawful good assassn, ffy.
  If the character fals a save but then rolls hs current state on 
  any of the above tables, benefits accrue. Dt’Went’s whms 
  are fickle and ephemeral. Feel free to have the character warp 
  through alternate forms for splt-seconds before revertng to 
  normal. Then grant the followng boons:
   
  If same gender as rolled: 1 permanent addtonal ht pont.
   
  If same algnment as rolled: 1 permanent pont of mproved 
  Armor Class.
   
  If same race as rolled: permanent 1 pont ncrease of a ran-
  dom abltty score.
   
  If same class as rolled: advance 1 level mmedately.
  After all these events (whch take place n but a moment), the 
  book blnks to ts poston on the red table where t wll stay for 
  20 years before agan beng dspatched to the Materal Plane. 
  Touchng the same book durng ts 20 year shelvng elcts no ef-
  fect. It s rumored touchng one of the other 19 books wll return 
  a party to ther place of orgn. Of course, there mght not be 
  another book on the table when the characters arrve. Or that 
  rumor mght be naccurate.
  * Froglings by Evan Van Elkins.
  ** Essentially an anti-ranger (and halfway to assassin), a cra-
  ven hunter is neither a steward nor a custodian. He cares not 
  for good, killing instead for ego, fun and profit.
  RELATED ENTRIES: G) Diit’Wentii; M) Knight of the Car-
  mine Icosagram, Monitor; D) Shining Icosahedron.
  Book of the Litany  
  of the Night Wind
  &	John Everett Till
  Every sorcerer-prest of the Cult of the Obsdan Mrror has a 
  copy of ths magcal text, whch functons as the sorcerer-prest’s 
  spell book, as well as beng the prmary relgous text of the Cult 
  of the Obsdan Mrror. Ths s a long, thn accordon-style book 
  of folded pages. Many pages appear to be lsts of tems (e.g., 
  stars, worlds, gods, mnons, creatures) that are mportant to 
  the cult, and t has often been suggested that the many lsts n 
  the Ltany are a knd of shoppng lst for the cult. Many pages 
  also have dagrams that look smlar to organzatonal charts. At 
  least one page of the book s nscrbed wth a symbol of conflict 
  rune, and another wth a symbol of insanity as a nasty surprse 
  for those who mght seek to steal the cult’s secrets. 
  RELATED ENTRIES: C) Cult of the Obsidian Mirror.
  Braner-related  
  Weapons
  &	Porky
  An tem of any type, magcal or otherwse, found or created, 
  may have one or more braner aspects attached to t (at the ds-
  creton of the DM).
  The two examples below can melee or projectle weapons, and 
  the surface to whch the braner s attached s assumed to be the 
  edge of the blade or the tp. Ths also suggests that the sheath 
  or equvalent s worked to contan the effect, or that a varaton 
  on the weaver aspect s used to actvate t. Each s gven wth 
  three possble names, to reflect the varety of cultures that could 
  develop t. There s a 50% chance that the weapon s +1d6-1 
  for ts type.
  Vault’s Call, Sibilance, The Exsanctor etc.
  Ths weapon or projectle makes use of the whsker aspect to 
  cleave sold matter cleanly, as f lqud, apparently destroyng all 
  materal along the path. In fact, each partcle s drawn out over 
  a dmensonal boundary.
  The contact surface wll pass freely through a barrer of any 
  nature except transdmensonal. The tem s always a further +1 
  for ts type and a ht gnores all armor and other physcal protec-
  tons wth ths same excepton; armor s reduced n qualty by 
  1d3 AC. The ht s always treated as crtcal.
  If left unsheathed, the transdmensonal part wll pass through 
  matter on whch t rests or whch t strkes, and t wll con-
  tnuously draw n partcles from a surroundng atmosphere or 
  reservor untl ths s exhausted—to whch myrad dead regons 
  and worlds may testfy.
  The constant whsper of ths flow may be heard, and the space 
  beyond may be perceved by the senstve.
  Wail o’ the Weft, Shreave, The Disenverter etc.
  Ths weapon or projectle makes use of the wnder aspect to 
  warp the current realty, removng or remakng exstng mat-
  ter and nfusng t wth strange forms from unknown sources 
  beyond dmensonal boundares.
  A ht gnores all armor and other physcal protectons except 
  those of a transdmensonal nature and s always crtcal. It also 
  forces one save to avod major nstantaneous mutaton and a 
  further save to avod a degree of mnor contnuous change.
  In each stuaton n whch the weapon or projectle s unsheathed, 
  ts locaton or the route along whch t travels s corrupted and 
  may bleed; any entty later touchng ths pont or lne s treated 
  as f ht. Where ths weapon prolferates, the world may quckly 
  become unrecognsable, even unnhabtable.
  When n moton the surface emts a shrek and rpples may be 
  felt by the senstve n the fabrc of realty.
  RELATED ENTRIES: M) Braner.
  Crown of Tears
  &	Gavin Norman
  F	Richard J. LeBlanc, Jr.
  The prze of ts owner (a lawful dety), the Crown of Tears s 
  an exqustely wrought platnum crown studded wth damonds 
  of otherworldly perfecton. These jewels are the seat of the 
  crown’s power, beng formed from the tears of a dyng god.
  The crown s typcally of normal human dmensons, but can 
  change n sze to accommodate ts owner. It has a latent sen-
  tence, and requres that a bond of sympathetc resonance be 
  establshed wth one who would possess t. Once the bond s 
  DIVINe ITeMS
  BOOKS OF THe CRIMSON ICOSAGON – CROwN OF TeARS
  
  298
  made, the central damond at the brow of the crown ntegrates 
  tself wth the neural matter of the owner, enablng the at-wll 
  use of the crown’s powers, and preventng the crown from 
  beng removed whle the owner lves. The sympathetc bond 
  gradually drves the crown’s possessor nto a state of melan-
  cholc avarce, as he attempts to hoard tems of beauty aganst 
  the nevtable entropy of the unverse.
  The owner of the crown gans the power of language-tran-
  scendent telepathy wth all bengs, wth the sde-effect that all 
  wth whom the crown communcates must save vs. spell or 
  change to lawful algnment. Twce per day, the crown can emt 
  a wave of unversal sorrow—all wthn 100' are affected as by a 
  symbol of despair (save allowed).
  Any mortal donnng the crown must save vs. petrficaton or be 
  mmedately and permanently crystallsed. Only a wish can re-
  verse ths transformaton. Chaotc bengs who touch the crown 
  suffer the same fate, no savng throw allowed.
  Curse Tablet
  &	Matthew W. Schmeer
  Any PC may send up a curse request to a dety to punsh a 
  wrong-doer n the form of a wrtten prayer. The curse must be 
  wrtten or etched on a thn sheet of lead, rolled nto a scroll, 
  and perced wth an ron nal.
  The curse must be wrtten n the followng form and nclude:
  1) The pettoner’s name
  2) The dety beng pettoned
  3) The nature of the request and the  
  punshment to be exacted
  4) The target of that request  
  (as specfically as possble)
  EXAMPLE: “Grant this request, Oh Jale God, that I, Nord Tim-
  bertrot of Heartless Vale, beseech thee! Unto your divinity 
  and majesty I give my dice and purse of 2,000 coppers that 
  someone hath stolen from me. Whether human or non, man or 
  woman, slave or free, do not allow him who has done me wrong 
  to sleep or eat or drink or have good health unless he reveals 
  himself and brings those goods to your temple.”
  The curse must be delvered n one of two ways:
  1) The curse may be placed at the foot of a statue of the 
  dety beng nvoked, preferably n a temple or church 
  dedcated to that dety.
  2) The curse may be bured wth the corpse of a follower 
  of that dety, preferably someone who has recently 
  ded n servce to that dety.
  There s a 1-n-1000 chance that the dety grants the curse; 
  the subject of the curse must make a save vs. death or be per-
  manently cursed wth whatever afflcton was requested. The 
  chance of the curse beng granted mproves to 1-n-500 f the 
  pettoner s an actve worshper of the dety.
  Dagger of Fairness
  &	Matthew W. Schmeer
  Fairness s a +3 dagger owned by Verthsh, the Petty God of 
  Sngle Pps, who hmself s a manfestaton of the Jale God. 
  Fairness was created from the scavenged remans of a finger 
  jont from the gant ron golem whch housed the bran of the 
  wzard Wälläkatüntün before the wzard’s final destructon by 
  Ywehbobbobhewy, Lord of Waters, Kng of Mrrors, Patrarch 
  of the Most Profound, at the Battle of the Waters of Krkad.
  Due to Wälläkatüntün’s lfelong dedcaton to the study of n-
  ter-dmensonal dce probablty and alchemcal mechancs, 
  the Jale God commanded the creaton of Fairness n trbute. 
  Because the laws of probablty are mmutable, Fairness ds-
  penses an addtonal +3 aganst cheaters at dce games. 
  After 1d4 weeks out of Verthsh’s possesson, the weapon loses 
  ts magcal ablty and becomes a normal dagger. It can regan 
  ts abltes f/when t s retreved by Verthsh.
  RELATED ENTRIES: Please see the Jale God entry n the Petty 
  Gods secton for a complete lstng of entres related to the Jale 
  God (ncludng Verthish, Wälläkatüntün and Ywehbobbobhewy).
  Death’s Door
  &	Aaron E. Steele
  It s unknown whether death’s doors were created by sorcerers 
  and necromancers, or by the nfernal powers themselves to 
  tempt mortals to ther doom. No two death’s doors look the 
  same, and some are sufficently non-descrpt that there s no 
  outward clues to ther true dentty and functon.
  A death’s door, when placed nto an doorway, functons as a 
  passage to the Underworld. The Underworld to whch death’s 
  door opens depends on the user, so the death’s door could open 
  to dfferent nfernal planes for each person attemptng ngress.
  Death’s doors can wegh several tons, but because they are 
  magcal, regardless of the weght of the door they can be carred 
  by two or more people, or transported n a cart or wagon.
  The standard use of a death’s door s to attempt the recov-
  ery of a fallen comrade or lover from the afterlfe. The term 
  “hoverng at death’s door” refers to the hestance of the users 
  to pass through death’s door, for several reasons. Frst, they 
  must brave the dangers and horrors of the underworld. Sec-
  ond, once the comrade or lover s located, every demon, devl 
  or other denzen wthn range wll be alerted to a mortal’s pres-
  ence, and wll make every effort to capture the nterloper(s). 
  Thrd, there s a chance that the deceased wll refuse to ac-
  company the searcher back to the land of the lvng, as they 
  are qute content where they are or feel they have no reason to 
  return to a mortal lfe.
  Once placed n a doorway, a death’s door cannot be removed 
  by nfernal creatures. That, along wth the fact that the users 
  CROwN OF TeARS – DeATH’S DOOR
  DIVINe ITeMS
  
  299
  of the door wll unerrngly know n whch drecton the death’s 
  door s located, provdes some assurance that once an nd-
  vdual uses the door, they wll be able to find ther way back. 
  However, non-nfernals can move the door, and f that s done, 
  knowledge of the door’s locaton s lost, and the person(s) prev-
  ously usng the door may be trapped n the underworld, unless 
  the can find another death’s door locaton or other passage to 
  the land of the lvng.
  To operate the death’s door, the user must thnk of the de-
  ceased person, and recte an ncantaton that asks the death’s 
  door to find and allow passage to the person beng so located. 
  The death’s door wll typcally open a passage to the under-
  world that s wthn one mle of the deceased, although, beng a 
  somewhat caprcous form of magc, the door may open above 
  a lava flow, chasm, vacuum, or other deadly locaton.
  Divine Turnip of Glory
  &	Chris Tamm
  Ths huge fine lookng turnp s lke vory to the touch wth 
  several secret uses. If planted t sprouts a magnficent crown 
  of leaves and grows to 30 feet wde wthn an hour. Chosen 
  of Bogrump use ths to carve out a house where they can ds-
  trbute turnps, turnp wne and tales of Bogrump’s deeds. The 
  magc turnp, f cooked nto a turnp porrdge, can cure disease 
  n up to 40 persons who eat t. In tmes of great crss, such 
  a turnp can be planted and fed a bucket of blood n order to 
  call Bogrump hmself. The turnp wll become hs head and 
  Bogrump wll grow from the ground, ready to punsh those 
  who trouble turnp lovers. Such turnps are entrusted to the 
  worthy, or sometmes grow n a chosen farmer’s field.
  RELATED ENTRIES: G) Bogrump.
  Ecstasy In Slaughter  
  (+4 bastard sword)
  &	James Smith
  F	Richard J. LeBlanc, Jr.
  INTELLIGENCE: 11
  PSYCHE: 
  12
  WILLPOWER: 
  26
  COMM.: 
  Verbal (several languages),  
   
  telepathc, read magc
  ALIGNMENT: 
  Chaotc
  POWERS: 1 tme per day, the sword may cast a limited wish. 
  The welder s mmune to any charm type spell below 4th 
  level, as the sword’s own personalty wll act as a bulwark 
  aganst such magcs. 1×/day, the sword may summon 1d4 
  4th level berserkers from Valhalla, who wll follow her com-
  mands and reman for the duraton of 1 turn, or untl slan.
  Ths relc s a bastard sword featurng an elaborate hlt, and a 
  handle wrapped n red leather. The pommel depcts the head of 
  a beautful, savage woman. The entre sword s made from an 
  alen metal, dark-green n color and shot through wth spdery, 
  scarlet lnes.  
  Ecstasy in Slaughter s a forgotten mnor Avatar of Daeena, an 
  ancent goddess of war and love. Havng left any plane known 
  to mortals ages ago, her sword avatar s only a shadow of ts 
  former mght, but stll qute formdable.†
  The sword remembers very lttle of the tme when she was stll 
  strongly connected to her greater self. She wll, for now, make 
  the best of her stuaton and set about to find a fighter who wll 
  serve her purposes, f she has not already done so. If she does 
  not lke her welder, she wll contrve to escape or slay the of-
  fendng warror, utlzng her limited wish to do so. Otherwse, 
  the sword s capable of assumng human form for up to three 
  hours per week, and wll be qute possessve of her newfound 
  lover, enjoyng sexual play as much as wadng nto battle and 
  sheddng blood. 
  The avatar has an encyclopedc knowledge of ancent hs-
  tory, though her memory of the past thousand years or so s 
  somewhat spotty. She s able to recount the locatons of lost 
  ctes, ancent dungeons and forgotten treasures. She s also 
  a mltary genus.
  Fndng a way to be free of her current state of exstence and 
  reclamng the power of her greater self s of paramount m-
  portance to the sword. Stll, she s very much a creature of the 
  moment and s easly dstracted by her appettes. The sword s 
  usually qute talkatve, exuberant and charmng though occa-
  sonally s beset by dark moods and can be rather dangerous at 
  such tmes.
  † F12 in human form. If reduced to 0 hp, the avatar will revert 
  to her sword form and be inert for 2d4 days. There is a 10% 
  chance that her consciousness will be irrevocably separated 
  from the sword and lost. Knowing this, she will avoid combat 
  while in the flesh, if at all possible.
  Eidolons
  &	Matthew W. Schmeer
  The Eidolons are twelve radantly magcal, ancent stone fig-
  ures whch mpart specfic, spell-lke effects on those n ther 
  presence. The exact orgns of the Eidolons have been lost to 
  the ravages of tme, but they are rumored to have been craft-
  ed by a cabal of petty godlngs as gfts to ther most beloved 
  worshppers. If all twelve Eidolons are gathered together, they 
  can be used to bnd a sngle godlng to the Materal Plane by 
  removng the god’s mmortalty.
  All Eidolons are statues carved from hghly polshed marble 
  that are approxmately one-and-a-half feet tall and wegh 15-20 
  pounds. The effects of Eidolons cannot be dspelled by magcal 
  means, unless otherwse noted.
  DIVINe ITeMS
  DeATH’S DOOR – eIDOLONS
  
  300
  1. The Eidolon of Fear
  Exqustely crafted from dark, amber-colored stone, ths wyvern 
  figure radates energy of pure fear. Anyone comng wthn a 30' 
  radus of ts presence wll run away, hystercal, at full runnng 
  movement for 20 rounds. PCs wth a Consttuton of 15 or 
  hgher may save vs. spell based on ther Constuton score; suc-
  cess means they can rally ther courage and proceed unaffect-
  ed. Ths Edolon currently resdes n an evl cultst’s temple.
  2. The Eidolon of Hate
  Ths hghly detaled serpentne statue s a realstc representa-
  ton of a spttng cobra, carved from a block of red-vened black 
  marble. The statue mparts a 20' radus of overpowerng hate, 
  so much so that any PC that enters the area of effect wll become 
  despondent wth self-hatred and suffer as f under a feeblemind 
  spell f they fal a save vs. spell at -5. Ths statue currently resdes 
  n the treasury vault of a keep that has fallen to run.
  3. The Eidolon of Sleep
  Currently resdng n the nursery wng of the castle of the Gob-
  ln Kng, ths chalk-colored marble statue of a cat n repose 
  makes anyone who comes wthn a 25' radus fall asleep wthn 
  2 turns. PCs get no save, but ths effect can be delayed for an 
  addtonal turn by mbbng a potion of wakefulness.
  4. The Eidolon of Illusion
  A dusty pnk dragonfly, ths Eidolon s currently on dsplay n 
  the prvate chapel n the home of a wealthy noble famly. It 
  radates one of three effects that last three tmes as long as the 
  normal spell descrptons (roll 1d6):
   
  Roll 
  Effect 
   
  1-2 
  color spray 
   
  3-4 
  dancing lights 
   
  5-6 
  hypnotic pattern
  PCs wth Consttuton scores of 13 or hgher may attempt to 
  save vs. spell to avert the effect.
  5. The Eidolon of Envy
  Made of hghly polshed green marble flecked wth golden hgh-
  lghts, ths rough carvng of a fox terrer nfuses the ar wth a 
  15' radus of jealous rage. PCs enterng the area of effect must 
  save vs. spell or become envous of ther frends, covet the pos-
  sessons of others, begrudge the good fortunes of ther fellow 
  adventurers, etc. Ths effect wll last for three days after movng 
  out of the area of effect. Durng ths tme, they wll act rashly 
  on at least one of ther feelngs of dscontent. The whereabouts 
  of ths Eidolon are unknown.
  6. The Eidolon of Pride
  Ths lon carved from purple marble s located n a collapsed 
  dungeon. A 50'-long, 10'-wde cone of arrogance emanates 
  from ths statue, bathng all ntellgent and sem-ntellgent 
  creatures wth excessvely hgh feelngs of ther abltes and 
  achevements. PCs must save vs. spell; falure means the af-
  fected gan a +4 bonus to all feats of Strength or dsplays of 
  Dexterty. Ths effect lasts for 1d4 days. Then they suffer a −4 
  penalty to feats of Strength or Dexterty for 1d4 days.
  7. The Eidolon of Lechery
  Carved from a rare chunk of blue-black marble, ths bull-shaped 
  Eidolon creates unrestraned and promscuous sexualty n all 
  who come wthn a 10' radus. PCs comng wthn the area of 
  effect wll mmedately become volently aroused and attempt 
  ntercourse as quckly and frequently as physcally possble wth 
  any sentent beng avalable. No pregnances wll result from 
  ths compelled couplng, and none of the PCs wll remember 
  havng commtted these acts. PCs wth Charsma scores of 10 
  or lower may save vs. spell to avod these effects.
  8. The Eidolon of Wrath
  Shaped to resemble a snarlng bear standng to attack, ths 
  rough-hewn hunk of black-flecked red stone creates an over-
  powerng sense of anger n all who come wthn a 10' radus. 
  PCs caught n the area of effect become bellgerent and ndg-
  nant, and work themselves nto a berserker rage, ganng a +2 
  on melee attacks and dong twce the normal damage for 1d4 
  rounds per PC level. The PC wll have no memory of flyng 
  nto a rage or of the battle. Ths statue s currently housed n 
  a shaman’s hut n a remote regon of the wlderness. Eatng a 
  compote of mnt leaves, black currants, and junper berres can 
  negate the effect.
  9. The Eidolon of Gluttony
  Nms, a petty god of overndulgence, created ths pg-shaped, 
  orange-colored Eidolon for hs favorte prosttute. The stone 
  mparts an nsatable desre for food and drnk n a 30' radus, 
  and affected PCs wll be able to eat and mbbe to no ll effect 
  for as long as they are n the stone’s presence. They wll feel 
  no urge to vod bladder or bowel, they wll not vomt, they wll 
  not get excessvely drunk but only feel a nce, happy numb-
  ness from any alcohol ngested. However, once movng out 
  of the area of effect, the PCs wll mmedately feel the results 
  of ther carousng and suffer a −4 to all melee attacks, saves, 
  and checks for 2 days. The stone s rumored to be housed at 
  Gladna’s House of Unspeakable Pleasures.
  10. The Eidolon of Greed
  Ths pale-yellow mage of a croakng frog has been passed 
  from theves guld to theves guld over the centures, as each 
  has gotten rch n turn. It s often dsplayed near a secret en-
  trance, and t s customary for theves to rub ts hghly shned 
  vocal sac for luck. Touchng the statue n ths way mparts a 
  +5% to all checks of a thef’s abltes for 12 hours. Addton-
  ally, ths Eidolon radates an aura of greed. Those wthn 10' 
  of ts presence feel an overwhelmng desre to possess wealth. 
  Theves’ gulds wll send ths Eidolon to gulds whch have 
  fallen on hard tmes, thereby bolsterng the brotherhood of 
  theves throughout the realms.
  11. The Eidolon of Listlessness
  Impartng a 25' radus of fatgue, ths goat shaped azure stone 
  makes those n ts presence fall nto a state of languor. PCs fall 
  nto a state of pleasant physcal weakness and lose nterest n 
  actvely pursung ther prevous actvtes for 1d4 days. Whle 
  n the stone’s presence they are also unable to perform melee 
  attacks, but can parry attacks at a −4 penalty. Lstless PCs are 
  extremely dfficult to get nterested n dong anythng other than 
  phlosophzng about the meanng of lfe. PCs wth Intellgence 
  above 15 can save vs. spell to avod these effects. The statue s 
  currently bured n the waste ple of a medum-szed cty.
  12. The Eidolon of Vainglory
  Carved from a slab of royal purple marble to resemble an elk 
  stag at the heght of the ruttng season, t was rumored ths 
  eIDOLONS
  DIVINe ITeMS
  
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  was a gft to the founder of the Skaldc Guld hmself. The 
  statue emts a 10' radus of prdeful energy that creates an 
  effervescent feelng of vanty and a hgh sense of self-worth. 
  On a falure of a save vs. spell, those n the presence of the 
  Eidolon of Vainglory can’t help boastng about ther deeds 
  and those of ther frends and acquantances n the most he-
  roc of ways. They also gan a +3 to all Charsma-based rolls, 
  and spell-casters regan any prevously spent spells. All effects 
  wear off after a day. Some say t’s currently hdden away at 
  the Bardc Academy for Mnor Poets; others say t’s behnd 
  the bar at the Wrnkled Tt.
  Eldoon Namar
  &	Matthew W. Schmeer
  Created centures ago by Ur-mu “the Bastard” Ab’rkada, once a 
  necromancer of world renown and now a powerful ageless lch 
  hdden from the world, the Eldoon Namar s a mask of great 
  and dangerous power. The mask tself s a thn, flesh colored 
  stockng of tghtly woven, magcally created synthetc mesh that 
  adheres tghtly to the face and neck when worn. The materal 
  s hghly porous—the wearer may breathe, talk, eat, and drnk 
  normally whle wearng the mask—yet the mask completely ob-
  scures the wearer’s facal features.
  When worn, the mask transforms the wearer nto another per-
  son (human, dem-human, or humanod) of the wearer’s choos-
  ng; the wearer must have an object recently handled by the per-
  son whose appearance he wshes to assume and must medtate 
  on ths transformaton for 1 hour. The new body must be of a 
  person wth a number of HD equal to the wearer or fewer. The 
  wearer retans hs own ntellgence, ht ponts, savng throws, 
  and ablty to attack, but does gan physcal abltes of the new 
  form, ncludng strength or strength-based attack forms and 
  damage, ncludng the magcal abltes or other specal abltes. 
  The wearer s able to cast spells up to and ncludng the 3rd level 
  when transformed. The spell dispel magic does not negate the 
  effects of the mask, nor does a spell of true seeing have any ef-
  fect. The wearer wll only revert to hs natural form f the mask 
  s removed, even f he des whle wearng the mask.
  Wearng the mask for extended perods of tme (more than a 
  day or so) may warp the mnd; there s a 50% chance the mask 
  leaves psonc damage of some knd for 1d8 days after t s re-
  moved. Roll on the table below (or a table of smlar psonc 
  dsfigurements):
  Brain Damage Table (1d10)
   
  1 Telepathic Noise: The PC’s mnd s nvaded by the 
  mundane thoughts of every creature (ncludng, for 
  example, body lce and planted ferns) n hs presence 
  n a cacophony of jbber-jabber that makes t dfficult 
  to concentrate. The PC cannot “read” mnds or sort 
  out specfic nformaton, but s only swamped wth 
  the deluge of whte thought nose. Ths mght have 
  dsastrous effects for clercs and magc users.
   
  2 Brainfart: The PC s unable to remember mportant 
  detals at the exact moment the detals are the most 
  expedent to know. 
   
  3 Stemtwist: The PC’s bran s twsted around n hs 
  skull, makng the left hemsphere the rght and vce 
  versa. If the PC was rght-handed, now they are left-
  handed, and vce versa. The PC must relearn basc 
  control of body functons, ncludng walkng, talkng, 
  and feedng hmself.
   
  4 Hindsight: The PC’s eyes now see thngs as they 
  were ten mnutes ago nstead of how they are now.
   
  5 Seconds: The PC narrates her every acton n the 
  present tense as f she s readng a story from a book , 
  and consstently refers to herself n the second person 
  (.e.: “You see the ugly gobln before you and thnk he 
  deserves to de. You prepare to draw your sword.”). 
   
  6 Mindwedge: Two tmes a day, the PC can drve a 
  wedge of psonc energy nto the bran of any crea-
  ture wthn 20 feet and nflct 1d12 ponts of damage. 
  Unfortunately, the PC cannot control the target or the 
  tmng of ths attack.
   
  7 Taint: The PC s able to recognze the algnment  
  of other creatures by ther auras, but s also  
  rendered colorblnd.
   
  8 Undiscernment: The PC loses the ablty to tell  
  good from evl.
   
  9 Tongues: The PC loses the ablty to speak but gans 
  the ablty to understand any spoken language.
   
  10 Lich Dreams: The PC begns to dream the dreams 
  of Ur-mu Ab’rkada, whch often feature hs beloved 
  and now long-dead pet owlbear, Hargoth.
  Earnish-Amantic
  &	Charles Turnitsa
  F	Richard J. LeBlanc, Jr.
  Very hgh placed cult leaders wthn the Cult of the Whte Shad-
  ow are aware of the exstence of ths ancent tome whch con-
  tans the secrets of the Lady of the Ar, and her shadow wyrm 
  servants (and lesser bengs lke the shadow snake warrors, and 
  the shadow creatures). The book s cursed. Some, however, be-
  leve t worth rskng the curse to gan knowledge of the foul 
  thngs hdden nsde.
  Whle the fate of the book s unsure, the survvng translatons 
  of the Earnish-Amantic nclude the followng spells: create 
  shadow creature, summon shadow creature.
  The book, and the spells themselves, are cursed. Learnng 
  the magc-user verson of the summon shadow creature spell 
  reuqres that the student make a save vs. spell at -2. Success 
  means no ll effect befalls the student. Falure means the stu-
  dent permanently loses 1d3 ponts of Intelllgence.
  RELATED ENTRIES: M) Shadow Creature, Shadow Snake; 
  C) Cult of the White Shadow; S) Create Shadow Creature, 
  Summon Shadow Creature.
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  Eyes
  &	John Everett Till
  F	Richard J. LeBlanc, Jr.
  Eyes are handheld superscence artfacts that are “devces sur-
  vvng from the ancent and glorous days of hgh technology” 
  accordng to ther creator, Professor M.A.R. Barker. 
  Eyes are a hallmark of hs world of Tekumel, whch s perhaps 
  the most elaborate fantasy settng ever created for gamng. 
  Accordng to Barker, eyes are “so named because they are 
  shaped lke small, dull gems, wth an eye-lke aperture on 
  one sde and a protrudng stud on the other, whch actvates 
  the devce.” Eyes are a perfect embodment of Clarke’s Law, 
  whch states that “Any sufficently advanced technology s n-
  dstngushable from magc.” 
  Eyes are often found n temple treasures, n tombs and hoards 
  wthn the underworld, and n the hands of the powerful. They 
  are also very useful to adventurers, who often search for them 
  n the underworld and wthn the runs of the temples, bases, 
  and other facltes of the star-spannng ancents. Each eye has a 
  specfic power and effect. There s no way to dscern the power 
  of an eye wthout usng t. Eyes also have 1d100 charges, after 
  whch an ancent devce must be used to restore ther charges.
  The petty goddess known as the Bestower of Eyes can be sum-
  moned to bargan for an eye, exchange one eye for another, 
  modfy an eye’s effects, or recharge an eye n exchange for fa-
  vors. Certan detes (such as Chcxulub) accumulate eyes due to 
  ther nfluence on the movements of stars, planets, space hulks 
  and other celestal objects. She has the ablty to award eyes to 
  her followers. 
  Stll other gods such as the Jale God and Nyarlathotep offer 
  mortals such devces as a way to tempt them nto unlockng 
  even deeper and more deadly secrets of scence. They often le 
  about the dentty and effects of the eyes they bestow.
  An eye may be actvated once per round, and may be used by a 
  character of any class.
  The eyes below are non-canoncal and were nspred by a 
  number of authors ncludng M.A.R. Barker and Cordwaner 
  Smth. They may be used n any settng whch ncludes ancent 
  superscence n ts background. 
  The Eye of the Beshadowed Labyrinth
  Ths eye opens a one-way gate to a runed planet. Its lfeless, 
  arless surface s constantly abraded by the deadly energy beams 
  emtted by the magnetar—a speces of neutron star wth ntense 
  magnetc fields—whch the world orbts. Below the surface s 
  a world-labyrnth nhabted by nnumerable nmcal speces. 
  Vast subterranean machnes mantan barely breathable ar 
  tanted wth a thousand exotc chemcals. The entre labyrnth 
  s shrouded n shftng dm lght whch projects shadows every-
  where. Adventurers who survve n ths deadly realm wll need 
  to find another way home.
  The Eye of Adopting the  
  Mien of a Lord of the Instrumentality 
  In ancent tmes, ths eye was a favorte tool of assassns. To-
  day t s used to gan access to certan areas of the underworld 
  defended by ancent superscence. The effect lasts 1d10 turns. 
  Ths eye surrounds ts target wth the data cloud of one of the 
  star-spannng Lords of the Instrumentalty of Manknd. The au-
  tomated defenses of the Instrumentalty’s ancent facltes wll 
  grant the target and ther entourage unrestrcted access to all 
  but the most senstve nstallatons. Once the target gans ac-
  cess, they must act quckly. Reactvatng the eye wthn such an 
  nstallaton wll awaken terrfyng automated defenses. 
  The Eye of the Banishers of Gloom
  The Banshers of Gloom were a specal unt of the Instrumental-
  ty dedcated to explorng dead planets and space hulks. They 
  garnered a reputaton as fearless hunters of the undead and of 
  abomnatons from the planes beyond. On many worlds, they 
  reman actve wthn relgous orders dedcated to Law and the 
  destructon of the undead. Ths eye s ther sgnature weapon. 
  The eye unleashes a mnature hypernova beam upon ts target, 
  a 1' dameter beam of coalesced vsble lght, x-rays, and gamma 
  rays. The eye’s range s 100'. It does 6d10 damage to ts target; 
  all lvng bengs may save vs. wand for half damage. All combus-
  tbles touched by the beam burst nto flame. 
  The Eye of the Glorious 
  Instrumentality of Mankind
  Ths eye projects a 3D holographc representaton of the regons 
  of space ruled by the Instrumentalty of Manknd, showng the 
  locaton and dsposton of all Instrumentalty resources nclud-
  ng fleets, legons, bases, nodes n the Smokng Mrror Engne 
  network, and protected trade routes. Ponts of nterest may be 
  zoomed by usng physcal gestures; ths reveals planetary maps 
  and addtonal data such as day length, clmate levels, etc. The 
  projecton lasts 1d20 turns. It automatcally updates once daly 
  wthn Instrumentalty facltes that reman connected to the 
  Smokng Mrror Engne network. But few do. 
  If you lve on a world that was once n contact wth the In-
  strumentalty, ths eye can be extremely useful. It can dentfy 
  former Instrumentalty assets that are often lucratve sources of 
  treasure and artfacts. 
  The Eye of the Lady of the Jade Skirt
  Ths eye wll summon the nearest mnon of a god or goddess 
  of rvers, lakes, seas, ran, or storms. The ahuzotl s an exam-
  ple of one of these, as are anaconda, crocodles, and hppos. 
  Cauton must be taken when usng ths eye n open seas, as t 
  can summon partcularly nasty creatures such as mosasaurs, 
  plesosaurs, kller whales, kraken, akho, and avanc. The mnon 
  remans fathful for 1 turn.
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  The Eye of Lord Tezcatlipoca
  Ths eye can actvate any gate n the network of Smokng Mr-
  ror Engnes, openng a portal to a Smokng Mrror Engne at 
  another locaton n the same world, another world, or to an 
  entrely dfferent plane. The gate remans open for 3 rounds. 
  Once opened, anyone may pass through.
  The Eye of Petty Theogony
  The target upon whch ths eye s used takes on an ar of mnor 
  godhood, or takes on the lesser aspect or avatar of a great dety. 
  The target’s personal aspects—qualtes, qurks, and abltes—
  are magnfied and hypostatzed for 2d10 turns. The target may 
  save vs. wand f they wsh to resst the effect of ths eye. Intel-
  lgent bengs who share the target’s algnment wll be favorably 
  dsposed towards t; ntellgent bengs of opposte algnment wll 
  be more lkely to attack or flee t. Smple njures wll completely 
  dspel the effect of ths eye. No one lkes a god that bleeds.
  The Eye of Vague Auguries
  When ths eye s ponted at an object such as a door, secret 
  panel, or other portal (ncludng nterdmensonal gates) the 
  eye wll ssue two vague-but-true telepathc augures about per-
  sons, tems, and condtons on the other sde of the threshold. 
  The augures are determned by the DM. For example, f a PC 
  uses the eye at the threshold of a doorway n the underworld, 
  the augures mght be: “reptle god” and “prests”. The realty 
  mght be: “You have reached the threshold of the Temple of 
  the Snake Demon Ysxthc. A hgh prest, two acolytes, and a 
  dozen other cultsts are carryng out a rtual wthn to summon 
  ther god.”
  The Majestic Eye of Lord Pacal
  Ths eye allows ts user to access and control one of the Pacal-
  class vimanas, a charot of the gods, for a perod of 1d8 days.
  The Mystic Eye of Phalguna
  Zealously sought by scholar prests, ths eye confers upon the 
  target the ablty to read, comprehend, and memorze any rel-
  gous manuscrpt, no matter the language n whch the text s 
  wrtten. Roll 1d12 on first use. After usng the eye to read that 
  number of texts, the user becomes permanently nsane (no sav-
  ng throw). 
  RELATED ENTRIES: D) Smoking Mirror Engine, Vimana.
  Food of the Shadow
  &	Charles Turnitsa
  The food of the shadow refers to a number of dfferent tems. 
  prepared from the magcal leavngs of shadow creatures, whch 
  they exude when absent from the shadow dmensons for too 
  long. These leavngs are gathered up by select members of The 
  Despsed, and prepared accordng to certan magcal formulae, 
  and result n hard small wafers, whch may be consumed. Once 
  done so, a roll on the followng chart (1d8) s made (unless the 
  type s known before hand, accordng to the scenaro) to deter-
  mne the effects. All effects last for only 2d12 rounds.
  1 Burst into flames: All wthn weapon’s reach  
  of the cultst are snged for 2d4 damage, and must  
  make a save vs. breath weapon each round, to avod 
  catchng fire; f they catch fire, t burns for 2d6 the  
  first round, and 1d6 for each addtonal round untl  
  t s extngushed.
  2 Fly: the cultst s able to fly at a speed of 120'  
  per mnute.
  3 Iron Skin: The cultst assumes the densty and hard-
  ness of tough ron (Armor Class 1).
  4 Become the Shadow: The cultst wsps out nto a 
  shadowy form, and then dsappears altogether.
  5 Transformation: The cultst becomes a  
  shadow creature; ths effect does not wear off,  
  but s permanent.
  6 Legion: The cultst sprouts 4 addtonal copes  
  of hm/herself.
  7 Essence of Acid: The cultst’s bodly fluds becomes 
  a horrble acd; any combat blows aganst the cultst 
  wll result n a ran of acd to all wthn a 10' radus; all 
  take 2d4 damage, and an addtonal 1d4 for each of 
  the next two rounds; a successful save vs. poson wll 
  halve the damage.
  8 Devoted Spirit: The cultst s affected as f by a  
  haste spell.
  RELATED ENTRIES: M) Shadow Creature; C) Cult of the White 
  Shadow.
  God Tubes
  &	Logan Knight
  Stoppered wth rune-sealed wax, filled wth surgng gelatnous 
  godflesh, t takes a measure of skll to uncork the glass tube 
  and slap t onto your exposed skn before the gore of the dvne 
  escapes. As the flesh surges up to escape t creates a vacuum, 
  suckerng the tube to your body.
  The chemcals secreted by the flesh as t wrthes aganst your 
  skn n mpotent frustraton absorb nto your bloodstream. Ran-
  domly save vs. poson or spell every day you are n contact. If 
  successful, a hgh beyond ths world takes hold, you feel the 
  pulse of the worms, you are as a god. Roll or flp to a random 
  godlng n ths book and take on one of ts abltes for the day, 
  but decrease Dexterty by 1d6 for the duraton, and role-play 
  lke the nebrated god-whelp you are.
  If you fal, roll on your favorte mutaton and/or nsanty table. 
  Every tme you fal, the flesh seems bgger and the glass begns 
  to fracture.
  Goggles of the Frog Gods
  &	Chris Tamm
  These brass and toad-leather strapped goggles have bulgng 
  quartz crystals whch ntally seem to be confusng dstortng 
  lenses that, when seen through, make the world ncomprehen-
  sble. If actually strapped on the wearer gans 360-degree v-
  son, can see through water wthout refracton or dstorton, 
  and the eyes are protected from most other mnor problems. 
  Any wearer knocked unconscous whle wearng these goggles 
  wll have vsons of a petty frog god who wll offer to heal them 
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  eYeS – GOOGLeS OF THe FROG GODS
  
  304
  to 1hp f they agree to be the frog god’s champon. They wll 
  be gven a quest and expected to never harm a bactran unless 
  n self-defense. If they betray the frog god, the goggles wll van-
  sh and leave the former champon wth googly frog eyes, and 
  webbed fingers and toes. Ther offsprng wll be gant frogs and 
  toads. If they acheve the quest, they may ask a random frog 
  god a queston once a month.
  RELATED ENTRIES: G) Frog Gods, Grandpa Toadflap, Johhny 
  Hopper, Wart Mother.
  Half-Assed Relics of Manidono 
  &	Erin Palette
  Mandono leaves sem-powerful relcs of dubous use n hs wake, 
  lke crumbs from a chld’s lunch. They only last for a short tme 
  after leavng hs presence. 
  The Couch of Manidono s any place where the petty god 
  has chosen to rest. Anyone sttng n t must succeed n a save vs. 
  paralyss, or be unable to leave due to lack of desre. Those af-
  flcted wll ask others, usually n a whne, to brng them food and 
  drnk or do other tasks. In cases where they must move, they wll 
  wheedle and beg others to carry them and ther couch. However, 
  whle confined to the char, they wll not suffer from long-term 
  effects such as llness, starvaton, etc, as they lterally never get 
  around to dyng.
  The Snack of Manidono s the leftovers of any foodstuff 
  that the petty god has enjoyed. Eatng t wll result n fingers and 
  tongue of unnatural coloraton, and a desre for more of the same 
  food—all other food and drnk wll seem tasteless n comparson; 
  the fingers wll stan clothng and other porous substances for the 
  duraton of one day.
  The Garb of Manidono s any pece of clothng that the petty 
  god has touched or worn. It wll protect from envronmental haz-
  ards (cold, fire, poson, etc.) but t wll also cause the loss of 2d6 
  ponts of Charsma for as long as t s worn. Cauton s warranted 
  to wearers of ths Garb of Half-Assery—they never know when 
  t wll stop beng magcal.
  The Pipe of Manidono s, lke, ths thng, you know? And 
  you suck on t? And whoah. Vsons, dude. Of the future. You 
  want to know the future? Okay: Ask me a queston (roll 1d4):
   
  Roll 
  Answer 
   
  1 
  Absolutely, dude. 
   
  2 
  No way, dude.  
   
  3 
  Maybe, dude.  
   
  4 
  Beats me, dude. Ask agan later.
  All of these answers are 100% accurate but annoyngly vague.
  Helm of Constricting Asps
  &	Eric Potter
  Ths helm may be worn only by a chaotc character. The helm’s 
  normal appearance s that of thck braded vnes, however as 
  melee begns, the heads of 1-6 asps emerge, surprsng on a 
  1-4. If surprsed, a vctm must make a save vs. paralyss or be-
  come paralyzed for the round. If the savng throw s successful 
  the asps wll dance wldly n an effort to mesmerze the vctm. 
  Thus, a savng throw must be checked each round. Once the 
  vctm s paralyzed or wthn range (f the savng throw was al-
  ways successful), the asps wll uncol from the wearer’s head, 
  each sltherng onto the vctm and wrappng tself around the 
  vctm’s body. If the vctm s unsuccessful n breakng free of 
  ther grasp, the constrcton of the asps wll make breathng 
  mpossble n four rounds. After ther vctm s lfeless, the asps 
  wll return to ther coled poston atop the wearer’s head. 
  ASP OF CONSTRICTION: No. Encountered:1d6; Algnment:
  Chaotc; Movement:120' (40'); Armor Class:7; Ht Dce:4; At-
  tacks:Specal; Damage:Specal; Save:M4; Morale:12; Hoard 
  Class:None; XP:100.
  Helm of Divine Conversation  
  (“The Communicator”) 
  &	Eric Potter
  Ths helm of telepathy was one of three war helmets enchant-
  ed by the unknown mage Elcandormuss the Forgettable. Made 
  from the purest ven of platnum runnng through the belly of 
  the great mountan Shankshll, “The Communicator” was gft-
  ed to Kang n return for the mage’s protecton durng the terr-
  ble Wtch Hunt of Dark Lustrum. It dffers from a normal helm 
  of telepathy n that the wearer does not have to concentrate on 
  the creature nor be wthn a 90' radus, “The Communicator” 
  smply transmts the message of ts wearer near and far and 
  the recever wll always respond. As Kang s long dead, the un-
  used helm’s enchantment wanes, and only sporadcally ssues 
  short pulses of telepathc energy. Nether the whereabouts nor 
  the natures of enchantment of ts two brother helms have ever 
  been revealed.
  RELATED ENTRIES: C) Listeners of Kang.
  Imp Tongs
  &	Chris Tamm
  F	Richard J. LeBlanc, Jr.
  These magc tongs can be used by anyone, always strkng as f 
  a successful “to ht” roll vs. an mp, snarng the creature wth the 
  tongs. The mp can then be placed n a bottle to be sealed and 
  blessed, magcally mprsonng the mp. In exchange for ther 
  freedom, mps wll often offer ther servce or grant a wsh (f 
  able); they wll, however, take great lattude n nterpretng those 
  commands and wshes (often to the detrment of the captor). In 
  these agreements, explct contracts are suggested. Behn the 
  Imp says mp-knd totally hate these thngs and the archon who 
  makes them. 
  RELATED ENTRIES: M) Behni the Imp.
  GOGGLeS OF THe FROG GODS – IMP TONGS
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  305
  Jale Tears
  &	John Everett Till
  Small faceted gems of sublme color, jale tears are crystallne 
  drops of the Jale God’s dvne sweat as hs fevered body rubs 
  up aganst the Skn of Realty. These gems are rarely more 
  than 2-3mm n dameter. They manfest as a patna on the 
  walls of the Jale God’s hdden shrnes; once that happens, jale 
  tears can be harvested for use elsewhere. Members of the Cult 
  of the Obsdan Mrror offer these gems as tokens of favor or 
  as brbes. More than one temple novce has been corrupted 
  and brought under the cult’s sway thanks to these gems. When  
  ngested, a jale tear greatly enhances the subject’s lbdo and 
  potency for a perod of 24 hours. At the same tme, the sub-
  ject’s judgment, dscreton, and restrant are dramatcally m-
  pared due to ntrusve and persstent thoughts that are “dream-
  lke, feversh, and voluptuous.”* The subject’s Charsma and 
  Consttuton modfiers temporarly ncrease to +4, whle ther 
  Wsdom modfier drops to -6. 
  * From A Voyage to Arcturus (1920) by David Lindsay. 
  RELATED ENTRIES: G) Jale God; C) Cult of the Obsidian Mirror.
  Jumping Icosahedron
  &	Nicolas Senac
  Ths Platonc sold looks perfectly normal at first glance. But, 
  after proper examnaton, one can notce t s consttuted by 
  phosphorescent gelatnous materal that radates magc.
  Ths small object s, of course, much more dangerous than t 
  looks. It was created by a petty god of gamblng for hs followers 
  to spread chaos and unpredctablty n the world. If ths object s 
  dropped or thrown aganst a sold surface, t bounces wth force 
  and strkes volently everythng n ts path. It wll contnue to 
  bounce off everythng wth whch t comes nto contact, thereby 
  changng the trajectory frequently, and n so dong turnng nto 
  a devastatng projectle httng everybody and everythng. In a 
  closed room ths s equvalent to a death sentence! The only 
  three recourses aganst ths object are ts destructon, desperate 
  flght (from ts presence), and lquds (whch mpede the bounc-
  ng of the socahedron). Wthout external nterventon, the 
  cosahedron wll bounce ncessantly for a duraton of 2 years.
  In a closed room (ths dvne object s useless outdoors), each 
  character takes 1d6 ponts of damage per round (and fragle 
  tems are automatcally broken). Ths damage gnores any magc 
  resstance and the cosahedron s consdered as a +2 adaman-
  tium magic weapon.
  Mask of Thuf (Greater)
  &	David Haraldson
  Although all of Thuf’s goblnod shamans wear masks n the 
  shape of the godlng’s face (made varously of bone, ceramc, 
  beetle chtn, leather, copper, or brass, wth red glass eyes, all 
  grantng the wearer 120' nfravson), there are only five Greater 
  Masks of Thuf. Each of these relcs s worked from a sngle 
  bone, wth rubes for eyes, polshed nto an exqustely-detaled, 
  grotesque representaton of Thuf’s face blowng out a torch. 
  Thuf’s devotees mantan that the god hmself made the masks, 
  at the request of hs holest representatves, so that they mght 
  better safeguard hs most sacred caverns. Devotees also whsper 
  that f all five masks are brought together, the wearers wll know 
  the route to Thuf’s secret underworld home. The truth of ths 
  last pont s much debated.
  In addton to the extended nfravson of a lesser mask, the 
  relc’s wearer gans the ablty to detect secret doors, pts, 
  underground constructon, and slopng passages, as per the 
  abltes of dwarves/ dwarfs. Ths ablty ncreases wth each 
  turn that the mask s worn contnuously. Durng the first turn, 
  there s a 1-n-6 chance of detecton, 2-n-6 on the second 
  turn, and so on; detecton of these features s automatc start-
  ng the sxth turn, even f the wearer does not declare he/she 
  s searchng. Should the wearer remove the mask, then the 
  abltes are lost but may be reganed by wearng the relc for 
  the approprate number of turns.
  Frequent use of the masks by non-goblnkn comes wth a prce:
  Thuf’s grace. The percentage chance of ths beng bestowed s 
  the total number of turns that the mask has been worn by the 
  character multpled by the dungeon level he/she s on—rolled 
  the first tme that the character descends to a new level of the 
  underworld. If the wearer receves Thuf’s grace, he/she s able 
  to fight n complete darkness wth +1 bonuses to combat rolls. 
  However, the wearer wll also refuse to ascend from the un-
  derworld level on whch the grace was granted, and find even 
  artfical lght panful (-1 to combat rolls). Fnally, the wearer wll 
  begn the gradual process of turnng nto one of Thuf’s servtors 
  over the course of a number of days (equal to the character’s 
  level). Before the transformaton s complete, the grace may be 
  lfted wth a remove curse spell cast by a clerc two levels hgher 
  than the wearer; after ths, that person belongs entrely to Thuf 
  and s lost to the surface world forever.
  Mask of the Ur-Being
  &	Gavin Norman
  F	Richard J. LeBlanc, Jr.
  Legends of ths mask can be found n many cultures, across 
  many worlds and many planes. It s sad to appear as an omen 
  of tmes of strfe, and convenently fall nto the hands of one 
  who can weld ts strange powers. It cannot be possessed by any 
  one beng for long, betrayng ts temporary owner at a tme of 
  ts own choosng, and vanshng nto the strange non-dmenson 
  from whence t came.
  Physcally the mask s unremarkable, apparently havng been 
  carved from a coconut husk, and decorated wth small concal 
  shells. Its cosmc power s, however, clear to any who vew t. 
  Lawful bengs who vew the mask are overcome wth fear (as 
  per the spell), those of neutral algnment who lay eyes upon 
  t are affected by confusion (also per the spell), whle those of 
  chaotc algnment must save vs. spell or be afflcted wth a vo-
  lent compuncton to acqure and wear the mask at all costs.
  The mask wll not yeld to any wearer; only very specal nd-
  vduals are sutable. Anyone donnng the mask must roll under 
  or equal to ther level (or Ht Dce) on 1d20, or be nstantly 
  transmuted nto a pool of bubblng protoplasm (treat as a gray 
  ooze). One who survves has been chosen by the mask, whch, 
  va a panful and grotesque meldng process, embeds tself nto 
  the face of ts new owner. The wearer has ts algnment perma-
  nently modfied to chaotc, and s thenceforth able to command 
  the powers of the mask.
  DIVINe ITeMS
  JALe TeARS – MASK OF THe UR-BeING
  
  306
  The mask has one sole power, but t s of such potency that t s 
  feared by mortal and mmortal alke. One who wears the Mask 
  of the Ur-Being may, up to once per day, nvoke ts mysterous 
  power, effectng a transformaton nto the dentcal lkeness of 
  a beng of mnor defic power. The exact form taken by the 
  mask’s wearer should be determned randomly (at DM’s ds-
  creton). The transformaton process takes 1d6 mnutes, after 
  whch the wearer possesses all physcal and magcal abltes of 
  ts new form.
  The transformed wearer of the mask cannot be dstngushed 
  by any means from the dety whose form has been coped. 
  Thus the mask spreads dscord and anarchy across the planes 
  and throughout the multverse.
  Mauve Trapezoid
  &	Garrisonjames
  Ths cold, oly mauve stone s faceted as an rregular trapezod 
  and set to levtate above an ornate bronze bowl cast or carved 
  wth a spralng pattern of overlappng waves or rdges that seem 
  to move slowly of ther own accord. The Mauve Trapezoid rad-
  ates fear n a 30' radus and has an Intellgence, Wllpower, Ego 
  equvalent to a +2 magic sword. It has 2d4 random magcal 
  powers n addton to ts prmary power, whch s to serve as 
  the focus for openng a gate nto the Intersttal Vod between 
  unverses. Ths gate functon can be operated by anyone wllng 
  to sacrfice 3d6 ht ponts to the eldrtch mechansms wthn 
  the bowl. Such a gate wll only reman open for 1d4 turns, after 
  whch there s a 30% chance of the tem teleportng away. The 
  ancent words of power for commandng and controllng ths 
  tem have been lost, but f t s true that the Tombs of the Wtch 
  Queens have been found, then t may be possble to barter wth 
  one of the mummfied rulers of ancent Amatradgor for the se-
  cret knowledge necessary to operate the Mauve Trapezoid—f 
  one were foolsh enough to trust such a beng n the first place. 
  RELATED ENTRIES: M) Kthoim.
  Milk-bucket of the Gods
  &	Chris Tamm
  Ths dvne bucket appears quant, decorated wth hgh-qualty 
  folk patterns. It may be used to keep magcal or dvne mlk 
  eternally fresh, or keep normal mlk fresh for four tmes longer 
  than normal. Battles have been waged for ts possesson, pttng 
  aganst each other the forces of good and evl mlkmads, cow-
  herds, and prests. Many goddesses and monsters have magc 
  propertes n ther mlk, f they would just stay stll and be con-
  vnced to cooperate.
  RELATED ENTRIES: G) Nanny Binx.
  Nothing (+3 longsword)
  &	James Smith
  INTELLIGENCE: 10 (12)
  PSYCHE: 
  4 (12)
  WILLPOWER: 
  16 (27)
  COMM.: 
  Verbal, read magc
  MOTIVATION.: 
  Specal
  ALIGNMENT: 
  Specal
  POWERS: Welder’s Strength s ncreased by 2 when the blade 
  s n use. The sword provdes a +1 bonus to all saves. Motva-
  ton Power: Specal. 
  The blade s mult-colored, the varous hues shftng and flow-
  ng as f t were made of a soldfied ranbow. The hlt s of an 
  unknown, nky black metal, wrapped n red leather.
  If asked ts name the sword wll answer, “Nothng,” n a voce 
  tnged wth a touch of despar. If questoned about ts past, t 
  wll clam to have once been welded by a great demgod, now 
  deceased. It wll functon adequately, wth seemngly no wll or 
  desre of ts own. It wll, n conversaton, be rather dreary and 
  depressed and almost totally lackng n personalty.
  Once per day there s a cumulatve 5% chance that the sword 
  may suddenly choose a motvaton, whch wll be based upon 
  somethng t has experenced or wtnessed that day. For n-
  stance, f undead were prevously fought, then Slayng Undead 
  may become ts new cause. If t saw a woman beng abused n 
  a cty, Protecton of that specfic person, or women n general, 
  or defeatng the type of creature/class of the abuser, may be 
  chosen. Or, slayng women may become ts new motvaton. Its 
  algnment and personalty wll change to one approprate for ts 
  new-found cause, and ts stats wll ncrease to match the number 
  gven n parenthess above. It wll act fiery, manacal, and utterly 
  devoted to ts cause, belevng t has always been, thus motvat-
  ed. It wll also remember ts name as beng somethng appropr-
  ate to ts newfound passon. Its motvaton power at these tmes, 
  s phantasmal monsters, but there s a 5% chance each tme t 
  calls upon ts Motvaton Power that t wll be cast a prismatic 
  spray nstead. The perod of motvaton wll last 1d6 days and 
  the sword wll not hestate to attempt to control ts welder f ts 
  new-found wll s thwarted. One week after t ends the chance 
  for a new motvaton wll start agan at 5%.
  MASK OF THe UR-BeING – NOTHING
  DIVINe ITeMS
  
  307
  Occam’s Razor
  &	Greg Gorgonmilk
  Occam’s Razor appears as a double-handed sword wth a lght 
  and vcous blade composed of an unknown cream-whte mn-
  eral marbled wth streaks of ruby-lke crystal. The cage around 
  ts hlt wll mmedately lock around the hands of ts welder 
  n a twst of red leather and polshed wllow-root, formng an 
  unbreakable seal. Over the course of several agonzng weeks, 
  the welder’s finger bones wll dssolve, and then slowly form a 
  supple web of lvng calcum wthn the cage. After ths phase, 
  the sword may only be removed by (a) hackng off the welder’s 
  hands at the wrsts or (b) through the welder’s death. 
  The Razor has an nsatable appette for green-blooded crea-
  tures (e.g., elves, goblns and tree-sprts) and wll try to provoke 
  the welder to attack these bengs on sght by exertng ts wll 
  over hs body. The welder must save vs. spell, wth falure n-
  dcatng Razor wll attack target creature next round, wth or 
  wthout welder’s consent. Only one check needs to be made 
  per encounter.
  The sword provdes ts welder wth +1 to all attack rolls, and a 
  +2 to rolls vs. green-blooded targets.
  Razor does 1d6 permanent Consttuton damage (apply dam-
  age drectly to the character’s Consttuton score; a Consttuton 
  of 3 or below places the character n a dreamless torpor). The 
  sword may dran the sprt of a target n torpor, permanently n-
  creasng the welder’s Consttuton by 1/2 pont, or temporarly 
  ncreasng hs ht pont total by 1d# (where # equals the vctm’s 
  HD) for a number of turns determned by the DM (usually 1 turn 
  per character level).
  The Jale God, and perhaps one other (possbly Görgönmjölk), 
  know the unspoken word that wll cause Razor to dsappear or, 
  more precsely, to have never exsted at all.
  RELATED ENTRIES: G) Görgönmjölk, Jale God.
  Perfect Mirror
  &	John Everett Till
  Each sorcerer-prest and warror of the Cult of the Obsdan 
  Mrror has on ther person a small obsdan hand-mrror called 
  a perfect mirror. Ths devce of the ancents s a gateway to a 
  pocket dmenson prson whch works dentcally to a mirror 
  of life trapping, wth the excepton that only one person at a 
  tme may be trapped, and that the trapped person’s voce and 
  appearance s mmedately taken on by the user of the perfect 
  mirror. The entrapped person’s face can be seen n the mrror 
  as a smoky apparton. In addton, two or more ndvduals 
  who each possess perfect mirrors can communcate wth each 
  other by speakng nto ther mrrors; ths effect has a range of 
  up to 300'. 
  RELATED ENTRIES: C) Cult of the Obsidian Mirror.
  Poisoned Cup of Life
  &	Daniel J. Bishop
  Ths s the cup from whch Sant Fulmara, a mnor patron sant of 
  healers and mdwves, drank and was posoned. It appears to be 
  a plan wooden cup wth a wde brm. Its only dstngushng mark 
  s a dark red stan partway up the rm and to the lp of the cup, 
  markng where the poson lay pooled as the cup was tlted, and 
  where t trckled along untl t touched Sant Fulmara’s lps.
  It s sad that any who drnk from the Poisoned Cup of Life have 
  all wounds, dseases, and other malades (ncludng other po-
  sons) mraculously healed, cured, or removed. The only excep-
  ton s the poson that slew Sant Fulmara, whch s stll soaked 
  nto the very wood of the cup. No matter what else s cured, the 
  drnker must save vs. poson or de. 
  A character who des as a result of drnkng from the Poisoned 
  Cup of Life cannot be restored to lfe by any means.
  Pulvinar of the  
  Good Goddess
  &	Tim Stephens
  The Pulvinar s a small stone couch used n the ancent rtes of 
  the female cult of the Good Goddess, an obscure hearth dety 
  from the dstant past.
  The couch s carved from marble, unadorned except for 
  carved myrtle leaves upon the legs. The couch was set, empty, 
  at banquets n honor of the goddess and used n the now lost 
  proceedngs of the goddess cult.
  The Pulvnar s not sentent, although t has a dm awareness of ts 
  surroundngs. It possess the abltes of ESP and know alignment 
  as f cast by a 15th level magc-user and clerc, respectvely.
  If sat upon by someone who s female and lawful, the Pulvinar 
  grants her nnermost desre as per the wish spell. However, 
  the wish spell s not permanent and lasts but a number of turns 
  equal to 1d12 plus the wsher’s Wsdom modfier, whereupon 
  the wish’s effects dsappear, returnng all to normal as before 
  the wsh was granted. If sat upon by a male of any algnment, 
  the Pulvinar reacts by unleashng effects equal to the spell holy 
  word as punshment for the sacrlegous act.
  The Pulvinar appears n solated shrnes, runed temples, and 
  dstant vllages that were n the mystc past sacred to the Goddess 
  Cult. The Pulvinar moves randomly as f teleported between 
  these spots, dsappearng upon the wanng crescent of the moon 
  and appearng someplace new at the arrval of the new moon.
  Rod of Destiny
  &	Daniel J. Bishop
  Ths slver rod s about three feet long, and s decorated wth 
  etched lnes formng a complexly nterwoven pattern that s m-
  possble for mortals to trace. Any creature wth magcal abltes 
  (ncludng the ablty to cast spells) that sees t wll automatcally 
  recognze t as an tem ted to fate. Any beng that grasps t wth 
  a bare hand nstantly understands how to use t.
  In order to use the Rod of Destiny, a beng must grp t wth a 
  bare hand that s beng used for no other purpose. Whle the 
  rod s so grpped, t can brng extraordnary good luck to ts 
  welder. The user may reroll any sngle de, up to seven tmes 
  each game day. The same de may be rerolled more than once. 
  Any de roll affectng the character, ncludng a de roll made by 
  another (such as a monster’s attack roll) may be rerolled.
  DIVINe ITeMS
  OCCAM’S RAZOR – ROD OF DeSTINY
  
  308
  Whenever usng the Rod of Destiny, t s possble that karmc 
  forces may be drawn to the character, replacng hs good luck 
  wth bad. Each tme the Rod of Destiny s used, the player must 
  roll 1d8. If the roll s equal to, or under, the number of uses 
  that day, karma has caught up to the character, and he ncurs a 
  cumulatve and permanent −1 penalty on all de rolls (ncludng 
  addtonal karma rolls). The user’s chances of stavng off karma 
  decrease the more often the rod s used on any gven day. 
  The only way to remove penaltes ncurred from the rod s to 
  forfet ownershp of the Rod of Destiny. If the character does 
  ths, the penalty s gone mmedately. However, should the 
  character ever use the rod agan (ever, regardless of karma roll), 
  the penalty mmedately returns and s automatcally doubled. 
  Each addtonal use of the rod automatcally adds an addtonal 
  permanent penalty of −2 (no 1d8 karma roll requred).
  Rune Blades of Carnage
  &	R.J. Thompson
  INTELLIGENCE: 9
  PSYCHE: 
  12
  ALIGNMENT: 
  Chaotc
  The Rune Blades of Carnage were forged long ago durng a 
  great war between an allance of “Free Peoples” and a cabal of 
  dark mages who had had lorded over them for a mllenna. The 
  war turned aganst the mages and they sought out eldrtch lore 
  that mght turn the tde back n ther favor. The mages used an-
  cent rtes to mprson five demon prnces, each a lesser dvnty 
  n ther own rght, wthn rune blades meant to brng about the 
  downfall of the Free Peoples. Each of these blades was forged 
  wth the ntent of eradcatng a race of the Free Peoples from the 
  planet. Each bore the name of the demon that t mprsoned.
  Gal Zarok, Lord of Balrochs, was mprsoned to be taken nto 
  the deep places of the earth and slay the race of dwarves.
  Mal’ Dther’k, Demon Prnce of Rot, was bound to hs blade to 
  eradcate the race of gnomes.
  Ortazres, Demon Queen of Starvaton, was trapped wthn her 
  blade to vanqush the race of halflngs.
  Cth Anuun, Demon Prnce of Decay, was ensnared to destroy 
  the race of elves.
  Lastly was forged the blade whch mprsoned Kual Varathost, 
  Demon Prnce of Plague, who was forged and bound to sweep 
  the land and rd the world of man.
  These five proved to be dfficult for the force of lght to defeat. 
  The Free Peoples won the war, and ther freedom, but were 
  not able to destroy the blades. They have been lost to tme, and 
  even the greatest of sages do not know where they have gone.
  The Rune Blades of Carnage exst to complete ther orgnal 
  purpose as the demons mprsoned shall never know rest untl 
  the have done so. Each blade acts as a + 3 longsword that deals 
  double damage aganst the race t was ntended to destroy. In 
  addton they can detect good at wll. Smlarly they can de-
  tect the presence of any member of the sword’s race of enmty. 
  Once per hour the sword can cast charm person, and t may 
  cast confusion once every five rounds. 
  Unlke other sapent swords, the Rune Blades of Carnage do 
  not damage bearers who do not share ther algnment, unless 
  the sword chooses to—ths s due to ther need to be ‘born’ 
  to accomplsh ther tasks. An nfluence check s made when a 
  welder first touches a Rune Blade, and every tme thereafter. 
  A check s also needed when the sword s near ts target race, 
  f t s not n control at that tme. A Rune Blade of Carnage al-
  ways gans a bonus of 1d10 to ts wllpower when makng these 
  checks, regardless of the welder’s algnment.
  Sacred Lotuses 
  &	R.J. Thompson
  F	Richard J. LeBlanc, Jr.
  Many relgons see the lotus as a sacred plant. Indeed, whle 
  common lotuses are vewed as sacred among mortals for a va-
  rety of reasons, the gods keep a truly magcal varety of lotus 
  growng wthn ther personal gardens. The abltes of the lotus-
  es vary greatly. Many detes keep lotuses that hold smlar abl-
  tes to themselves wthn ther lars. Each color of lotus holds a 
  dfferent power that s typcally released wth the plant’s pollen. 
  The trgger for ths release vares from color to color as well.
  Black Lotus: The magcal power of the black lotus s one 
  whch s purely defensve for the plant, yet utterly devastatng to 
  the mortal whom get’s too close. Once per turn the black lotus 
  wll ssue forth a 10'×10' cloud of black pollen that shmmers 
  wth fluorescent colors, not unlke those seen when gazng nto 
  a pool of ol n the sunlght. The cloud hangs n the ar for 1d6 
  rounds before dsspatng. Ths beautful dsplay s deadly and all 
  wthn the cloud must save vs. death or de.
  White Lotus: The pollen of the white lotus erupts from the 
  flower much as one would expect to see a burst of powder, t 
  takes effect mmedately and dsspates nstantly. The powdery 
  pollen covers a 15'×15' area. Those caught wthn must save 
  vs. paralyss or fall asleep for 2d3 hours. The pollen s released 
  at random, wth a 50% chance of release every turn, but only 
  once per hour.
  Red Lotus: Also known as the “blood bloom,” the red lotus 
  releases ts wet mst-lke pollen (whch has a color smlar to 
  the flower tself) once per day, usually near dusk. Its wet pollen 
  dsperses and spreads throughout an area at a rate of five feet 
  n dameter per round untl t has covered a 100' dameter. The 
  mst hangs n the area for 3d6 hours. Anyone nhalng the pol-
  len of the blood bloom must save vs. poson or fall nto a bref, 
  f not deep depresson. Those who are affected by the mst be-
  ROD OF DeSTINY – SACReD LOTUSeS
  DIVINe ITeMS
  
  309
  come depressed, sufferng a penalty of 5 to any rolls made for 
  the next 1d6 hours.
  Midnight Lotus: The so-called “midnight lotus” has petals 
  of a dark navy, almost ndstngushable from the color black. 
  The lotus releases ts pollen n shmmer of gold “dust” coverng 
  a 10' dameter an hour after sunset every day. The effects are 
  nstantaneous, any caught wthn gan the ablty to see perfectly 
  n the dark for 24 hours.
  Green Lotus: Also called plague lotus, the green lotus emts 
  a foul yellow-green cloud of pollen whenever a creature comes 
  wthn 10' of t. The pollen expands to form a 20' dameter cloud 
  that dsspates after 1d12 rounds. All wthn the cloud must save 
  vs. poson or contact a magcal dsease whch lowers all three 
  physcal ablty scores (Strength, Dexterty and Consttuton) by 
  5, and causes volent coughng (55% chance per round) that 
  makes any normal acton mpossble to perform. Only a dispel 
  magic or remove curse spell rds the dseased of ths effect, all 
  normal cures fal.
  Orange Lotus: The orange lotus spews for ts pollen n 25'-
  long cone wth an equal wdth (at ts termnus). The pollen s 
  an orange powder that dsspates after t s released. Ths ef-
  fect takes place the first tme that any creature steps wthn 10' 
  of the lotus and cannot spew forth agan for 1d3 hours. All 
  wthn must save vs. spell or be subject to horrfyng effects of 
  a phantasmal force spell (DM’s dscreton as to the effects; t s 
  recommended that those who are unaware of the nature of the 
  pollen wll have horrd vsons of creatures attackng them, per 
  the spell, whle those who know the nature of the plant mght 
  enjoy entertanng hallucnatons). Ths pollen can become ad-
  dctve to those whom use t as a hallucnatory drug. Each tme 
  t s used delberately n such a way the user must make a save 
  vs. spell or become addcted, If addcted, each day wthout the 
  pollen wll cause a lack of sleep, wth normal cumulatve ef-
  fects takng place. If the addct does not use the pollen for one 
  month, then the addcton wll subsde.
  Opal Lotus: The opal lotus s called such because ts petals 
  are opalescent, as s ts vaporous pollen. The opal lotus releases 
  a 10' sphere of pollen anytme that t detects a lawful creature 
  wthn that same radus. The pollen lasts for 2d10 rounds and 
  acts as a protection from evil, 10' radius spell for all wthn.
  Violet Lotus: The volet lotus releases an effervescent cloud of 
  pollen 50' n dameter any tme there s moton wthn 100' feet 
  of t, but only once every 1d3 hours. The cloud hangs n place for 
  1 hour actng as a dispel magic spell. 
  Jade Lotus: The jade lotus s called such because ts leaves 
  strongly resemble the stone that s ts namesake. The pollen of 
  the jade lotus erupts from the flower spreadng untl t has cov-
  ered a 1000' foot radus. Ths happens when the flower “senses” 
  human, humanod or dem-human creatures wtn 1500' of t 
  and s purely defensve, though very effectve for those wsh-
  ng to guard somethng. The brght green cloud of pollen acts 
  nstantly causng the effects of a plant growth spell.
  Salts of Despair
  &	Matthew W. Schmeer
  Lke the seeds of sowing the secret knowledge of creatng the 
  salts of despair s guarded by the chef prests of the Cult of 
  Audrum as the salts are a rare and dangerous concocton. The 
  salts themselves appear to be thumbnal-szed, mult-colored 
  crystals of sea salt. If dssolved n water at a 2:1 rato, the salts 
  have the power to mmedately destroy any plant or plant-based 
  creature’s root system the soluton s poured upon as f by an 
  acd attack (no save). Ths soluton wll also render the ground 
  nto whch t s poured forever devod of plant lfe. It s rumored 
  that the Desert of Ka’rat was formed n just ths manner. The 
  salts are generally produced n small batches of under eght 
  ounces, but have not been produced for over 300 years.
  Should a creature be nclned to ngest a salt crystal or drnk the 
  dssolved soluton, they wll suffer 6d20 acdc damage to ther 
  dgestve tract and permanently lose the ablty to speak.
  Seeds of Sowing
  &	Matthew W. Schmeer
  The exact recpe of the seeds of sowing s known only by the 
  chef prests of the Cult of Audrum, and s a hghly guarded 
  secret. What s known s that the seeds appear to be a mx 
  of specal sols, nutrents, plant dgestves, and other unknown 
  ngredents packed nto a shape roughly the sze and weght of 
  a chcken egg. When a normal plant seed s embedded nto the 
  seed of sowing and planted n temperate condtons, the plant 
  that sprouts wll be a sentent lfe form, capable of speech and 
  thought and wth 1000 tmes the lfe-cycle length of the normal 
  plant of that type of seed. The resultng plant s ncapable of 
  reproducton and any frut borne by the plant wll be seedless. It 
  s rumored that the Murmurng Forest of Nerm was the result of 
  a clumsy cultst spllng a large collecton of such seeds. There 
  are no more than 1d4 seeds found at any tme.
  Eatng the seeds of sowing s not advsed, but has no effect 
  beyond a severe stomach ache for 1d4 days.
  Shed Godling Skin Suit
  &	Logan Knight
  Some godlngs grow as ther followng does, sloughng off ther 
  old skn to make way for a glorous new facade. The translucent 
  leather sttched nto ths full-body sut stll responds to prase and 
  worshp, whether that worshp be drected at the wearer or the 
  godlng who shed t. 
  The skn allows the use of an ablty of the godlng from whch t 
  came. The use of the ablty may be delayed for a length of tme 
  equal to the number of turns spent n worshp beforehand (e.g., 
  worshpng for 8 turns wll allow the ablty to be used at any tme 
  wthn 8 turns of completng worshp)
  Pck a god, roll for one, or flp to one randomly n ths book, or 
  use whatever horrble thng the followng abltes came from. 
  1. Swollen pustular mounds swell from the neck of the 
  sut, allowng the wearer to expel bolng black ble as 
  a 6' ranged attak or as a 90° spray wth a 3' wde ter-
  mnus, bypassng armor and dealng 2d6 acd damage. 
  If the wearer s able to bte someone (on a successful 
  “to ht” roll, the wearer may vomt drectly nto the 
  vctm’s bloodstream (save or de).
  2. If someone makes a successful melee attack aganst  
  the wearer, the wearer can allow the attacker’s weapon 
  and arm to pass nto the wearer’s body, trappng the 
  DIVINe ITeMS
  SACReD LOTUSeS – SHeD GODLING SKIN SUIT
  
  310
  opponent (and leavng the wearer unarmed). The arm 
  wll need to be cut away, but whatever s left on the sut 
  wll be absorbed soon enough.
  3. The wearer leeches the lfe out of anythng organc 
  wthn 6'. All n area of effect must save vs. spell or 
  lose 1d6 hp to the wearer. Wearer must roll under 
  Consttuton or secrete t back out n nosome streams 
  (losng all hp ganed through the leechng).
  4. The wearer regurgtates 1d4 phlegm-colored tny men, 
  permanently losng 1 hp for each tny man spewed. 
  Roll to determne each tny man’s loyalty. Every round 
  the wearer wants them to do somethng, a successful 
  morale roll s requred for them to  
  coopoerate. Incentves may be used to modfy the  
  roll. The only way the wearer may regan these per-
  manently lost ht ponts s to swallow the tny men.
  Addtonally, the skn’s standard AC of 8 mproves by 1 for 
  every person that worshps the wearer lke a dscple, as the 
  skn flushes wth lfe and moves n a dstractng, unnatural way. 
  If the wearer gans 14 or more followers, the wearer wll fuse 
  wth the skn, becomng a malformed bastard demgod. They 
  wll not lke t. 
  Shining Icosahedron 
  &	Legion
  The Shining Icosahedron—darkly beautful n all ts shmmer-
  ng ol-slck opalescence—serves as a cubc gate, but wth 20 
  facets nstead of only sx. One face s keyed to the Materal 
  Plane, though the where and when of entry s shockngly errat-
  c. Another sde leads to Dt’Went’s home, the colossal lbrary 
  at the center of the Crmson Hexagon, and the arrval rooms 
  there are lkewse dsconcertngly random. The other 18 planes 
  should be determned by the DM. Each gate s opened by a 
  specfic pattern of carresses.
  The Shining Icosahedron s also a terrble weapon and there s 
  a 20% chance per round of combat that Dt’Went wll throw 
  t at an opponent nstead of attackng physcally or magcally. 
  It has a range of 400’ and Dt’Went must roll to ht. Regard-
  less of the result t automatcally returns lke a war hammer +2, 
  dwarven thrower.
  Wthn the Shining Icosahedron s a mult-cell prson. Each fac-
  et bnds 20 HD worth of a gven monster type. Some of these 
  creatures are weakened (but all are enraged) from ther eons-
  long mprsonment. When ht by the Shining Icosahedron, any 
  beng less dvne or nfernal than a dem-god or greater demon 
  must save vs. spell. Anyone who passes the save suffers 20 ht 
  ponts of damage. A target who fals to save s teleported nsde 
  the facet by whch t was struck; the monsters bound theren at-
  tack mmedately. Roll 1d20 to determne whch face mpacted 
  the target and consult the followng table:
   
  Roll The victim is... 
   
  1 
  scalded by a dragon turtle. 
   
  2 
  made smple by lamae. 
   
  3 
  scorched by salamanders. 
   
  4 
  paralyzed by ghouls. 
   
  5 
  weakened by shadows. 
   
  6 
  terrfied by ghosts. 
   
  7 
  posoned by wyverns. 
   
  8 
  dssolved by ankhegs. 
   
  9 
  shocked by wll-o-wsps. 
   
  10 
  draned by wraths. 
   
  11 
  frozen by whte dragons. 
   
  12 
  bludgeoned by the cyclops Brk,  
   
   
  and Lorn hs cloud gant wfe. 
   
  13 
  cursed by mummes. 
   
  14 
  afflcted by werewolves. 
   
  15 
  gagged by ghasts. 
   
  16 
  deafened by dragonnes. 
   
  17 
  bewaled by banshees. 
   
  18 
  buffeted by wnd walkers. 
   
  19 
  smothered by shamblng mounds. 
   
  20 
  put to sleep by jackalweres.
  Smoking Mirror Engine 
  &	John Everett Till
  A smoking mirror engine s an artfact gate sacred to Lord 
  Tezcatlpoca. Each smoking mirror engine s a sngle sheet of 
  polshed obsdan the sze of a great door or portal. These huge 
  peces of obsdan are mned from megavolcanoes lke Olympus 
  Mons on Mars. Wthn the polshed obsdan mrror surface can 
  be seen the tracery of crcut patterns. The obsdan s mprnted 
  wth spells that create a connecton to another gate at a dfferent 
  locaton on the same world, another world or locaton (such as 
  a base or shp), or an entrely dfferent plane. A magc user can 
  communcate wth someone at the adjonng gate usng an ESP 
  spell. A clerc can awaken and command a gate to open for 1 
  turn per level usng a varant of the find the path spell. Once a 
  gate has been opened, anyone may pass through t. Frequently 
  such gates are placed near each other n great galleres, allow-
  ng rapd passage from one world to another, to another. The 
  Eye of Lord Tezcatlpoca can also be used to open these gates.
  RELATED ENTRIES: D) Eyes (Eye of Lord Tezcatlipoca).
  Snare of Irrevocable Ends 
  &	Patrick Wetmore
  The gods would spare no effort n destoryng both the Snare 
  and the souls of any who had even a hnt of ts exstence, f 
  only they could focus ther attenton on t but for a moment. 
  The Snare s a weapon from somewhere beyond the ken of 
  gods and men. In appearance, t s a seres of sxteen nterlock-
  ng greensh-gold metal hoops, 2' n dameter, slowly revolvng 
  around each other.
  Its prmary power s to be entrely hdden from the mnds of 
  gods and ther extraplanar servtors. It cannot be thought of by 
  the mmortal gods—attempts to dscuss t wll meet wth blank 
  stares at best, and more lkely dvne retrbuton for wastng a 
  god’s tme. The second power of the Snare s that any god 
  wthn 120' of t wll not leave the area. He, she, or t wll stay 
  put, makng ncreasngly bzarre excuses as to why dvne dutes 
  are beng neglected. The thrd power of the weapon s The Ir-
  revocable End; any god slan wthn 120' of the Snare s com-
  pletely, utterly, and rrevocably destroyed. When ths occurs, 
  the Snare groans as f n agony, and a new hoop tears ts way 
  nto the world.
  The Snare s beyond the ablty of mortal men to damage, to the 
  dsmay of the prests who have encountered the weapon.
  SHeD GODLING SKIN SUIT – SNARe OF IRReVOCABLe eNDS
  DIVINe ITeMS
  
  311
  Statue of the Black Mother 
  &	Shadrac MQ
  A stone, black, lustreless statue of the goddess Kal [replace wth 
  petty goddess of choce], standng about 3' hgh, ncludng an 
  ornamental plnth. Two of her hands are shaped to hold can-
  dles. If candles rendered from human fat are placed n her hands 
  and lt, the statue appears to leer and shft n the flckerng glow, 
  and the lght thus cast wll summon 1d6+6 shadows whch wll 
  serve the possessor of the statue for as long as the candles burn. 
  The statue’s pose and expresson s able to change subtly n 
  the candlelght to communcate the desres of the goddess. The 
  goddess requres a lvng, ntellgent sacrfice for each burnng 
  of the candles, and the shadows wll ensure that she receves 
  one before the candles have completely burned down, usng the 
  possessor of the statue f necessary.
  Spitblade 
  &	Vindico Vindicatum
  Squamulouus, god of chaos, was the most powerful, nsd-
  ous, and corrupt of all demons. He was supplcated n tmes 
  of plague, a dety to be appeased when stomachs roled wth 
  llness untl the poson was vomted forth, cleansng the suppl-
  cant. He was a necessary evl—untl 700 years ago when the 
  seven great detes of sacred lght destroyed hs mnons and 
  cornered the evl god on the surface of a dark star.
  A mghty battle waged. When the seven great detes of sacred 
  lght defeated Squamulouus, hs followers retreved hs corpse 
  before t could be destroyed. The god of chaos was defeated, 
  but not destroyed. Squamulouus remaned mprsoned untl the 
  dark star finally collapsed, precptatng a dmensonal rft that 
  allowed Squamulouus’ evl to worm ts way back to our world. 
  They carefully mummfied and preserved Squamulouus’s corpo-
  real remans and sealed them n a huge sarcophagus wth ther 
  most powerful spells. Then they transported t to the Astral 
  Plane. There, Squamulouus’s corpse s entombed n a ggantc 
  sarcophagus. Squamulouus’s mummy lays wthn, arms folded 
  across hs chest, wth a massve gold mask coverng hs face.
  Slvers of hs demonc nature traled through astral space, 
  formng the sword-lke shapes whch have become known as 
  “Spitblades.” There are sx Spitblades n exstence. Through 
  manpulaton and gule, the blades find welders and seek to 
  “mpregnate” lvng ncubators. Spitblades are brght red wavy 
  blades wth a maw on ther crossguards. Each s nlad wth a 
  large gem just above the cross guard n the shape of a frog’s 
  eye. There are sx dfferent gems: emerald, ruby, sapphre, to-
  paz, damond, and amethyst.
  Sqaumulouus’ blades nflct a standard 1d8 damage, plus an 
  addtonal 1d8 ponts of acd damage caused wth the blade 
  ‘lcks’ the wound of the vctm. On a natural “to ht” roll of 20, 
  the Spitblade plunges nto the target’s stomach (f t has one); 
  vctms of ths attack must save vs. poson or be nfected wth 
  Squamulouus’ seed. The stomach of the target expands each 
  round, causng nausea and ncapactatng t. In a number of 
  rounds equal to the vctm’s Consttuton, the vctm’s stomach 
  wll burst open, sprayng everythng wthn a 15' radus for 1d8 
  acd damage per level or HD of the afflcted creature. Add-
  tonally, a black puddng s brthed at that moment from the 
  remans of the exploded vctm. 
  It s sad that when seven thousand of these spawn (black pud-
  dngs) are brthed, the dark god wll awaken and the orfices of 
  the world wll spew forth ther vengeance. 
  Stone Heads of Jergen Groot 
  &	Matthew W. Schmeer
  Jergen Groot was a smple man who wanted nothng more than 
  a smple lfe. All hs lfe he had done what he was told: first by 
  hs parents, then by hs vcar, then by hs wfe. From sunup 
  to sundown he tended hs goats, plowed hs fields, smoked hs 
  ppe, and slept the sleep of the just. He lved a dull but happy 
  lfe for 52 years. 
  In hs 53rd year, a local baron (n truth a wealthy adventurer 
  recently gven leave to create a barony out n the hnterlands) 
  arrved one nght to conscrpt all able-boded men n the vllage 
  to defend hs keep aganst a horde of foregn nvaders. Havng 
  never lfted a weapon beyond a fire poker (and then even only 
  n jest) and havng never even seen the baron, let alone known 
  how to address one, Jergen stepped forward and asked why 
  the men of the vllage should fight for the baron when clearly 
  the baron had done nothng but demand taxes that the vllagers 
  pad wth nothng to show for t.
  The baron cut off Jergen’s head wth one swpe of hs blade.
  The Jale God saw ths act, and out of amusement caused an-
  other head to reappear on Jergen’s shoulders.
  Shocked, the baron cut off ths head, too.
  And the Jale God repeated hs trck.
  Belevng ths to be the work of necromancers n hs mdst, the 
  baron had Jergen and all hs relatons drawn and quartered. 
  Then he hmself cut off Jergen’s head yet one more tme. He de-
  manded hs henchmen burn Jergen’s body and the three heads 
  n a roarng bonfire n the vllage green. The fire quckly grew 
  out of control and burned the entre vllage and the surroundng 
  wlderness to the ground.
  The Jale God laughed.
  And the three heads of Jergen Groot survved the flames, hav-
  ng turned to stone n the wash of flames.
  The Jale God kept the three heads of Jergen Groot for many 
  years. Then, he lost them n a bet wth another mnor god, who 
  n turn lost them n a bet wth another, and so on and so on untl 
  they found ther way back nto the world, lost to the ages.
  It s rumored that the first head of Jergen Groot can gve the gft 
  of true seeing to those who place a tear upon one of ts cheeks.
  It s sad the second head of Jergen Groot can grant those who 
  place a garland of dases on ts brow the courage of 10 men, 
  the strength of 5 men, and the luck of the devl hmself.
  It s sad the third head of Jergen Groot wll turn the hand that 
  touches t to stone.
  Where the first head goes, the others follow. He who possesses 
  all three heads of Jergen Groot has a 5% chance of recevng 
  a vst from the Jale God hmself, who wll attempt to wn the 
  heads back.
  RELATED ENTRIES: G) Jale God.
  DIVINe ITeMS
  STATUe OF THe BLACK MOTHeR – STONe HeADS OF JeRGeN GROOT
  
  312
  Summoning Horn  
  of Armageddon 
  &	Atte Mustonen
  F	Richard J. LeBlanc, Jr.
  Ths great brass horn s adorned wth symbols of chaos. When 
  blown, t sounds lke a foghorn that seems to go on forever. He 
  who blows the horn loses one experence level that can not be 
  restored, even by dvne means. After 1d6 turns of reverbera-
  ton, wth terrble flash and thunder and puffs of smoke, 1d8+2 
  randomly selected petty gods algned wth chaotc forces wll 
  appear wthn 120' of the hornblower. These enttes are by no 
  means compelled to obey the summoner, so there better be a 
  sufficent amount of placaton and sacrfices held ready. There 
  s a 5% cumulatve chance per chaotc petty god summoned 
  that a counter-force of lawful petty gods of equal number wll 
  arrve to stop whatever s at hand and dspense dvne justce. 
  If both chaotc and lawful detes have arrved on the scene, 
  there s 5% cumulatve chance per each dety (both chaotc and 
  lawful) that a group of neutral petty gods, n number equal to 
  the total of chaotc and lawful detes, wll arrve n attempt to 
  stop whatever localzed war of the gods s about to happen. It 
  s hghly probable that a horrfyng battle wll ensue, and eve-
  rythng nearby wll be devastated to a great degree. The Horn 
  wll dsappear the moment the gods manfest themselves and 
  wll hde tself n some far corner of the world watng to be 
  dscovered by another hapless fool. 
  Sword of Allegiance 
  &	Atte Mustonen
  These swords come n varety of shapes and szes, but they are 
  always dedcated to servce of one dety wth the name of dety 
  ether etched n runes on the blade, as a holy (or unholy) symbol 
  on the handguard, or somethng smlar. The powers of these 
  blades are actvated when a person wth an algnment matchng 
  the dety draws the sword, holds the weapon hgh, and loudly 
  proclams allegance to the entty. 
  Frst, the sword of allegiance grants the user 1d10 ponts of 
  Strength (up to racal maxmum) as long as t s held. Addton-
  ally, because these blades are made for champons of gods to 
  wage war aganst a god’s enemes, they hold a second power—
  when facng opponents requrng a mnmum magcal bonus “to 
  ht,” the sword wll provde that bonus. For example, when fac-
  ng an arch-devl that requrng a +3 weapon “to ht,” the sword 
  of allegiance wll gan those propertes for the duraton of the 
  encounter. Smlarly, f facng a mere wererat, the sword wll 
  only count as f beng made of slver.
  Sword of Rasoob 
  &	Erin Palette
  Green wth corroson, ths sckle sword looks absolutely ancent. 
  Made of bronze, t s heaver than a steel sword of dentcal sze, 
  and ts edge has been blunted over tme (-2 penalty on all “to 
  ht” and damage rolls). However, these penaltes may be over-
  come through certan rtual actons, whch mpart a cumulatve 
  bonus to the sword for each act:
   
  Act 
  Bonus
   
  remove all objects  
  +2 
   
  of ron or steel from the  
   
  welder’s person 
   
   
  for each member of the  
  +1 per 
   
  party who smlarly forsakes  
  party member 
   
  ron and steel
   
  rtually sacrfice  
  +1 per  
   
  magcal tems of armor or  
  each +1 of 
   
  steel n a sanctfied forge 
  sacrficed object
  Wth each bonus ganed, the Sword of Rasoob becomes sharper, 
  lghter, and less corroded, untl t s a gleamng bronze khopesh 
  of ncredble sharpness. All bonuses are lost f the welder or par-
  ty members equp themselves wth ron or steel, or f the Sword 
  of Rasoob s placed besde weapons contanng that metal.
  Once the Sword of Rasoob has reached a bonus of +5 to ht 
  and damage, addtonal abltes are unlocked:
  — remove tarnsh from all non-ferrous objects at wll 
  — expend a +1 bonus to rust ferrous metals,  
  as per a rust monster, wth a successful strke 
  — expend a +2 bonus to cast flesh to stone  
  (bronze, n ths case) as f an 11th level magc-user
  If Rasoob has been summoned, he wll always be weldng ths 
  weapon at full (+10) power. If he s defeated, t wll have no start-
  ng bonuses. If he lends t to a PC n whom he finds favor, t may 
  have a random number (1d4) of bonuses.
  RELATED ENTRIES: G) Rasoob.
  Thrumming Monolith 
  &	Dustin Brandt 
  F	Richard J. LeBlanc, Jr.
  The Thrumming Monolith conssts of dozens of rectangular 
  boxes stacked atop each other, alght n a pulsng electrc glow 
  and squealng wth sgnal fluctuaton, statc, and crosstalk. Usu-
  ally found n the possesson of a cult explotng ts powers, but 
  every few centures t can be dscovered abandoned n a runed 
  temple, lost cty, sealed cave, or groovy dungeon.
  Techncal knowledge of ts desgn and usage s lost, replaced 
  by rtual manpulaton by cultsts. Typcal unsklled nteracton 
  wth the monolith results n a roll on the “You messed wth 
  the monolth?” chart (below). A skeptcal, curous, and persst-
  ent observer could learn how and why t works through several 
  years of study. Users of such skll can relably acheve the effects 
  that nvolve communcatng wth gods, and can sometmes even 
  “tune n” to a specfic god, .e. choose the god wth whom they 
  wll communcate.
  SUMMONING HORN OF ARMAGeDDON – THRUMMING MONOLITH
  DIVINe ITeMS
  
  313
  If wearng plate metal armor, add 50 to any roll below 51. Nor-
  mally, effects that nvolve hearng otherworldly broadcasts or 
  gods are only heard by the character that messed wth the mon-
  olth, but f the character s wearng metal plate armor the sound 
  reverberates and can be heard by all n the room.
  You messed with the monolith? (Roll d%)
   
  1-50 Just a lttle shock 
   
  51 Cure all that als ye 
   
  52 Loses all fear 
   
  53 Gan a phoba 
   
  54 Becomes schzophrenc 
   
  55 Loses all nhbtons 
   
  56 Becomes mellow to a fault 
   
  57 Becomes more greedy 
   
  58 Loses all chldhood memores 
   
  59 Loses all memory except of chldhood 
   
  60 Loses knowledge of a spell 
   
  61 Loses all knowledge of hs/her party 
   
  62 Never remembers own name 
   
  63 Often unconscously unfastens own belt and  
   
   armor buckles and laces and forgets to refasten 
   
  64 Splt tongue 
   
  65 Har and skn change color 
   
  66 Glow finger 
   
  67 Permanent smle 
   
  68 Unruly har 
   
  69 Extra ponty knees and elbows 
   
  70 Actual twnkle n the eye 
   
  71 Magnetc hands 
   
  72 Learns a new spell of current or lower level 
   
  73 Learns a new spell of hgher level 
   
  74 Becomes fluent n another language 
   
  75 Suddenly realze the answer to a rddle 
   
  76 Instantly masters an entre field of study 
   
  77 Becomes aware of hs/her status as  
   
   a player character 
   
  78 Gan knowledge of a past lfe 
   
  79 Can taste magc 
   
  80 Can snff out traps, but they smell lke flatulence 
   
  81 No longer feels pan 
   
  82 Can move eyes ndependantly (a good looker) 
   
  83 X-ray vision 
   
  84 Ears rng maddenngly n the presense  
   
   of secret doors 
   
  85 Otherworldly broadcast: Sportng Event 
   
  86 Otherworldly broadcast: Country 
   
  87 Otherworldly broadcast: Classc Rock 
   
  88 Otherworldly broadcast: Top 40 
   
  89 Otherworldly broadcast:  
   
   Rado adaptaon of The Hobbit 
   
  90 Otherworldly broadcast:  
   
   Dramatc readng of Poe’s “The Raven” 
   
  91 Otherworldly broadcast:  
   
   Orson Welles’s War of the Worlds 
   
  92 Otherworldly broadcast:  
   
   Abbott & Costello’s “Who’s on Frst?” routne 
   
  93 Can talk wth a random god for 30 seconds—  
   
   startng now!  
   
  94 Can hear the thoughts of a random god for  
   
   30 seconds; the god s aware—startng now! 
   
  95 Can hear the thoughts of a random god  
   
   for 30 seconds; the god s unaware—startng now! 
   
  96 Channels the speech of a random god for  
   
   30 seconds; the god s aware—startng now! 
   
  97 Channels the speech of a random god  
   
   for 30 seconds; the god s unaware—startng now! 
   
  98 Can see through the eyes of a random god  
   
   for 30 seconds—startng now! 
   
  99 Coma for d100 days 
   
  100 Death by exploson
  Twisted Crown
  &	Daniel J. Bishop
  Ths object s made out of an unknown black metal, heaver 
  than ron and mpervous to all mortal damage. It s a crclet wth 
  many long ponts rsng upward, twstng around each other as 
  they rse, lke flckers of dark, unholy fire. The Twisted Crown 
  was forged n Hell by the petty demon-god Morghus, once Lord 
  of Fres Snuffed Out n the Deep, whose breath beneath the 
  ground caused torches to flcker, and could blow all flames out. 
  Morghus’ clawed hands were burnt black from pnchng torches 
  out when mortals ventured deep beneath the ground.
  When a mortal places the Twisted Crown upon hs head, he m-
  medately (and permanently) loses 1d4 ponts of Charsma, and 
  hs hands permanently become sooty black n hue. Thereafter, 
  the Twisted Crown wll allow the wearer to cast any fire spell, 
  regardless of the class the spell normally belongs to, and of any 
  level. Each tme the wearer uses ths power, the caster perma-
  nently loses ponts of Charsma equal to the level of the spell 
  cast. When the wearer reaches 0 Charsma, he s consumed 
  n a moment of ntense heat. The wearer, and all hs gear, are 
  transformed to ash, except for the Crown tself.
  DIVINe ITeMS
  THRUMMING MONOLITH – TwISTeD CROwN
  
  314
  Unicorn Horns 
  &	Matthew W. Schmeer 
  F	Richard J. LeBlanc, Jr.
  A bref summary of the propertes of varous unicorn horns, 
  found n the ancent wrtngs of Zelrak Dluog, scholar-mage, 
  mad monk, and chaser of skrts.
  Boxwood
  These lght-cream colored horns are the most common va-
  rety. Found most often on uncorns that have not reached 
  breedng age, they have the power to attract vrgns, purfy 
  water, and remove common posons from foodstuffs. Unlke 
  most uncorn horns, they can be ground nto powder. A sngle 
  gran can create potable water out of a small pond, remove the 
  rot from an anmal carcass to make t sutable for eatng, or 
  neutralze the most deadly of posons from any vctual. Dluog’s 
  notes ndcate the horn wll only attract vrgns f the user has 
  no unchaste thoughts.
  Boxwood horns can be destroyed va normal dgestve processes.
  Ivory
  Harvested from a uncorn n rut and often confused wth the 
  boxwood horn, the vory-colored uncorn horn s a magnficent 
  weapon when welded n the proper manner. It can be used as 
  a bone short sword or a short thrustng spear n combat, and 
  when used as such delvers +4 damage. However, ts true power 
  s subtler and more dfficult to provoke. Dluog’s notes ndcate 
  the ivory-colored horn of a uncorn s an attack absorber; the 
  shock and damage of any blow drectly to the horn tself s ab-
  sorbed and released back at the attacker. The attacker gets no 
  save. It does double damage n the hands of a vrtuous maden 
  who has been unjustly volated by her attacker.
  Ivory horns can be destroyed only by volcanc fire.
  Onyx
  Extremely rare and powerful, these jet-black horns are taken 
  from the fresh corpses of female stllborn uncorns whch ded n 
  utero and klled ther mothers n the brthng process. Uncorns 
  must be breech-brthed to avod mpalng ther mothers, and 
  only n extremely rare cases does ths not occur. Dluog’s notes 
  contan pages of upon pages of sketches detalng the arcane 
  process needed to provoke a uncorn to attempt to delver a 
  non-breeched filly.
  Onyx horns have the power to absorb magc, wth an effect 
  smlar to the dispel magic spell. Dluog notes that ths power 
  s so strong that onyx horns wll absorb magcal auras from an 
  object that s wthn 100 feet of ts presence.
  The awful power of an onyx horn can only be dampened or 
  controlled by wrappng the horn n the wet hde of a mantcore.
  After 300-500 years of regular use, an onyx unicorn horn wll 
  absorb enough magc that t ceases absorbng magcal auras and 
  becomes a rainbow unicorn horn.
  An onyx horn can only be destroyed by volcanc fire.
  Rainbow
  The rainbow unicorn horn s the rarest of all horns, havng 
  started out as an onyx unicorn horn and absorbed enough 
  magc to take on magcal powers tself.
  Rainbow horns can only be welded by those of lawful algn-
  ment, and even then, rarely welded by any other than paladns 
  of the hghest rank wthn ther orders.
  Rainbow horns have the ablty to change the algnment of any 
  non-lawful ndvdual to lawful (save vs. death at -3). They glow 
  n a pulsng ranbow of colors when n the presence of evl.
  Addtonally, they can cast color spray, dancing lights, dispel 
  phantasm, prismatic sphere, prismatic spray, prismatic wall, 
  pyrotechnics, and regenerate, up to 2 tmes per day per spell, f 
  the welder s of the approprate level to cast such spell (casters 
  do not need to be of the approprate class).
  Dluog notes that the normal workng lfe of rainbow horns vary 
  greatly. Roll 1d30 to determne how many years of use the horn 
  may contan.
  A rainbow horn can only be destroyed by a dvne beng.
  Silver
  Silver unicorn horns are thn, reedy horns molted from from 
  pregnant uncorn mares durng ther first three weeks of preg-
  nancy. In most cases, these horns are then consumed by the 
  mare. Dluog’s essay on uncorn lfe cycles has an extremely long 
  footnote about ths that no one has fully transcrbed.
  Silver horns are hghly przed for ther medcnal value. Lke 
  boxwood horns, they can neutralize poison and purify water, 
  and can be ground nto powder to add to foodstuffs to accom-
  plsh these effects. When boled wth chamomle and lavender, 
  shavngs from these horns create a strong nfuson that, when 
  mbbed, can remove blndness and restore deafness. Silver 
  horns can also cure paralyss or stave off the spread of bodly 
  dseases f nhaled n powdered form.
  Fnally, a fully ntact silver horn has the power to cure major 
  wounds or regenerate (f placed nsde the wound) or resurrect 
  (f placed n the deceased’s mouth) wthn the normal param-
  eters of both spells. The horns dssolve n the process and can-
  not be reused.
  Silver unicorn horns can be destroyed by normal dgestve 
  processes, bodly absorpton, or ntense fire.
  RELATED ENTRIES: G) Atanuwé.
  UNICORN HORNS
  DIVINe ITeMS
  
  315
  Useless Scrolls 
  &	Matthew W. Schmeer
  Below are 1d30 slghtly useless spell scrolls found n the archves 
  of Wälläkatüntün.
   
  1 Break Wind: cures flatulence n a 10' radus
   
  2 Kitten Cuddle: summons 1d30 cute, cuddly kttens
   
   3 Wash Wizard: thoroughly cleans and  
   
   deodorzes 1 wzard
   
   4 Undo Toe Stub: self-explanatory
   
   5 Wang Dang Doodle: allows caster to  
   
   dance all nght long wthout trng
   
   6 Flim Flam: grants ablty to convncngly le  
   
   wth 100% undetectablty, but only to people  
   
   named “Flam”
   
   7 Hoboken Chicken: summons one (1)  
   
   266-pound frendly chcken
   
   8 Capture Flag: captures 1 random flag
   
   9 Uncrease Cloth: removes creases from 1 sq. ft.  
   
   of non-magcal cloth
   
   10 Cure Hiccups: self-explanatory
   
   11 Uncook Beans: self-explanatory
   
   12 Nit Pick: removes head lce from 1d4 humanods  
   
   n a 10' radus
   
   13 Hen Peck: allows caster to berate 1d4 humanods  
   
   n a 10' radus
   
   14 Double Bag of Holding: places all  
   
   Bags of Holdng wthn another non-magcal bag
   
   15 Scramble Eggs: randomly reorganzes  
   
   1d20 eggs n a nest
   
   16 Summon Waiter: self-explanatory  
   
   Only works at three-star or better nns and taverns
   
   17 Clerical Error: forces 1d4 clercs wthn 10' radus  
   
   to mspronounce a word n ther evenng prayers
   
   18 Foshizzle: makes any caster wth a lsp  
   
   spt non-ncendary sparks when he speaks
   
   19 Hamper: conjures up a wcker clothes hamper  
   
   that can hold 2 bushels worth of drty clothes
   
   20 Revise: places any tem taken out of a vse  
   
   back nto a vse
   
   21 Bladderize: makes 1d4 humanods wthn  
   
   a 10' radus really, really, really need to pee 
   
   22 Spell Check: engraves the word “CHECK”  
   
   on any flat surface
   
   23 Hoppity Doodle: summons  
   
   1d30 rot-worm nfested rabbts
   
   24 Nerf Herd: summons 1d30 herd of  
   
   non-projectle bearng nerfs
   
   25 WTF: creates a 10' radus logc-free zone  
   
   emanatng from caster
   
   26 Clear Conscience: grants caster a good feelng  
   
   about hmself for 1d4 hours
   
   27 Whoaboy: stops pack anmals from movng  
   
   for 1d6 mnutes
   
   28 Flibbertigidget: summons 1 boy-crazy  
   
   teenage grl surfer who mmedately bursts nto  
   
   tears and runs away
   
   30 Screweit: magcally mpregnates up to  
   
   1d4 male sheep
  RELATED ENTRIES: M) Wälläkatüntün.
  Vengeance of Zo 
  &	Jonas Mustonen
  There exst only 11 of these magcal weapons, crafted from 
  black bones—the remans of the former god of dsproporton-
  ate retrbuton. Very few stll worshp n the pantheon to whch 
  he belonged, and the culture that first nurtured belefs about 
  hm lays n runs. The majorty of these weapons are beleved 
  to be knves and daggers, but at least one short sword s known 
  to carry the vengeance of Zo.
  These magcal weapons need specal rtuals to be actvated. He 
  who wshes to use a weapon’s power must cut hmself, utter 
  slghts of whch hs vctm s gulty (real or magned), then use 
  the same blade to cut the ntended vctm. The person weldng 
  the weapon (to cut the vctm) need not be the person who first 
  cut hmself wth the blade. After the rtual connecton has been 
  acheved, the vctm and the vengeance-seeker wll each lose 
  1d3 ht ponts per day untl one of them s dead. Ths ht pont 
  loss wll manfest tself n form of multple small cuts whch ap-
  pear out of nowhere. Addtonally, anyone assocatng wth the 
  vctm (e.g., party members, those who fightng alongsde of 
  hm, people dong busness wth hm or talkng to hm, etc.) wll 
  start losng ht ponts (and manfestng cuts) at the same pace. 
  These lost ht ponts cannot be healed naturally or magcally, 
  except through the condtons outlned below. 
  If the vctm des first, the blade’s user wll mmedately regan all 
  ht ponts lost to the blade’s magc, except 1d3 ht ponts (whch 
  are permanently lost). Addtonally, all assocates of the vctm 
  wll stop losng ht ponts. However, all of ther ht pont losses 
  reman permanent, unless the blade s destroyed. 
  If the blade’s user des first, the vctm’s ht pont losses wll be 
  permanent, unless the blade s destroyed.
  Should both the blade’s user and vctm de smultaneously, the 
  collateral vctm’s ht pont losses wll reman permanent, unless 
  the blade s destroyed.
  Ht ponts whch are permanently lost to the blade’s magc may 
  only be reganed by findng the blade and destroyng t by strk-
  ng t aganst any altar dedcated to a lawful dety. 
  Vimana, Pacal-class 
  &	John Everett Till
  REQ. CREW: 
  3 
  FLY: 
  Up to 1,000' per round;  
   
  at maxmum speed n one day may 
   
  crcumnavgate an Earth-szed planet
  ARMOR CLASS: 3 
  STRUCTURAL: 500 hp
  ATTACKS: 
  3 fireballs (as 20th level magc user)
  The vimanas, or charots of the gods, are the vehcles that the 
  gods use to carry themselves, ther mnons, and most fath-
  ful followers nto battle and on other mssons whch requre 
  group travel over great dstances. The vimanas are, of course, 
  sky charots capable of atmospherc flght, as well as travel nto 
  near orbt. When n orbt, they also have the ablty to dock wth 
  smlar vessels as well as wth mothershps of varous knds and 
  configuratons.
  When on land, vimanas are ndstngushable from other temple 
  pyramds. Some say that the legendary Black Zggurat was one 
  DIVINe ITeMS
  USeLeSS SCROLLS – VIMANA, PACAL-CLASS
  
  316
  of these vehcles. More than one vne-covered jungle temple 
  has been dscovered to be one by adventurers. Lke a varety 
  of other sacred vessels, vimanas are often bgger on the nsde. 
  Any gven vimana may carry one or more gods, and up to 100 
  mnons and followers. Most have some sort of robotc charot-
  eer as a plot. 
  When ther engnes roar to lfe, vimanas take to the sky pro-
  pelled by great bursts of flames. Lke all charots, they are po-
  tent weapons of war. When flyng n the nap-of-the-earth, ther 
  engnes can burn down entre forests and lay waste to crops 
  and grasslands. Many have other weapons such as curse rays 
  or deadly stone jars-bombs whch spread poson gases over the 
  unfortunates below them. Some ancent lands are lttered wth 
  these jars. And when a god and ts mnons step forth from a 
  vimana they can do even worse.
  RELATED ENTRIES: D) Eyes, Smoking Mirror Engine.
  Walking Stick of the Lost 
  &	Rorschachhamster
  Everyone ht by ths club-lke stck made from gnarly root wood 
  s dsorented for a year and a day (no save), and wll always walk 
  nto the wrong drecton f he has to choose (e.g., towards the 
  most dangerous place f he s lookng for shelter, or to one dull 
  and harmless place after another f he s lookng for adventure 
  etc.). Ths effect can be cancelled by a remove curse cast by a 
  lawful clerc of at least 13th level.
  Every mortal that uses the Walking Stick, be t n combat or 
  whle hkng, must save vs. spell every other hour or be afflcted 
  by ts curse as well.
  Choozwz has the ablty to call the Walking Stick of the Lost 
  back to hm once per day, and t wll fly to hm, f not secured n 
  one way or another. It has the strength of an ogre for determn-
  ng carryng cababltes or the chance to break open a door, 
  and smlar decsons.
  RELATED ENTRIES: G) Choozwiz.
  Wand of Absolute  
  Total Fucking Darkness
  &	Matthew W. Schmeer
  F	Richard J. LeBlanc, Jr.
  CHARGES: 
  4
  EFFECT: 
  Creates a 60' dome of absolute total fuckng  
   
  darkness for 1d4 days 
  A slm wand of rosewood, wands of ATFD are rarely found on 
  the Materal Plane, as they are only welded by Bob the Cat, the 
  companon anmal of Ywehbobbobhewy, Lord of Waters, Kng 
  of Mrrors, Patrarch of the Most Profound. He’s only lost two.
  Wands of Absolute Total Fucking Darkness create a darkness 
  darker than the dark n Orcus’ bowels. It can not be dspelled 
  and no magcal lght can penetrate t’s darkness. In fact, the 
  wand of ATFD creates a warp n the space-tme contnuum, 
  establshng a stable, self-contaned tme-looped portal to the 
  Plane of Eternal Darkness, the thn black plane separatng the 
  Negatve Energy Plane from all others.
  Anyone caught n the area of effect (or stumblng nto the area 
  of effect) has a 1% chance of stumblng out of the area each day. 
  Most folks end up sttng tght and watng t out. Not even the 
  gods or godlngs themselves can peer nto the nky darkness to 
  see what s happenng theren.
  No one knows where these thngs came from, not even Bob the 
  Cat, who stumbled upon a small bundle of them n an unmarked 
  crate n a thrd sub-basement of the tunnel between Olympus 
  and Asgard.
  RELATED ENTRIES: G) Ywehbobbobhewy; M) Bob the Cat.
  Wand of What the Fuck 
  &	Matthew W. Schmeer
  # OF CHARGES: 12 (3 left)
  EFFECT: 
  ??? 
  A tough, stubby wand made from a cypress root, the only 
  known Wand of WTF s n the possesson of Bob the Cat, the 
  companon anmal of Ywehbobbobhewy, Lord of Waters, Kng 
  of Mrrors, Patrarch of the Most Profound.
  The Wand of WTF allows the welder to mmedately carry 
  out the first thought that pops nto hs head when the wand 
  s extended to strke, but the caster has no control over how 
  those thoughts mght be carred out. For example, f the weld-
  er thnks “I’m hungry,” the target mght turn nto a gant ham 
  or the target mght find ther weapon turned nto a pg or the 
  welder mght find hmself seated at table n a dstant town wth 
  a feast before hm.
  No one knows where t came from or who created t; Bob the 
  Cat dscovered the Wand of WTF among a small bunch of 
  wands of absolute total fucking darkness and dscovered ts 
  powers by accdent. The wand orgnally had 12 charges. Only 
  3 are left. Bob the Cat has managed to master castng wth the 
  devce after several mshaps, ncludng a run-n wth the Prnce 
  of Darkness hmself that’s better left unmentoned.
  Ths s an extremely powerful tem and the (un)lucky adventur-
  ers who manage to approprate t must treat t wth the respect 
  t deserves.
  RELATED ENTRIES: G) Ywehbobbobhewy; M) Bob the Cat.
  VIMANA, PACAL-CLASS – wAND OF wHAT THe FUCK
  DIVINe ITeMS
  
  317
  SECTION 5
  Spells
  F Richard J. LeBlanc, Jr.
  
  318
  SPeLL LIST
  SPeLLS
  Spell Name 
  C 
  D 
  M 
  I
  Ale Goggles 
   
   
  4 
  Anmate Fallen Warror 
   
   
  5 
  Anmate Implements 
   
   
  3 
  Blght 
  4 
  4 
   
  Call Grand Planar God  
   
   
  7 
  Call Thoat 
  3 
  3 
  4 
  Complete Focus 
  1 
   
   
  Conjure Buffer 
   
   
  5 
  Consecrate 
  4 
  4 
   
  Convey Knowledge 
   
   
  7 
  Cradle of Daarlot 
  2 
   
  2 
  Create Shadow Creature  
  5 
   
   
  Curse of the Jale God  
  3 
   
  3 
  Descrbe Value 
   
   
  3 
  Detect Undead 
  1 
   
  2 
  Dsmssal 
  4 
   
   
  Endure Elements 
  1 
  1 
  2 
  Edless Starcase 
   
   
  4 
  3
  Ethereal Walk 
  4 
   
  4 
  Fearful Aura 
  4 
   
   
  Feast 
  3 
   
   
  Fx Braner 
   
   
  3 
  Flamng Pllar 
  3 
   
   
  Fray 
  1 
   
  1 
  Ghostly Glory of Barsoom 
  4 
   
  4 
  Helmet of Salvaton 
  3 
   
   
  Indulgence* 
  2 
   
   
  Jaundce Vel 
  5 
   
  5 
  Spell Name 
  C 
  D 
  M 
  I
  Locate Jade 
  4 
   
  4 
  Lose* 
  1 
   
  2 
  Mght of the Whte Ape 
  2 
  3 
   
  Mnced Oath 
   
   
  2 
  Motherly Love 
  5 
   
   
  Pass Transdmensonally 
   
   
  5 
  Palld Vel 
  1 
   
  2 
  Petty Lore 
  5 
   
  5 
  Phantom Bowmen 
  2 
   
   
  3
  Poson Self 
  4 
   
   
  See Afar 
  3 
   
   
  Shadow Clutch  
  4 
   
   
  Shadow Hunt  
  4 
   
   
  Sheld of Fath 
  1 
   
   
  Shrnk Spder 
   
   
  2 
  Skulk 
  1 
   
   
  1
  Spell Aegs 
  4 
   
   
  Sprtual Weapon 
  2 
   
   
  Summon Elder Elemental  
  9 
  9 
  9 
  Summon Fyre Fae  
  3 
  3 
  3 
  Summon Gloamng  
  5 
   
  5 
  Summon Shadow Creature  
   
   
  4 
  Summon Spder Swarm 
  4 
  4 
   
  Touch of Morbphallugus 
  5 
   
   
  Unfurl Dmensons 
   
   
  7 
  Wneberry 
  1 
  1 
   
  Wng Flutter 
  2 
  2 
  2
  Column headers indicate spellcaster type [C=Cleric; D=Druid; M=Magic-user; I=Illusionist]. 
  Number in column indicates availability to spellcaster type and level of spell.
  Spell availability at DM’s discretion based on campaign world.
  Spells
  
  319
  Ale Goggles
  &	Ian Coakley
  LEVEL: 
  4 Magc-user
  RANGE: 
  Personal
  DURATION: 
  1 nght 
  For the duraton of ths spell, the caster appears to be an ncred-
  bly attractve member of ther race. Anyone who s drunk (has 
  had at least twce ther Consttuton bonus n drnks, mnmum 
  of 2) and would usually be attracted to someone of ther race/
  gender wll treat the character as though they had a score of 18 
  n Charsma. Should they begn to sober up, they may make a 
  save vs. spell wth a penalty equal to the number of drnks they 
  had that nght.
  RELATED ENTRIES: G) Drasheeng.
  Animate Fallen Warrior
  &	Richard J. LeBlanc, Jr.
  F	Herbert Railton
  LEVEL: 
  5 Magc-user
  RANGE: 
  60'
  DURATION: 
  1 turn 
  Smlar to the spell animate dead, ths spell anmates a number 
  of recently deceased warrors (who ded wthn the last turn). 
  The number of warrors that may be anmated s equal to the 
  level of the spellcaster plus 1d6. Each anmated warror fights 
  and saves as a 1 HD monster (wth 1d8 hp). Lke all undead, 
  anmated warrors are mmune to sleep, charm, and hold, and 
  they are susceptble to the effects of turning. Anmated fallen 
  warrors wll reman anmated untl all ther newly requred hp 
  are lost, or untl 1 turn has passed (whchever comes first). Ths 
  spell may only be used on any fallen warror once, after whch 
  they wll mmedately be taken up by The Fallen One.
  RELATED ENTRIES: G) Fallen One.
  Animate Implements
  &	Porky
  LEVEL: 
  3 Magc-user
  RANGE: 
  60' per caster level
  DURATION: 
  12 hours 
  The caster may anmate up to 1 lb. of related tems per caster 
  level. The anmaton proceeds accordng to smple crtera or 
  mported knowledge. Knowledge ganed n the process may 
  be exported.
  RELATED ENTRIES: G) Blentry.
  Blight  
  AFFILIATIONS: Gods of Barsoom
  &	Michael Curtis
  LEVEL: 
  4 Clerc/Drud
  RANGE: 
  60' per caster level
  DURATION: 
  Instantaneous 
  The spell conjures a blast of decay that causes a plant, nsect, 
  or swarm to rapdly desccate. Its magc nstantly destroys up 
  to one ton of non-monstrous plants (ncludng moss and fung) 
  and nflcts one d6 of damage for each of the caster’s level on 
  nsects, swarms, and monstrous plant lfe. A successful save vs. 
  spell reduces the damage to half. 
  [The material component is the priest’s holy symbol.]
  RELATED ENTRIES: A) Gods of Barsoom.
  Call Grand Planar God 
  &	Eric Fabiaschi
  LEVEL: 
  7 Magc-user
  RANGE: 
  3 mles
  DURATION: 
  72 hours 
  By castng ths spell the wzard calls down one of the planar 
  gods—he had better have a damn good reason! The god ap-
  pears n a fire storm of planar cosmc energy, settng the sky 
  ablaze as the barrers between worlds crack open. 
  The god wll appear upon the specally prepared Angle of Grand 
  Appearance, ready to dscuss matters of planar cosmc mpor-
  tance. The beng wll reman for 72 hours observng, calculatng, 
  and judgng the local dmensonal condtons. The wzard should 
  have an artfact worth at least 800 gp for an offerng, or some 
  specally prepared entertanng story for the god.
  Roll on the table below for reacton:
  Grand Planar Gods Reaction Table 1d10 
   
  1 
  “There s a crss at hand, whelp, and you need to  
  tell me about t before cosmc forces are nvoked!” 
   
  2 
  “You wll need ths.” The grand planar god  
  gves a mnor artfact to help the party but sn’t 
  clear how t wll be used. 
   
  3 
  The god agrees to help you but you now  
  owe hm a boon and he shall collect soon. 
   
  4 
  The god summons 1d4 2nd level alen  
  warrors to help wth the crss for you. 
   
  5 
  The god s not amused at all at havng been  
  dsturbed by less then weghty matters.  
  You must explan yourself or you shall feel  
  my wrath. 
   
  6 
  “Ths s all you have for a gft? You must be jokng. 
  After we have handled your petty concerns then 
  you wll quest for a more approprate gft for me.”
   
  7 
  “Your crss sn’t of planar mportance, and so  
  you must accompany me now!” Save vs death or 
  accompany ths beng on a msson from the god. 
   
  8 
  “Tell me a story of your world so that I may 
  experence t through your eyes.”
  SPeLLS
  ALe GOGGLeS – CALL GRAND PLANAR GOD
  
  320
   
  9 
  “Your very sght offends me and so I bansh 
  you to another realm unless you can gve me  
  a good reason not to.”
   
  10 
  “Ths s not my specalty but another of my knd  
  can help you. We shall call her now.” 
  RELATED ENTRIES: G) Grand Planar God.
  Call Thoat 
  AFFILIATIONS: Gods of Barsoom 
  &	Michael Curtis
  F	James Allen St. John
  LEVEL: 
  3 Clerc/Drud; 4 Magc-user
  RANGE: 
  10 mles
  DURATION: 
  12 turns 
  Ths enchantment has saved the lves of more than one prest 
  stranded on the dead sea beds of Barsoom. After a lengthy cast-
  ng, ths spell calls one or more wld thoats (one creature per 
  2 spellcaster levels) to the caster’s locaton. So long as a reac-
  ton roll s favorable, the beast agrees to serve as the temporary 
  mount of the caster (and any alles n the case of multple thoats). 
  The spell provdes no rdng accoutrements; the caster must 
  provde them or suffer a −3 penalty to all “to ht” rolls whle 
  mounted. Once the spell ends, the prest must ether recast the 
  enchantment or otherwse negotate wth the beasts to reman 
  n servce (usng speak wth anmals, for example). 
  [The material component for this spell is a piece of usa fruit.]
  RELATED ENTRIES: A) Gods of Barsoom.
  Complete Focus 
  AFFILIATIONS: Gods of Barsoom
  &	Michael Curtis
  LEVEL: 
  1 Clerc
  RANGE: 
  Touch (one creature)
  DURATION: 
  Indefinte
  Ths spell grants ts target utter clarty of purpose, mpartng a 
  +1 bonus for every level of the caster (maxmum +5) to ther next 
  d20 roll. Affected de rolls nclude attacks, savng throws and skll 
  rolls. Ths bonus affects only a sngle roll and the spell dsspates 
  after the de s thrown regardless of success or falure. 
  [The material component for this spell is the priest’s holy sym-
  bol and a bit of ash to be placed on the target’s temples.]
  RELATED ENTRIES: A) Gods of Barsoom.
  Conjure Buffer
  &	Porky
  LEVEL: 
  5 Magc-user
  RANGE: 
  See below
  DURATION: 
  See below
  The caster may create an outer buffer wth a capacty of up to 
  one megatome (1 mt) or expand such a buffer by up to 1 mt per 
  turn per caster level. The caster may at any later tme manpu-
  late the content of a buffer by up to one klotome (1 kt) per turn 
  per caster level, or collapse t wth loss of all knowledge wthn.
  RELATED ENTRIES: G) Blentry.
  Consecrate 
  AFFILIATIONS: Gods of Barsoom
  &	Michael Curtis
  LEVEL: 
  4 Clerc/Drud
  RANGE: 
  10 sq. ft. per spellcaster lever
  DURATION: 
  1 year per spellcaster level
  The power of ths spell desgnates a specally prepared ste as 
  sacred to a prest’s patron dety. The cost to buld the temple, 
  shrne, or chapel to be consecrated s 1d10 × 10 gp for each 10 
  square feet the structure occupes. Once the structure s com-
  pleted (constructon tme s determned by the DM), the spell re-
  qures 2-8 prests of the same fath be n attendance to assst the 
  caster. A sacrfice (human n the case of evl prests) s typcally 
  performed to complete the spell’s castng. Upon completon, 
  consecrate affects an area of map squares equal to twce the 
  prest’s current level. All followers of the prest’s patron enjoy 
  a +2 bonus to savng throws and skll rolls whle n the conse-
  crated area, and the duraton of ther spells s doubled.
  Consecrated structures can be defiled by dsgraceful actons 
  aganst the ste’s patron dety. No magcal spell s requred to 
  desecrate a consecrated locaton; grevous acts of destructon 
  (torchng the finery, defacng walls and statuary, stanng the 
  surfaces wth unwholesome lquds, etc.) are all that s needed. 
  A desecrated structure can be consecrated agan wth a success-
  ful castng of ths spell wthout the need to repay the structure’s 
  cost n gold peces.
  Although desecratng sacred ground of a rval dety may be 
  rewarded by the prest’s patron (as determned by the DM), 
  there s also a 1-n-10 chance that the offended dety retalates 
  n some manner. Possble forms of punshment for desecrat-
  ng holy (or unholy) ground nclude permanent curses, chronc 
  wounds, or a vst by the dety’s supernatural mnons. Truly 
  blasphemous desecratons mght even warrant a vst from the 
  patron dety’s avatar. 
  RELATED ENTRIES: A) Gods of Barsoom.
  CALL GRAND PLANAR GOD – CONJURe BUFFeR
  SPeLLS
  
  321
  Convey Knowledge
  &	Porky
  LEVEL: 
  7 Magc-user
  RANGE: 
  60' radus per caster level
  DURATION: 
  12 hours
  The caster may create any number of streams of knowledge, 
  mportng or exportng up to a total conveyance rate of one 
  klotome (1 kt) per turn per caster level. Each stream may be 
  assgned smple filtraton crtera. 
  RELATED ENTRIES: G) Blentry.
  Cradle of Daarlot 
  AFFILIATIONS: Gods of Barsoom
  &	Michael Curtis
  LEVEL: 
  2 Clerc/Magc-user
  RANGE: 
  10' per spellcaster lever
  DURATION: 
  1 mnute per caster level
  The magc of ths spell causes a sngle target to become lght as 
  a feather, protectng hm from fallng damage and grantng hm 
  the ablty to glde, but not fly, on the wnds. He may fall any 
  dstance at a rate of 5' per round for as long as the spell lasts 
  and not sustan njury. If he has not reached the ground (or other 
  sold surface) before the duraton ends, hs descent contnues at 
  normal, potentally fatal speed. A creature under the effect of 
  ths spell may also launch hmself from a hgh perch and glde 
  a horzontal dstance equal to 5' for every 5' above the ground 
  he was at the start of hs glde. The subject must begn hs glde 
  from a pont at least 20' above the ground to glde successfully.
  Because ths spell alters the subject’s mass, he s at rsk f ex-
  posed to hgh wnds. An earth-bound character under the effects 
  of cradle of Daarlot must make a Strength check based on the 
  wnd condtons:
   
  strong breeze 
  −4 
   
  hgh wnds 
  −7 
   
  gale-force wnds 
  −10 
   
  hurrcanes/cyclones 
  −14
  Magc and encumbrance affect these rolls (based upon DM’s 
  dscreton).
  RELATED ENTRIES: A) Gods of Barsoom.
  Create Shadow Creature  
  AFFILIATIONS: Cult of the White Shadow
  &	Charles Turnitsa
  LEVEL: 
  5 Clerc
  RANGE: 
  Touch
  DURATION: 
  Permanent
  Ths spell, when cast, wll transform a recently (not more than 1 
  day old) dead corpse nto a shadow creature. The beng wll then 
  serve the smple commands of the creatng clerc untl the crea-
  ture s destroyed. The dead corpse s consumed n the process.
  RELATED ENTRIES: M) Shadow Creature; C) Cult of the White 
  Shadow.
  Curse of the Jale God  
  (Im Ra Jash) 
  AFFILIATIONS: Jale God
  &	Matthew W. Schmeer
  LEVEL: 
  3 Clerc/Magc-User
  RANGE: 
  360'
  DURATION: 
  See below
  The target of ths doom must be a hated enemy of the caster. 
  Ths hate must be the result of a long-term loathng or acqured 
  quck and ntensely through the heat of battle. 
  For 1d6 days × the caster’s level, those under the curse must 
  make a daly save vs spell. Falure ndcates that  a twst of fate 
  has occurred. Roll 1d6: 
   
  1-5 
  Negative twist: the lower the roll,  
  the more severe the consequences; 
   
  6 
  Positive twist: roll addtonal d6  
  per below:
   
   
  1-3  
  Money found on the street:  
   
  1d12 × # rolled gold peces
   
   
  4-5 
  Good fortune n combat: 
   
  +1 to all attack throws for 1 day
   
   
  6 
  Lmted, very carefully worded wsh
  RELATED ENTRIES: Please see ”The Jale God” in the Petty 
  Gods section for all entries related to the Jale God.”  
  Describe Value
  &	Porky
  LEVEL: 
  3 Magc-user
  RANGE: 
  Percepton
  DURATION: 
  Instantaneous
  The caster may convert value of any perceptble type nto a 
  comprehensble form of knowledge held n ether the caster’s 
  mnd or a buffer created for the purpose. The DM determnes 
  the capacty n tomes (t) requred.
  RELATED ENTRIES: G) Blentry.
  Detect Undead 
  AFFILIATIONS: Gods of Barsoom
  &	Michael Curtis
  LEVEL: 
  1 Clerc; 2 Magc-user
  RANGE: 
  120'
  DURATION: 
  6 turns
  Ths spell detects the presence of undead creatures, enttes, or 
  tems. Ths spell may reveal the dsguse or perce the lluson of 
  a powerful undead entty (vampre, demon, or devl), but t does 
  not expose the type or abltes of the detected creature(s). Un-
  dead creatures wthn range of the spell receve a save vs. spell 
  to reman undetected. Does not work through lead. 
  RELATED ENTRIES: A) Gods of Barsoom.
  SPeLLS
  CONVeY KNOwLeDGe – DeTeCT UNDeAD
  
  322
  Dismissal 
  AFFILIATIONS: Gods of Barsoom
  &	Michael Curtis
  LEVEL: 
  4 Clerc
  RANGE: 
  20' per spellcaster level
  DURATION: 
  4d6 weeks
  By boldly presentng hs holy symbol and declarng that the tar-
  get s unwanted n hs presence, a prest usng ths spell forces 
  a sngle extra-planar creature (undead, demon, devl, elemental, 
  etc.) to return to ts home plane (on a faled save vs. spell). 
  RELATED ENTRIES: A) Gods of Barsoom.
  Endure Elements 
  AFFILIATIONS: Gods of Barsoom
  &	Michael Curtis
  LEVEL: 
  1 Clerc/Drud; 2 Magc-user
  RANGE: 
  Touch
  DURATION: 
  1 day
  The power of ths spell allows one creature to functon com-
  fortably n temperatures rangng from -40°F to 140°F (-40°C 
  to 60°C) elmnatng the need to make a savng throw to avod 
  exposure/hypotherma. The spell also protects the target’s per-
  sonal equpment. It does not protect aganst magcal heat or 
  cold, nor does t affect weather-based hazards such as hal, gas, 
  lghtnng, or anoxa.
  RELATED ENTRIES: A) Gods of Barsoom.
  Endless Staircase 
  &	Richard J. LeBlanc, Jr.
  LEVEL: 
  4 Magc-user; 3 Illusonst
  RANGE: 
  360'
  DURATION: 
  See below
  When cast, ths spell affects all starcases wthn a 360' radus of 
  the spellcaster, makng each appear as a twstng maze of star-
  cases for 1d6+6 turns. All creatures attemptng to ext an af-
  fected area may make a save vs. spell. A successful save pemts 
  the creature to ext the affected area. A faled save forces the 
  creature to be trapped n the maze for another turn, at whch 
  pont a new savng throw may be made under the same cond-
  tons as the prevous savng throw.
  RELATED ENTRIES: G) Adassec.
  Ethereal Walk 
  AFFILIATIONS: Gods of Barsoom
  &	Michael Curtis
  LEVEL: 
  4 Clerc/Magc-user
  RANGE: 
  See below
  DURATION: 
  1 turn
  By castng ths spell, the prest and one companon/mount sud-
  denly exsts on both the Materal and Ethereal Planes. Ths al-
  lows the character(s) to travel n any drecton wthout penalty 
  (as f walkng on ar). The spell also allows for free movement 
  across lquds. Whle n ths state, the character can only be 
  struck by slver tems or magcal slver tems/relcs. Ethereal 
  walk grants the caster the ablty to survve wthout oxygen and 
  mparts a +4 bonus to savng throws aganst gas or poson.
  As the caster exsts smultaneously on two planes whle under 
  the effect of ths spell, there s a chance (1-n-6) that ethereal 
  marauders or guardans spot or track the prest and hs com-
  panon as they travel. Aggressve ethereal creatures wll lkely 
  attack the caster f he s detected.
  RELATED ENTRIES: A) Gods of Barsoom.
  Fearful Aura 
  AFFILIATIONS: Gods of Barsoom
  &	Michael Curtis
  LEVEL: 
  4 Clerc
  RANGE: 
  30' radus
  DURATION: 
  1 turn
  Ths spell creates an nvsble sphere of dread around the caster, 
  forcng all sentent creatures that are not currently frends, alles, 
  or assocates of the caster wthn ts range to make a save vs. 
  spell. Creatures that fal ths roll must retreat, flee (f faled by 5 
  ponts of more), or cower helplessly n fear (rolled a “1” on ther 
  savng throw).
  RELATED ENTRIES: A) Gods of Barsoom.
  Feast 
  AFFILIATIONS: Gods of Barsoom
  &	Michael Curtis
  LEVEL: 
  3 Clerc
  RANGE: 
  30'
  DURATION: 
  Indefinte
  Ths spell creates a nutrtous and tasty meal of meat, cheese, 
  water, and wne that feeds a number of adults equal to 2d6 × the 
  caster’s level. Slverware, tables, chars, plates, and contaners 
  are not created by the spell. 
  [The material components are a handful of dirt and a glass 
  of water.]
  RELATED ENTRIES: A) Gods of Barsoom.
  Fix Braner
  &	Porky
  LEVEL: 
  3 Magc-user
  RANGE: 
  10' per spellcaster level
  DURATION: 
  Permanent
  A braner or part thereof currently wthn the perceptble dmen-
  sons or mmedately adjacent to them s fixed to a surface area 
  of up to 1" square per caster level cubed. Both surfaces must be 
  wthn range. There s a chance equal to 50% mnus caster level 
  that the bond wll be severed wthn 1d6 hours.
  RELATED ENTRIES: M) Braner.
  DISMISSAL – FIX BRANeR
  SPeLLS
  
  323
  Flaming Pillar 
  AFFILIATIONS: Gods of Barsoom
  &	Michael Curtis
  LEVEL: 
  3 Clerc
  RANGE: 
  120'
  DURATION: 
  1 round
  The spell creates a column of dvne fire to strke a selected nd-
  vdual or target. It does one 1d6 of fire/flame damage per caster 
  level. A successful savng throw reduces the damage by half.
  RELATED ENTRIES: A) Gods of Barsoom.
  Fray
  &	Ian Coakley
  F	Richard J. LeBlanc, Jr.
  LEVEL: 
  1 Clerc/Magc-user
  RANGE: 
  Touch
  DURATION: 
  Instantaneous
  By placng a hand lghtly on any cord, strng or rope, and mut-
  terng an nvocaton to Aglet, the affected tem wll begn to 
  unravel. It takes a full Turn for a rope to completely come apart, 
  but t may drop any tems t s supportng wthn 1d4 rounds.
  RELATED ENTRIES: G) Aglet.
  Ghostly Glory of Barsoom 
  AFFILIATIONS: Gods of Barsoom
  &	Michael Curtis
  LEVEL: 
  4 Clerc/Magc-user
  RANGE: 
  120'
  DURATION: 
  2 turns
  Ths spell calls forth the sprts of Mars’ dead warrors to mpart 
  ther valor upon the spell’s target. The affected creatures appear 
  wreathed by ghostly forms bearng weapons of ancent manu-
  facture. Ths manfestaton causes the targets to temporarly 
  ncrease n level for purposes of determnng attack rolls and 
  savng throws. It also grants them addtonal ht ponts that last 
  untl reduced by damage or the spell runs ts course. The prest 
  affects one creature per level he possesses. 
  The clerc may affect a number of targets wth a total cumulatve 
  level ncrease equal to hs own level (e.g., a 7th level clerc may 
  ncrease 7 dfferent targets by 1 level/HD each, or 1 target by 
  7 levels/HD, or 2 targets, one wth a 4 level/HD ncrease and 
  the other wth a 3 level/HD ncrease, etc.).
  Addtonal hp are lost first durng combat, and may not be re-
  covered once lost. Any hp beyond the target’s normal maxmum 
  whch reman at the end of the spell’s duraton are mmedately 
  lost (returnng the target to hs normal maxmum hp).
  RELATED ENTRIES: A) Gods of Barsoom.
  Helmet of Salvation 
  AFFILIATIONS: Gods of Barsoom
  &	Michael Curtis
  LEVEL: 
  3 Clerc
  RANGE: 
  Touch
  DURATION: 
  2 turns
  Ths spell mparts a mental clarty and physcal reslence upon 
  t target, grantng hm a +3 bonus to all savng and skll throws 
  for the duraton of the spell. It provdes no modfier to “to ht” 
  rolls or Armor Class.
  RELATED ENTRIES: A) Gods of Barsoom.
  Indulgence*
  &	Ian Coakley
  LEVEL: 
  2 Clerc
  RANGE: 
  240'
  DURATION: 
  See below
  Ths spell can force a target who fals a save vs. spell to commt 
  an act of vce, even f such an act s out of character for them. 
  The vctm wll do anythng wthn reason to gan the vce they 
  desre (e.g., a guard at the local watchtower may step asde to 
  lght a cgarllo, he may not leave the dyng kng’s sde as he s 
  attacked by assassns). For every hour the vctm goes wthout 
  hs vce, he gans a −1 malus to all rolls due to dstracton (to 
  a maxmum of -6). Each hour, the vctm may make another 
  save vs. spell to gnore the effect (wth the ongong penalty to 
  rolls as above). The nature of the vce s up to the DM, but f a 
  character has a predetermned peccadllo, they should default 
  to that.
  The reversed verson of ths spell (continence) wll remove the 
  effects of an indulgence spell.
  RELATED ENTRIES: G) Atra.
  Jaundice Veil 
  AFFILIATIONS: Pallid Court
  &	Richard J. LeBlanc, Jr.
  LEVEL: 
  5 Clerc/Magc-user
  RANGE: 
  240'
  DURATION: 
  See below
  The target of ths spell succumbs to two dfferent effects: first, 
  they are made to appear 10 years older per level of the spell-
  caster (though they are not physcally made older); second, 
  they are affected as by a feeblemind spell. Separate savng 
  throws must be made for each effect: to avod the effects of 
  the agng, the vctm must make a successful save vs. paralyss; 
  to avod the effects of the feeblemind, the vctm must make 
  a successful save vs. spell at -3. The agng effects last for a 
  number of days equal to the level of the spellcaster. The dura-
  ton of the feeblemind effects wll reman untl counteracted 
  by dispel magic. There s a 50% chance that anyone made 
  to appear older than 150 years of age wll have a jaundced 
  complexon for the duraton of the spell.
  RELATED ENTRIES: G) Yellow King; C) Pallid Court.
  SPeLLS
  FLAMING PILLAR – JAUNDICe VeIL
  
  324
  Locate Jade
  &	Richard J. LeBlanc, Jr.
  LEVEL: 
  4 Clerc/Magc-uer
  RANGE: 
  60' + 10'/level
  DURATION: 
  6 turns
  As the spell locate object, but only locates the presence of jade. 
  The duraton and range are doubled for clercs dedcated to the 
  petty goddes Jaden. The spell does not work through lead.
  RELATED ENTRIES: G) Jaiden.
  Lose*
  &	Ian Coakley
  LEVEL: 
  1 Clerc/2 Magc-uer
  RANGE: 
  Touch 
  DURATION: 
  Instantaneous
  One small non-magcal object (e.g., a key, scroll, rng, etc.) may 
  be forcbly lost by use of ths spell. Whle t may be possble to 
  eventually find the tem (t wll stay on the same plane of exst-
  ence), t s exceedngly unlkely wthout dvne ad.
  The reverse of ths spell (find), allows the caster to locate a 
  small, non-magcal object that they desre. If the target s a 
  unque object, the spell wll fal unless t was prevously lost us-
  ng the reverse of ths spell.
  RELATED ENTRIES: G) Galdu Arkitu.
  Might of the White Ape 
  AFFILIATIONS: Gods of Barsoom
  &	Michael Curtis
  LEVEL: 
  2 Clerc; 3 Drud
  RANGE: 
  Touch
  DURATION: 
  2 turns
  Ths spell temporarly ncreases the Strength of a sngle crea-
  ture by one pont for every two levels possessed by the spell 
  caster (maxmum +7). Ths dvnely-granted ncrease s not vs-
  ble to the naked eye (the target does not ncrease n sze or 
  physque) and t s therefore consdered dshonorable to use ths 
  enchantment n duels or contests between warrors. Unwllng 
  recpents of might of the white ape can resst ts effects wth a 
  successful save vs. spell. 
  [The material component for this spell is a single, pristine hair 
  plucked from a white ape’s scalp.]
  RELATED ENTRIES: A) Gods of Barsoom.
  Minced Oath
  &	Ian Coakley
  LEVEL: 
  2 Magc-uer
  RANGE: 
  60'
  DURATION: 
  Instantaneous
  The target must save vs. spell or be struck wth the msfortune 
  of makng a sudden outburst n the mddle of speakng. Ths 
  spell can only be cast whle the subject s engaged wth makng 
  such a speech—t s a mnor rewrng of the bran for a splt 
  second, just long enough to say somethng partcularly filthy n 
  place of what they wanted to say.
  Ths spell can be used on a spellcaster to cause them to lose 
  concentraton on a spell they are rectng. However, the caster 
  must be hgher n ntatve than the target (draws go to the 
  caster of ths spell), and a save vs. spell stll apples.
  RELATED ENTRIES: G) Coprolias.
  Motherly Love
  &	Eric Potter
  LEVEL: 
  5 Clerc
  RANGE: 
  Touch
  DURATION: 
  1 turn
  As the spells cure light wounds or cure serious wounds (as 
  necessary), but wth doubled ht pont recovery rates. The spell 
  wll not work wthout authentc emotons of uncondtonal en-
  dearment on the part of the spellcaster.
  RELATED ENTRIES: M) Mother of all Minions.
  Pass Transdimensionally
  &	Porky
  LEVEL: 
  5 Magc-user
  RANGE: 
  Touch
  DURATION: 
  1 turn per caster level squared
  The caster or any one tem held may cross a number of dmen-
  sonal thresholds equal to caster level. There s a 1% chance 
  per dmenson per mnute that a braner or part thereof wll be 
  n close proxmty, and a 50% chance that any such braner wll 
  nvestgate the new arrval.
  RELATED ENTRIES: M) Braner.
  Pallid Veil 
  AFFILIATIONS: Pallid Court
  &	Richard J. LeBlanc, Jr.
  LEVEL: 
  1 Clerc/2 Magc-user
  RANGE: 
  Touch
  DURATION: 
  6 turns
  The target of ths spell s made to appear 5 years younger per 
  level of the spellcaster (though they are not actually physcally 
  aged). It s used manly by the elder members of the Palld 
  Court to appear younger, and thereby enable them to nfil-
  trate groups of younger people, helpng the cult to more easly 
  spread the chaos and madness of the Yellow Kng. Reluctant 
  vctms are allowed a save vs. spell to avod the effects.
  RELATED ENTRIES: G) Yellow King; C) Pallid Court.
  LOCATe JADe – PALLID VeIL
  SPeLLS
  
  325
  Petty Lore
  &	Richard J. LeBlanc, Jr.
  LEVEL: 
  5 Clerc/Magc-user
  RANGE: 
  Personal
  DURATION: 
  Specal 
  Ths spell s smlar to the magc-user spell legend lore (wth the 
  same requred tme and results of that spell), except that the 
  clerc gans the knowledge by prayer to a specfic petty god, and 
  reveals only nformaton about persons, places or thngs wthn 
  that petty god’s sphere of nfluence.
  Phantom Bowmen 
  AFFILIATIONS: Gods of Barsoom
  &	Michael Curtis
  F	Richard J. LeBlanc, Jr.
  LEVEL: 
  2 Clerc; 3 Illusonst
  RANGE: 
  120'
  DURATION: 
  2 turns
  The prest creates an llusonary force of up to 50 archers (10 
  per caster level, 50 maxmum) to protect hm from enemes. All 
  opponents wthn range of the spell must make a savng throw 
  as they find themselves the target of the phantom bowmen’s 
  arrows. Those who fal ther save fall unconscous, remanng 
  defenseless for 2d4 hours. Those affected cannot be roused by 
  loud noses or by beng shaken by comrades. The llusonary 
  arrows do no actual damage, but the vctms are subject to the 
  merces (or lack thereof) of nearby enemes, mshaps, and ram-
  pagng beasts. 
  [The material component is a bronze arrowhead.]
  RELATED ENTRIES: A) Gods of Barsoom.
  Poison Self
  &	Troy J. Truchon
  LEVEL: 
  4 Clerc
  RANGE: 
  Personal
  DURATION: 
  6 turns
  Ths spell causes all bodly fluds and tssues of the supplcant 
  (clerc) to exude a soapy posonous substance. Those consum-
  ng and/or njected wth the substance must save vs. poson to 
  prevent nstant death (akn to the effects of the excretons of 
  a poson dart frog). Though the effects of the spell persst on 
  the spellcaster’s person for only 6 turns, any tssues or fluds 
  removed from the body durng that tme are permanently af-
  fected (.e., permanently posonous). The supplcant takes on a 
  frog-lke appearance durng ths tme, and suffers a −5 penalty 
  to Charsma whle the spell remans n effect. At the end of 
  the 6 turn duraton, the supplcant must save vs. poson wth a 
  +5 bonus, or permanently retan the frog-lke appearance (and 
  Charsma loss), but not the poson effects.
  RELATED ENTRIES: G) Neco.
  See Afar 
  AFFILIATIONS: Gods of Barsoom
  &	Michael Curtis
  LEVEL: 
  3 Clerc
  RANGE: 
  120' + 10' per spellcaster level
  DURATION: 
  6 turns
  Ths spell calls nto beng a magcal wndow through whch the 
  prest can observe (but not hear) events occurrng a dstance 
  away. The prest “polshes” the ar before hm wth a rubbng 
  gesture to create ths vewng portal. Once created, the prest 
  has two optons:
  The portal can be fixed on a sngle locaton wthn range. The 
  prest wll wtness any event occurrng n that area for the dura-
  ton of the spell. The prest experences all happenngs n the 
  area as f he were present, but only sght s granted (no hearng, 
  smell, etc.). Ths verson provdes no specal llumnaton or v-
  son; .e., a portal fixed on a dark room s almost useless. 
  The second opton s to key the portal to a sngle ndvdual. 
  The prest then observes events as f he were seeng them 
  through the subject’s eyes, ganng the benefit of any specal 
  or magcal sght the target may have. As above, only sght and 
  no other sense are provded by the spell. The spell-caster has 
  no nfluence over the subject as to where he looks or travels, 
  nor does the spell grant a means of communcaton between 
  caster and observer. An unwllng subject can resst ths spell 
  wth a successful savng throw. Ths lnk between caster and 
  subject s broken f the subject moves out of range. Does not 
  work through lead. 
  [The material components are a small mirror and a fresh eyeball.]
  RELATED ENTRIES: A) Gods of Barsoom.
  Shadow Clutch  
  AFFILIATIONS: Cult of the White Shadow
  &	Charles Turnitsa
  LEVEL: 
  4 Clerc
  RANGE: 
  30'
  DURATION: 
  1 day per level of lowest clerc nvolved
  Successfully castng ths spell brngs 1d6 shadow snakes from 
  the shadow dmensons to a pont wthn 30' of the caster. 
  There may be multple casters, up to five, each of whch would 
  have to know and smultaneously cast the spell. Each add-
  tonal caster after the first doubles the number of dce worth 
  of Shadow Snake warrors to retreve. For every 10 warrors, 
  there wll be a champon (4 ht dce, 2 attacks/round). For 
  every 20 warrors, there wll be a prest (level 7 clerc, servant 
  of Lady of Ar), as well as two champons. The casters must be 
  wthn 10 feet of each whle castng.
  SPeLLS
  PeTTY LORe – SHADOw CLUTCH
  
  326
  In addton to summonng warrors, t s also possble to subject 
  a hated undvdual to the shadow hunt (see below), where they 
  wll be haunted by shadow snakes, ther champons and prests, 
  as well as shadow creatures—all come from the shadow dmen-
  sons n order to ether destroy or retreve the poor, unfortunate 
  vctm. Ths curse can only be lfted by a remove curse spell, 
  or greater.
  RELATED ENTRIES: M) Shadow Snake; C) Cult of the White 
  Shadow.
  Shadow Hunt  
  AFFILIATIONS: Cult of the White Shadow
  &	Charles Turnitsa
  LEVEL: 
  4 Magc-user
  RANGE: 
  50'
  DURATION: 
  Untl removed
  A vctm cursed by ths spell wll begn to attract bengs from 
  the shadow dmensons, who come to the world specfically to 
  attack and kll (or drag back to the shadow dmensons, n the 
  case of a shadow snake prest) the vctm. At random ntervals 
  (determned by the DM, but should be at least once per week) 
  new members of the hunt appear somewhere n the vcnty 
  (wthn 1 mle) of the vctm, and wll have an uncanny sense as 
  to the vctm’s locaton. The number of shadow snakes that ar-
  rve s equal to a dce toss of 4d6. Agan, for every 10 warrors, 
  there also appears 1 champon. For every 20 warrors, there 
  also appears 1 evl hgh prest, n addton to the 2 champons. 
  For every 6 rolled on the dce, there also appears 1 shadow 
  creature, servng the leader of the hunt.
  RELATED ENTRIES: M) Shadow Creature, Shadow Snake; 
  C) Cult of the White Shadow.
  Shield of Faith 
  AFFILIATIONS: Gods of Barsoom
  &	Michael Curtis
  LEVEL: 
  1 Clerc
  RANGE: 
  Touch
  DURATION: 
  Level of caster + 6 rounds
  Ths spell causes the target to subtly glow and sparkle, mpart-
  ng a −2 bonus to Armor Class and reducng fire/heat damage 
  by one pont per damage de rolled (mnmum of 1 ht pont per 
  damage de). 
  [The material component is a flask of blessed water.]
  RELATED ENTRIES: A) Gods of Barsoom.
  Shrink Spider
  &	Richard J. LeBlanc, Jr.
  LEVEL: 
  2 Magc-user
  RANGE: 
  120'
  DURATION: 
  6 turns or specal (see below)
  Ths spell enables the spellcaster to turn any non-magcal sp-
  der of large, huge, or gant sze nto a harmless house spder 
  (approxmately 1" n length). Wth each use of ths spell, the 
  spellcaster s able to affect a number of Ht Dce of spders equal 
  to hs or her level. These spders wll reman transformed ndefi-
  ntely. However, should one of these small spders face mm-
  nent danger (e.g., a creature attempts to eat them, attack them, 
  or even accdentally step on them), Attrecoppea (petty goddess 
  of small spders) wll mmedately return the spder to full sze; 
  any attacks whch were beng made aganst the small spder 
  must nstead be made aganst the spder at full sze.
  It s not uncommon for unwary dungeon delvers to unknowngly 
  come across one of these transformed spders, nadvertently 
  place ther foot as to crush t, only to find themself face-to-face 
  wth a gant spder!
  Ths spell does not work on phase spders.
  RELATED ENTRIES: G) Attrecoppea.
  Skulk 
  AFFILIATIONS: Gods of Barsoom
  &	Michael Curtis
  LEVEL: 
  1 Clerc/Illusonst
  RANGE: 
  Touch
  DURATION: 
  1 turn
  Ths spell causes the skn and worn possessons of ts target 
  to become shadowy and ndstnct, allowng hm to move un-
  detected under normal lght as f usng the Move n Shadows 
  ablty of a thef of equal level to the spellcaster. In addton, the 
  subject’s Armor Class receves a −2 bonus aganst non-magcal 
  mssle attacks. Multple castngs of skulk on a sngle subject 
  do not stack. 
  RELATED ENTRIES: A) Gods of Barsoom.
  Spell Aegis 
  AFFILIATIONS: Gods of Barsoom
  &	Michael Curtis
  LEVEL: 
  4 Clerc
  RANGE: 
  120'
  DURATION: 
  Level of spellcaster + 1d6 rounds
  Ths spell cloaks a number of HD of creatures equal to half the 
  caster’s level n a mystcal barrer that helps defend aganst mal-
  cous spell attacks. Any tme a creature under the protecton of 
  spell aegis s allowed to save vs. spell, he gets two attempts to 
  successfully make the throw. The first roll s made wth ts own 
  savng throw modfiers. The second attempt s made usng the 
  spell-caster’s modfiers. If ether of these rolls s successful, the 
  target makes hs savng throw. If both of these saves are suc-
  cesses, the target s completely unaffected by the spell beng cast 
  at hm (even f a save normally only reduces the spell’s effect by 
  half). Furthermore, a natural 20 on ether savng throw reflects 
  the malcous spell back at ts caster. Spell aegis s protectve 
  aganst a number of spells equal to the prest’s level dvded by 
  three or untl the duraton ends. 
  [The material components are a dusting of silver powder and a man-
  tle crafted from banth hide. Both are consumed by the casting.]
  RELATED ENTRIES: A) Gods of Barsoom.
  SHADOw CLUTCH – SPeLL AeGIS
  SPeLLS
  
  327
  Spiritual Weapon 
  AFFILIATIONS: Gods of Barsoom
  &	Michael Curtis
  F	Richard J. LeBlanc, Jr.
  LEVEL: 
  2 Clerc
  RANGE: 
  Touch
  DURATION: 
  2 turns
  Ths spell mbues dvne power nto a sngle weapon, causng t 
  to glow wth a color approprate to the spell caster’s dety. Whle 
  the duraton lasts, the weapon acts as a magc weapon (grantng 
  +2 to attack and damage rolls) that s capable of strkng lycan-
  thropes, ethereal bengs, and other monsters that requre magc 
  to be ht. The weapon’s glowng aura can be ncreased at wll to 
  llumnate a 6" radus area.
  RELATED ENTRIES: A) Gods of Barsoom.
  Summon Elder Elemental 
  &	Richard J. LeBlanc, Jr.
  LEVEL: 
  9 Clerc/Drud/Magc-user
  RANGE: 
  Specal
  DURATION: 
  Indefinate
  Ths spell may be used to summon a specfic elder elemental 
  wth petty godhood status. When castng ths spell, the spe-
  cfic elder elemental beng summoned must be dentfied usng 
  a name by whch the elder elemental s commonly/generally 
  known. Ths spell does not control the elder elemental, nor does 
  t assure the elder elemental wll be frendly or even reman n 
  the presence of the spellcaster. There s 50% chance ths spell 
  wll fal, regarldless of the level of the spellcaster. Should the 
  elder elemental be summoned successfully, the elder elemental 
  wll appear 3d6 rounds later. A reacton roll should be made 
  upon ts arrval. 
  RELATED ENTRIES: G) Elder Elemental.
  Summon Fyre Fae 
  &	Timothy Brannan
  LEVEL: 
  3 Clerc/Drud/Magc-user
  RANGE: 
  150' + 50'/level
  DURATION: 
  Specal (see below)
  By means of ths spell the spellcaster may summon a Fyre Fae, 
  a small pxe-lke creature that glows much n the same way as a 
  wll-o-wsp. The caster beseeches a boon from Nox, who knows 
  the locaton of hdden thngs, and summons the fyre fae to find 
  what they seek. The caster must be specfic n what they are 
  lookng for and t must be wthn the range of the spell. So for 
  example a caster can ask “please help me find the key to unlock 
  the door to the Dungeons of Dragoth-umar” f the key s wthn 
  the range, then the fyre fae wll find t and return to the caster. 
  Requests lke “help me find the safest route” or “help me find 
  the way home” may not always have the most drect route, but 
  they wll lead the caster n generally the correct drecton. 
  The duraton of the spell s equal to 10 mnutes plus 1 mnute 
  per level of the caster. The spell though wll always end once the 
  last rays of the sun are gone and true nght has started. When 
  the spell ends the fyre fae wll dsappear. 
  Attacked fyre fae also dsappear. Casters that summon the mn-
  ons of Nox and attack them wll also dscover that they wll no 
  longer be allowed to summon a fyre fae. 
  RELATED ENTRIES: G) Nox; M) Fyre Fae.
  Summon Gloaming 
  &	Timothy Brannan
  LEVEL: 
  5 Clerc/Magc-user
  RANGE: 
  50'
  DURATION: 
  Indefinte
  The followers of Nox know that her power les not n lght or 
  dark, but n the shadows and near dark n between. Whle many 
  know of the playful fyre fae that serve Nox, few know of her 
  other servtors, the gloamngs.
  A gloamng s a shadow-lke creature that often takes the shape 
  of a large, but ndstnct anmal. The gloamng summoned wll 
  attack a group of creatures that the caster chooses. The gloam-
  ng wll attack untl the creatures or tself are dead. 
  The caster may summon 1 gloamng + 1 per every other level. 
  A summoned gloamng does not have the fear-causng effects 
  of a naturally-occurrng one. 
  RELATED ENTRIES: G) Nox; M) Gloaming.
  Summon Shadow Creature  
  AFFILIATIONS: Cult of the White Shadow
  &	Charles Turnitsa
  LEVEL: 
  4 Magc-user
  RANGE: 
  30'
  DURATION: 
  1d12 + caster’s level n hours
  Ths spell, when cast, causes 1d6 (plus caster’s level) n shadow 
  creatures to appear wthn 30' of the caster. He/she wll then 
  be able to ssue smple commands for the shadow creature to 
  follow. If the commands are troublng or contradctory, then the 
  shadow creature wll dsappear. 
  RELATED ENTRIES: M) Shadow Creature; C) Cult of the 
  White Shadow.
  SPeLLS
  SPIRITUAL weAPON – SUMMON SPIDeR SwARM
  
  328
  Summon Spider Swarm
  &	Richard J. LeBlanc, Jr.
  LEVEL: 
  4 Clerc/Drud
  RANGE: 
  480'
  DURATION: 
  6 turns
  Smlar to insect plague, ths spell summons a swarm of tny 
  (non-posonous) spders. The spellcaster must concentrate for 
  the duraton of the spell to control the spders, and f the spders 
  leave the range of the spell, the caster loses control of them. 
  Addtonally, f the spellcaster s attacked, he or she wll lose 
  control of the swarm.
  The swarm s treated as standard nsect swarm. However, on 
  a successful attack, they do not do any damage. Instead, they 
  wrap the vctm n webbng as the spell web (wth the same re-
  qurements for the vctm to break free of the webbng). 
  They may also cover a surface area wth webbng (as above), 
  takng 3 rounds for each 10 square feet. Ths webbng may be 
  used to cover unconscous creatures, secure doors, etc.
  RELATED ENTRIES: G) Attrecoppea.
  Touch of Morbiphallugus
  &	Richard J. LeBlanc, Jr.
  LEVEL: 
  5 Clerc
  RANGE: 
  Touch
  DURATION: 
  Indefinte
  On a successful “to ht” roll, ths spell nfects the target wth an 
  extreme form of venereal dsease (no savng throw). The symp-
  toms of the touch are determned randomly by rollng 3d8 on 
  the table below:
  * Indicates symptom will remain even after disease  
  is removed, unless symptom is cured separately. 
   
  3 
  Paralysis* (removed by cure light wounds)
   
  4-5 
  Blindness* (removed by cure blindness)
   
  6-8 
  Deafness* (removed by cure light wounds) 
   
  9-12 Genital Discomfort: Requres afflcted  
  creature to st/rest 1 turn per 5 turns of travel.
   
  13-15 Poor Muscle Coordination: +1 AC penalty and 
  on −1 “to ht” rolls (removed by cure light wounds)
   
  16-17 Numbness*: +2 AC penalty and on −2 “to ht” 
  rolls (removed by cure light wounds) 
   
  18 
  Dementia* (removed by remove curse)
  The dsease caused by the spell may be counteracted by cure 
  disease. As noted above, some symptoms may requre further 
  means to be removed from the afflcted creature.
  If ths spell s cast by a prest of Morbphallugus, all savng 
  throws by the vctm are made wth a −2 penalty.
  RELATED ENTRIES: G) Morbiphallugus.
  Unfurl Dimensions
  &	Porky
  LEVEL: 
  7 Magc-user
  RANGE: 
  10' per spellcaster level
  DURATION: 
  1 mnute per caster level squared
  The caster may create a sphercal openng, wth a radus of 1' 
  per caster level cubed, onto a number of dmensons equal to 
  caster level. There s a 1% chance per dmenson per caster 
  level per mnute that a braner or part thereof wll be thus per-
  ceved, and a 50% chance that any such braner wll nvestgate 
  the openng.
  RELATED ENTRIES: M) Braner.
  Wineberry
  &	Ian Coakley
  LEVEL: 
  1 Clerc/Drud
  RANGE: 
  Touch
  DURATION: 
  Permanent
   By squeezng a handful of grape seeds and plantng them n 
  fertle sol, ths spell can cause a small grape vne to sprout n 
  1d3 rounds. The grapes are perfectly dusty, and a brght shade 
  of red. If a handful are taken and squeezed nto a jug, they can 
  produce enough wne for 10 men per castng. The wne s nce 
  and refreshng, but many elves complan that the taste s “unn-
  spred”. To an adventurer down a horrd lttle death cave, how-
  ever, t beats bracksh water and ron ratons. 
  RELATED ENTRIES: G) Bashiuus.
  Wing Flutter
  &	Eric Potter
  F	Dugald Stewart Walker
  LEVEL: 
  2 Clerc/Drud/Magc-user
  RANGE: 
  240'
  DURATION: 
  6 rounds
   Ths spell wll cause a flock of wnged beasts to create a cre-
  scendong, rhythmc beatng of wngs whch dsplaces the ar, 
  creatng a crushng thunderous drum whch pounds aganst 
  all unprotected ears. On a faled save vs. breath, any creature 
  wthn earshot wll take 1d4 hp of permanent hearng damage 
  (all creatures, ncludng theves, permanently lose the ablty to 
  Hear Nose) and affected vctms are forced to flee the area. 
  RELATED ENTRIES: M) Schmetterlinge.
  SUMMON SPIDeR SwARM – wING FLUTTeR
  SPeLLS
  
  329
  SUPPLEMENTARY MATERIALS
  Appendices & Indices
  F A. Garth Jones
  
  330
  F Virgil Finlay
  
  331
  CReATe A ReLIGION IN YOUR SPARe TIMe FOR FUN AND PROFIT
  Perhaps t s about tme for a symposum or semnar—even a 
  book, f somebody wants to wrte t—on the nature and place 
  of “relgon” n fantasy role-playng campagns. Relgon s so 
  central to human socety that t s hard to find a culture wth-
  out t; yet many game desgns provde only the sketchest of 
  gudelnes or else offer an easy take-off from our own West-
  ern-Classcal-Medaeval tradton, the Norse or Celtc panthe-
  ons, or the works of some establshed scence-fantasy ficton 
  author. At most, one finds an occasonal “alen” relgon wth 
  odd names and a dollop or two of “mythology”.
  If the game desgner has created cultures wth “relgons,” t s 
  gong to be vtal for players n hs campagn to know a LOT 
  about them. What happens f I please my “god?” What tran-
  spres f I offend hm? What sorts of behavour does he ap-
  prove—or dslke? Ethcal questons (“What happens f I kll 
  that guy?”) are vtal, as are concepts of “Good” and “Evl” 
  generally. What s the organsaton of my temple and my 
  presthood? What about lfe after death? What do we know 
  about “ghosts” and “magc?” Most mportantly, what s my 
  temple’s soco-poltcal poston vs-a-vs the government and 
  other structures of my socety? The player who does not learn 
  these thngs very early n the campagn “gets hosed” (to use 
  the vernacular), as he rchly deserves.
  Relgons n fantasy role-playng games are part of the fun: the 
  pomp, ceremony, costumes, recondte doctrnes, mysterous 
  lore, powerful forces for “Good” or for “Evl”—all have been a 
  part of our lterary hertage for a long tme. Yet fantasy game 
  desgners rarely come wth degrees n anthropology, hstory 
  or comparatve relgon. The usual practce has thus been to 
  grab randomly from the more colorful sects of ths world, plus 
  those found n scence-fantasy ficton. One thus sees temples 
  of Ra, Iss, and Set cheek by jowl wth medaeval Catholc 
  churches, shrnes devoted to Thor and Odn, Drudc fanes, 
  sanctuares to Crom—and Crom knows what else! Ths s ne-
  ther very orgnal nor very realstc. (Some other tme we can 
  argue about whether “realsm” s a postve value or not.)
  A good scence-fantasy author could explan how all of these 
  sects, cults, and churches came to be so haphazardly jumbled 
  together n one socety. But not only s ths sort of world pretty 
  unlkely, t rases stcky questons: How do all of these groups 
  get along together, partcularly the more mltant, mssonsng 
  sects? What are ther relatonshps wth the secular author-
  tes? How do they support themselves? Why aren’t devotees 
  of the smpler faths converted by the doctrnes of the subtler 
  ones? Man beng who he s, chances are that all of these sects 
  wll be strugglng for secular and dvne supremacy, and ths 
  should logcally brng about persecutons, pogroms, and rel-
  gous wars. Some faths do tolerate other sects n ther mdst, 
  of course, and even attempt to ntegrate them nto ther own 
  fabrc (e.g. an early attempt on the part of the prests of Vsh-
  nu to make Jesus Chrst an “avatar” of ther dety—sternly 
  rejected by the Chrstan mssonares n South Inda). Oth-
  er cultures wpe out unacceptable relgous tradtons wth a 
  vengeance. Although the “meltng pot” dea can ndeed work, 
  thus, t needs to be balanced by a lot of explanaton n a good 
  roleplayng campagn.
  Another common treatment of relgon s to borrow from just 
  ONE world of scence-fantasy lterature. Many players are 
  qute satsfied just to lve vcarously n an exact replca of the 
  worlds developed by such authors as Prof. J.R.R. Tolken, R.E. 
  Howard, Frtz Leber and others. These people are not really 
  dfferent, thus, from those “realstc” gamers who desre care-
  ful smulatons of Twelfth Century France, the Egypt of Ram-
  esses II, Alexander’s Macedona, or the Europe of Napoleon’s 
  tme. The desgner’s duty conssts n devsng a game system 
  whch presents ths mythos accurately, and n nterpretng and 
  fillng n detals mssng or left vague by the orgnal author. 
  Ths solves the problem for these gamers—although t stll 
  does not address some of the fundamental assumptons about 
  socety and relgon made by the ficton wrter hmself. 
  Those who want to be a lttle dfferent find the “alternate tme-
  lne” approach useful: there can stll be “Chrstans,” “Jews,” 
  “Muslms” and other famlar faths (wth altered hstores and 
  tenets, usually), plus “Reformed Churches of Quetzalcoatl,” a 
  “Frst Holy Temple of Ba’al,” or whatever else sounds fun. 
  Fantasy game desgners have much more frequently had re-
  course to yet another nterpretaton of our own Western-Clas-
  scal-Medaeval “legendary” tradton, however: more trolls, 
  elves, dwarves, fares, grffins, dragons, uncorns, and other 
  beastes. Ths has been done now by so many authors—and 
  so unmagnatvely by some—that t must seem pretty old-hat 
  to most readers. 
  It s much harder—and not always as satsfyng—to create a 
  wholly new world wth new peoples, new faths, new poltcal 
  systems, and new mores. Ths needs a staggerng amount of 
  work and thought. Otherwse, t s lkely to appear too smpls-
  tc, too neat, too “clean,” too colorless—just normal Amer-
  cans runnng about n funny costumes. Many scence-fictonal 
  worlds have ths flavor for me: ther authors concentrate so 
  heavly upon space shps and weapons and technology that 
  they forget that ther characters are stll human, that they wll 
  have vews about lfe and the supernatural whch do not nec-
  essarly concde wth our own Twenteth Century deas any 
  more than ours do wth Ffteenth Century Span, that there 
  wll be relgous structures, herarches, and behavoral man-
  festatons whch are vtal to the people of those socetes but 
  whch may seem slly, stupd, cruel, alen, or just outrght crazy 
  to us. The farther removed from our own world n tme and 
  APPENDIX A
  Create a Religion In Your  
  Spare Time for Fun and Profit
  A Discussion of Religious Considerations  
  for Realistic Fantasy Role Playing Games
  & M.A.R. Barker
  APPeNDIX A
  
  332
  space, the more dfferent the peoples of the futures wll prob-
  ably have become. 
  One undenable fact has to be faced, however: both scence-
  fantasy ficton and fantasy role-playng games are created by 
  and for people of THIS tme and THIS generalsed Western 
  European hertage. The cultural ethos whch encourages us to 
  speculate about the future and about other cultures s hardly 
  shared by all of Europe, much less the people of “The Thrd 
  World.” Ths has nothng to do wth “prmtve-ness” or a lack 
  of technology; t s smply that our own Western tradtons n 
  the Eghteenth, Nneteenth, and Twenteth Centures have 
  come to focus upon ths type of speculaton; our Weltanschau-
  ung (“world- vew”) pushes us to do ths, whle other cultures 
  do not share ths and have no nterest n t. Nevertheless, t 
  has to be underlned agan and agan that we are creatures of 
  our own cultures, bound by them, lmted by them, and un-
  able to produce anythng that really transcends them. We do 
  have the broadenng of our horzons vouchsafed us through 
  hstory, phlosophy, anthropology, and a host of other dsc-
  plnes; yet we are stll parochal n our outlook and lmted by 
  our own mores as to what we can and cannot magne. To 
  prove ths, one has only to look at the scence-fantasy ficton 
  of the Twentes, the Thrtes, the Fortes, etc. to see that as our 
  own world-vew changed, so dd the future worlds envsaged 
  by our authors. Ths has not changed today, and I doubt f t 
  ever wll. Today we have the essental Amercan-ness of the 
  soco- poltcal backgrounds postulated for Star Wars and Star 
  Trek; tomorrow we wll see somethng else—but t wll be just 
  as lmted by the tmes and the cultures whch produce t as our 
  own creatons are. 
  just to toss medaeval France-England, Classcal Greece and 
  Rome, and the Norsemen and Gauls nto a blender, season 
  well wth Tolken, Howard, Vance, Leber, and Lovecraft, and 
  add a soupcon of one’s own magnaton: vola! a world!What 
  ths means for the desgners of fantasy role-playng games s 
  just ths: a famlar background wll probably “sell” better than 
  an unfamlar one. The more ntellgble the characters, so-
  cal structures, languages, mores, and relgous manfestatons 
  are, the easer t s for players to assume comfortable roles 
  n that world. Even a medocre Western-Classcal-Medaeval 
  background wll probably more saleable than an esoterc one. 
  Pages of odd names and lengthy dsqustons tend to repel 
  the reader, and t s a lot easer just to toss medaeval France-
  England, Classcal Greece and Rome, and the Norsemen 
  and Gauls nto a blender, season well wth Tolken, Howard, 
  Vance, Leber, and Lovecraft, and add a soupcon of one’s own 
  magnaton: vola! a world!
  Let’s assume, however, that an author or campagn desgner 
  does want to break new ground. One of the first questons to 
  be asked s: MUST every socety have a relgon? Here I am 
  gong to go out on a lmb and say, “yes,” although a defintve 
  answer properly ought to be left to those wth more expertse 
  than I have. Every socety I know of has (or had) strong belefs 
  relatng to “the supernatural”: events and relatonshps whch 
  transcend or le outsde that culture’s corpus of prosac, ma-
  teral knowledge. Nearly everybody (even those athests who 
  stll knock on wood, don’t step on sdewalk cracks, and avod 
  breakng mrrors) has some dea of “supernatural” power, al-
  though ths s not always anthropomorphcsed nto “gods.” 
  There are always supernaturally-enjoned ethcal and moral 
  prncples (how else does one justfy an ntense respect for 
  “lfe” when t s qute clear that we cannot hope to feed all of 
  the lvng?); there are always deas about lfe after death; there 
  are always “supernatural” sanctons upon ncorrect or antso-
  cal behavour; there are always ways to obtan “supernatural” 
  ad n gettng what one wants and other methods for avodng 
  “bad luck.” Nearly every culture ndulges n “explanatons”: 
  how the world got to be as t s, what brought t all about, how 
  man relates to t, what t’s eventual denouement s gong to 
  be, and especally what man has to do n order to acqure the 
  most goodes: eternal salvaton, the favor of the gods, good 
  luck, worldly success, and whatever else the culture preaches. 
  In spte of the nroads of “Scence” nto the supernatural n 
  our century, I stll cannot conceve of a future wthout any rec-
  ognsable “relgon” at all, much to my athest frends’ dsgust. 
  I can hardly magne a future n whch all “relgon” has been 
  depersonalsed, boled down, and homogensed nto a great 
  abstract “Lfe Force.” Humans love to anthropomorphcse, 
  personalse, and complcate. I suspect there wll always be 
  counter-arguments, splnter sects, hereses, re-nterpretatons, 
  and relgous squabbles. Even the fiercely monothestc and 
  conoclastc relgon of Islam has these tendences. Somebody 
  always comes along to spol an utopa. Whether one beleves 
  n Prof. Toynbee’s theores of cyclcal rses and falls of soce-
  tes or not, the one thng that seems certan about manknd s 
  the endless capacty to change and to foul up nce, neat sys-
  tems! Alternatve doctrnes are popularsed and spread, polt-
  cal leaders get defied, some group manages to establsh ther 
  partcular “sm” as the State Relgon, a prophet, a holy man, 
  or reformer appears—and there goes the ballgame. The only 
  changeless and eternal prncple appears to be Change tself.
  Let’s turn to some basc physcal requrements for dfferent 
  manfestatons of “relgon.” The most fundamental s, of 
  course, a food surplus large enough to permt specalsaton. 
  If food-gatherng s so tme-consumng that every member of 
  the socety has to work all the tme just to eat, then the estab-
  lshment of a prestly class (or any other class, for that mat-
  ter) becomes practcally mpossble. Gven a good food sup-
  ply—whether t be cattle-herdng, fishng, agrculture, or the 
  natural bounty of a South Pacfic sland—craft specalsatons 
  can develop, as can prestly herarches, fulltme poltcal lead-
  ers, etc. Bare subsstence socetes may have a large corpus of 
  oral myths, a part-tme shaman, a recognsed leader, and lots 
  of other thngs, but they are not lkely to dsplay temples, h-
  erarches, and other relgous secular trappngs. Even a sacred 
  glade, a secret hut for men’s and women’s ntatons nto adult-
  hood, a holy dance ground, or an off-lmts bural area mply 
  enough food to support some degree of specalsaton. 
  The usual ancent-medaeval background gven n many fan-
  tasy role-playng games ndcates qute a hgh degree of spe-
  calsaton. Metal tools and weapons, clay pots, glass goblets, 
  woven cloth, tanned leather and furs, wood and stone carv-
  ng, permanent houses—all mply at least part-tme specalsts. 
  These people have to be supported by a larger group of food-
  producers. As specalsaton develops further, the craftsman 
  has to dstrbute hs products, and ths brngs about trade, and 
  ths brngs about trade, markets, caravan routes and roads, 
  and larger towns and ctes. It s hard for those wth nomadc 
  or sem-nomadc ways to develop the more settled lfe of a 
  permanent agrcultural socety. 
  Gven a settled socety, thus, specalsaton—a relgon, as a 
  strong concomtant—just seems to grow. Ancent hstory and 
  anthropology agan provde some far guesses about the proc-
  esses nvolved n ths. The earlest gods and totems of ancent 
  Egypt were the products of small agrcultural settlements. As 
  tme went on certan centres became rcher through com-
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  merce and mltary conquest. Others became subordnate or 
  went under entrely. The god of a powerful communty first 
  extended hs hegemony to the surroundng countrysde, then 
  to neghborng vllages and towns, and eventually to a whole 
  regon. Competng detes were subsumed nto the rulng god’s 
  mythos or else fell nto desuetude and dsappeared. Trade and 
  poltcal support allowed the early local presthoods to expand, 
  and the mud-brck shrnes became stone temples. Plgrmage 
  centres evolved, as dd prestly herarches and organsatons. 
  Land ownershp was regularsed, and records had to be kept, 
  leadng to the development of wrtng. The more popular and 
  powerful gods were merged wth the detes of less prestgous 
  and more localsed sects, and eventually a State Relgon ap-
  peared. Ths struggle contnued all down through Egyptan 
  hstory, but even ths dd not produce a neat, homogeneous, 
  and permanently stable system.
  Shfts of poltcal power led to the promnence of one god or 
  group of gods at one tme and ther replacement by others n a 
  later perod. Those detes who were unlucky ether end up on 
  the outskrts of the cosmogony (wth no worshppers or profit-
  able temples) or else they were relegated to a bref menton n 
  some obscure, archac text. Foregn gods were ntroduced by 
  nvaders and settlers and were syncretcally merged nto the 
  pantheon. Greek mercantle communtes brought n ther ph-
  losophes durng the later dynastes, and these became part of 
  Ptolemac Egyptan thought. When Chrstanty replaced the 
  old Egyptan-Hellenstc gods entrely, the older ways changed 
  but perssted n the teachngs of the Gnostcs and other sects. 
  The advent of Islam finally put pad to most of ths, but even 
  today there are some unque features n Egyptan Islam, par-
  tcularly n the rural areas. There are even a few fant traces 
  of the Old Gods: I myself have seen bunches of flowers and 
  dred dates on the lttle altar of Sekhmet at Karnak. The bored 
  Egyptan guard opned only that, “There are stll some crazy 
  people back n the vllages.” The wnds of change wear away 
  the monolth of conservatsm, but slowly, oh, so very slowly...
  Once the ecology and economy of a fantasy socety have been 
  worked out, the desgner has to go on to consder what the 
  world-vew of hs culture s gong to be. What s man’s purpose 
  n the world? Is the supernatural frghtenng, or s protectve 
  of man? Is t smply a dvne manfestaton of the normal cy-
  cles of the communty: the plantngs, the harvests, the rans, 
  the tdes, the rsng and settng of the celestal bodes? Does 
  the culture vew the world as “progressng” toward some d-
  vnely ordaned goal (e.g. a perfect world, a Second Comng, 
  a final Judgement Day)? Or s relgon nterpreted as only a 
  means of sanctfyng and mantanng a status quo, “Thngs 
  As They Are?” Are the communty’s mores mposed by the 
  dvne, or are the gods themselves subject to external prn-
  cples of “Good” and “Evl?” How much of human lfe s to 
  be governed by supernatural njunctons and commandments: 
  are there only broad general prncples about “how to lve,” or 
  s there an ntrcate code of laws rulng everythng from the 
  words of the rtuals to how one brushes one’s teeth and goes 
  to the bathroom? Do the gods enjon an nward-lookng, med-
  tatve, self-contaned socety, or do they demand that all peo-
  ples everywhere be brought under ther sway and converted to 
  ther worshp? There are all knds of possbltes—and most of 
  them have probably motvated one or another socety of ths 
  world at some tme or other.
  What, then, s the nature of the Supernatural tself? Does the 
  culture beleve that nanmate objects, plants, etc. possess n-
  nate powers of ther own? If so, can manknd acqure these 
  powers through some knd of recognsed “relgous” acton, 
  rather lke the “Mana” of the South Pacfic? Gong farther, do 
  nanmate thngs, plants, anmals, etc. possess personaltes—
  sprts of some sort—whch can be got to ad or hnder human 
  objectves? Do certan anmals possess powerful sprts of ar-
  chetypes wth whch man can ally hmself? Are there sprts or 
  detes nherent wthn varous natural forces: the sun, moon, 
  thunder, wnd, ran, lghtnng, fire, or the sea? Are the gods 
  organsed around the human famly: a mother (fertlty) god-
  dess, a father (procreator) dety, sons, daughters, brothers, and 
  ssters? Are the gods related to man’sown actvtes and eco-
  nomc cycles: harvests, corn, war, smthng, cattle, etc.? Do 
  ghosts—the sprts of one’s dead ancestors—walk the world 
  ready to render servce or to harm the unwary? Do the bengs 
  of dreams and vsons have power over men’s acts? If there are 
  ndeed personal, anthropomorphc “gods,” how do they act n 
  the present world: can one expect to meet a “god,” perhaps 
  mate and produce half-dvne chldren? Have human heroes 
  ever been promoted nto the dvne pantheon? Can an ascetc, 
  sant, or holy man acheve contact wth a god and ths gan 
  dvne nsghts? Do the gods want to contact man (through 
  revelaton or prophecy) and thus gude man’s actons n ths 
  world? Do the gods really CARE about man’s actons? Do they 
  thus enjon a code of “Good” or “Evl” upon ther devotees? 
  The possbltes are well ngh endless, and t s easly possble 
  for one and the same socety to exhbt more than one of the 
  above concepts at the same tme.
  There s no easy way to determne just whch route a gven 
  culture wll take. Monothesm, dualsm, trntaransm, and 
  other such parngs down of the supernatural are not lmted 
  to the technologcally developed socetes. Some, lke modern 
  Hndusm, have several such “sms” gong all at the same tme: 
  there s a multplcty of “gods” for the average belever; these 
  are n turn all consdered to be “avatars” (aspects) of one or 
  another of the three major detes by the more sophstcated; 
  and some sects and phlosophers go on to state that these 
  three detes are only aspects themselves of a greater Dvne 
  Oneness.
  Phlosophy s also not necessarly found n every socety. 
  There are some clearly non-phlosophcal cultures: e.g., the 
  ancent Egyptan texts deal wth rtuals, the attrbutes of the 
  gods, the ways to acheve the god’s favors, the cosmogony of 
  the unverse, the realms of the afterlfe (and how to lve forever 
  afterwards n good health), spells and charms to nsure var-
  ous knds of success or the avodance of unpleasantness, etc. 
  No Egyptan sage that I know of seems to have cogtated on 
  the oneness of creaton, a “Frst Cause,” external models or 
  unversals whch exst ndependently of the gods, epstemol-
  ogy, and a host of topcs dear to the Greeks of Plato’s day. The 
  actons of the Egyptan gods n the myths seems unpredctable 
  and strange to us, far more so than the lusty adventures of the 
  Greek detes. Ths was the Egyptan ethos, and t s now df-
  ficult for us to guess what t meant to an average Egyptan or 
  to the Hgh Prest of an Egyptan dety. It dd motvate ther so-
  cety for over three thousand years. The study of Egyptology 
  s thus a fertle field for the study of man’s conceptualsatons 
  of the Supernatural. The same apples, of course, to all other 
  relgons and socetes.
  Many cultures evnce a “Frst Cause” explanaton for “How 
  Thngs Got to Be as They Are” wthout becomng “phlosoph-
  cal” about t. In some cases ths s no more than a smple 
  myth: “In the begnnng there was God X, and from hm A, 
  B, and C came forth.” Other socetes prefer an (unexplaned) 
  
  334
  Mythc Age, n whch the gods and other bengs dwelt, fought, 
  and performed mghty deeds; ths s then contrasted wth the 
  Hstorcal Age, n whch man and other present day creatures 
  appear. Ths transton s sometme a slow change, whle n 
  others t s effected by a “culture transformer” dety who goes 
  around slayng hostle bengs, teachng manknd how to lve, 
  soldfyng realty, and performng other useful tasks to get 
  our present world gong and keep t on course. Logc and 
  phlosophcal underpnnngs for one’s theology are not that 
  commonly found around ths world. [Judgng from some of 
  the manfestatons I see around me, t seems there are a lot 
  of sects even today whch could use some of ths, but that’s 
  another story...] In any case, there need not be an Hegelan, 
  Kantan, or Cartesan “phlosopher” produced by other cul-
  tures and tmes may ndeed nclude concepts and premses at 
  whch a Western phlosopher would throw up hs hands and 
  cry, “ths s not Phlosophy!”
  Almost all relgous systems I know of have somethng to say 
  about what happens to man after death. Ths runs the whole 
  gamut of deas from no afterlfe at all, through wanderng the 
  world as “ghosts,” to theores of rencarnaton, to ntrcate 
  labyrnths of “heavens” and “hells,” to beng accepted nto the 
  Supernal One and becomng part of God Hmself. You pays 
  your money, and you takes your choce...
  Ethcs and behavour may or may not be legslated by “rel-
  gon.” In some socetes proper conduct s smply the socety’s 
  accepted norms, and the gods don’t seem to have a lot to say 
  about t one way or the other. Elsewhere, the gods demand 
  certan rtuals and sacrfices, but leave ethcs and mores to a 
  pervasve set of magcal taboos, njunctons, and mnor fig-
  ures. In stll other cultures the gods make, reflect, or represent 
  the behavoral norms, prescrbng acceptable behavoral ac-
  ton for certan spheres (e.g., war : herosm, bravery, valor) and 
  yet say nothng about other areas of socal nteracton (e.g., 
  cheatng at busness). Some socetes possess dvnely revealed 
  or nspred codes of law and ethcs (e.g., the Ten Command-
  ments) and a few dsplay related concepts of “sn” and “vrtue” 
  (enforcng these wth the carrot and the stck of “salvaton” 
  and “damnaton”).
  When one turns from concepts to the materal manfestatons 
  of relgon, a vast array of trats, features, and patterns comes 
  nto vew. Every concevable sphere of human lfe has been 
  nvolved n some relgon or other at one or another perod 
  of hstory: rtuals, ceremones, sacrfices, totems, mages, 
  shrnes, temples, sacred objects, holy days, fastng, taboos, 
  scrptures, presthoods, monasteres, ascetcs, mystcs, hymns 
  and musc, art, dance, theatre, sex, economcs, poltcs, natu-
  ral scence—you name t, and t’s yours. There s hardly room 
  even n an encyclopeda to dscuss all of these thngs.
  The pont of all ths s that an author or game desgner wll 
  probably err on the sde of oversmplficaton rather than that 
  of overcomplexty. Hack wrters all too often produce smpls-
  tc “relgons,” some so poorly thought out as to be downrght 
  slly. Ths spols what mght otherwse have been an enjoyable 
  background for me. If the author of a scence fantasy novel 
  has done no more than trot out the old famlar Graeco-Ro-
  man, Norse Celtc, or what-have-you pantheon and gven t 
  archac-soundng new names, I admt to boredom. Person-
  ally, I guess that I am not much nterested n “smple” smula-
  tons or role-playng games. I want to encounter somethng 
  new and dfferent, somethng challengng and detaled—not 
  just another rehash of the Old Fathful. The same apples 
  whenever I am confronted wth a world crbbed from Tolken, 
  Howard, Lovecraft, or Burroughs. It was fun at first to see 
  what I could do as an nhabtant of Aqulona or Barsoom, but 
  the concepts and backgrounds are now so trte and so often 
  done that they have paled. Ths s not just my own nsatable 
  dlettantsm: bored and blasé wth the old, castng about for 
  a new playthng. It s just that as fantasy roleplayng games 
  have evolved durng the past five or sx years, I have come to 
  beleve that a really good “world” has to have as many of the 
  dmensons of real lfe as possble. There always have to be 
  more unknowns, facets whch I have not seen yet, materals 
  for further curosty and speculaton, and complextes whch 
  can keep me nterested long after the ntal thrll of the world 
  or ts game has worn off.
  In some ways fantasy novel backgrounds nay be easer to con-
  struct than those meant for fantasy role- playng games. The 
  author of a novel does not have to answer questons from hs 
  characters about ther supposed relgons; the desgner of a 
  fantasy role-playng campagn does. In a story, “Great Jugbo” 
  of the Hutan trbe needs only to be establshed as a fero-
  cous war-god, complete wth jucy detals about dols and tem-
  ples. He s only there because the wrter needs an evl, hostle 
  presthood from whose clutches lovely damsels can be rescued 
  by Our Hero. (Thereafter the author can plug n the cassette 
  enttles “Rescue from the Temple Durng a Hdeous Ceremo-
  ny” or perhaps that one called “Fghtng the Enemy Champon 
  n the Arena.” Dull.)
  In any knd of ongong, role-playng game, however, Jugbo’s 
  putatve worshppers are gong to want a LOT more explana-
  ton. Just who s ths god anyway? How does he fit nto the 
  pantheon? Tell us more about hs sphere of actvty (“war”) and 
  what we are supposed to do about t? What are hs ceremo-
  nes lke? How do we dress? What actons wll wn us promo-
  ton and prestge n the herarchy? Who pays us f we become 
  prests and how much do we earn? Are we respected and n 
  favor wth the chefs of our trbe? What s our poston vs-a-vs 
  other sects? How wdespread s the worshp of Mght Jugbo? 
  And so forth.
  It s relatvely easy to work out Jugbo’s detals. Provdng that 
  the detes of the socety are anthropomorphc (or at least 
  “persons” wth ntellgble motves), the pantheon can be ex-
  panded and embellshed untl t reads lke Bullfinch’s Mythol-
  ogy or The Golden Bough. (Unfortunately, these two older 
  works have been superseded by much recent study n the field 
  of comparatve relgon. Most of those readng ths artcle wll 
  already have had some college or unversty educaton and can 
  browse through the relevant sectons relevant sectons of ther 
  own; there s thus no need to add a bblography.)
  Let us assume that the desgner has descrbed Jugbo’s cult 
  n some detal. Players are told how Jugbo fits nto the trbes 
  mythology, who hs relatves are, and what hs sect preaches. 
  If the desgner s hmself of a theologcal bent, we can expect 
  such statements as: “Jugbo represents the Great Prmordal 
  Hunger present throughout the unverse and evnced by the 
  survval of the fittest and the need of every creature to feed 
  upon others. Everythng slan by Jugbo’s devotees thus passes 
  nto hs Mghty Maw to feed the Ffteen Fery Furnaces of Be-
  ng, preventng the cosmos from wndng down to the frozen 
  eternal stllness of Fnal Entropy, called by the Hutan people 
  ’Gher the Unmoveable,’ Jugbo’s sworn foe.”
  Look at all ths tells us; here we are gven a basc theologcal 
  poston. Jugbo s clearly an actve dety. He favors volence, 
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  and yet ths volence supports the Exstence of Thngs As They 
  Are. He accepts the moralty of kllng to lve, and hs worshp-
  pers are thus not lkely to be vegetarans. We can extrapolate 
  that those who persh n the Path of Jugbo are gong to pass 
  on nto some sort of Valhalla, a heaven reserved for warrors. 
  Or perhaps ther sprts wll be taken nto the Fery Furnaces 
  themselves, becomng one wth the energes of the cosmos. 
  We can surmse that Jugbo approves of bravery, darng, ml-
  tary skll, strength, and ndfference to pan. He dsapproves 
  of passvty, peacefulness, cowardce, and medtatve nacton. 
  Dependng on the rest of the trbal ethos, Jugbo’s doctrnes 
  may nclude gallantry to enemes, chvalry, kndness and toler-
  aton to non-warrors—or the opposte of these trats: cruelty, 
  treachery towards nonmembers of the sect, contempt for the 
  meek and helpless, etc. Gong stll farther, we may expect to 
  see a warror-caste or mltary arstocracy, secret mltary so-
  cetes, a war-chef for the trbe, and a phlosophy of conquest 
  and contnual expanson. We can also guess that Jugbo lkes 
  fires and hates cold, that he enjoys feastng and eatng, and 
  that he may also serve as the patron of such war-related crafts 
  as smthng, huntng, and armormakng. Hs ceremones wll 
  probably be strong stuff: sacrfices (remember the “Mght 
  Maw?”), fires, war-dances, possbly such dsplays of courage 
  as walkng across beds of hot coals, gong nto a “berserker” 
  trance and dashng off to prove one’s bravery by kllng some-
  body, secret and panful ntatons for boys becomng adult 
  warrors, the sanctfyng of mltary weapons, fire- or blood-
  colored vestments, perhaps a lower status for women (f the 
  socety does not encourage female warrors), and other related 
  features. Jugbo probably also approves of the number fifteen 
  (the “Ffteen Fery Furnaces,” above), although ths may be a 
  more generalsed pattern number n the culture. Ths n turn 
  may gve us a take-off pont for theores on trbal numerology, 
  omens, calendars, and all sorts of other trats. Fne. Jugbo s 
  now fleshed out to the pont that players n the Hutan cam-
  pagn can see what sort of dety he s and what sorts of roles 
  are avalable to them n the culture. We have begun to get 
  an dea of the Weltanschauung of the Hutan people. Prob-
  lems may arse for Jugbo and hs followers, however, f the 
  desgner ntroduces some ethcal prncple beyond the gods 
  and to whch they must adhere as do mortal men. Whether 
  the desgner nserts ths prncple only through hs own god-
  lke power (e.g., by smply statng that Jugbo s “Good” or 
  “Lawful,” “Evl” or “Chaotc”), or whether he brngs ths n 
  through some feature of the creaton tself (e.g., a prophet, 
  phlosopher, reformer, or some event n Hutan hstory), the 
  result s the same: Jugbo’s every acton s now gong to be 
  scrutnsed and judged accordng to external standards over 
  whch he has no control.
  The content of ths prncple, standard, or phlosophcal pos-
  ton has to be made clear to the players snce ther postons 
  are entrely dependant on t. If the Hutan are dualsts, holdng 
  that there are “Good” detes and “Evl” detes and that both 
  fit nto the theology, then there are only practcal problems: 
  the relatve poltcal and socal postons of the two “algn-
  ments.” Jugbo hmself can be put nto the “Good” or “Lawful” 
  category because of hs role as a world-mantaner; or he can 
  be placed amongst the “Evl” or “Chaotc” detes because of 
  hs emphass upon volence, kllng, and mayhem. If these two 
  categores possess roughly equal status and power, then each 
  player can jon the group of hs choce dependng on hs own 
  temperament and nclnatons. If Jugbo s put nto an “algn-
  ment” category whch has prevaled over the other n the cul-
  ture, then he and hs adherents are home free: Jugbo’s temples 
  wll be honored, hs followers respected, hs commandments 
  obeyed, and hs prests wll be at the centre of the trbe’s af-
  fars.
  Pty poor Jugbo, however, f he s a dsadvantaged group! 
  Heaven help hm and hs followers f the Hutan have largely 
  become pacfists holdng to a “Do unto others” Golden Rule! 
  Chances are that the Hutan wll now consder Jugbo to be 
  nothng more than a holdover from a darker, blooder past, 
  somethng to be expunged or expelled as soon as possble. of 
  course, he can always be “re-nterpreted”: hs prests may em-
  phasse hs role as a “world-mantaner” and sweep hs gorer 
  legends under the temple carpet, so to speak. They may re-
  wrte and expurgate hs myths and call them nothng more 
  than “allegores.” They may tone down hs ceremones and 
  focus more on hs patronage of crafts and “manly prowess.” 
  He may n tme become a mnor, forgotten figure n an nhos-
  ptable pantheon, an “aspect” of some more socally accept-
  able dety, or only a useful “mythologcal” subject for sculp-
  ture, pantng, or lterature. Alas, as wth Ares or Mars n our 
  own world, poor Jugbo may serve out hs final days as nothng 
  more than a freze over the R.O.T.C. armory door...
  Sc transt glora De.
  Relgons are rarely neat and homogenous, as sad above. We 
  have not even mentoned possble doctrnal dsputes wthn 
  Jugbo’s temples, hereses, “progressve” and “conservatve” 
  factons, “Angry Young Men” and “Old Dehards”, prophets 
  and reformers, secret socetes of fanatcs (or lberals, for that 
  matter), mystcal versus non-mystcal nterpretatons of Jug-
  bo’s beng, poltcal strfe between powerful members of the 
  herarchy, splnter sub-sects, and all of the personal responses 
  to any dogma rangng from athesm and cyncsm to blnd fath 
  and wld-eyed fanatcsm. We have also not consdered pos-
  sble regonal varatons, class and caste varatons, and vara-
  tons between the tenets taught to commoners and those held 
  by the ntellectual elte. There may also be temporal changes 
  between the Jugbo of today and the Jugbo of a hundred years 
  ago. A good smulaton ought to take some of these hstorcal 
  and socologcal factors nto account, and a few of them can be 
  put to good purpose even wthn a smple campagn.
  Perhaps enough now has been sad about Jugbo. It s tme to 
  look at some specfically game-related ssues revolvng around 
  “relgon” n fantasy campagn games.
  One fundamental premse, n many “Swords and Sorcery” 
  novels and also n almost all fantasy role- playng games I have 
  seen, s that the “gods” and the supernatural do really exst. 
  Whether ths s explaned away on pseudo-scentfic ground 
  (e.g., the “gods” are really only vastly powerful nterdmen-
  sonal bengs), or whether there s really “Supernatural” power 
  n the usual relgous sense of the word, the fact s that a real, 
  lve, mmnent god can do a lot more to help or hnder a player 
  character than can some of the “detes” of ths world! Ths 
  “god” can bestow favors upon hs fathful, revvfy them when 
  they de, gude them and gve them nformaton, and help 
  them acqure a lot more goodes than are usually avalable to 
  the long sufferng non-player characters of the fantasy world. 
  Conversely, a player who acts contrary to hs dety’s wshes re-
  ally ought to expect a stff lghtnng bolt up the backsde, but n 
  my experence ths happens only rarely, no matter how justly 
  deserved, snce one’s players rase such cres and mserable 
  remonstrances of protest that t seems heartless for a referee 
  to employ ths “ultmate weapon” too often.
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  Havng the referee serve as “vox De,” wth or wthout modfy-
  ng dce rolls, does serve the useful purpose of allowng hm 
  to drect hs scenaros, gude and ad hs players, and generally 
  keep the world balanced. Msuse of ths power or even postve 
  overuse of t, however, can run a game. If “dvne” ad makes 
  t too easy to attan objectves, or f “nterferng” gods make 
  t too dfficult, the campagn s usually quckly junked. The 
  same seems to be true of campagns n whch player charac-
  ters themselves may become so mmensely powerful that they 
  can take part n the actvtes of the gods themselves, even 
  perhaps combatng and slayng the detes themselves! These 
  “gods,” are then nothng more than super-strong “monsters,” 
  and any mythcal or relgous content they may have had s 
  lost. Moreover, n order to do ths a player character must be 
  granted ncredble strength and/or vast quanttes of “magc,” 
  and once he has had these thngs he finds t very hard to settle 
  back down to earth and contnue hs role as a regular member 
  of hs socety. It may be one godawful ego trp to be the equal 
  of a god, and slay hm n battle, but what do you do for an 
  encore? Lvng wth the other gods on what passes for Mount 
  Olympus can quckly get borng, as can dwellng all alone n 
  some unapproachable wzard’s tower n the depths of a forest. 
  It s then pretty slly to go on adventurng and roustng about 
  wth “lesser” mortals.
  Another basc assumpton n most fantasy role-playng games 
  s the realty and efficacy of “magc.” It s not always clear 
  whether ths works through the powers of the gods, or wheth-
  er t operates as a “natural force” (agan possbly wth a pseu-
  doscentfic explanaton.)
  The fact s that fantasy magc s an extremely potent weapon. 
  Unlke a novel, where t works only when and how the au-
  thor wants t to operate, sorcery n a role-playng game has to 
  be carefully curbed and balanced; otherwse one finds player 
  characters gong around blowng down ctes, devastatng ar-
  mes, findng out the nnermost secrets of the world, and gen-
  erally makng a wreck of the desgner’s pretty scenery. If t s 
  made too hard to acqure and use, players seem to find lttle 
  fun n the campagn; f t s made too potent and too avalable, 
  the same thng happens.
  In realty, of course, “magc” would rapdly become the fiercely 
  guarded prvate property of the most ruthless and nfluental 
  forces n the socety: the prestly herarchy, the secular rulers, 
  or a combnaton of the two. A good sorcerer, therefore, mght 
  find hmself rather lke a World War II rocket expert, whsked 
  off by ether the Russans or the Amercans to a strange coun-
  try, pampered and fed but worked very hard, and probably 
  stamped “Top Secret” forever. Even n the dspersed, com-
  paratvely loosely structured socety of Arthuran legend, ths 
  was the sort of role played by Merln. As long as he dd what 
  the Round Table and the Kng thought he ought to do, and as 
  long as he dd not develop any yearnngs for power of hs own, 
  he was accepted and gven respect. Those sorcerers who dd 
  not toe the lne, on the other hand, tended to suffer for ther 
  noncooperaton.
  In all lkelhood a “mght wzard” who dd not accept state 
  patronage from the socety and went off to dwell n a lonely 
  tower on the moors would soon realse that he needed food 
  (and hence lands, vllages full of farmers, etc.), goods produced 
  by artsans and craftsmen, and certan other comforts and 
  goodes to be had only wthn the socety. If he attempted to 
  establsh hs own realm, obstruct traffic, and break the kng’s 
  laws, he would soon find hmself the target of a puntve ex-
  pedton. If he opted to lve as an ascetc recluse n a cave or 
  a runed tower, he mght be tolerated so long as he dd not 
  become a nusance—but he would have to gve up any real 
  power thereby over others n hs cultural mleu.
  All rght, all rght, some may protest; you are argung from 
  “realty”; yet ths s FANTASY. What s wrong wth a desgner 
  postulatng mght wzards lvng all alone n remote towers, 
  beautful madens mprsoned n castles wth no vsble means 
  of sustenance, dragons who can fly around lke fighter planes, 
  and all the rest? The answer s that nothng s wrong wth all of 
  ths, f ths s your cup of tea. All I am sayng s that f you want 
  your fantasy world to have any depth and detal to t, then 
  these are problems to be consdered and explaned ether n 
  pseudo-scentfic terms or n mythc fashon. Another problem 
  s that of “algnments.” Many campagns rather blndly follow 
  Prof. Tolken and postulate a dualstc system: “Good” versus 
  “Evl,” “Law” versus “Chaos,” or “Lght” versus “Darkness.” 
  Good Zoroastrans all! I can dsagree wth ths smplstc d-
  chotomy, but f I accept the desgner’s premses and am gven 
  some content to these terms, then I cannot fault t. Speakng 
  realstcally agan, I doubt whether the “Good” of a fantasy 
  world should be qute so close to what we n the Western Euro-
  pean tradton consder to be “good”, and the “Evl” so much 
  lke the “evl” of our own hertage rght down to the exstence 
  of “demons,” “The Devl,” “Hell,” and the color black. All of 
  ths may be famlar and as comfortable as an old shoe, but t 
  just does not tckle my magnaton enough.
  “Good” and “Evl” are also relatve. Relgon tends to be con-
  servatve and to support the most strongly held belefs of a 
  socety. Therefore, whatever the culture says s “good” IS 
  “Good.” If the gods must be appeased and the order of the 
  unverse mantaned by the cuttng out of human hearts, as 
  n Aztec socety, then ths wll be what s “Good,” and t wll 
  have all the support and sanctons of the prests, the rulers, 
  and the common man. The prests of Ba’al tossed nfants nto 
  the flames burnng wthn the belles of ther brazen dols wth 
  just the same serenty of motve. So dd the ancent Brtons 
  when they burnt ther captves alve n wcker cages. So dd 
  Adolf Htler when he postulated a socety free of Communsts 
  and Jews. To quote John Toland’s book, “Adolf Htler,” “...for 
  Htler already had massve support on all levels of German 
  socety. Even the Assocaton of Natonal German Jews ssued 
  an appeal n hs favor. And so, on August 19[1934] almost 90 
  percent of the German people freely voted ther approval of 
  Adolf Htler as Hndenburg’s successor.” (p. 358) He was also 
  favored by many churchmen, catholc and protestant alke. Hs 
  “Good” was perceved as the Good of all Germany.
  All of ths only demonstrates that “Good” and “Evl” may have 
  meanngs very dfferent at other tmes and places. Our “Good” 
  appears “Evl” when vewed by the other sde. Most fantasy 
  novels do not expound on the vewponts, theologcal founda-
  tons, mores and ethcs, and the world-vew of the “Heaves.” 
  Yet n a socety wth two equally balanced “algnments” one 
  must expect much more dalogue, dscourse, poston-puttng, 
  and attempts to convnce the other group. Ths s essentally 
  what one finds n a fantasy role-playng game, wth ts neat 
  black-and-whte dvson nto “Good” and “Evl” or “Law” and 
  “Chaos.” Ths very black-and-whteness s suspect, of course; 
  most peoples and cultures and nsttutons are varous shades 
  of gray.
  I do realse that ths dvson nto “algnments” s there at least 
  partally to ad game mechancs: each sde has an opposte 
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  sde to fight, provdng opportuntes for conflct and excte-
  ment. Yet even f I accept a dchotomy n “Good” versus “Evl,” 
  or perhaps just “Frendly” versus “Hostle,” I stll find t hard 
  to comprehend “Neutral” as a permanent thrd “algnment,” 
  much less such combnatons as “Lawful- Neutral,” “Chaotc-
  Neutral,” “Lawful-Chaotc,” etc. I can understand “neutral” 
  as a specfic reacton to ndvdual stmul, partcularly those 
  whch do not affect oneself drectly. I know people who are 
  “Lawful” about murder and ncest, “Chaotc” about speedng 
  and laws related to the smokng of controlled substances, and 
  “Neutral” about zonng laws n Iowa, marrage customs n Af-
  ghanstan, the rghts and wrongs of the Albgensan Crusade, 
  and much of what else s gong on at a dstance from them. 
  I can magne a foregner or an outsde observer beng “neu-
  tral” to some extent, as an anthropologst s supposed to be 
  when studyng a foregn culture. But I find t hard to beleve 
  that an ndvdual, a communty, or an ethnc group can re-
  man “neutral” to events whch ntmately affect t’s welfare. 
  One can opt to be an “solatonst” and stay out of a conflct 
  as long as possble, or one can try to deal equally wth both 
  sdes and favor nether; f events or ssues arse whch make 
  ths “neutralty” untenable, however, then ths “algnment” s 
  gong to vansh. In no case can I magne a person or group 
  lvng wthn a socety, affected by t’s laws and mores, and 
  pressured by t’s relgous and secular mperatve remanng 
  “neutral” for long. Moreover, each “neutral” group s gong to 
  have t’s own nternal standards of “Good” and “Evl,” “Law” 
  and “Chaos,” wthn tself, and these wll complcate t’s po-
  ston vs-a-vs other groups. Complextes wthn complex-
  tes! Once more I recognse that “Neutralty” may be a useful 
  game devce, makng t possble for Group X to cooperate 
  wth Group Y and wth Group Z, but ths can probably be han-
  dled n more logcal and realstc ways. In realty (to use that 
  ugly word agan), “algnments” shft wth the wnds of poltcs 
  and socal change. The enemes of today are the frends of 
  tomorrow. I can magne startng out n a fantasy campagn 
  wth Sect X n volent conflct wth Sect Y. Events wthn the 
  campagn may then make t lkely that ths hostlty must end, 
  and the two groups mght end up as alles and the best of 
  frends. As an example, lets brng up Mght Jugbo once more. 
  He starts the campagn as a “Lawful” dety, dong hs job as 
  a world mantaner and employng hs volence for the good 
  of the Hutan people. As events unfold, however, t becomes 
  more and more clear to Jugbo’s prests that the temples of the 
  other “Lawful” gods are gong to swng ther support behnd 
  Gherkn the Mld, a follower of the pacfistc Earth Goddess, 
  Alrata. Jugbo’s followers can see the handwrtng on the pro-
  verbal wall; f he stays where he s t won’t be very long be-
  fore he ends up as the aforementoned freze over the armory 
  door. Jugbo’s herarchy performs a quck volte-face, alters a 
  few scrptures, perhaps trots out a “mracle” or two to explan 
  thngs to the common man, and jons forces wth the temple 
  of Ghurbofazh, Lord of Death (“We DO have so much n com-
  mon...”). Jugbo stll cannot stomach Gher the Unmoveable, 
  figuratvely or physcally, but he s now n the same camp, and 
  maybe some further renterpretaton and reconclaton can be 
  mythcally effected later.
  A related problem n fantasy role-playng games arses when 
  the desgner does create a mythos wth precepts very alen or 
  unpalatable to hs modern European-Amercan players. Peo-
  ple cannot help but carry ther usual atttudes and reactons 
  over nto a campagn, even though playng n a roleplayng 
  games theoretcally demands that they gve these up whle 
  the game s n progress and substtute the mores of another 
  place and tme. Some types of behavour whch are consd-
  ered hghly antsocal n ths world are accepted easly by role-
  playng: e.g., vcarous volence, slaughterng peasants, burn-
  ng down vllages, and massacrng cty guards (read “polce”). 
  Slavery, theves, harlots, duels—all have been draned of ther 
  ugly connotatons by generatons of “Swords and Sorcery” 
  novels, comc books, and the moves. It depends on the de-
  sgner whether these antsocal actvtes are even consdered 
  “Chaotc” or not; n some campagns they are “Lawful.” Other 
  forms of behavour have not receved ths stamp of approval: 
  e.g., ncest, homosexualty, nfantcde, polygamy, and poly-
  andry, etc. I remember once havng ncredble dfficulty tryng 
  to get a player n an ancent Egyptan campagn to marry hs 
  sster, a non-player character. The fate of the Throne of the 
  Two Lands depended upon t, yet Pharaoh just would not te 
  the connubal knot. He could not face the dea of ncest, even 
  though ths was “approved behavour” for a Kng of Egypt. I 
  finally let hm get away wth t, sendng the sster off to marry 
  a prnce of the Mtann.
  Even the sorts of volence sanctoned by “Swords and Sorcery” 
  ficton can become unthnkable f the player s made aware of 
  all the ugly detals. I once had a player who had chosen to be 
  a prest of a partcularly ferocous dety who demanded daly 
  human sacrfices. So long as I kept the descrpton of these 
  rtes bref and abstract there was no objecton: “You and your 
  fellow prests cut out the hearts of twenty vctms today.” Okay, 
  no problem. Then, once, as an experment, I manoeuvred ths 
  player nto a stuaton where he hmself had to sacrfice just 
  one person. I made ths a real tearjerker: A lttle grl, a peasant 
  chld, barely ten years old and as cute as could be. I overdd 
  the descrpton: her nnocent trust, her tearful eyes, how she 
  clutched at hs hand as he led her to the altar etc.—a regular 
  soap opera. You can guess what happened: he could not per-
  form the sacrfice, cast about for any way out of t (ncludng 
  callng on the god for “dvne nterventon”—the same god who 
  had demanded the sacrfice n the first place), and then when 
  he baulked and had to be “asssted” n hs job by a fellow non-
  player character prest, he felt badly about t all the followng 
  week. Hs goodhearted Amercan conscence must stll hurt 
  because he talks about ths ncdent wth some btterness even 
  today. I figured that ths wll teach hm to be “Chaotc” when he 
  does not even understand the real meanng of the term! 
  Ths s NOT to urge that fantasy roleplayng games be used to 
  teach cruelty, ndfference to lfe, or other antsocal atttudes! 
  Psychologsts dffer as to whether vcarous volence has a ca-
  thartc and useful effect, or whether t teaches us thngs we 
  don’t really want to learn. My lttle peasant grl was an exper-
  ment only. Such ssues have to be squarely faced when one 
  stes down to devse a fantasy roleplayng campagn. Really 
  unpleasant and vcous “Chaos” may be harmless for some, 
  but for others we should tone down our “Chaotc” characters, 
  soften ther belefs, and understate ther actons. Yet we should 
  not regulate t all to the pleasantly nnocuous atmosphere of an 
  Englsh backgarden. Ths may be all rght for games produced 
  for chldren, but the players of advanced fantasy role-playng 
  games are usually young adults. We should perhaps attempt 
  to offer nterestngly dfferent, even “alen”, roles to play, roles 
  whch teach the need for a deeper understandng of how other 
  socetes thnk and act, whch help us to rd ourselves of our 
  parochalsms and prejudces, and whch buld brdges of em-
  pathy rather than burn them down.
  There s one more game-related topc relatng both to “rel-
  gon” and to the secular areas of a fantasy world: ths s the 
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  ssue of “ndvdual freedom,” as permtted by so many fan-
  tasy campagns. One finds player characters wanderng about 
  wthout let or hndrance, pushng nto palaces to talk to kngs, 
  ntrudng upon ceremones n the holest of holes, travellng 
  from country to country wth no questons asked, startng 
  busnesses and ventures whch have tremendous socal con-
  sequences and ramficatons, and generally actng as f they 
  owned the place!
  None of these thngs would be easy n realty. Even “knghts 
  errant” have homes and famles, property whch they must 
  manage n order to eat, and dutes wthn the socety other 
  than gong about pottng off dragons. “Prests” are usually 
  even more restrcted: there are prayers, studes, rtuals, ad-
  mnstratve work, people to see, and thngs to do. Most of 
  these prosac detals can be glossed over—t s a fantasy after 
  all—but realsm does become a problem when a “prest” shrks 
  hs responsbltes to go off adventurng. The same s true of 
  the “solder” who has a mltary command yet spends hs tme 
  explorng draughty dungeons or out rescung far damsels. 
  Ths s not just a case for gnorng the ntty-grtty for playa-
  blty’s sake; t s flagrant, outrght derelcton of duty! In ths 
  world such a mscreant would be fired or courtmartaled. In 
  less gentle eras he would swng on the gallows.
  Anythng approachng a “realstc” socety can hardly be so 
  unstructured that characters can roster about “adventurng,” 
  cloutng cty guards, offendng the arstocracy, robbng tombs 
  and temples, and amassng great quanttes of wealth wth 
  nary a queston asked. Such actons would receve short shrft 
  ndeed. One has only to glance through any ethnography, any 
  hstory, any descrpton of a real human socety, to realse that 
  ALL socetes have establshed nsttutons to prevent just ths 
  sort of thng: to guard, renforce, and sanctfy “accepted” be-
  havour and to exclude or punsh those on the frnges, the 
  vagabond, the crmnal, the nouveau rche, and the parvenu. 
  Yet sn’t ths knd of “adventurng” just what happens n nov-
  els? Doesn’t t ever happen n real lfe sometmes? Certanly t 
  does. But the real-lfe examples are very rare, perhaps flukes, 
  a matter of beng n the rght place at the rght tme for hs-
  torcal forces to concde. A novel can put forth any premse 
  t’s author wshes. But the very fact that the story s unque 
  enough to be told, the reader recognses that t s not repre-
  sentatve of average or even frequent events n the culture. 
  The beggar becomes a kng, the mghty thewed warror slays 
  all of the baddes and rescues the grl, the lttle peasant boy 
  becomes a great wzard and destroys the tyrant—and they all 
  rde off nto the sunset at the end of the story.
  A fantasy role-playng game s smlar, yet dfferent. Players do 
  take on the personae of mghty thewed heroes and clever wz-
  ards. They start off as nobodes, and f they are lucky enough 
  and smart enough to outwt the referee, they can rse to be-
  come rch and mghty. Ths s perhaps logcal for a novel lke 
  sngle adventure, a unque seres of events n the lves of the 
  protagonsts. But “They lved happly ever after” s not only 
  one of the least lkely statements ever made about real lfe or a 
  story purportng to be “realstc,” t also just does not apply to 
  fantasy role-playng games. Once Our Heroes have explored 
  the dungeon, slan the beastes, and scarfed up the treasure, 
  they must go back to lvng n the culture, and they must also 
  become men and women of affars. There s no socal value 
  o beng an “adventurer.” Real power n any socety s based 
  upon wealth, prestge, famly poston, and n beng the smart-
  est cog n the Establshment’s machne.
  A man may be the best warror n the communty, but f he 
  wants to progress n the socety, he must acheve some ml-
  tary or poltcal poston. He must jon an army, work hs way 
  up through the ranks, flatter hs superors, eat great quanttes 
  of “humble pe,” and wangle promotons when and how he 
  can. The same s true of the prest: beng clever and a wonder-
  ful sorcerer won’t earn hm any browne ponts n the herar-
  chy. He has to stck to hs job, fawn upon hs masters, satsfy 
  the needs of those who have nfluence n the communty, and 
  make sure he holds the correct doctrnes. At the same tme 
  both the solder and the prest have to nsure that they wll 
  stand out from the herd, be clever and yet not too eccentrc, 
  etc. Cardnal Rcheleu dd not rse to hs exalted poston by 
  floutng the Establshment!
  One can really only “adventure” when one s outsde of the 
  socety, a vagabond, a foregner, a “frnge person,” n effect a 
  nobody. The real lfe of such people s not pleasant: who wants 
  to be hungry, ragged, poor? Who wants to hang around scum-
  my taverns n the slums of a cty, fight as a bodyguard, eat 
  nsults from one’s socal “betters,” and suffer all of one’s lfe? 
  Any tme such a person fights back, the socety wll method-
  cally and mpersonally crush hm: the prson, the gallows, or 
  just a quck crack over the head.
  On the other hand, t s equally dull to game the logcal result 
  of socal success. No one would want to play out the long 
  ntervals between a great general’s heroc campagns: the end-
  less bureaucracy, the filng of papers, the organsng of troops, 
  supples, and staffing, the poltckng and the humdrum so-
  cal lfe. The lfe of a hgh prest s even more restrcted: the 
  accountng of tthes, the admnstraton, the petty squabbles 
  wthn the clergy, the worry about findng money for the new 
  annexe to the temple, the prosac dutes of the rtuals, and 
  agan the ntermnable poltckng and borng socal lfe. The 
  same s true of the arstocracy, even dukes and earls and kngs, 
  and for every other socally prestgous class n the culture.
  The soluton I now employ n my own campagns s not en-
  trely satsfactory: snce t s not too much fun to be weak and 
  gnoble, and t s just as tedous to st too hgh n the halls of the 
  mghty, I tend to focus upon the mddle levels: the character’s 
  rse to power. I make t relatvely easy for my players to get out 
  of the slums, acheve a certan amount of wealth, prestge, and 
  poston, and establsh themselves as valued members of soc-
  ety. I make t much more dfficult to rse to the very hgh (and 
  logcally borng) posts wthn the power structure. The most 
  enjoyable part of our campagns s to be had whle characters 
  are stll free enough to “adventure” but not so weak and help-
  less that they have no recourse aganst hostle forces. 
  The problem wth ths s that many players are persstent; they 
  have a strong drve to see ther characters succeed to the hgh-
  est posts, acheve the most unreachable goals, and progress 
  to the very pnnacle of power. No matter what I do, some 
  players are gong to become generals, hgh prests, nobles, or 
  what-have-you. (As a referee, of course, I could easly prevent 
  ths by wheelng out “referee’s specals” to knock them down 
  every tme they got near ths status, but I don’t thnk ths s 
  ether logcal or far.) Perhaps the best soluton s to announce 
  n advance that characters wll be treated lke those n a novel: 
  once the Great Adventure s over, the foe defeated, the maden 
  rescued, and the treasure won, Our Heroes must rde off nto 
  the sunset and “lve happly ever after.” In other words, players 
  must “retre” characters whose dutes and hgh socal postons 
  logcally prevent them from gallvantng off on “adventures.” 
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  It s nce to have the fruts of vctory and the peace to enjoy 
  them—but t s borng to play ths out. A further method can 
  be devsed to allow a player to “look n” upon a former char-
  acter from tme to tme to see how he s progressng. Indeed, 
  f the game scenaro demands that the character reappear, 
  he can be brought back to do so. The Great Patrarch of the 
  temple can be summoned forth to deal wth some new and 
  horrendous sorcerous threat to the prosperty of the Empre. 
  The Hgh General can take command of all the legons when 
  a neghborng naton launches an nvason, etc. These char-
  acters can be played ether by the referee or by the orgnal 
  player. (It s rather strange and amusng to magne one’s new 
  character servng as a prvate n an army commanded by one’s 
  old character! The mght commander could glance down the 
  lnes of marchng, dusty troops, sngle out a young face for a 
  moment, and muse, “What a curous sensaton; once I must 
  have been lke that boy there...”)
  Let me now sum up the steps I see as necessary for the crea-
  ton of a “relgon” for a fantasy role-playng world. 
   
  (1) Establsh the ecology and economy of the regon and n 
  partcular the socety n whch the relgon s practsed.
   
  (2) Work out the world-vew of the culture: ts atttudes to-
  wards lfe, death, rght and wrong, success and falure, 
  final goals—as much as possble.
   
  (3) Develop the culture’s concepton of the “Supernatu-
  ral”: why t exsts, how t works, what sort of enttes t 
  postulates, and what nfluences t has over men’s lves.
   
  (4) Buld up the detals of the pantheon and mythology (f 
  these exst), fittng them nto the ecologcal and eco-
  nomc structure. 
   
  (5) If the socety s “phlosophcal” n nature, the overall 
  premses of ts system must be stated. The same ap-
  ples f t s essentally a “mythcal” or “materalstc” 
  culture. These features must be ted nto the holstc 
  worldvew and wth belefs about the “Supernatural.”
   
  (6) Outlne the central relgous doctrnes: those relatng to 
  lfe after death, morals and ethcs, warfare and socetal-
  ly approved volence, magc and sorcery, the rewards 
  and punshments expected from the gods, methods of 
  obtanng “Supernatural” power, etc.
   
  (7) Gven some basc theologcal poston statements, one 
  can now elaborate upon the physcal manfestatons of 
  the “relgon”: the rtuals, the costumes, the archtec-
  ture of the temples, the mages, the herarchy of the 
  presthood, taboos and customs, church hstory, scrp-
  tures and sacred objects—a whole host of thngs. Many 
  of these trats wll n turn relate to other features: e.g. 
  a calendar, astronomy, astrology and numerology, tth-
  ng systems, class and caste, plantng and harvests, and 
  so forth.
   
  (8) If there s more than one relgon (or sect) n the soc-
  ety—and ths s often true of socetes upon ths plan-
  et—then one must return to (4)—or even to (2) and 
  (3)—above and start over. 
   
  (9) Dfferences wthn each relgon or sect must be added: 
  sub-sects, doctrnal dsputes or hereses, conservatves 
  and lberals, prophets and reformers, secret socetes 
  and the lke. Not only does ths add depth and rch-
  ness, t also provdes opportuntes for adventure and 
  the development of nterestng scenaros. 
   (10) Any “algnments” or groupng of sects must be thor-
  oughly thought through. Is there some Great Prncple 
  whch transcends even the gods (and f so, from whence 
  does t stem)? Or are these allances and constellatons 
  temporary, perhaps based upon the exgences of pol-
  tcs and self nterest? The socetal mplcatons of hav-
  ng two or more antthetcal “algnments” operatve n 
  the same socety at the same tme must be worked out, 
  explaned and balanced.
   (11) Turnng to strctly gamng matters, f the gods of the 
  fantasy creatons are assumed to be real and mmnent, 
  and f they play actve parts n the character’s lves, then 
  one must provde the players wth the detals of ther 
  demands, lkes, dslkes, and especally the rewards and 
  punshments whch can be expected from them. 
   (12) The nature, use and socal ramficatons of “magc” 
  must smlarly be detaled for those playng n the 
  campagn. How does “sorcery” work? What can t do? 
  What s the socal and poltcal poston of the sorcerer 
  wthn the culture?
   (13) The problem of “ndvdual ndependence” for player 
  characters affects prests and warrors alke—anybody, 
  n fact, who desres to acheve recognton and status 
  wthn the culture. One can desgn a very loosely struc-
  tured socety, or one can gnore the whole ssue and 
  say, “It s a game.” Nether of these vews s very sat-
  sfactory. It seems better to buld methods of dealng 
  wth ths problem nto the rules themselves, as sug-
  gested above. 
  As a final example, let me suggest how a partcularly knotty 
  “Supernatural” problem mght be “explaned” through a more 
  detaled world-vew and a set of theologcal-supernatural as-
  sumptons. Suppose that a desgner wants to use the game de-
  vce of “ntellgent” weapons n hs campagn: swords, maces, 
  etc. whch have ntellects, egos, and even magcal spells all 
  ther own. Dependng upon hs ntal basc premses, ths fea-
  ture can be made to fit nto the system wthout dfficulty. Let 
  us look at a few examples of “worldvew models”:
   
  (1) Model A postulates natural “Mana”: a tool or weapon 
  used for centures by a successon of powerful per-
  sons develops an nnate potency all t’s own. The most 
  mght of these become “bengs” n ther own rght and 
  manfest behavour comprehensble to humans as “per-
  sonaltes.”
   
  (2) Model B holds that the sprts of the dead reman n ths 
  world after death, stayng n close proxmty to objects 
  whch they valued n lfe. The weapon s thus nhabted 
  by a powerful personal “ghost.” 
   
  (3) Model C has no “Mana” and no “ghosts,” but t assumes 
  the exstence of nonhuman races, some of whch dwell 
  n specfic locales (e.g. water pxes, tree dryads). A 
  “sword person” now becomes no more than a speces 
  of enttes whch makes t’s home n steel weapons, per-
  haps ganng sustenance from the blood of the weap-
  on’s vctms.
   
  (4) Model D exhbts a complex pantheon of greater and 
  lesser detes, supernatural mnor races (“angels” and 
  “demons,” etc.); all one needs s a magc system whch 
  CReATe A ReLIGION IN YOUR SPARe TIMe FOR FUN AND PROFIT
  APPeNDIX A
  
  340
  can mprson a lesser entty wthn a weapon and keep 
  hm there.
   
  (5) Model E presents two great antthetcal Prncples. 
  These appear to manknd as personalsed, mmnent 
  “gods.” In ther eternal war aganst one another, each 
  Prncple has drectly created powerful nstruments to 
  ad ts supporters n ths plan. These tools and weap-
  ons have been gven “personae” n order to make them 
  mmedately ntellgble to the lesser races for whom 
  they are ntended, and they are keyed to react hostlely 
  f used by a follower of the opposte Prncple. (One 
  ramficaton of ths mght be that there are weapons at-
  tuned only to manknd, others only to dwarves or trolls 
  or what-have-you, and stll others made to be used by 
  other supernatural sub-enttes. Characters would then 
  have to be extremely careful of handlng strange weap-
  ons!)
   
  (6) Model F dsplays none of the above. In ths world “mag-
  c” s a natural force wth ts own laws. There are no 
  “real” supernatural bengs, and lfe after death s only 
  assumed but not demonstrable. An advanced sorcerer 
  can transfer the personalty patterns of a lvng beng 
  nto certan substances, however, through the use of 
  hs magcal “scence.”
   
  (7) Model G s smlar to the foregong except more “sc-
  ence-ficton-y”: there s now no magc and no “real” 
  supernatural. The same effect can be obtaned, never-
  theless, through pseudo-scentfic “explanatons”: elec-
  tronc crcutry, gadgets, and “Scence.”
   
  (8) Model H s the least tractable of all. It postulates an 
  omnpotent, omnscent God who s nnately “Good” 
  (whatever that means from one place and tme n hs-
  tory to another?). The very exstence of “Evl” n such 
  a unverse s unexplanable, much less the need for 
  “ntellgent” weapons and other brc-a-brac. If God s 
  “Good,” why does he permt “Evl” to exst and oppose 
  Hm? One can argue that God created “Evl” to “test” 
  manknd (a thoroughly anthropocentrc noton), or one 
  can beg the queston and say that the purposes of the 
  Almghty are unknowable and nscrutable to us, Hs 
  lmted creatons. If God s all-powerful and all-know-
  ng, He must know how the results of hs “test” wll 
  come out—and so forth. The mportant pont relevant 
  to our problem s that f man has drect, hot-lne access 
  to God through prayer—and f God s “Good” (.e. on 
  manknd’s sde essentally)—then what need s there of 
  physcal devces: weapons, crucfixes, talsmans, holy 
  water, and the lke? On ths one I pass. Go ask your 
  frendly neghborhood theologan.
  To sum up, I cannot conceve of an ancent, classcal, med-
  aeval, or “legendary” world wthout some form of organsed 
  relgon. The premses, structures, and manfestatons of ths 
  have to be bult nto a novel and especally nto a roleplay-
  ng campagn (n whch your characters ask rude questons). I 
  tend to favor complex and “realstc” creatons—those whch 
  explot the possbltes of ther ntal “fantasy” premses to 
  the full and whch treat the “realstc” parts of ther mythos 
  realstcally. If there are bows and arrows, I expect the author 
  to speak “realstcally” of ranges, penetraton, and other mat-
  ters pertanng to archery. If there are horses, I expect the 
  desgner to keep wthn the laws of possblty for ther gats, 
  endurance, and abltes. If there are men, then I want to see 
  them descrbed n understandable terms, wth socetes whch 
  reflect the prncples of economcs, anthropology, socology, 
  and hstory. “Relgon,” n some form or another, s so central 
  to the lves of most human bengs that t cannot be omtted, 
  mnmsed, or gnored. If the author or game desgner has “hu-
  man” characters, then they almost certanly wll have one or 
  another dentfiable form of “relgon,” dependng upon ther 
  envronment, ecology, and other cultural factors. I do not mnd 
  the nserton of “fantastc” bengs, events, or phenomena. I 
  only ask—for myself, and not demandng that all readers and 
  gamers agree wth me—that once the “fantastc” premses 
  are gven, the rest of the creaton flow logcally and ntellg-
  bly from t. I am ntolerant of oversmplficaton, hack work, 
  and easy rp-offs from tradtonal faths or legendary sources. 
  The more depth, structure, and rchness there are—and the 
  more of the desgner’s magnaton, orgnalty, and persp-
  raton—the more I wll find enjoyable n hs “world.” Ths s 
  what makes Prof. J. R. R. Tolken great; the tapestry of hs 
  mythos s so fantastcally detaled as to provde me wth food 
  for thought for years to come. On the other hand—and here 
  I verge upon heresy—I find too lttle “organsed” relgon n 
  the good professor’s world for my tastes. I just cannot beleve 
  that humans at the technologcal-economc level he postulates 
  are gong to dsplay so lttle dentfiable “relgous” behavour. 
  I am no expert on Prof. Tolken’s works, and perhaps some 
  scholarly reader can pont me to a menton of a human prest, 
  relgous herarchy, or the phenomena assocated wth a for-
  malsed, nsttutonalsed relgon anywhere n these books. I 
  cannot recall seeng anythng very definte along these lnes. I 
  would have been happy to see a lot more snce I prefer my hu-
  mans “realstc” f they are supposed to be “human.” Naturally, 
  one can make any assumptons one lkes for the nonhumans; 
  they are “fantasy,” and ther socetes can be anythng the au-
  thor desres. 
  All through ths artcle t s understood that I am addressng the 
  desgners and players of fantasy role-playng games for adults. 
  Such games can be excellent teachng devces for chldren, 
  and t s obvous that products meant for younger players must 
  smplfy the “realtes,” make the world a lttle more clearly 
  dentfiable black and whte, and gnore the ntrcaces. My re-
  marks here are meant for those who are nterested n more 
  elaborate smulatons.
  Unfortunately, “realsm” goes only as far as our own specal-
  sed fields of knowledge. I stll cannot get my great flyng crea-
  tures to obey the laws of aerodynamcs. Nor can I explan how 
  the nhabtants of my “dungeons” manage to dwell n such 
  harmony wth one another wthout any vsble means of suste-
  nance except the odd party of player characters whch chances 
  ther way. For some, t has been a long tme between snacks. I 
  hope to see what others have thought of these and many more 
  problems. That s what makes a forum for deas so useful to all 
  of us. It s pleasant to be able to lay asde the endless detals, 
  elaboratons, and superstructures upon superstructures of the 
  “house” gamng magaznes and consder some of our basc as-
  sumptons, We’ll all probably create and play better for t.
  Curious about Tékumel? Check out the official website at 
  www.tekumel.com
  Copyright M.A.R. Barker 1980, 2004  
  (Used with permission.)
  APPeNDIX A
  CReATe A ReLIGION IN YOUR SPARe TIMe FOR FUN AND PROFIT
  
  341
  Edgar Rce Burroughs’ Martan tales portrayed relgous figures 
  as frauds and schemng poltcal leaders, not ordnary mortals 
  touched by the dvne and capable of mraculous wonders.
  “The whole fabric of our religion is based upon superstitious 
  belief in lies that have been foisted upon us for ages by those 
  directly above us, to whose personal profit and aggrandize-
  ment it was to have us continue to believe as they wished us 
  to believe. I am ready to cast off the ties that bind me. I am 
  ready to defy Issus herself, but what will it avail us?” (GM, X)
  Despte the lack of legtmate prests and wonder-workers n the 
  source materal, most fantastcal roleplayng systems rely on 
  those character types and ther presence s expected. Further-
  more, Burroughs’ novels are not lackng n wondrous, spell-lke 
  occurrences. Ths chapter s ntended to assst the game mas-
  ter caught “between the wild thoat of certainty and the mad 
  zitidar of fact” (GM, III) by ntroducng methods to resolve ths 
  conflct between player expectatons and the source materal, as 
  well as provdng rules for adjudcatng supernatural effects.
  Magical Barsoom
  The referee has several optons f he wshes to expand upon 
  the Martan tales and nclude magcal phenomena n the game. 
  He s free to use all, some, or none of the suggestons below.
  1) Allow individual spells to select characters: Spells 
  are not magcal effects, but the product of exceptonal 
  mental prowess. Many telepaths exst on Mars; that a 
  select few are able to create wondrous phenomena by 
  thought alone s plausble. In ths case, the prest’s or 
  parapsychologst’s power comes from wthn. Ths s 
  the best opton for DMs wshng to keep relgon a su-
  perstton n ther games.
  2) Religious Revival: Followng the death of Issus, a 
  new sprtual age arses on Barsoom as Martans of all 
  colors return to the nearly forgotten detes worshped 
  by ther ancestors. Ths opton mght serve as the plot 
  of several game sessons where the characters seek out 
  lost temples n runed ctes to recover relgous texts, 
  cons, and other temple goods now n demand. 
  3) Priests of specific origin: Although the cult of Issus 
  s revealed to be fraudulent, ths need not be the case 
  of all relgons. In ancent (CM, VII), solated, or exotc 
  populatons, true gods are worshped that grant ther 
  devotees specal powers. All prest characters must 
  orgnate from one of these places or groups, and may 
  face persecuton outsde ther small enclaves f they do 
  not keep ther belefs and orgns secret.
  Barsoomian Pantheon
  The followng seven detes are provded as suggestons for 
  the GM lookng to ncorporate true gods n ther game. Whle 
  these detes do not appear n the source materal, they are n-
  spred by t and would not be out of place on the Red Planet.
  Barsia s the goddess of lfe and healng, responsble for all lv-
  ng thngs on Barsoom. Once she was the Tree of Lfe, but her 
  essence spread out across the world upon ts death. From the 
  smallest patch of ochre moss to the greatest ztdar, Barsa dwells 
  n all thngs. Her symbol s a lavender dsc and her presthood 
  s entrely female. Her temples are adorned wth growng plants 
  and freely-roamng anmals—even fierce ones —that obey the 
  prestesses’ calls. Her spheres are Healng and Lfe. Prests of 
  Barsa may use any weapon when battlng undead creatures 
  and ncrease ther Charsma score by one at 5th level. 
  Orjadass s the goddess of water, dreams, and the mnd. Al-
  though once a major power, her presence has waned wth the 
  vanshng oceans of Barsoom. Orjadass’ servants are much 
  dmnshed and nclude the few salors on the south polar sea, 
  GODS OF BARSOOM
  APPeNDIX B
  APPENDIX B
  Gods of Barsoom
  & Michael Curtis F James Allen St. John
  
  342
  those dyng of thrst on the dry sea beds, and a small cadre 
  of savants dedcated to unlockng the mysteres of the mnd. 
  Her temples are small, smple affars, but always have access 
  to a subterranean stream. Orjadass s venerated on Moonday 
  and her symbol s a par of mated nterlocked slver dscs. Her 
  spheres are Water and Thought. Prests of Orjadass can de-
  tect fresh water wthn 10 ads*; they also gan +1 to Wsdom 
  at 5th level.
  Taredak s the god of war and honor. He s one of the most 
  revered detes on the Red Planet, eclpsed by Barsa only 
  slghtly. Taredak s depcted as a perfect physcal specmen 
  of hs worshppers’ speces—handsome, physcally mposng, 
  dressed n battle regala, and wth proud, heroc features. He 
  s honored on Thansday and before any battle. Hs symbol s 
  the stylzed renderng of an ancent short sword. Taredak’s 
  spheres are Combat and any elemental spell (Fre, Water, 
  Earth or Ar) that nflcts damage. Prests of Taredak may use 
  spears or short-swords and gan +1 to Strength at 5th level.
  Daarlot s the god of ar, storms, and the ravages of tme. 
  Daarlot manfests hmself n the horrble sroccos and cyclonc 
  storms that race across the Barsooman landscape, tearng 
  down mountans, erodng ctes, and wreckng flyers. He s 
  honored on Wndsday and durng tempests, and s consd-
  ered the patron of flyer crews. Temples to Daarlot were once 
  commonplace n the cty of Hastor. Daarlot’s symbol s a two-
  headed malagor, the great brd of Barsoom. Hs spheres are 
  Ar and Sound. Daarlot’s prests may use javelns and ncrease 
  Dexterty +1 at 5th level.
  Zeddagim s the god of earth, the home, and protecton. He 
  appears as a ttanc calot seemngly hewn from lvng stone of 
  crmson and ochre coloraton. Zeddagm’s day s Hearthsday 
  and hs symbol s a damond-shaped stone edged n steel. Hs 
  temples are small, blocky affars, and he s most often worsh-
  ped at a small household shrne located near the center of the 
  home. Zeddagm’s spheres are Earth and Defense. Hs prests 
  gan +1 to Conststuton at 5th level.
  Aranth s the goddess of fire, passon, and knowledge. She 
  appears as a lvng column of orange flame wth scorchng 
  whte eyes and subtle humanod curves. Aranth represents 
  the destructve and cvlzng power that both knowledge and 
  fire brng. Her temples are always found near centers of learn-
  ng and contan eternal flames tended by her prests. Aranth 
  s honored on Freday and her symbol s a flame-rmmed tr-
  angle. Her spheres are Fre and Knowledge. Prests of Aranth 
  may use bows and gan +1 to Intellgence at 5th level.
  Ulth s the god of gnoble death and calamty, and s the 
  closest entty to a satanc figure n the Barsooman pantheon. 
  Hs cult s entrely subterranean and shrouded n layers of 
  secrecy. Hs color s purple and he s portrayed as a skeletal 
  Green Martan clad n bural wrappngs. Hs apponted day 
  s Starday. Hs spheres are Magc and Necromancy. Ulth has 
  few prests, but those that do honor hm may use axes or 
  scythes and ncrease ther Sze +1 at 5th level.
  * 9.75 earth feet.
  Priest Spell Progression
  The number of spells each prest knows per level of exper-
  ence s lsted on the tables below. The DM and players should 
  collaborate to create further spells or spells greater than 4th 
  level n power.
   
   
  Exp. 
  Hit 
    Spell Level 
  Level 
  Points 
  Dice 
  1 
  2 
  3 
  4 
  5
   
  1 
  0 
  1d6 
  – 
  – 
  – 
  – 
  –
   
  2 
  1,565 
  2d6 
  1 
  – 
  – 
  – 
  –
   
  3 
  3,125 
  3d6 
  3 
  – 
  – 
  – 
  –
   
  4 
  6,251 
  4d6 
  3 
  2 
  – 
  – 
  –
   
  5 
  12,501 
  5d6 
  4 
  3 
  – 
  – 
  –
   
  6 
  25,001 
  6d6 
  4 
  3 
  2 
  – 
  –
   
  7 
  50,001 
  7d6 
  4 
  4 
  3 
  – 
  –
   
  8 
  100,001 
  8d6 
  4 
  4 
  3 
  2 
  –
   
  9 
  220,001 
  9d6 
  4 
  4 
  4 
  3 
  –
   10 
  300,001 
  +1hp only* 
  4 
  4 
  4 
  3 
  2
  * Constitution modifiers no longer apply.
  Priest Spell List
  For spells noted wth an astersk (*) please see the Spells 
  secton of ths book. Otherwse, the spells lsted below wll 
  be as the spell of the same name from the Labyrinth Lord: 
  Advanced Edition Companion.
  First Level Spells
   1. Bless
   2. Command
   3. Complete Focus*
   4. Cure Lght Wounds
   5. Detect Undead*
   6. Endure Elementals*
   7. Hold Portal 
   8. Lght
   9. Mendng
   10. Remove Fear
   11. Sheld of Fath
   12. Skulk*
  Second Level Spells
   1. Cradle of Daarlot*
   2. Cure Serous Wounds
   3. Detect Evl
   4. Fnd Traps
   5. Haste
   6. Hold Person
   7. Mght of the Whte Ape*
   8. Phantom Bowmen*
   9. Shatter
   10. Slence
   11. Speak wth Anmals
   12. Sprtual Weapon*
  Third Level Spells
   1. Anmate Dead
   2. Call Lghtnng 
   3. Call Thoat*
   4. Cure Crtcal Wounds
   5. Cure Dsease  
   6. Feast*
   7. Flamng Pllar*
    8. Helmet of Salvaton* 
   9. Insect Swarm
   10. See Afar*
   11. Speak wth Dead
   12. Water Breathng
  Fourth Level Spells
   1. Blght*
   2. Consecrate*
   3. Dsmssal*
   4. Ethereal Walk*
   5. Fearful Aura* 
   6. Ghostly Glory  
    of Barsoom
   7. Message
    8. Neutralze Poson
   9. Rencarnate
   10. Remove Curse
   11. Restoraton
   12. Spell Aegs*
  APPeNDIX B
  GODS OF BARSOOM
  
  343
  CONTENTS
  A. TABLES
  A1. d30 Table of Jale God Feast Days
  A2. d30 Table: Cacophones  
   
  Composed by the Jale God’s Ppe
  A3. Table of Quests Requred of the  
   
  Wakers of the Jale God
  A4. Sde Effects of a Vson from the Jale God
  A5. 8 Colors Beyond Human Ken
  B. INVOCATIONS & FOLK BELIEFS
  B1. 8 Translated Chants to the Jale God
  B2. The Putrefacton of the Jale God
  B3. 8 Evocatons of the Jale God
  B4. 6 Folk Belefs to Invoke the Jale God
  B5. 6 Invocatons of the Jale God  
  Translated from Cursed Scrolls
  C. TALES OF THE JALE GOD
  C1. 3 Short Tales of the Jale God
  C2. Shelter from the Storm
  C3. The Jale God’s Dream
  C4. A Vst from the Jale God
  C5. The Jale God Hunts
  C6. The Dead Kng’s Ransom
  C7. 2 Tales of the Jale God
  D. TALES OF SERVANTS OF THE JALE GOD
  D1. 3 Old Stores of Followers of the Jale God 
  - Hldagrum the Blndress 
  - Nurvoc 
  - Fladehem the Reluctant
  D2. The Healed Wound
  D3. A Tale of a Jale God Cultst
  D4. The Beloved Servant
  D5. The Fresde Vstor
  D6. The Farmer from Knbrect
  D7. The 2 Men of Gorsham
  D8. The Man Who Would Not Rest
  A. Tables
  A1: d30 TABLE OF JALE GOD FEAST DAYS
   
  1 The Aphotc Defilement
   
  2 The Arcane Obscenty of Ryal’a
   
  3 The Blasphemy of Malce
   
  4 The Breakng of the Prncess
   
  5 The Campagn of Bloody Daggers
   
  6 The Carnal Rendton
   
  7 The Crmson Anathema
   
  8 The Cruel Volaton
   
  9 The Dagger Wars Remembrance
   10 The Dark Moon Festval
   11 The Day of Gmlnch’s Defilement
   12 The Day of Putrefacton
   13 The Dedcaton of the Heavens
   14 The Demonc Run
   15 The Dsmal Nght
   16 The Dusk of Unspoolng Blades
   17 The Fall of the Kndred Wyrm
   18 The Feast of Vels
   19 The Festval of Allegance
   20 The Great Unyawnng
   21 The Gruesome Desecraton
   22 The Hostng of the Gblets
   23 The Invocaton of Yegsh
   24 The Nghtfall of Welcomng
   25 The Obscenty of Wounds
   26 The Sege of Blackswamp Stronghold
   27 The Sunless Maledcton
   28 The Tournament of Curses
   29 The Treacherous Obscenty
   30 The Woeful Rtual of Clapatrus
  A2: d30 TABLE OF CACOPHONIES  
  COMPOSED BY THE JALE GOD’S PIPE
   
  1 All the Starcases
   
  2 At the Clffs of Soltude
   
  3 Bane of the Boon
   
  4 Burn the Goat
   
  5 Busty Samantha
   
  6 Colorful Nothngness
   
  7 Cult of the Carnval Grave
  LeGeNDS & LORe OF THe JALe GOD
  APPeNDIX C
  APPENDIX C
  Legends & Lore of the Jale God
  & Matthew W. Schmeeer
  
  344
   
  8 Drty Mother
   
  9 Dread Wthout Cease
   10 Embrace the Agle Azmuth
   11 Gultmonger
   12 Here Once Pale Hastur Slept
   13 Industrous Parah
   14 Jewels of the Crmson Mother
   15 Love Song of the Yellow Kng
   16 Malevolence of Power
   17 Martyr of Impurty
   18 Negatve Tendons
   19 Obstreperous Parah
   20 On the Streets of Far Yhtll
   21 Passon for the Autumnal
   22 Passve Cadavers n My Dreams
   23 Perseverng Excrement
   24 Realty Molester
   25 Rdng the Alchemy Horse
   26 Sea of Brutal Bleakness
   27 Sucde Campagn
   28 The Echong Hag
   29 The Spurnng Knfe
   30 Who Wears the Palld Mask
  A3: d20 TABLE OF QUESTS REQUIRED  
  OF THE WAKERS OF THE JALE GOD
   
  1 Pursue a pantng that alludes to a breezeblock bear’s 
  body n a market fare.
   
  2 Construct an apron deal for departng an magnary 
  demon.
   
  3 Te a final sprng green-colored steel bar to a drunken 
  burly wood gopher.
   
  4 Repeatedly sketch noses and ragbags, about as long as 
  an average calf, untl the day after a new kng’s crow-
  ng, n a 75 centmeter by 100 centmeter wall space.
   
  5 Create a drawng focused on a rectangle on the under-
  sde of a tavern table.
   
  6 Collect seven lymphatc systems. Put them on a slver 
  tray that has been panted blue-volet, snow, and 
  dark gray. Get nne drawngs of glands. Place them 
  on a copper tray that has been panted dark gray, 
  slate gray, and blue-volet. Feed the offerngs to three 
  blessed goats on a hgh holy day. Slaughter the goats 
  and eat ther lvers.
   
  7 Pay a doxy to nstruct nne day dreamers to copy 
  horns and thumbs, of any length, untl someone mar-
  res the doxy and destroys the copes.
   
  8 Wrte the words ‘a blob of pne n a clear resn block’ 
  on a skunk sleepng on a field of butterfles shaped lke 
  a swallow.
   
  9 Collect nne dfferent knds of pancreas; make a pant-
  ng of a bg trout feedng your chldren the lver of a 
  spotted calf. Swallow a frost gant’s kdney stone on a 
  moonless nght.
   10 Construct and burn an effigy of a lfe of  
  quet desperaton.
   11 Consume a tny green pepper, a rancd noodle dsh, 
  and one pancake.
   12 Develop congental gallstones by gettng your har cut.
   13 Rub walnuts on a rabd owlbear’s scent gland.
   14 Gve a lecture on the role of athesm n hagography 
  for an hour every day. Ask the audence to jon you n 
  the bathtub. Suggested ttle of lecture: “The Vultures 
  of Heretcal Creep”.
   15 Draw a cartoon of an opossum wearng a green par 
  of pants borrowed from a rabbt. A gray graffe should 
  lust n the dstance under a wheat beam sky.
   16 Rent out a museum. Pay a warder to repne n a gar-
  bage bag full of whpped cream as long as anyone s n 
  the gallery untl someone buys the nstallaton.
   17 Cover a wall wth lve swans. Perce them wth wre 
  and puke forks to create the shape of a wolf. Keep 
  your ears unclogged.
   18 Buld a telescope from lantern ol and pretzels.  
  Usng thstle nk, tattoo a sketch of the horzon on  
  a beggar’s scalp.
   19 Ol a lotus knfe wth volet mlk.
   20 Slaughter a coop of mdnght hens wth a baguette  
  of candlewax and glass.
  A4: SIDE EFFECTS OF A VISION  
  FROM THE JALE GOD
  Recevng a message from the Jale God s a horrble and 
  humblng experence. Humanod mnds cannot deal wth the 
  extreme psonc pressures of such a vst and must purge the 
  stress n some physcal form.
  Roll 2d6: One for the man sde effects table and one for the 
  approprate subtable. 
  All effects last for 1d8 days and cause –2 to all Dexterty & 
  Consttuton checks plus loss of –3 hp per day (recoverable).
  SIDE EFFECTS MAIN TABLE (1d6)
   
  1 
  Obsessve Consumpton of Non-food Item  
  (see Subtable 1)
   
  2 
  Full Body Rash (See Subtable 2)
   
  3 
  Warts (see Subtable 3)
   
  4 
  Foot dsease (see Subtable 4)
   
  5 
  Hand dsorder (see Subtable 5)
   
  6 
  Vson dsorder (see Subtable 6)
  SUBTABLE 1 (1d6)
  Cravings must be satisfied at all costs.
   
  1 
  Coprophagy (consumpton of feces)
   
  2 
  Geophagy (consumpton of sol, clay, or chalk)
   
  3 
  Hyalophaga (consumpton of glass)
   
  4 
  Trchophaga (consumpton of har or wool)
   
  5 
  Urophaga (consumpton of urne)
   
  6 
  Xylophaga (consumpton of wood or paper)
  APPeNDIX C
  LeGeNDS & LORe OF THe JALe GOD
  
  345
  SUBTABLE 2 (1d6)
  All rashes itch like hell.
   
  1 
  Full-body acne
   
  2 
  Bols
   
  3 
  Hves
   
  4 
  Psorass
   
  5 
  Dsfigurng skn tags
   
  6 
  Weepng cysts
  SUBTABLE 3 (1d6)
  All warts are disfiguring and itchy as all get out.
   
  1 
  Gental warts
   
  2 
  Perungual warts (affects finger & toe nals)
   
  3 
  Normal, rased warts all over body
   
  4 
  Flform warts (on/around eyelds)
   
  5 
  Butcher’s warts (covers hands)
   
  6 
  Mosac plantar warts (covers soles & palms)
  SUBTABLE 4 (1d6)
  May affect ability to walk/run.
   
  1 
  Corns
   
  2 
  Bunons 
   
  3 
  Rngworm
   
  4 
  Trench foot
   
  5 
  Chlblans
   
  6 
  Gout
  SUBTABLE 5 (1d6)
  Hand disorders may affect ability to hold & use items.
   
  1 
  Arthrts
   
  2 
  Tendnts
   
  3 
  Tremors
   
  4 
  3 fingers on each hand fused
   
  5 
  Nal loss
   
  6 
  Fused wrst bones (nablty to flex/rotate wrsts)
  SUBTABLE 6 (1d6)
   
  1 
  Sngle eye blndness (flp a con)
   
  2 
  1d20 weepng styes
   
  3 
  Nghtblndness (cannot see n dark)
   
  4 
  Dayblndness (cannot see n lght) 
   
  5 
  Contnuous runnng tears
   
  6 
  Can now see colors beyond normal percepton 
  (nfrared, black lght, etc.)
  A5: 8 COLORS BEYOND HUMAN KEN
   
  1 
  Viledusk: A lonelness, a longng, a leechng. It 
  absorbs what t obscures, refracts what s revealed.
   
  2 
  Grüt: A decayed cloyng, a thnnng, a lqud 
  lucdty. It provdes a pale plastcty that revolts as t 
  delghts.
   
  3 
  Infraine: A gvng, a blss, a breakng away,  
  as a body drftng across a peppered sea.  
  An ndfference that strangles wthout suffocaton 
  arses n ts wake.
   
  4 
  Schklor: Thck, brny, a parchment of blghted 
  film. It presents a presumpton of expectaton 
  behnd a façade of shmmerng heat.
   
  5 
  Chklor: A reelng-rpe deformty, a smokng 
  alenaton, a celestal agtaton. Whatever s unborn 
  wll manfest whenever t arrves.
   
  6 
  Klor: A callous exhbtonsm, a sweatng crow, 
  an amorphous slence unbound. A commtment to 
  nspd calm follows ts leavng.
   
  7 
  Lor: A complete weary, a symbolc cherrness, the 
  tang of a storm assured. A frenzy of omnpresent 
  breakfasts ensues n ts arrval.
   
  8 
  K’pha’l: Brches gather n abnormal pronounce-
  ments. Escapsm staggers glorous mnds.
  B. Invocations & Folk Beliefs
  B1: 8 TRANSLATED CHANTS TO THE JALE GOD
  1 Desolaton, love, death: 
  Rough, dead gulls above a storm.
  2 Remember the old ways! 
  Do not wander a garden path; 
  All flowers are faceless, dusty doors.
  3 Evl and flyng n the sea, 
  Hummng wtches wthn the mst 
  battle angry ghouls about the shadows. 
  Alas, alack! The devl contnues, 
  Angry beyond the dreamscape. 
  The day s green among the bullsht; 
  Be watchful. A broken promse 
  Remembers old tmes.
  4 Black monsoon drums; 
  the herd, the bones!
  5 She hears each hs les 
  Coalesce/evaporate 
  Hs false shadow, panted skn
  6 Slender beams of lght enter 
  Ths darkened chamber, 
  Always lost, always lost, 
  Always frozen here, 
  Watng.
   
  Forms wrought n panes of glass loom 
  As dust dances n ar, 
  Searng a secret skn.
   
  A rock gnome’s face 
  Rals aganst 
  An mpassve truth.
  7 We each cut feasts 
  Even through absence; 
  Beauty s but a le: 
  Black mpars hm not.
  8 The eroson of everythng alabaster: 
  Clutter of green leaves, 
  Crrus of nebulae, 
  Jets of gas aflame, 
  Flower petals— 
  Formless scud feathers formless sky.
  LeGeNDS & LORe OF THe JALe GOD
  APPeNDIX C
  
  346
  B2. THE PUTREFACTION OF THE JALE GOD
  Among the rude folk of the mountanous regons, the festval of 
  the Putrefacton of the Jale God s the prmary celebraton of 
  the summer months. In some vllages, the festval takes place 
  near the summer solstce, n others on the last new moon of 
  the season, and n others stll on the first full moon.
  On the eve of the festval, a stout young rowan tree s cut down, 
  adorned wth trnkets and garlands, and set nto the earth.
  On the first mornng of the festval, chldless women place a 
  garment under the tree or on ts branches and eat of the tree’s 
  frut; on the second mornng, f they find blood on ther gar-
  ments they know they wll reman chldless for another year.
  The sck, aged, and dyng go to the tree n the mornng on the 
  second day, place ther hands on the tree and crcle around t 
  four tmes whle sngng “You wll soon de but we wll lve” and 
  then eat of the leaves. If they are stll alve on the thrd morn-
  ng, they know they wll lve another year.
  The man rte occurs on the thrd mornng: young men go to 
  the tree and spll ther seed on the ground at ts base. One 
  man, called the Watcher, dressed from top to bottom n ran-
  cd rags and the untanned hdes of anmals sacrficed durng 
  the festval, throws handfuls of drt at the other young men, 
  so they remember they wll soon return to the earth. Then 
  the Watcher takes seven ron nals whch have been layng n 
  the mlk of a pregnant cow for seven days and seven nghts 
  and hammers three of them nto the rowan; the other four he 
  hammers through hs feet and nto the earth. The men of the 
  vllage then pull the nals from the rowan and bury them n an 
  unmarked grave, coverng them wth drt collected from the 
  ground around the tree. Then the Watcher removes the nals 
  from hs feet and slaughters a young goat; he places the nals 
  nsde ts belly, lashes t to the rowan, and sets both aflame. 
  Fnally, the men of the vllage beat the Watcher wth stones 
  and branches, drvng hm out of the vllage; he must sleep 
  wth the beasts n the field for two evenngs before returnng 
  to hs home.
  In ths way the vllagers amuse the Jale God and avod hs gaze 
  for another year.
  B3: 8 EVOCATIONS OF THE JALE GOD
  1 You are the blnd corrdor, the cauton’s terror  
  a future verged contracted beyond pan.  
  Double endless behnd desgn, a brllant  
  chld raftng, stumblng between a gft and work; 
  take these chans and trbute shall rush 
  Justfy me, vanshng wthn the whale of ths day 
  and convulse me wth your delght whose fabrc 
  unweaves the world.
  2 Sng, and I jump by a rose. Have you produced 
  passenger-speakng darkness? Between Hell 
  and the dscovery of dalect, betrayal s the handle 
  whose cash seemed to close; the leaves who paused 
  cannot stretch nsde the cask. 
  Aganst ths country the great son s lke a father; 
  f we aucton ths, the groundhog s the maxmum 
  below an orbt across a meal’s contnent who 
  needs to remove pupls.
  3 The blanket saved someone. 
  Your unconquerable passage can’t convey ths.
  4 Voluntary chaos whose day should arse must ncrease 
  along vewng. The vllage whose surprse worred the 
  dyng cow. A conscousness and alttude moved after a 
  flash fell at your feet; bographes lke twelve vaults lved n 
  mold, and the cellar had flooded. A wound: eternty that 
  no ndependent mpresson formed. Why was I crclng  
  between an expected song and these detes? Your stone 
  abode has forgven escape.
  5 What do the eggs carry?
  6 Ran s panckng a nerve;  
   
  seven contnual waves gan frut. 
  Seven testmones are three tactcs  
   
  whose enchantments stood. 
  Dened beyond the knfe of eyesght, 
  The flask pours an august dstance. 
  Under ar near famne, the nner composer reflects.
  7 My yellow sn s equally vared. 
  If depth s the fee of famne, have I escaped? 
  You are twelve bengs whose glores clmb; 
  they arc along, argung. 
  I am cedar focused lke a vase; 
  you nvade my voyages.
  8 Before a soul who creates 
  the secure charge partly dves 
  between the definton  
  and the auctoneer: 
  who have I tended?
  B4. 6 FOLK BELIEFS TO INVOKE THE JALE GOD
  1 Take nne stones. Go to a crossroads on a moonless 
  nght. Stand n the crossroads and throw each stone n 
  a dfferent drecton whle ssung a known nvocaton 
  and the Jale God wll appear.
  2 Take two large hunks of hog manure, slce them n 
  half, and fry them n a skllet untl cooked through. 
  Make a poultce and te t around your neck. The Jale 
  God wll find you.
  3 Take a kdney stone from a deer and perce t wth a 
  leather strand made from the hde of the same deer. 
  Strng t around your wast and wear t for a week. 
  Then shorten the strand and wear t around your neck 
  for another week. The Jale God wll manfest shortly 
  thereafter.
  4 Pckle cumcumbers whle durng the tme of your 
  bleedng. The Jale God wll accept ths offerng and 
  bless you wth your heart’s thrd-most desre.
  5 Castrate a pg under the star sgn of The Watcher. 
  Capture some of the blood that pours forth and mx t 
  wth three cracked eggs. Bury ths mxture n a small 
  stoppered jar underneath a young rowan tree. The Jale 
  God wll soon vst.
  6 Fnd a red-nosed dog. Kll the dog and cut-off ts nose. 
  Bake the nose nto a loaf of rough bread. Lay the loaf 
  n a fallow field and wat untl the brds have made t 
  dsappear. The Jale God wll send a message soon.
  APPeNDIX C
  LeGeNDS & LORe OF THe JALe GOD
  
  347
  B5: 6 INVOCATIONS OF THE JALE GOD  
  TRANSLATED FROM CURSED SCROLLS
  1 A burnng, a brghtness, a sufferng rage 
  Encompass the essence of my soul! 
  Brng forth the unlghted vod 
  And draw the knfe across my eyes 
  So that I may see what you reveal.
  2 Sng of the unlt fire and the empty gullet! 
  Hear me oh Unnameable One!  
  In ths your wll be done, 
  Ths your servant begs! 
  Take ths meager sacrfice, 
  Evscerate ths flesh, ths blood, ths bone— 
  Reveal yourself to your true servant!
  3 Jale before tme, oh hear me, your servant! 
  All bends and breaks to your mmutable wll 
  Leavng nothng but words unspoken on wnd— 
  Enable me to hear your voce n the vod!
  4 Repent! Repent, unbelevers! 
  Let your gnorance dsappear! 
  The day s retreatng 
  And darker nght s bloomng! 
  The Unspeakable One s rsng 
  And soon wll draw negh; 
  Cower! Watch n antcpaton! 
  At mdnght comes the cry.
   
  See that your torches are extngushed 
  Douse them n water, fill not your lamps! 
  Look: your destructon s comng, 
  The wages of the way of flesh. 
  The great dvorce s at hand, 
  The gates stand chaned before you. 
  Bow down, you dogs of the earth! 
  The Unnameable One s at hand! 
   
  Our death and our destructon, 
  Our release from these fral bonds: 
  Arse, unlt scythe of moon 
  Above ths darkened mortal col! 
  Wth heads downcast and hands prostrated 
  Wth ths heart upon ths altar 
  We plead oh great and drty god 
  To see ths day of great destructon! 
  Loosen your spte upon the earth 
  And let us forever resde wth thee!
  5 Bleedng heart 
  Rendered flesh 
  Wthn Your bonds 
  Let all enmesh
  6 We beseech you, oh Great Unspeakable One: 
  Take us wth you when you return 
  From the unknowng vod thou crept!
  C. Tales of the Jale God
  C1: 3 SHORT TALES OF THE JALE GOD
  I.
  The Jale God sat on hs chklor throne, watchng the unverse 
  nch by.
  “Tell me,” he sad to hs dodderng scrvener, “why do mortals 
  remember and regret?”
  The dodderng scrvener consulted hs record book. He turned 
  several pages, scannng the lnes theren wth hs arthrtc fin-
  ger. He finally looked up at the Jale God and shrugged.
  “Exactly!” the Jale God laughed, “So true!”
  II.
  When the days of putrefacton were ended accordng to the 
  unbreakable laws of the Elder Way, the Jale God appeared at 
  the court of the Cersan Empre, takng the form of a mnor 
  noble of small renown. He swftly seduced the queen and her 
  daughters, postoned hmself as an advsor to the kng, and 
  dsrupted the flow of trade to fill hs coffers. Then he set about 
  buldng a temple to further the worshp of hs name.
  When t came tme to anont the first prest of the new temple, 
  the Jale God called two close advsors before hm. Now, one 
  of these men was loyal and devout, a true confidant to the Jale 
  God’s human avatar; the other was a vle and loathsome man 
  untrusted by even the cook’s apprentce.
  The Jale God handed each man a rtual knfe and bade them 
  slay one another. The rghteous man refused, and whle he 
  was refusng, stabbed the evl man n the heart. The Jale God 
  struck the loyal man dead.
  The Jale God pulled the knfe from the vle man’s heart and 
  laughed: “Your ordnaton s tonght!”
  III.
  Once, the Jale God degned to walk among mortals and took 
  the form of a wanderng bard. Frst he vsted a hamlet where 
  he cured a pg of hoof rot and taught a stableboy to play the 
  lute. Then he prowled the alleys of a far-szed cty, hagglng 
  wth prosttutes, tradng lays for laughter and good company. 
  Then he performed at court, pluckng out ballads to soothe 
  the mood of an arrogant duke. And finally he sat by the sde 
  of a dyng wtch and sang her a song whle she faded to her 
  reward.
  “Tell me,” he asked Gnl’bmag and Tra, two of hs trusted vassals, 
  “whch of these experences taught me the most about men?”
  Gnl’bmag and Tra consdered the queston. They asked for a 
  week to ponder the answer.
  A week passed. The Jale God was at hs favorte dcng den 
  when Gnl’bmag and Tra approached. Gnl’bmag spoke first.
  “You learned more from teachng the stable boy musc,” he 
  sad. “Teachng mparts more wsdom than learnng.”
  “No,” sad Tra. “You learned more from the dyng wtch. A 
  noble death s a rare thng for a servant of the darker arts.”
  “Fools!” sad the Jale God. “Dd you not understand the ques-
  ton?”
  Iä! Jaash im raa! Iä! Jaash im raa! Iä! Jaash im raa!
  LeGeNDS & LORe OF THe JALe GOD
  APPeNDIX C
  F	Vindico Vindicatum
  
  348
  C2. SHELTER FROM THE STORM
  The Jale God was out walkng n human form when t began 
  to storm; t was a terrble storm, the lke of whch that part of 
  the world had never seen. The Jale God sought shelter n a 
  nearby temple of a rval mnor godlng; not knowng the man 
  before them was the Jale God, the prests welcomed hm nto 
  the sttng room.
  Once nsde, he removed hs cloak, knelt, and began to pray. 
  The prests were so mpressed wth ths dsplay that they soon 
  admtted hm nto the prayer room. So fervent were hs prayers 
  that they soon brought hm nto ther nner sanctum and asked 
  hm to share the secret of hs devoutness. At ths, the Jale God 
  began to profane hmself, belchng loudly, urnatng on the 
  holy altar, and scrawlng profantes on the walls and floor wth 
  ashes from the holy fire. The prests, aghast at ths despcable 
  behavor, demanded he leave at once so they could reclam 
  ther sacred space.
  At ths, the Jale God revealed hmself, sayng “You asked me to 
  show you how to pray; let they who are unworthy of such ado-
  raton leave, for I, the Jale God, have found my satsfacton!”
  The prests trembled and fled, takng ther dols wth them. 
  Thus dd the Jale God clam hs first temple n that land.
  C3: THE JALE GOD’S DREAM
  And so the Jale God slept, and n hs sleepng he dreamt of an 
  angry prophet standng before hm. The small, drty man stared 
  at hm n slence for an eternty, and then he sad, “Wretched 
  God! You do not know you wll be lost to tme. Your followers 
  wll fall away, your temples wll run to run, your domnon wll 
  shrnk to nothngness! And n your weakenng you wll wther 
  to a pale shade, an empty husk. Flee, flee, f you must but know 
  that n ages to come you wll be not!” The prophet stood before 
  hm, shakng n rage, hs staff rased as f to strke, and then the 
  Jale God awoke.
  The Jale God was filled wth a dread he had never known be-
  fore. He rose from hs sleepng place and roamed the ways of 
  the earth, searchng for ths prophet untl at last he was weary 
  agan and sank to the ground, and found relef from hs trou-
  bles n deep sleep.
  And agan the Jale God dreamed of the man standng before 
  hm, hs fist rased n defiance. “Woe be to you, Unmaker, De-
  filer!” he proclamed. In hs sleep, the Jale God twtched hs 
  finger. The man was surrounded by unholy fire and was swal-
  lowed n flame.
  The Jale God snored and rolled over and dreamed no more.
  C4: A VISIT FROM THE JALE GOD
  In a paltry hut lved a man and hs wfe. Every day he would 
  work hard n the fields to earn ther daly raton and every nght 
  she would soothe hm to sleep wth sweet songs. After many 
  years of marrage, one nght the man told hs wfe that he would 
  lke to go out that nght and hunt the jubjub brd, for the jubjub 
  s a dangerous anmal that can only be klled at nght but makes 
  for a delcous stew.
  “Yes, my love!” sad the woman. “Get meat for the morrow so 
  that we can have a good meal!”
  The man left that same nght to hunt and left hs wfe alone n 
  the hut.
  That nght, whle her husband was away, the Jale God came, 
  wearng the skn of the husband. “Wfe,” he sad, “I was afrad 
  n the dark nght because of the jubjub’s shrll cres and so I 
  came home.” He bult a fire n the hearth and sat by t, moton-
  ng the woman to come st next to hm.
  But the wfe dd not beleve her husband had returned, for she 
  knew he was a fierce hunter who had klled the jubjub brd 
  before. So she placed an ancent amulet n a place on the wall 
  and sad to the amulet “If one wearng my husband’s skn calls 
  calls me, answer hm thus: tell hm I have run away because I 
  fear hs seed wll take root and destroy the sol.” And then she 
  slpped out of the hut and ran away.
  Then the Jale God called agan, sayng “Wfe, come st by me 
  here by the fire; I am cold and the fire does not warm me as well 
  as your flesh.” But the amulet answered, sayng “I flee, I flee, 
  I flee; your seed wll not take root n me!”, just as the woman 
  nstructed. The Jale God smled an unblnkng smle. He rested 
  before the fire and after awhle went on hs way.
  Wth the comng of the sun, the man came back from huntng. 
  He was n a good mood, as the huntng had been good and he 
  had three jubjub brds n hs sack. As he walked nto the vllage, 
  he ran nto hs wfe, who tred to tell hm about the vstor n 
  the nght who had come n hs form. But the wfe’s once lovely 
  voce shreked and shrlled lke a jubjub brd and the man could 
  no longer understand her. She soon gave brth to a sxteen-
  eyed monstrosty and the man was stoned to death for srng 
  such a wretched beast.
  C5: THE JALE GOD HUNTS
  Long ago, there lved a landowner n a certan vllage. Beng 
  a rch man, he was often the target of theves and kdnappers 
  and so to protect hs famly, he worked ancent magcs to turn 
  hs wfe and chldren nto sheep to keep them safe from hs 
  enemes. At dawn each day they shed ther human skn and 
  became beasts; at nght each one reganed ts form. A vglant 
  stable of shepherds took the flock afield each day from sun-
  rse to sunset and watched over them, armed wth spears and 
  slngs. One stormy day as the shepherds returned to the vllage, 
  a young lamb laggng behnd the flock was attacked by the Jale 
  God n the form of a wolf.
  “Younglng, younglng,” sad the wolf. “How are you? Are you 
  comfortable wth ths flock? Do the elder ewes treat you well? 
  Does your mother let you stll suck?”
  Before the lamb could answer, the wolf contnued, “And do 
  you thnk, Kanv, son of Mavln, whom I have called by true 
  name, that you wll escape? You have been pnchng my tal 
  and pluckng the har from my ears for mles! What do you have 
  to say for yourself?”
  The lamb repled, “How could I do such a thng? For was I not 
  n front of you and not behnd?”
  But the wolf sad, “Whch path dd you take nto the vllage? Do 
  you not know that I watch all paths and that I spread my watch 
  over all the ways nto the sheepfold?”
  The lamb repled, “My mother tells me you watch the paths; 
  that s why I came through the ar!”
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  The wolf laughed and repled, “If what you say s true, a flyng 
  lamb s a fearsome sght! You must have scared off the deer I 
  was huntng before you arrved!” And havng thus spoken, the 
  Jale God leapt upon the lamb, tore off ts head, and supped 
  on ts flesh.
  C6: THE DEAD KING’S RANSOM
  In a place long forgotten, a great kng was on hs deathbed. 
  As the tme of the kng’s death neared, a wzard n the woods 
  saw the Jale God n human form walkng the path to the keep 
  where the funeral rtes would be proclamed. “Where are you 
  gong?” demanded the wzard of the Jale God’s avatar.
  “I am gong,” sad the Jale God, “to be present at the old kng’s 
  death.”
  “When you pass ths way agan, stop by and tell me how thngs 
  went,” sad the wzard, for he had been banshed from the 
  kng’s holdngs and was thrsty for news.
  Wthn three days, the Jale God returned, lamentng and callng 
  out, “Woe, oh woe to the Elder Gods! For I am deceved! I have 
  been duped! All may know my wrath n the days to come!”
  “Tell me,” the wzard sad to the Jale God’s human form, “what 
  transpred n the castle? Is the kng dead? What s your com-
  plant?”
  “Oh, for the kng s surely dead,” sad the Jale God, “For I 
  have seen t myself, beng present as the kng’s soul, whch 
  was sworn to me an eternty ago, was weghed and measured 
  on three scales: mne, the Elder God’s, and man’s.” He paused 
  and drank from a proffered flask before contnung.
  “When placed on the man’s scale, the kng’s soul balanced 
  evenly, hs lfe’s work balancng hs lfe’s words n perfect equ-
  lbrum,” explaned the Jale God. “When weghed on the Elder 
  God’s scale, hs lfe’s work sank just a lttle, hs prayers for 
  forgveness rsng slghtly hgher, but close enough to be on par 
  wth that of man’s measurng. But when the soul was placed 
  on my scale, a two-legged cat stepped forth and placed a paw 
  upon the scale; hs lfe’s work rose hgh as the goodlness of hs 
  nner thoughts sank low. No one sped the cat’s paw but me 
  and none beleved my ndgnatons. Bah! But the Elder Gods 
  and men shall pay for ths kng’s ransom!”
  For t was Bob the Cat, companon of Ywehbobbobhewy, Lord 
  of Waters, Kng of Mrrors, Patrarch of the Most Profound, 
  who placed hs paw upon the scale, and thus the enmty be-
  tween the two gods contnues.
  C7: 2 TALES OF THE JALE GOD
  I.
  Lamchka, a prest n the temple of the Jale God, preferred to 
  sleep nstead of pray. The other prests took pty on hm; when 
  they went to rtual, they left hm sleepng n the entrance to 
  the temple.
  One day as he was sleepng, a nobleman came to the temple to 
  offer sacrfice to the Jale God. He saw Lamchka sleepng n the 
  doorway, and beng a supersttous man, dd not desre to wake 
  the prest, as all know that gods commune wth ther prests n 
  dream. The nobleman placed hs sacrfice, a large sack of rye, 
  at Lamchka’s head and then departed.
  Lamchka awoke a short tme after, smackng hs lps and wp-
  ng the sleep from hs eyes. He saw the sack at hs feet and 
  exclamed “Ho, the Jale God s bountful! I dreamed of bread 
  and strong drnk, and here the Jale God provdes me gran for 
  both!” Lamchka carred the sack nto the temple and thought 
  to hmself “Surely the Jale God meant ths rye for me! The oth-
  ers wll steal t so I must make haste to preserve t whle I can!” 
  So he brought t to the store room and placed t on a hgh shelf, 
  behnd a pots of honey and sacks of flour.
  He began to plot and plan thnkng aloud “Tomorrow I wll get 
  yeast and a barrel and maze and I wll take these to the cellar; 
  I wll take some of the rye to mx wth ths fine flour and make 
  hearty bread that I wll put before the altar. Surely the Jale God 
  would rather I take what he has gven and return a percentage 
  to hm n four-fold form!”
  As he was fantaszng, a rat crept along the hgh shelf and 
  knocked over a pot of honey. The pot fell on Lamchka and 
  klled hm. The Jale God laughed.
  II.
  Two dodderng scrveners were ramblng through the archves. 
  One sad to the other, “We are mere acquantances yet we must 
  help each other. If any god s angry wth you, I wll help you n 
  your tme of need.” The other dodderng scrvener sad “And I, 
  too, wll help you f any god’s wrath should seek your lfe.”
  After many centures, one of them angered the Jale God 
  through no fault of hs own and called to the other to remem-
  ber ther promse. The two ran through the archves seekng 
  refuge. One dodderng scrvener clmbed hgh nto the archve 
  shelves. The other was too fral to clmb so bured hmself deep 
  nto stacks of moldy parchments.
  When the Jale God came lookng for them n the archves, he 
  mmedately spotted the scrvener hgh on the shelf, wedged 
  between two scroll cases. The Jale God summoned another 
  dodderng scrvener workng n the stacks and whspered n hs 
  ear, pontng at the shelf-bound scrvener. Then the Jale God 
  left, chucklng to hmself as a tral of chor seeped behnd hm.
  The scrvener hdng n the parchments watched ths entre 
  scene whle holdng hs breath. Then he revealed hmself to 
  the scrvener to whom the Jale God had spoken. “What dd the 
  Jale God command?” he asked.
  The summoned scrvener ponted to the one hgh on the shelf. 
  “He told me to tell you not to trust that one up there; cowards 
  reveal themselves by sacrficng others to save themselves.”
  D. Tales of Servants of the Jale God
  D1: 3 OLD STORIES OF  
  FOLLOWERS OF THE JALE GOD
  Hildagrum the Blindress
  Hldagrum ressted the Jale God n varous guses. One tme, 
  she saw ten bandts beng transported to the gallows n a cart. 
  Instead of lamentng ther wckedness, they acted lke anmals, 
  hootng and hollerng and jumpng about. Although no one 
  else saw anythng out of the ordnary when they glanced at 
  the crmnals, Hldagrum saw a multtude of sprts and devls 
  proddng and pokng the men, makng them curse and blas-
  pheme. Havng compasson for the men, Hldagrum clmbed 
  nto the cart besde them, stabbed each one sx tmes through 
  both eyes, and spat n the wounds. In ths way, the Jale God 
  ganed twenty new eyes to look out upon the world.
  LeGeNDS & LORe OF THe JALe GOD
  APPeNDIX C
  
  350
  Nurvoc
  Nurvoc, a devout man of great pety, was an elementalst and 
  master of a great landholdng. Earth, wnd, fire, and water were 
  subject to hm; he drove away plagung sprts, unmuted dumb 
  tongues, restored health to the putrd, and, on occason and 
  for the rght prce, resurrected the dead. He could walk on 
  water, sleep on flames, and subsst on nothng but damp drt 
  for months at a tme. Once, he was rdng n a horse of flame, 
  sweepng through the ar above a cty when he chanced to look 
  down at the streets below hm. The streets were brolng wth 
  devls and demons and sprts fightng among themselves, bat-
  tlng for control of varous cty burroughs. Wth a loud voce, 
  he nvoked the One Name of the Jale God and commanded 
  the factons to settle ther dspute and wpe the cty from the 
  face of the earth; to ths day, nothng wll grow n the Felds of 
  Barrensburg.
  Fladehem the Reluctant
  One day, the Jale God transformed hmself nto a lttle barn 
  swallow, whch fluttered about Fladehem the Blacksmth and 
  tweeted so sweetly that he was drawn away from hs labors at 
  the forge. Fladehem strpped hmself of hs clothes and threw 
  hmself on a hedge of brars and nettles, manglng hs body so 
  terrbly that streams of blood ran down hs body and pooled 
  at hs feet. Not to be stopped, the Jale God transformed nto 
  a buxom wench and attempted to help Fladehem tend to hs 
  wounds; Fladehem perced through the lluson wth a red-hot 
  bar of steel and burned the body n hs forge. When a town 
  elder beheld the grnnng skull n the forge when he came to 
  collect a par of hnges for hs stable door, Fladehem was strung 
  up n a gbbet for three days and harangued by packs of young 
  boys throwng stones. In despar, he called out to the gods for 
  relef; the Jale God answered n the form of a hawk whch ds-
  embowled Fladehem as he hung above the vllage green. As he 
  ded, Fladehem saw through the Jale God’s vel once agan and 
  laughed, and all heard hm proclam “Iä! Jaash m raa!”
  D2: THE HEALED WOUND
  Once, a young grl chld suffered a sore upon her rght arm. 
  Three healer’s sklls proved frutless and the grl’s parents be-
  gan to fear the grl would lose her arm and her brde-prce. The 
  wound festered and smelt, but never healed.
  One day, a wthered prest of the Jale God saw the grl as her 
  parents passed a temple carved nto the base of clff. He waved 
  them nto the temple-cave; the parents, beng fearful folk, re-
  fused to the prest’s entreates, at whch pont the old prest sent 
  two acolytes to seze the grl and brng her to hm. He prodded 
  her wound wth hs finger and when she dd not squrm or cry 
  out, he understood the nature of her afflcton and declared he 
  could heal the seepng leson wth a “slver touch”.
  He went nto the temple and emerged a short tme later wth 
  a slver uncorn horn. He rubbed the horn around the wound 
  seven tmes and sent the grl away wth nstructons to return 
  to the temple the next day. When she returned, he performed 
  the rtual agan, and agan for five more days. On the seventh 
  day, no trace of the wound was on her skn. Her parents were 
  amazed, and returned home wth much rejocng and prasng 
  of the Jale God.
  When ther neghbors saw the grl was healed, they suspected 
  wtchcraft and beat the parents to death wth stones and flam-
  ng torches; the grl fled to the Jale God’s temple to find noth-
  ng but a cave nhabted by a herd of wrry-cowes.
  D3: A TALE OF A JALE GOD CULTIST
  A hobgobln, a bugbear, and a cultst of the Jale God are st-
  tng n a tavern across from a brothel. They are sppng ther 
  mead when they see a bugbear across the street walk nto the 
  house of ll repute. “Fnarl!” the bugbear curses. “It’s terrble to 
  see a bugbear gve nto human temptaton!” he says, shakng 
  hs head.
  “If t bothers you so much, why don’t you go over there and 
  stop hm?” asks the hobgobln.
  The bugbear shakes hs head and says, “Well, that’s my cousn 
  Merl; he’s the toughest of our warband. If I nterfere, he’ll whp 
  me good.”
  The other two nod ther heads n understandng, and drnk 
  more mead.
  A short whle later, they see a hobgobln walk nto the brothel. 
  “Pfaughl!,” exclams the hobgobln. “It’s a smear on the name 
  of hobgoblns everywhere to see one of us spend our raton on 
  a used handmaden!”
  “If t bothers you so much, why don’t you go over there and say 
  somethng?” asks the bugbear. “Certanly you need to stop hm 
  before he nearly klls some poor grl.”
  The hobgobln nods hs head and starts to rse, but then thnks 
  better of t and sts back down. “You know,” he says, “I thnk 
  that was my unt leader, Frl. If he sees me, he’ll know I’ve been 
  drnkng and then I’ll have to pull dscplne duty for the thrd 
  tme ths week.”
  The other two nod knowngly, and the cultst pats the hobgob-
  ln on the back and orders another round.
  A few drnks later, they see the hgh prest of the Jale God enter 
  the brothel. The hobgobln and the bugbear turn to the cultst, 
  who sghs wstfully and says “It’s nce to see the doxes, who 
  have been used and abused and dscarded by the lkes of you 
  two, have tme to seek absoluton from the Jale God.”
  The bugbear and the hobgobln beat the cultst senseless and 
  steal hs sandals. The Jale God laughs.
  D4: THE BELOVED SERVANT
  There s a story now freely told concernng somethng that 
  once vsted a partcular cemetery of a well-known kngdom.
  The story s that one day, early n the pre-dawn hours, a 
  groundskeeper named Karst (employed to keep rabble from 
  sleepng on graves and desecratng monuments) and hs frend, 
  a member of the cty guard, were surprsed n the mdst of ther 
  nghtly banter by a tall, wan figure spder-crawlng down a wall 
  and landng close besde them. Ths figure darted along the 
  path toward the heart of the cemetery towards a grave that has 
  long been rumored to be that of a favored servant of the Jale 
  God. As t ran, the figure made a clacklng sound, lke a horse 
  wth a loose shoe coverng rough ground.
  Too terrfied to watch or follow ths figure, Karst and hs frend 
  fled, not stoppng untl they were some dstance away. Karst 
  refused to return to hs post, but hs frend, beng of the guard 
  and full of bravado, went back to where the figure had appeared 
  to them. He returned carryng a small cloth whch n look and 
  substance was lke a damp cobweb. The men brought ths tem 
  to the vllage elders, who n councl examned t.
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  As the elders poked and prodded the cloth, t suddenly swelled 
  n sze and shape and engulfed the room n thck chokng 
  strands lke smoke; the groundskeeper and hs frends escaped 
  at the last moment by jumpng out of a wndow. Screams and 
  thrashng could be heard from nsde the meetng room, draw-
  ng curous townspeople from nearby buldngs.
  Once the sounds stopped, the groundskeeper and hs frend 
  looked n the wndow from whch they had escaped. There, n 
  the center of the room, surrounded by the mangled bodes of 
  the vllage elders, was the gravestone of the Jale God’s beloved 
  servant.
  The guardsman ded the next day, hs hands covered n putrd 
  bols and hs tongue rotted n hs mouth. The groundskeeper 
  escaped reprsal and became a drunkard and was the first teller 
  of ths tale, repeatng ts performance for a half-copper of rot-
  gut ale.
  D5: THE FIRESIDE VISITOR
  Once, a young man and hs son were on ther way to the mar-
  ket square to sell ther cart of vegetables. They dd not reach 
  the vllage before nght fall and were forced to spend the nght 
  n the forest n a small clearng besde the path.
  The man bult a fire and after a dnner of roasted squash 
  they curled up n ther thn blankets beneath the cart and fell 
  asleep.
  In the mddle of the nght, the young man woke up wth the ur-
  gent need to vod. As he stood, he notced a large, monkey-lke 
  creature wth wngs sttng by the dyng coals of the fire, rub-
  bng ts hands and occasonally turnng a potato n the ashes.
  “Who are you?” the man demanded, hs bowels now quverng 
  n fear.
  “I am no one worth rememberng come mornng,” the creature 
  repled. “I only want to roast ths potato; t has been a long tme 
  snce I ate a warm meal. Allow me ths small favor and I wll 
  leave you alone.”
  “Oh creature,” sad the man, “do not harm me! Please, warm 
  yourself by ths fire and leave your potato to ts busness. But 
  why eat only a potato? I can offer you more than a potato! See, 
  here n ths cart I have beets, yams, onons, carrots, cabbage, 
  and more.”
  The creature looked contemptuously at the cart. “Where do 
  you thnk I got ths potato?” he asked.
  The man’s fear turned to anger at menton of ths theft. He was 
  about to gve voce to hs dspleasure when the rumblng n hs 
  bowels became unavodable. “Oh great creature,” he sad, “I am 
  pleased that my meager harvest has found your favor. Please, 
  help yourself of what you may. I must attend myself over there 
  n those bushes. Wll you stll be here when I return?”
  The creature smled, nodded ts consent and ponted past the 
  bushes. “You wll find a small, clear-runnng stream a lttle way 
  beyond the bushes; be sure to wash your hands before you 
  come back.”
  The man went and attended to hs tolet but n hs haste dd 
  not vst the stream as the creature nstructed. When he ar-
  rved back at the clearng he notced the creature had put a few 
  stcks on the coals and the fire was flarng hgher. The creature 
  looked at hm and sad, “You dd not vst the stream! Go, wash 
  your filthy hands so that we may share ths potato!”
  The man dutfully returned to the bushes and found the stream 
  exactly where the creature had sad. He dpped hs hands n 
  the moonlt water and rubbed them together once, twce, three 
  tmes as custom dctated before standng and returnng to the 
  clearng. As he grew closer, he notced the creature had thrown 
  a few logs on the fire, and the flames now danced at a respect-
  able heght.
  The creature reached nto the fire and pulled out the potato. He 
  motoned the man to st near the fire, broke the potato n half, 
  and handed part to the man. “Eat of the work of your hands,” 
  sad the creature.
  “And of the work of ths fire,” sad the man, completng the 
  ancent mealtme prayer.
  The creature and the man ate n slence. When they were done, 
  the creature stood and began to clap ts hands and stomp ts 
  feet. The man watched, terrfied. The creature began to chant 
  “Iä! Jaash m raa! Iä! Jaash m raa! Iä! Jaash m raa!” n a 
  rough, werd tune, dancng awkwardly around the flames.
  At ths sght, the man’s blood ran cold, for long ago when he 
  was a boy he had heard the chant of the Jale God seepng 
  through the nght. He stood and ran to where hs son lay sleep-
  ng the beneath the cart, but found only an empty blanket.
  “My son! My son! What have you done wth my son!?!” the 
  man waled, dashng to the fire and brandshng a firebrand at 
  the creature.
  The creature mmedately stopped ts mnstratons and shook 
  ts head. “I asked you where you thought I got that potato,” he 
  sad. Then he flapped hs wngs and was gone.
  D6: THE FARMER FROM KINBRECT
  Once long ago, the Jale God was walkng the earth whle other 
  gods engaged n settlng grevances among themselves. To re-
  man forgotten by the other gods and avod ther enmty, he 
  travelled the lands as a ruddy laborer, relyng on those he met 
  for hs daly sustenance. He traded a day n the field for a warm 
  meal or sometmes a hunk of bread and a place to sleep. Many 
  tmes he was beaten and robbed of hs cloak or sandals, and 
  these souls he remembered for later repayment. Yet never dd 
  the Jale God forget the farmer from Knbrect.
  Far on the outskrts of ths great cty lved a farmer and hs wfe, 
  workng the land for a meager subsstence wth barely enough 
  to pay field-fealty to the kng. They had no chldren and worked 
  the land themselves, occasonally hrng a passng traveler to 
  help for part of the day n exchange for the evenng meal.
  The Jale God spent a day there, workng n the fields dggng 
  up root vegetables and cabbages untl an hour after dark. Then 
  the wfe called hm and the husband nto ther small one-room 
  hovel to eat the evenng meal. The woman set a half loaf of 
  rough bread, a few boled shallots and burdock roots, and a 
  bowl of beans seasoned wth bear fat on the table. After sayng 
  the tradtonal mealtme prayers, they began to eat.
  It was an excellent meal, but because there was not much food, 
  the Jale God dd not eat hs fill. He wanted to keep up hs ap-
  pearance as a poor, consderate workman. Yet the husband 
  and wfe ate lghtly, too, and when they were done eatng, half 
  LeGeNDS & LORe OF THe JALe GOD
  APPeNDIX C
  
  352
  of the beans remaned. Ths the woman put n an earthen 
  pot, covered wth a lght cheesecloth, and secured wth a bt 
  of twne. The cheesecloth was of a loose, rough weave, and so 
  the delcous smell of the beans filled the hut and contnued to 
  str the Jale God’s hunger.
  As t was extremely dark and that part of the country had been 
  plagued by bandts of late, the husband nssted that the hred 
  hand spend the nght. However, they only had one bed, so the 
  Jale God slept on one sde, the husband slept n the mddle, 
  and the wfe slept on the other sde.
  In the mddle of the nght there came the nose of many horses 
  gallopng nearby and the shouts and cres of many drunken 
  men. The man jumped up from the bed and exclamed “It’s 
  those bandts! I know t! I must save ths season’s field offer-
  ng or the kng wll take our fields and turn us out!” Then he 
  grabbed hs axe near the door and ran nto the nght barefoot.
  As soon as the husband was gone, the wfe rolled over and 
  pressed her slm body aganst the worker’s back. “Stranger,” she 
  whspered, lckng hs ear, “now’s your chance!” Wthout a sec-
  ond thought, the Jale God rose and finshed eatng the beans.
  D7: THE 2 MEN OF GORSHAM
  A servant of the Jale God was workng n hs fields when two 
  men from Gorsham came along the path by hs land-hold and 
  waved hm over. The man stopped hs hoeng and went to talk 
  to the strangers.
  “We understand that somewhere around here n ths vllage s 
  a wtch-woman who can satsfy our needs,” one of them sad. 
  They meant, of course, that they were lookng for someone lke 
  those who resde n the pleasure dstrcts of larger towns.
  The farmer decded to play a lttle joke on the men and drected 
  them to a small hut a lttle way down the road. “That’s where I 
  usually go when I’m lookng to get that sort of satsfacton,” the 
  farmer sad. “They mght play tough at first and try to get more 
  than you’re wllng to pay, but f you stck to t you’ll get what 
  you’re lookng for.”
  The two men started for the hut at a good pace, and after some 
  dstance, the farmer followed along n the underbrush besde 
  the path. For t was to hs own house he sent the men, and he 
  wanted to see what would happen.
  The farmer saw the two men go n the door and everythng 
  was quet for a mnute or so. Then the loudest screechng and 
  hollerng and carryng on erupted, wth dshes beng smashed, 
  chars flyng out the wndows and doors, and the cookpot 
  smashng through the mud wall. The two men came flyng out 
  of the house as fast as ther legs could carry them. Ther clothes 
  were rpped, ther faces covered n scratches, and one of them 
  had a black and bloody eye. The farmer’s wfe was followng 
  them, wavng a broom n her left hand and a ktchen knfe n 
  the other; she threw the knfe as hard as she could at the men’s 
  retreatng backs, but threw wde and mssed her target.
  As soon as the men were out of sght, the farmer contaned hs 
  laughter, put on a straght face, and ran up the path to hs wfe. 
  “In the name of the Unspeakable One, what’s wrong?”
  Red faced and out of breath, she quckly regaled hm wth the 
  tale of the two men who had tred to bargan wth her for ther 
  satsfacton. When she was done, she looked at her husband 
  and sad, “And they spoke lke men from Gorsham! Who 
  knows what unspeakable acts they would have forced on me! 
  And do you plan to stand there lke the vllage dot whle your 
  wfe was almost ravshed by those foregners?” She looked at 
  hm n scorn.
  The farmer then grabbed hs axe and ran off through the 
  woods, swearng up and down to hs wfe that he’d “make sure 
  those fellows got what was comng to them.” But as soon as he 
  was down the path and out of sght, he went to a clearng he 
  knew and sat there for a lttle bt, whttlng and smokng a bt of 
  ppeweed. He kept chucklng to hmself about how scared the 
  two men looked runnng down the road and how worked up hs 
  wfe had been over a smple msunderstandng. After an hour, 
  he got up and returned to hs hut.
  The wfe was stll grumblng and “I never”-ng, but the farmer 
  sad, “I chased those two for qute a whle, but they outran me 
  and got away.” The wfe was not happy and kept complanng 
  about not beng safe on ther own parcel and how perhaps 
  the farmer needed to nqure wth the blacksmth about a new 
  sword or wth the bowyer for a bow and quver, as the farmer 
  had served n the Kng’s Guard n hs youth and had been a 
  far shot.
  The farmer offered to go nto the vllage and get a guardsman 
  to fetch the dogs, but sad he ddn’t thnk much would come 
  of t. “By the tme we return, those two would be dozens of 
  leagues away, they were runnng so fast.”
  The farmer’s wfe was stll unhappy, but finally admtted that 
  perhaps the two men just got carred away when they saw 
  such a pretty woman as herself out n the woods alone. She 
  suggested that perhaps she was so “country pretty” that they 
  just couldn’t help themselves. She convnced herself of ths so 
  much that finally she sad to the farmer, “They ddn’t really do 
  anythng,” she sad, “so maybe t s better not to str the pot n 
  case one of those boys s related to someone n the vllage.”
  The farmer harangued and argued and stomped hs feet n pro-
  test, makng a bg show of t, but after awhle he sad, “Well, 
  whatever you thnk s best.” And so they ate a cold dnner and 
  went to bed and the farmer receved satsfacton for hs swft 
  defense of hs wfe.
  The man eventually bought a bow, at hs wfe’s nsstence. And 
  whenever the woman told the story of her narrow escape to 
  her knfolk and frends, the man would st chucklng to hmself, 
  for every man knows that the men of Gorsham are satsfied 
  only wth sheep.
  D8: THE MAN WHO WOULD NOT REST
  In those days, an astonshng event occurred n a small vllage 
  far beyond the boundares of Walthamthorp. A man, who no 
  one knew was a secret worshper of the Jale God, ded. Hs 
  body was nterred nto the earth wth the normal rtes of hs 
  clan, wth much rejocng and feastng on the part of hs wfe 
  and kndred, as s the nature of such celebratons n certan 
  parts of the realm.
  The mornng after hs bural, hs wfe awoke to find the man 
  layng n the bed next to her. He mmedately rolled over on the 
  terrfied woman and had hs satsfacton wth her despte her 
  struggles, after whch he wordlessly rose and left the room. The 
  wfe leapt from the bed to follow hm, but when she left the bed 
  chambers she found the door stll barred and he was nowhere 
  n ther small house.
  APPeNDIX C
  LeGeNDS & LORe OF THe JALe GOD
  
  353
  The next mornng, the dead man afflcted hs wfe n the same 
  manner. That nght, the woman struggled to keep herself 
  awake, drnkng btteroot and wakeful herbs and statonng her 
  sons outsde the house to keep watch. And when the man ar-
  rved on the thrd mornng, he was drven off by the clamor of 
  hs sons, who beat pots wth spoons and shelds wth swords. 
  Thus frghtened away, he nstead molested one of hs daughter-
  n-laws, as hs son was stll comfortng hs mother because the 
  entre famly dwelt along the same path.
  That nght, the wfe and her sons and ther wves kept watch, 
  and when the man appeared yet agan, such a clamor was rased 
  that the dead man wandered among the anmals of the field and 
  found hs satsfacton there. Hs famly watched as he befouled 
  cows and sheep alke before mysterously dsappearng.
  Havng become a serous nusance to hs famly, the wfe went 
  to the vllage prests and beseeched them to ntervene. So the 
  prests went to the famly’s houses and performed certan rtes 
  and burned ncense and herbs. And then they went to the 
  man’s grave and burned rowan and ash and sassafras thereon 
  and assured the famly that the man would not return.
  Yet on the the fourth mornng, the man appeared agan, and 
  havng found hs way nto the houses blocked, he wandered 
  nto the vllage and molested a young maden mlkng a tavern 
  cow before dsappearng yet agan.
  Now as t happened ths young maden was dstantly related 
  to a wtherwoman. The wtherwoman lved by herself n the 
  woods far away and she happened to be n town tradng stoats 
  for a goat. When the old woman heard that her relatve had 
  been molested by a dead man, she went to advse the man’s 
  famly on how to rd themselves and the town of hs presence.
  Yet because the prests had performed ther rtes, she could not 
  enter any of ther houses. So she bade the man’s wfe to brng 
  out the man’s most precous possessons.
  The wfe brought forth the man’s huntng knfe, an old felt 
  hat, a leather belt, and other sundry tems. The wtherwoman 
  pcked up each n knd and examned them closely, turnng 
  them ths way and that and occasonally testng ths or another 
  one wth her teeth. She dvded them nto two ples, and ad-
  vsed the famly to burn one and bury the other. Ths they dd 
  n her presence.
  Then the wtherwoman bade them to brng her to the man’s 
  grave. When they arrved, she bade them to dg and the famly 
  was horrfied, for they feared what they mght find there. But 
  the wtherwoman nssted and began to dg herself, sweepng 
  away the rowan and ash and sassafras and usng her hands to 
  unearth the grave. And so the famly was shamed nto helpng 
  her and soon the man’s body was revealed.
  The corpse was a bloated and horrd thng and already putres-
  cence had set n and foul odors ssued forth. But the wther-
  woman pad these no mnd and shoved her hands nto hs flesh. 
  Around hs neck was a small medallon; ths she pulled forth 
  wth great exctement, for upon ts face was an mage of the 
  Jale God; the wfe had thought t was only a pretty trfle to bury 
  hm wth. Then the wtherwoman reached nto the man’s flesh 
  agan and pulled out the man’s heart. She pressed the medal-
  lon nto the heart and ate them bte by bte wthout chewng 
  lke an over-rpened peach. Then she bade the famly cover the 
  corpse and went back to her home.
  The dead man never returned. Many months later, each of the 
  women gave brth to sons born wth a caul, a cow brought forth 
  a calf wth a man’s face and sx legs, and a sheep gave brth to 
  a stllborn devlsh ophanm that shepherds burned n the field 
  wth great fear.
  F	Aubrey Beardsley
  
  354
  $6.00 Buffet
  &	Ken Lizzi
  Ambrosa s for closers. Petty gods consume somewhat less 
  rarfied repasts—for example: k-rn testcles (a.k.a. Olympan 
  Mountan oysters); cockatrce lver paté; the tears of D-lst 
  celebrtes. The more health-conscous nbble at salads, the 
  consttuent vegetables of whch are fertlzed by dragon dung.
  Take-out servce, wth a thrty-mnute-or-less delvery guarantee, 
  provdes the darng and enterprsng wth a lucratve, and hghly 
  dangerous, occupatonal opportunty.
  Should a lowly mortal eat of the consecrated food of the petty 
  gods the consequences are uncertan—probably dre, but un-
  certan. Thank Vegas (the petty god of random charts) that we 
  can handle uncertanty.
  $6.00 Buffet Effects (Roll d%)
   
  1-50 Immedate death (see Subtable A)
   
  51-55 Begns agng at a rate of one year per day
   
  56-60 Feet become roots, plantng the character n place; 
  amputaton requred to escape; transformaton 
  creeps upward at about one nch per hour
   
  61-65 Convulsve vomtng. Take 1d4 damage.  
  10% chance the vomtus transmutes nto a  
  poton, chosen at random of course.
   
  66-70 Internal bleedng. Take 1d4 damage every  
  hour unless recevng a healng spell or ngestng  
  a healng poton.
   
  71-75 Blndness
   
  76-80 Lose sense of taste and smell
   
  81-85 Madness (see Subtable B)
   
  86-90 Grow a foot n heght and gan twenty-five pounds; 
  exude a fant radance
   
  91-95 One attrbute (chosen at random, of course)  
  rased by one pont
   
  95-100 Rase one level
  Subtable A (Roll 1d10)
   
  1 
  Explode
   
  2 
  Spontaneously combust
   
  3 
  Turn to stone
   
  4 
  Turn to ash
   
  5 
  Turn nsde out
   
  6 
  Lmbs fall off, followed by head
   
  7 
  Transmute nto the food eaten
   
  8 
  Bones dssolve
   
  9 
  Really explode, causng  
  1-8 ponts of damage to anyone  
  wthn a 10' radus
   
  10 
  Turn to gold
  Subtable B (Roll 1d6)
   
  1 
  Character convnced he has become the  
  petty god whose food he has eaten
   
  2 
  Homcdal, volent rage
   
  3 
  Utter blss, but unresponsve;  
  wll not speak, eat, or move
   
  4 
  Obsessed wth obtanng more of the food
   
  5 
  Convnced he has ded and s n the afterlfe
   
  6 
  Refuses to speak; communcates only n  
  mme and charades
  Apples of Gammorrah
  &	Matthew W. Schmeer
  These lustrous apples grow on a ggantc tree n a desolated 
  area of one of the godly planes. Watered by tears of those 
  who have lost lovers n battle, these rchly fat apples are hghly 
  przed by the gods and reserved for ther enjoyment. Anyone 
  other than a god or godlng who pcks an apple from these 
  trees wll have t to turn to smoke and ash n ther hand, dong 
  3d6 fire damage (no savng throw).
  APPENDIX D
  Petty Foods of the Petty Gods
  ' Matthew W. Schmeer F Richard J. LeBlanc, Jr.
  APPeNDIX D
  PeTTY FOODS OF THe PeTTY GODS
  
  355
  Arsl Bread
  &	Charles Turnitsa
  Arsl bread s made from the powdered remans of sundred 
  Arsl snals, mxed n wth some acorn powder and a few more 
  mundane ngredents. It s a type of loaf made by surface 
  dwarves when they are gong underground. Eatng a servng 
  of the bread renders the recpent mmune to the effects of 
  green slme for 12 hours. Unfortunately, the Arsl snal s also 
  often a common ngredent n silence potons, and the sde ef-
  fect of the bread s that the recpent cannot talk for the same 
  12 hour perod.
  Bære of Hammurabi
  &	Scott Sutherland
  Ths bære, or barley, s only found n barley fields that have 
  been the stes of major battles. When mghty armes clash, 
  and many de n fields of newly-sproutng barley, much of the 
  essence of the conflct s absorbed by the growng, sproutng 
  plants. If the plants survve and ther seeds (soaked n blood 
  and often warped by battle magc) are planted, patches of bære 
  of Hammurabi may grow amongst the crop. Not notceable by 
  mere mortals, the bære s often mxed wth the rest of the 
  crop to no effect. However, f the bære s separated by some-
  one who has a connecton wth the powers of battle or drnk, 
  t can be brewed nto a potent beer that grants the mbber 
  beserk strength, battle prowess, and nvncblty (or at least a 
  percepton of such). Only the most powerful mortals or dvne 
  bengs can survve the resultng hangover; lesser drnkers de 
  n head-poundng and stomach-burstng agony. Anyone usng 
  bære of Hammurabi (that has been separated from the crop) 
  for anythng other than an alcoholc beverage wll be subject 
  to dvne curses and persecuton.
  Black Death Pudding
  &	Matthew W. Schmeer
  Ths sem-sentent ooze s the ungodly offsprng of a black pud-
  dng and Ckratcethys, the long-forgotten Petty God of Fleas. 
  Kept alve for aeons by dvne nterventon, t resembles a glt-
  terngly-black gant amoeba. Black death pudding s eaten raw; 
  the gods hack off a pseudopod and munch on the run. Rumor 
  has t that black death pudding can stave off nfecton and 
  dsease, but the opposte s actually true. Any mortal who eats 
  just one bte wll mmedately be nfested wth fleas and suffer 
  –2 to all melee attacks (untl the nfestaton s removed by cure 
  disease). There s an addtonal 25% chance that the nfected 
  wll come down wth a random form of dungeon funk.
  Bletted Mespilus
  &	Matthew W. Schmeer
  The overly rpened frut of a speces of medlar tree found only 
  on the godlng planes, bletted mespilus are allowed to rot 
  on the branch untl they are swarmng wth rot grub, burrow 
  worm, or other larvae, then eaten raw. They are a favorte of 
  mnor chaotc godlngs and they lke to munch on them n the 
  presence of mortals to chortle at ther dsgust.
  Should a mortal eat a bletted mespilus n ts edble form, they 
  wll gan a permanent +2 to Wsdom but suffer 2d8 ntest-
  nal damage. They must also save vs. poson or be nfected by 
  whatever nfectous larvae nhabted the frut and suffer the 
  approprate damage untl cured.
  Blood Plums of Al-Katur
  &	Matthew W. Schmeer
  Almost lost to mortal memory, the hdden sland of Al-Katur 
  s home to many strange and wondrous beasts and brambles 
  created by the gods for ther culnary pleasure, ncludng the 
  blood plums of the YmYam tree. The plums are planted on 
  ether sde of the man sacrfical altar and are fed by the blood 
  of anmal and human sacrfice. The plums take on the shape 
  of those whose blood upon whch they feed, so the YmYam 
  trees are adorned wth plums of all shapes and szes: pgeons, 
  goats, rams, calves, chldren, and vrgn mads are all repre-
  sented n mnature sze. The flesh of the blood plums are, of 
  course, blood red, and the juce stans all t comes n contact 
  wth for 1d6 days. Many a mortal who has eaten of the frut of 
  the YmYam tree has been mstaken for a vampre by the local 
  nhabtants. Those who eat blood plums have a 30% chance of 
  beng chased by angry crowds and staked through the heart. 
  Otherwse, eatng of the plums mparts a +2 bonus to melee 
  attacks and a –3 penalty to morale scores.
  Braised Trake
  &	Matthew W. Schmeer
  Woe be to the mortal who partakes of the unbrased trake! 
  These cat-szed, snal-lke, mult-tentacled cephalopods from 
  the garden of the petty earth goddesses are poson to the touch 
  when lvng (whch s the only way an earth goddess wll serve 
  them; save vs. poson or de). Anyone touchng a lve trake or 
  ts uncooked carcass must save vs. paralyss or be paralyzed for 
  1d6 weeks; no spell can remove ths effect. Anyone eatng raw 
  trake must save vs. poson or be reduced to 1 ht pont.
  Trake can safely be eaten by mortals only when brased n 
  shell wth one of the multtudes of nectars of the gods; the 
  trake s thereby reduced to a gelatnous state and can be easly 
  slurped from ts shell. When eaten n ths manner, trake wll 
  mmedately rase the ht ponts to the PC’s level maxmum, 
  heal any damage, cure disease, and permanently mpart a +2 
  to Strength and –2 to Dexterty.
  Buttered Ermal
  &	Matthew W. Schmeer
  These small waterfowl, nhabtants of the menscus of the Plane 
  of Water, are a delectable delcacy. Ermal are smlar n sze to 
  game hens and when cooked, taste smlar to roasted pg anus 
  except when cooked n a whte butter reducton. Cooked n 
  ths manner, ermal extends a nutty, lemony nfuson of flavor. 
  When eaten n ts properly prepared manner, buttered ermal 
  delvers a +3 protecton aganst spell attacks for 1d6 days. 
  However, f the ermal s not properly prepared, the eater must 
  save vs. poson or suffer 2d8 damage due to dvne ntestnal 
  scarrng. Successful saves result n 1d4 damage.
  Hunted almost to extncton by the petty gods of nasty jokes, 
  buttered ermal s best pared wth a strong, fruty cder.
  PeTTY FOODS OF THe PeTTY GODS
  APPeNDIX D
  
  356
  Cardoons of Sorrow and Joy
  &	Troy J. Truchon
  Gods (even the petty ones) possess emotons unknown to 
  mortal man, feelngs smply ncomprehensble to our prmtve 
  lttle mnds. The cardoons of sorrow and joy are harvested 
  on the hgher planes of the gods because consumng the pre-
  pared leaf stalks (a bt lke celery) enhances a certan pleasant 
  emoton manknd smply was not bult to feel.
  The rare tmes that the sem-dvne field laborers of the gods 
  have gven manknd access to the cardoon seed (usually as 
  part of a protected dspute over labor contracts between the 
  petty goddess of the downtrodden, and the petty godlng of 
  deferred automaton), t has led to doom and nsanty, as mor-
  tals consumng such foodstuffs find themselves drven mad for 
  2d12 weeks wth symptoms strongly resemblng bpolar dsor-
  der as found n modern films.
  Whenever anythng lkely to upset an affected ndvdual oc-
  curs (and ths may be as major as seeng Orcus, or as mnor as 
  hearng a door close), they must roll a sx-sded de. On an even 
  result they burst nto mad exuberance and energy, and on an 
  odd result they fall nto a dsturbed and deep depresson.
  Crystal Oranges of Al-Mahraba
  &	Sándor Gebei
  These crystallzed oranges grow n the sacred garden of Al-
  Mahraba, guarded by seven solders of sman body and rep-
  tlan head—dvne servtors of [dety assocated wth les or 
  equvocaton at DM’s dscreton]. The crystal fruts become 
  edble once mmersed n ether the tears of a chld or water 
  from a subterranean sea. The consumer s granted the ablty 
  of always detectng les, n exchange for not beng able to ever 
  tell the truth.
  Dawn’s Wine
  &	Atailton Miranda
  In the first multverse’s dawn, the ancent lost gods drank a 
  mysterous wne from a strange bottle at a dvne party. Today,  
  the dark bottle s lost... and many creatures (mortals and petty 
  gods alke) seek to drnk the dregs of the last wne that stll 
  rest n the bottle. It s powerful and burnng—a dvne spark  
  n lqud form!
  DAWN’S WINE EFFECTS:
   
  Permanent +4 each to Strength, Consttuton and Wsdom
   
  Permanent +5 n Armor class
   
  Gans a spell-lke ablty usable 3×/day.  
  (Specfic ablty at DM’s dscreton. E.g, a good character 
  mght receve the ablty to heal, whle an evl  
  character mght gan the ablty to summon undead.)
   
  Mortal gans petty god status! (Addtonal powers  
  are at the DM’s dscreton.)
   
  Petty gods become true gods!
  Many planar wars find ther begnnngs as quests for ths pre-
  cous and unque tem.
  Devil’s Pinga
  &	Atailton Miranda
  Devil’s pinga s a strong drnk made from sugar cane grown n 
  Hell. Mortals who take but a sp must save vs. poson at –2 or 
  de; survvors suffer 1d6 damage and are drunk for 1d20 hours 
  (actual effects at DM’s dscreton ). 
  Faerie Spice
  &	Atailton Miranda
  The blue spce from the Faere Realms changes the taste of 
  foods; for example, a meat seasoned wth faerie spice tastes lke 
  chcken, fish lke mud, etc. Flavors vary at DM’s dscreton.
  Fruit of the Forsaken Tree of Lore
  &	Greg Gorgonmilk
  Ths stunted tree s found growng n some wet and lonely 
  borderland. Its branches are sckly whte and mottled wth a 
  bloomng yellow fungus. The tree gves off an ndescrbable 
  reek that s especally pungent on the skns of ts black, blad-
  der-shaped fruts. Only 2d6 of these fruts wll ever be found 
  hangng from the tree’s lower branches. They are qute heavy 
  and take a par of human-szed hands to hold properly. The 
  frut’s surface s greasy, often crawlng wth small nsects. A 
  dull knfe wll reveal ts sweet and oly meat—the juce of whch 
  contans a powerful ntoxcant.
  Legend clams that the tree feeds on the rottng form of an old 
  goddess who ded of despar. Ths goddess acqured knowledge 
  of a partcularly potent and posonous nature—contamnated 
  lore that was ultmately her undong. As her body decays, the 
  tree takes sustenance from her dark knowledge, of whch ts 
  frut are a knd of repostory.
  Any mortal character who consumes the flesh of the fruit of 
  the Tree of Forsaken Lore has a 50% chance of becomng 
  permanently chaotc. He/she must save vs. spell to avod total 
  psychc deformty*. Success ndcates that the character s par-
  tcularly reslent to the frut’s edfyng juces. Falure ndcates 
  that the character wll revert to an atavstc form (roll 1d6):
   
  1-2 
  medum-szed sckly prmtve anmal
   
  3-4 
  ambulatory fungus
   
  5-6 
  statonary fungus
  Affected characters gan 1d6 Intellgence and lose 1d6 Charsma.
  * The body and mind of the character become deformed and 
  degenerative as a side effect of a primal and massive expansion 
  in intellect. 
  APPeNDIX D
  PeTTY FOODS OF THe PeTTY GODS
  
  357
  Funistrada
  &	Matthew W. Schmeer
  A wheaty noodle-lke vegetable resemblng zucchn that tastes 
  of despar wth a hnt of lcorce, funistrada s only grown n 
  demon lords’ gardens. Most garden gnomes rank funistrada 
  better tastng than eggplant and lma beans.
  Whle funistrada s often on the menu n the depths of the 
  Nne Hells, t s rare for t to appear on the Materal Plane. It 
  s often fed to cursed souls to seal a devl’s bargan, a foretaste 
  of the eternal tortures they wll enjoy n Orcus’ banquet hall 
  should a mortal renege on a deal.
  Eatng two or three btes of funistrada throws a mortal nto 
  agonzng despar (no savng throw). They suffer a –2 penalty 
  to all actons for 1d8 rounds.
  Eatng an entre funistrada results n mmedate and agonzng 
  pan and sem-paralyss (a PC can walk and breathe, but that’s 
  about t) due to the near-destructon of the PC’s dgestve tract. 
  These effects can only be cured by a regenerate spell.
  God’s Teeth
  &	Scott Sutherland
  Ths whte rock, normally the sze of a fist, s found only n 
  the deepest parts of the underworld. Possbly due to connec-
  tons wth the lands of the dead, god’s teeth can be used to 
  make a terrble poton. A brave or foolhardy alchemst wllng 
  to work wth the stone would have to be found, as the process 
  s dangerous and tme consumng. Any accdental ngeston of 
  a god’s tooth, whch s requred to be powdered n the proc-
  ess, wll result n mutatons, madness or even death. Once 
  prepared and drunk, the mbber becomes wrath-lke, ganng 
  the defenses and attacks of a wrath. When the poton begns 
  to wear off a successful save vs. death s requred or the m-
  bber becomes a wrath permanently. Bengs of dvne power 
  are not affected by consumng a god’s tooth but they often 
  find them tasty!
  Golden Bread
  &	Atailton Miranda
  Vembar (a petty god of breads) make ths bread for other gods. 
  Made of wheat from the Upper Planes, t s nutrtve and del-
  cous: mortals gan +4 to all savng throws related to fatgue, 
  dsease, and poson for 24 hours.
  Golden Turnips of Kal’bre’ah
  &	Matthew W. Schmeer
  When the mghty warror Kal’bre’ah ascended to petty god-
  hood, he was gven permsson by the hgher gods to leave 
  behnd a celebratory foodstuff so hs people could toast hs 
  memory. Thus, he created the golden turnips. Kal’bre’ah 
  was not a cook nor a gardner, and had no dea what he was 
  dong when he created the golden turnips—cantaloupe-
  szed turnps wth skn of pure gold that grow on what re-
  sembles a blackberry bush. He created only one of these 
  bushes before he was destroyed by a major god for hs ter-
  rble taste, and the bush’s whereabouts are known only to 
  the gods, who only eat of ts frut as a punshment meted 
  out by hgher gods.
  Should mortals come nto possesson of a golden turnip, they 
  wll find the golden skn alone s worth 50,000 gp to culnary 
  collectors. The flesh of the frut s a strngy, stcky, astrngent 
  mass whch tastes strongly of boled fish, cnnamon, black 
  pepper, and earwax. Mortals must make a save vs. poson or 
  suffer 6d6 nternal damage plus a permanent –1 to Wsdom.
  Grog of Yggdrasil
  &	Troy J. Truchon
  When the world was young and smple so too was the world 
  tree, but wth the comng of mortals came chaos. The canopy 
  of the once revered tree s now a contorted dscordant tangle 
  of dssmlar branches resemblng every tree, shrub, and vne 
  n creaton. Some branches produce grapes, stll others dates, 
  and even others apples—t s sad that some branches even 
  produce clusters of ogres. Stll, the gods enjoy ther drunken-
  ness and nothng but the fermented frut of Yggdrasl can get 
  them there.
  When n the hands of mortals, a sngle draught of the grog 
  can return all ht ponts, or even rase the recently dead (those 
  dead less than 24 hours), but wll curse them wth perpetual 
  drunkenness. From ther first sp untl death, the mbber wll 
  suffer –2 to Dexterty and Wsdom, and a –1 to Consttuton, 
  but a +1 to Strength.
  Heaven Spice
  &	Atailton Miranda
  Also known as angel’s gift, ths slver spce tastes wonderful. 
  It removes dseases and posons n any food... and the taste s 
  dvne!
  Heaven’s Honey
  &	Atailton Miranda
  The brght, golden honey from the upper planes s delcous 
  and benefical. It cures 1d8 hp and gves a +4 bonus to all sav-
  ng throws for 1d4 hours. Heaven’s honey s apprecated by 
  many petty gods of good.
  Hell Spice
  &	Atailton Miranda
  Ths deep red spce (also known as devil’s finger) s very strong. 
  The spce causes 1d4 ponts of nternal fire damage; mortals 
  and petty gods must save vs. spell at –2 or fall n love for 1d6 
  hours wth the first person of the opposte sex they see.
  Hell’s Honey
  &	Atailton Miranda
  Ths dark honey made by demonbees from Hell s qute foul. 
  Mortals ngestng t must save vs. poson at −2 or suffer dam-
  age (3d6 ponts) and dsease (DM’s choce). The demonbee 
  hves are found n many bones, corpses, and runs of Hell.
  PeTTY FOODS OF THe PeTTY GODS
  APPeNDIX D
  
  358
  Ildrazil’s fruits
  &	Atailton Miranda
  Ildrazl (also known as Prmal Tree) s a unque gargantuan 
  tree from a strange plane. The fruts (delcous blue apples) are 
  consumed by many gods.
  In mortals, the frut’s effects are dangerous (save vs. poson at 
  –4 or de ), but the rare survvors gan a gft... +2 Wsdom.
  Impada
  &	Atailton Miranda
  Impada s a btter pe made of crushed mps. Popular among 
  the foulest gods, t s dangerous for mortals (save vs. poson at 
  −4 or de). Survvors suffer 3d6 ponts damage and must save 
  vs. spell or become chaotc.
  Keewee Juice
  &	Darcy Perry
  Often called the “nectar of the petty gods”, Keewee juice s a 
  green, sweet-tastng lqud. Scholars hotly debate whether t s 
  made from the lquefied pulp of hary frut, the blood of a small 
  brown flghtless brd, or the urne of the Keewees (a mythcal 
  people that serve the petty gods). Most agree on ts benefits, 
  however. Drnkng even a small amount certanly mproves 
  health and protects aganst dsease and nfecton. Folklore 
  suggests regularly mbbng the juce may also mprove eye-
  sght and delay the effects of agng. Unfortunately ts rarty has 
  prevented further sagely studes.
  Kraken’s Brain
  &	Atailton Miranda
  Favored by the petty gods from the sea’s deep, kraken’s brain 
  s a mghty food, grantng the ablty to move at double the 
  normal movement rate n water (e.g., swmmng), as well as an-
  other rare gft—a permanent ablty to detect comng storms.
  Lágrima
  &	Atailton Miranda
  A drnk made from a hundred maden’s tears, the btter taste 
  of lágrima s favored by evl petty gods. Mortals must save vs. 
  spell at –2 or suffer sadness (–2 penalty on all attacks and saves 
  for 1d20 hours).
  Milk of Barghobulya the Thrice-Horned
  &	Sándor Gebei
  On plateaus most unreachable, Barghobulya the Thrce-
  Horned s known to pasture among other bovds of dvne or-
  gn. Barghobulya’s milk s sad to cure all dseases; when mxed 
  wth powdered uncorn horn t becomes pestlental, nfectng 
  mbbers wth a vrulent dsease that twsts ther bodes and 
  mnds n equal measure. Fanatcal followers of the Jale God of-
  ten wonder what propertes the mxture of Barghobulya’s milk 
  and the powdered horn of an Atacorn mght have.
  Odin’s Mead
  &	Matthew W. Schmeer
  F	Richard J. LeBlanc, Jr.
  Spoutng from the teats of Odn’s goat, Hedrun, mead s 
  gathered n raw form by dwarven mlkmads who have ther 
  eyes put out by Tyf’s sword. The raw mead s then mxed wth 
  honey, the blood of petty gods who have dspleased Odn, 
  and snot from Odn’s left nostrl, and left to ferment n great 
  cauldrons n the labyrnthne tunnels beneath Asgard (Odn’s 
  spttle acts as yeast).
  Odin’s mead mparts the gft of poetry and wsdom on those 
  mortals lucky enough to save vs. spell whle drnkng a draught, 
  as they gan a permanent +3 to Wsdom. Bards who drnk also 
  gan a +3 to Charsma.
  Oil of Obatala
  &	Scott Sutherland
  Ths ol s smlar n appearance and taste to vrgn olve ol, 
  but even better for your cholesterol levels... assumng you are a 
  petty god! Of unknown and ancent orgn, ths ol s found n 
  the oldest of runs and catacombs, ancent temples and crypts. 
  Usually stored n elaborate brass or stone urns, oil of Obatala 
  s easly dentfied as ts contaner s warm to the touch. The 
  ol can be used to cook the head of a creature, or as a cond-
  ment n the consumpton of one. A dvne beng that does so 
  gans rrevocable possesson of the consumed creature’s soul 
  whch can be used as the dvne beng desres (consumng t for 
  power or usng t for rencarnaton). However, a mortal crea-
  ture takes 5d12 damage as the ol burns hm from wthn. If he 
  survves he rolls a 1d10 and consults the table below:
   
  1-2 No further effect
   
  3-4 Gans the consumed creatures algnment
   
  5-6 Gans 100 XP per level/HD of the  
   
   consumed creature
   
  7-8 Gans one specal ablty or spell of the  
   
   consumed creature at the DM’s dscreton
   9-10 Becomes that creature n all respects, 
   
   wth hs own soul forever lost
  APPeNDIX D
  PeTTY FOODS OF THe PeTTY GODS
  
  359
  Olives of Roryae
  &	Matthew W. Schmeer
  The twelve Roryae are sturdy olve trees regrown from a green 
  branch whch shot forth from a charred stump burned durng 
  a battle of the gods. These trees can only be found n the 
  garden of the gods. Anyone besdes a god or godlng who 
  eats the pale-black fruts of a Roryae tree wll ncur the wrath 
  of the gods themselves n the form of a non-revokable curse 
  whch deals a –3 morale penalty and a –3 on attack and dam-
  age rolls.
  The curse can only be removed by completng a quest at the 
  behest of a petty god.
  Oyster Cider
  &	Matthew W. Schmeer
  Made from the pressed flesh of Aphrodte’s favorte mode of 
  transport, ths mlky pale cder s a favored love poton of the 
  petty gods; they often slp t nto each other’s drnks and watch 
  the hlarty ensue. If mbbed by a mortal, the drnker falls 
  madly, passonately n love wth a random petty god and wll 
  do anythng for them n order to consummate the relatonshp 
  f they fal a save vs. spell. The effects of oyster cider wear off 
  mmedately upon sexual congress wth a petty god, at whch 
  pont the PC wll be filled wth so much self-loathng that they 
  wll suffer a permanant –2 to Intellgence and suffer –2 to all 
  melee attacks for 1d4 weeks.
  Persimmons of Truth
  &	Matthew W. Schmeer
  These hard-fleshed, orange, fish-shaped fruts grow exclusvely 
  on the only known Amber Tree on the shores of the Crystal 
  Sea. The gods enjoy them when breakng fasts. If eaten by a 
  mortal, they mpart a permanent +3 to Wsdom but have the 
  added sde effect of makng the ngester speak the objectve 
  truth no matter the consequences. Ths effect can be coun-
  tered by drnkng the raw mlk of Odn’s goat.
  Potted Cheese
  &	Matthew W. Schmeer
  Ths rank, crumbly, hard whte cheese s streaked wth vens 
  of red slme mold. Made from soured goat mlk and potted n 
  golden urns by the Order of Amelkn, ths favorte cheese of 
  the petty gods s aged for twenty years n the cellars beneath 
  small shrnes dedcated to Curdle, the petty goddess of blnd 
  mlk mads, and offered as sacrfical foods durng the Dark 
  Moon Festval.
  The cheese s hghly toxc to humans; anyone eatng of potted 
  cheese must save vs. paralyss or be turned to stone.
  If potted cheese s found and opened before t has fully aged 
  (40% chance), t wll appear as a runny, mottled mass. If the 
  lqud n such an urn of potted cheese touches skn, t wll burn 
  the flesh for 6d6 acd damage. Only blnd mlk mads traned 
  n the ways of the Order can avod such njury.
  Mortals are advsed to avod potted cheese at all costs.
  Pustule Pudding
  &	Matthew W. Schmeer
  F	Richard J. LeBlanc, Jr.
  Cooked n unwashed cauldrons by the wtches of Westwck 
  at the behest of several petty gods, pustule puddng s hghly 
  regarded for ts restoratve propertes. No one knows the exact 
  recpe, but the wtches have been seen mlkng the burns of 
  warrors who come to them for healng, so t s assumed that 
  s where ths gray, oatmeal-lke substance gets ts kck. Whle 
  pustule puddng can restore lost health to maxmum capacty 
  wth a sngle bowl, t s more hghly regarded for ts, shall we 
  say, cleansng propertes. Anyone eatng a sngle servng must 
  save vs. poson or mmedately spend 1d4 rounds nosly vod-
  ng ther bowels. Anyone foolsh enough to eat another serv-
  ng must spend 1d4 rounds loudly regurgtatng (no save).
  Sagrada’s Waters
  &	Atailton Miranda
  Sagrada s a beautfull waterfall of the Upper Planes. The cold, 
  holy waters from Sagrada are benefical for mortals (a drnk 
  cures 1d4 hp per bottle), and perlous for servants of evl (un-
  dead, demons and devls suffer 5d6 ponts of damage just for 
  touchng the waters). Petty gods and angels enjoy mbbng the 
  fresh waters whle watchng the falls.
  Scrambled Totlyanian Eggs
  &	Sándor Gebei
  The santed flock of Totlyanan brds roam the world from 
  season to season, and t s durng the sprng when they lay 
  ther golden eggs n places where they wll be most safe from 
  the followers of detes assocated wth beggars and poverty, 
  known to scramble these precous eggs. Even a sngle bte of 
  such a meal results n heavy hallucnatons resemblng the 
  sckest and wettest dreams magnable. Besdes beng hghly 
  addctve, regular consumpton of these eggs causes the weak-
  wlled to slowly abandon moralty and swear allegance to one 
  of any number of detes assocated wth seral kllng (or a 
  smlar amoral acton or actons).
  Synn Fruit
  &	Atailton Miranda
  Synn s a unque, dark dread tree found often found n a hell 
  lord’s garden. Synn fruit—whch look lke beautful black ap-
  ples—are the sweetest thng n the dark realm. Mortals, an-
  gels, and petty gods who eat of the frut of Synn must save 
  vs. spell at –4 or become evl and depraved, and permanently 
  charmed by the devl lord ownng the garden. Synn fruits are 
  very rare—only 1d4 appear per decade.
  PeTTY FOODS OF THe PeTTY GODS
  APPeNDIX D
  
  360
  The Flavor Out of Space
  &	Troy J. Truchon
  Whle the greater, lesser, and low gods may have ther ambrosa, 
  petty gods lve on a det somewhat more humble (and a hell 
  of a lot more cost effectve)—namely, the flavor out of space. 
  Produced cheaply by the gnome goddess and her mnons deep 
  beneath the earth, and sold to the petty gods n bulk, the flavor 
  out of space s smply too good to be true, and t s.
  Ths strange canned meatstuff made from a sort of cosmc 
  swne (orgnatng n a dmenson you would much rather not 
  know about) lasts far longer than t keeps, and tastes horrble 
  to most mortals who consume t. Though a mere bte wll feed 
  a man for a month, he’ll need a good save vs. poson to keep 
  t down. The petty gods suffer no such problem, as they can 
  very easly make ther food taste lke whatever they’d prefer t 
  to be. Spent cans are sometmes left wth prests as holy relcs, 
  and whole cans are sometmes delvered wth much fanfare by 
  petty gods who don’t want ther zealots to worry about supply 
  lnes whle they are extrpatng a competng fath. 
  Tralanaira’s Burning Milk
  &	Atailton Miranda
  The mlk from Tralanara, (the Lost Cow of the Gods) s danger-
  ous to a mortal’s body. Imbbers must save vs. poson at –4 or 
  take 10d6 ponts of fire damage. Survvors gan a permanent 
  +2 bonus to ther Strength and Consttuton scores. Ths s a 
  very rare tem found n jeweled bottles lost n ancent planes.
  Undek’s Food
  &	Atailton Miranda
  Undek (hungry for the taste of dvne spark) feeds on the lfe force 
  of the prests of rval gods. He also lkes the sweet energy from 
  the young madens. Should a mortal eat a soul n an edble form 
  (a brght rose—a rare gft from Undek for the fathful), he gans 
  +1 level for 1d10 days. Souls from specal persons (madens, 
  prests, paladns) should gve more benefits (at DM’s dscreton) .
  Walnuts of the Agrapax Tree
  &	Sándor Gebei
  Durng the magcal autumn n the land of fares, the Agrapax 
  tree bears exactly thrteen walnuts, each the sze of a grapefrut. 
  The seed of such fruts carres the blessng of [dety assocated 
  wth wsdom or fares], and ts consumer gans knowledge 
  about the locales or tems he seeks the most. Crackng the wal-
  nut’s shell, however, releases nghtmarsh sounds that terrfy 
  mortals and urge them to crack each other’s skulls nstead.
  War Wine
  &	Atailton Miranda
  Made of grapes from the war god’s vneyards, ths red wne 
  causes berserker rage n mortals (save vs. poson at –2 or rage 
  for 3d10 rounds—effects and bonuses at DM’s dscreton). The 
  gods occasonally gve a bottle of war wine to the fathful—a 
  valuable gft ndeed!
  Xanathur’s Waters
  &	Atailton Miranda
  Xanathur s a small dark underground lake n the world’s deep-
  est cave. Brthplace of a lost god, Xanathur’s waters are pow-
  erful and chaotc for mortals and petty gods.
  Xanathur Drink Effects (roll 1d8)
   
  1 
  Cures 1d20 hp
   
  2 
  Causes 1d20 ponts of damage
   
  3 
  Permanent +1 gan n random attrbute
   
  4 
  Permanent −2 loss n a random attrbute
   
  5 
  Polymorph nto small creature  
  (e.g., frog, cat, dog or another lttle anmal  
  at DM’s dscreton)
   
  6 
  Polymorph nto monster  
  (e.g., mantcore, centaur, mnotaur,  
  or another monster at DM’s dscreton)
   
  7 
  Grants a permanent spell-lke ablty usable  
  1×/day (e.g., fireball, cure wounds, fly, summon 
  monster, or another spell at DM’s dscreton)
   
  8 
  Permanent whspers from lost god  
  n the bran... (permanent madness; effects at  
  DM’s dscreton—a great hook for adventures!)
  Zincatulkiavor’s Pieces 
  &	Atailton Miranda
  F	Richard J. LeBlanc, Jr.
  Zncatulkavor (a fungal petty god, also known as The Father of 
  Fungus), klled by a rval power, rests n many dred peces, lost 
  and scattered among the planes. Eatng one of these peces s 
  deadly (save vs. poson at –4 or de). Survvors, however, gan a 
  strange madness, and wll suffer fungal-related nghtmares and 
  wakng delusons (e.g., fungus growng from ther bodes, trans-
  formaton nto a fungod, etc.; the specfic effects, nstance, 
  and/or cures are at the dscreton of the DM). Petty gods are 
  mmune to both the poson and the madness.
  APPeNDIX D
  PeTTY FOODS OF THe PeTTY GODS
  
  361
  MINIONS WANTED! 
  God of Abject Poverty needs lack-
  eys for entry-level field positions 
  managing ruination portfolios. Must 
  like body vermin and travel by foot. 
  Apply at the Sign of the Crooked 
  Foot in Lochnamsh next full moon. 
  Serious inquiries only. No elves.
  PUNY MAN! Bow before the God-
  dess of Wondrous Strength and be 
  the master of your muscle! You are 
  called to a special meeting of the 
  Muscle Cult at the next nexus of 
  the twin moons of Joon at Temple 
  Square in Portown. Only the first 
  ten applicants who fail the feats 
  of strength will be admitted. No 
  dwarves; farmboys need not apply 
  unless partially crippled.
  LOST: Small, ruby, triple-headed 
  goat statue inscribed with the name 
  “EMKILM” on base. Last seen 
  behind the bar at the Sign of the 
  Wrinkled Tit. If found, please return 
  to Faroo the Magnanimous in Harn-
  thorp for special reward. Note: DO 
  NOT attempt to milk the statue!
  RUM MAIT WANTTED! Slorg need 
  rum mait. Nice layer. Tastful deco-
  rated with skuls. Must not be orc. 
  Cum to bridge. Look under. Aks for 
  Slorg. Show add or I will eet you.
  FOR RENT: Small hovel on outskirts 
  of town. Tends to wander if left un-
  attended. Special discounts for old 
  crones and/or witches. Inquire at 
  Yaga Babba’s Bakery Shoppe.
  SOULS FOR SALE!  
  CLEARANCE PRICED!  
  Demon lord has been demoted and 
  must clear all inventory! Thousands 
  of contracts reduced below cost! 
  My loss is your gain! Come on down 
  to Lecherous Larry the Lemure 
  Demon’s Soul Emporium NOW! 
  No lawyers or wholesalers will be 
  admitted.
  WANTED: Small, jewel encrusted 
  bronze statue of a demon laugh-
  ing in its sleep. Will pay 1,000gp for 
  same. I’ll know it when I see it. Bring 
  it to Yalek Aieleek, Master of Sleep, 
  at Zabit’s Magic Shop in Darkwood 
  Shire.
  You: Handsome halfling rogue with 
  velvet touch. Me: The drunk bar maid 
  at the Wrinkled Tit with dishwater 
  hair and a small mole under her left 
  eye. Lost: My trust, my heart, my 
  crystal pendant. If I see you again, 
  you turd on an owlbear’s ball sack, 
  this wench will wrench your furry lit-
  tle toes clean off.
  Skeleton keys for sale. Must provide 
  own skeleton. W.S. Largish & Sons, 
  Locksmiths.
  ADVENTURERS  
  WANTED! 
  Cowardly villagers seek foolhardy 
  and short-sighted rogues to sacri-
  fice life and limb for paltry reward 
  and bragging rights in an attempt 
  to kill black dragon disrupting local 
  sheep-based economy.  Interested 
  parties must provide own weapons 
  and mounts. Interested applicants 
  please inquiry with Old Man Slath-
  ery at Goatshire’s blacksmith shop.
  Sisyphut’s Miscellaneous Labor 
  Services. No task unreasonable 
  or too dangerous. Trained and un-
  trained laborers ready to work at 
  reasonable rates. Special orders 
  our specialty. Just whistle and we’ll 
  work!
  Walter Withcroft, Ph.D, M.U.F.C, 
  R.O.T.C., Br.OF (ret.), will repair 
  and recharge your magic items 
  for minimal cost. No guarantee of 
  normal function after upgrades or 
  recharges. Also have small number 
  of special items for sale, including 
  lover’s knots, bracelets of clasping, 
  wands of mendacity, pendants of 
  stag’s endurance, and rings of hope. 
  Hours: one hour after sun-up till 
  mid-day, every day, unless sign on 
  door says otherwise. Stall located 
  behind Yaga Babba Bakery, next to 
  cobbler shop. Discrete transactions 
  available at extra cost.
  DELIVERY MAN NEEDED. 
  The Brothers of the Order of the 
  Fist in Northern Kirlangen, brewers 
  of the realms-famous Miasmimosa 
  bittersweet brew,  have immediate 
  need for a delivery driver. Must be 
  able to lift a half-cask unaided and 
  be amenable to being the subject of 
  multiple spell protections. Apply in 
  person to Brother Bendover, Prior 
  of Kirlangen Abbey.
  100GP REWARD! Clear crystal 
  pendant in shape of stag’s head. If 
  found, return to Bethda Tillminder at 
  the Sign of the Wrinkled Tit.
  DUNGEONEERS! Have your lat-
  est forays beneath the earth left 
  you feeling you’ve lost your mirth? 
  Has crawling through the underd-
  ark taken away your divine spark? 
  Perhaps a case of raging doom 
  has left you confined to your room, 
  or maybe your gut is in  a fit be-
  cause of  a case of the lucky shits?  
  Whether it’s tenebrites, ghosts 
  of fleas, fly mites, undead lice, or 
  just scraped knees, HARPOOL’S 
  APOTHECARY HAS THE CURE!  
  Our trained apothecaries are su-
  pervised by a fully royal-licensed 
  alchemist of the sixth degree. No 
  ailment too small or to large. Con-
  veniently located in Market Square 
  next to Yaga Babba’s Bakery.
  THARWICK’S FEED & LIVESTOCK  
  MULE TRAIN SPECIAL! 
  Why buy when you can rent? We 
  have mules available for as low as 
  5gp per day. Rent five mules, get a 
  sixth for free!  Carts and mule driv-
  ers available at extra cost. Come on 
  down to Tharwick’s: it’s your move, 
  so trust us to haul it right. 
  DISWASSERTHOP  
  LAUGHS! 
  YANKEE. HOTEL. FOXTROT. 
  SEVENTY-SIX. THIRTY-THREE. 
  TWENTY-FOUR. SHOOP.
  Dwarves needed for dangerous 
  mission to retrieve lost birthright. 
  Must be stout of heart, sober of 
  mind, and fast with fists. Ability to 
  speak Northlander helpful, but not 
  required. Come to the Shady Drag-
  on Tavern and ask for Walker. 
  OFFICIAL NOTICE: Be it herewith 
  known that Raffles Kuntfingers of 
  the Shire of Darkwood has been 
  found guilty of theft from the royal 
  treasury and is to be executed  at 
  dawn on the second day after this 
  notice is circulated.  He is to be 
  drawn and quartered in  the public 
  square. The convicted’s personal 
  belongings were sold at auction 
  under sealed bid to the highest bid-
  der, as per royal custom. All citizens 
  of title of the kingdom are invited to 
  attend the execution. Refreshments 
  will be follow the spectacle courtesy 
  of the Baron Walthamthorp.
  Alchemist in need of rare and hard-
  to-find ingredients seeks to hire in-
  trepid explorers to secure such. In-
  quire at front gate of Stonefist Keep. 
  Show ad for admittance.
  GUNTHER’S TAXIDERMY, locat-
  ed in Walthamthorp, will stuff and 
  mount your trophy in true-to-life 
  fashion. Gunther Fishkiller has 
  30 years experience in helping 
  customers relive the hunt through 
  tasteful taxidermy. In his years in 
  service to Baron Walthamthorp, 
  Gunther learned to hunt the big 
  ones and mount them! Drop by 
  our showroom to see our handi-
  work and discuss how we can 
  help you furnish your home, guild, 
  or keep and help you keep your 
  memories alive. Gunther Taxider-
  my: Preserve The Adventure!
  Curses removed.  
  Reasonable prices.  
  Come to stall 7 on market 
  days. Ask for Renata.
  Escorts provided for single knights 
  in need of companionship to court-
  required social engagements. Our 
  girls are fully trained in small talk, 
  friendly gestures, and royal social 
  graces. Special services available 
  for paladins. Jaleen’s Social Circle is 
  here to serve. Two blocks off Mar-
  ket Square on Guilds Way. Ask for 
  Lefpth.  
  REPENT, REPENT!  
  YWEHBOBBOBHEWY, 
  LORD OF WATERS,  
  KING OF MIRRORS,  
  PATRIARCH OF THE 
  MOST PROFOUND  
  DEMANDS  
  YOU REPENT! 
  Run this ad three times and your 
  prayers will be answered. For details, 
  send 1cp to Ywehbobbobhewy, Lord 
  of Waters, King of Mirrors, Patriarch 
  of the Most Profound, c/o Bob Da-
  cat, Temple Felinis, Whiskeryshire.
  FOUND: Stag Head Pendant. Has 
  curious properties only true owner 
  would know. Inquire at Harpool’s 
  Apothecary. Ask for Kenwise. Be 
  prepared to bargain.
  APPENDIX E
  Petty Classifieds
  & Matthew W. Schmeer
  PeTTY CLASSIFIeDS
  APPeNDIX e
  
  362
  SUPER REPLICAS! 
  Non-magical magical weapon re-
  productions, Gag-bags of Holding, 
  Glass Jewelry, Boots and Capes of 
  Elviskind, inaccurate hourglasses 
  of all shapes and sizes! Make your 
  buddies laugh and cry at the most 
  inopportune moments! Unbelieva-
  ble pricing! Narwick Reproductions, 
  Slant’s Way, Brookshire.
  TRY THE NEW ALL ALE DIET! St. 
  Armitage used this diet to lose 5 
  stone a week! Amazing results with 
  little effort! You won’t believe your 
  eyes! Come talk to Talia at the Slat-
  ternly Mermaid, back left booth on 
  even days only.
  LOST: Angry dwarf. Usually drunk. 
  Regular dwarf height, grayish-brown 
  beard, beady eyes. Has no clan 
  name, but will respond to “Vlaaran” 
  or “Vlark”. Last seen in Dolmvay. If 
  found or sighted, please report to 
  Filchard Fallagen at Guard House 
  2, Walthamthorp. 
  WHERE OH WHERE HAS  
  MY LITTLE DOG GONE?  
  Will pay top coin for return of my 
  little poochie-woochie. Wolfhound/
  hellhound mixed breed answers to 
  the name “Norris”—but not always. 
  Beware his nip! If found, return to 
  Reginald Falkenberry, Hawkthorp.
  MIRACLES PERFORMED WHILE 
  YOU WAIT! Tent 16, Fairground 
  Circle. Ask for Sister Aleenea of the 
  White Crescent.
  RESURRECTION  
  SPECIAL! 
  Half-price resurrections now 
  through Wintertide. 
  Brother Olaf of the Clenched Fist 
  will raise your fallen friend, no 
  strings attached, now through Win-
  tertide for half the normal donation. 
  Harmstone Gaol, cell 8.
  SPELLBOOKS, 
  SCROLLS, 
  GLYPHS, WARDS, TATTOOS. Visit 
  Blivner’s Magical Scrivener Shoppe 
  for all your magical inks! From Black 
  Dragon Essence to Domquil’s Pur-
  ple Folly, we stock over 700 essen-
  tial pigments, dyes, and infusions for 
  your written incantations. Bring this 
  notice for a free sample of Doctor 
  Stürck’s Iron Golem Black! Market 
  Way, Taverntoss, three doors down 
  from the Spurned Wife Inn.
  LOVELORN? Want to find easy 
  local wenches for FREE? Come to 
  Stall 69, Marketsquare. Ask for Al-
  ice. She can get you anything you 
  want!
  GOBLINS FOR HIRE! I’ve got 100 
  housebroken goblins ready and will-
  ing to do your bidding. 1cp per day 
  plus daily rations. Windsnap Belvert 
  Hireling Services, Courtside Square, 
  Hawkthorp.
  WANTED: 300gp reward for infor-
  mation leading to the capture or 
  corpse of Grum Walsk, tokeweed 
  merchant, Taverntoss. See Cap-
  tain Grumm of the Keep Guard, 
  Walthamthorp, to claim the reward.
  WHAT DOES YOUR  
  FUTURE HOLD? 
   M
  Madame Sczyzyky knows! Palms, 
  tea leaves, tarot, and crystal balls—
  you choose the the method of scry-
  ing and she’ll do the future spying! 
  3sp per reading; prophecies guar-
  anteed to come to pass within one 
  year or your coinage back! 
  WILL PAY TOP PRICE FOR RARE 
  DUNGEON FRUITS! Dolwich Apoth-
  ecary, Dorswitchshire.
  BEWARE THE POX  
  OF GLIBSUTH! 
  Avoid the running trots and stink-
  foot that accompany this dreaded 
  malady by drinking two bottles of 
  PROFESSOR 
  CREAM’S 
  ANTI-
  POX SOLUTION twice a day for 
  three days. Only 10sp wherever top-
  shelf medicinals are sold.
  KEEP YOUR PLATE IN TIP-TOP 
  SHAPE! Grinder’s Metal Polishing & 
  Repair services all styles of full plate 
  armor. We’re the only shop in town 
  with a friar and a mage on call to 
  help with all cursed or magically-en-
  hanced armor needs! Official Metal 
  Polishers of Baron Walthamthorp’s 
  Guard. Come see Barney at Inner 
  Keep Circle, Walthamthorp, today!
  FREE RATS! Domesticated pet 
  rats. Available in many colors, most-
  ly brown with black markings; I have 
  a few white ones, too! Atrium bred 
  and raised, 10 weeks old. Trainable 
  and easy to handle. Guaranteed 
  non-were. Come see Pete “Knuck-
  les” Pfeiffer at the Wizard’s Tower.
  UROBORIALIS GUIDE US IN OUR 
  TIME OF NEED. Provider of wisdom 
  and understanding, open our minds 
  to see the mysteries and obtain for 
  us the grace of the Greater Gods.
  LOST PACK MULE. Medium-sized 
  gray mule with trimmed mane and 
  tail. Last seen near Borderkeep 
  Caverns. If found, please contact 
  Brother Agnon of the Order of the 
  Clenched Fist, Taverntoss.
  BEAT THE LICH AND 
  WIN FREE DRINKS! 
  Come on down to the Toasty Harlot 
  this Middlesday for another round 
  of “Drink Down Danny!” By popular 
  demand, Danny the Lich, undead 
  bard of wide renown, will be on hand 
  to inspire and disgust all comers. If 
  you don’t vomit during his rendition 
  of “The Scourge of Al’mhet Ra” then 
  you win FREE DRINKS for the rest 
  of the night!
  FOUND: Three-legged milk stool. 
  Slight fire damage and smells like 
  soot. Carved initials on underside: 
  CPGBMM. Come see Luft at at 
  Goatshire’s blacksmith shop to get 
  it back.
  A PRAYER TO YOUR GOD OF 
  LIGHT. Pray these words to your 
  God of Light and soon you will re-
  ceive blessings in abundance: Grant 
  O Gracious One upon me knowl-
  edge to understand You, sense to 
  see Your wisdom in all things, rea-
  son to discern Your hand turning 
  the works of the world, and a spirit 
  to know You in all things.
  IS YOUR SHOP READY FOR 
  HARVESTMOON and cooler days? 
  There is still time to fix leaky cellars, 
  loose shingles, unhinged doors, un-
  glassed windows, and unpatched 
  walls. Make HANDY HARKEN the 
  only man you trust to get the job 
  done. You won’t find better work 
  anywhere in the three shires! I per-
  sonally oversee all work and hire 
  only the best journeymen in the 
  trades. Homeowners, mention this 
  ad and get a free re-thatching es-
  timate. HANDY HARKEN REPAIR 
  SERVICES, Walthamthorp. Guild-
  certified.
  IS GRANDMA UTTERING NON-
  SENSE AGAIN? Is Da’s arrow-
  induced knee injuries hurting so 
  much that he can’t get out of bed? 
  Contact Helga’s Homesitter Serv-
  ice! We provide personal assistance, 
  companionship, nursing aid, and the 
  occasional slap upside the head to 
  those in need. Helga’s Homesitters, 
  Taverntoss.
  PILGRIMAGE to St. Unrik’s birth-
  place in the Cerisian Empire leaves 
  in a fortnight from Taverntoss. Cost: 
  400gp. Cost does not include meals. 
  Must provide your own mount. Con-
  tact Father Ernie Andbert, Order of 
  the Open Hand, Taverntoss.
  UNLEASH YOUR  
  HIDDEN POWERS! 
  Become a mental super man  
  overnight! Free scroll! Windorf,  
  27 Market Wayside, Hawkthorp.
  BURIAL PLOTS FOR SALE. 
  Exclusive rights for two burial 
  crypts at Culledfist Cemetery at the 
  Church of the Order of the Clenched 
  Fist, Walthamthorp. These crypts 
  are located in the mausoleum, cor-
  ridor St. Flon of Wea, tier G, crypts 
  137 & 138. Today’s selling price at 
  this level would be 9,000gp. We 
  are offering this space for 6,000gp 
  (or best offer). Contact Father  
  Ambrose, Order of the Clenched 
  Fist, Walthamthorp.
  VACATION IN STYLE. Mountain 
  cabin in Northern Kirlangen. Fully 
  furnished; sleeps 6. 3 rooms, each 
  with 2 windows, stout firepot, and 
  stone chimney. Small outbuilding 
  less than 20 steps out back door. 
  View of Ice Faery Realm from front 
  door. Close to many points of inter-
  est and activities. Must provide own 
  firewood. 6gp/night. Contact Thule 
  Yongaw, Hawkthorp.
  A PRAYER TO YOUR DARK GOD: 
  Deceive me, O Dark One; Let me 
  not know Your machinations, but 
  only use me as You desire to ac-
  complish Your will. Let me be clay 
  in Your hands: useless until formed 
  and hardened in the fires of Your 
  wrath.
  WANTED: LIVE MARLAFIX. Will 
  pay top dollar. Gunther Taxidermy, 
  Walthamthorp.
  WANTED: Experienced pack mule 
  in good condition. Must have less 
  than 5,000 leagues ahoof and a 
  white patch on left haunch. Willing 
  to pay decent amount for the right 
  one. NO JENNYS. See Reeda at 
  the Talon & Onion in Walthamthorp.
  OUTHOUSES CLEANSED 
  AND DEODORIZED. 
  Why dig new when you can refresh 
  for less? Just mix our dry powder 
  with water and pour into shit-hole. 
  Safe, non-poisonous formulae dis-
  solves normal waste in just hours! 
  Griswold the Minor Laboratories, 
  Wizard Tower 1 -1/2b, Hawkthorp.
  NOVICE CULTIST WANTED. Did 
  you just join a cult? A curious seeker 
  has questions. Come convince me 
  your god should be my god. Ask 
  for Reeda at the Talon & Onion in 
  Walthamthorp.
  EARN BIG MONEY! Learn to 
  weave invisible threads in the com-
  fort of your own home! Contact 
  Wanted Weavers, Castle Tower 2, 
  Taverntoss.
  CAN YOU EARN 50sp a week writ-
  ing classifieds? Enclose 1sp for free 
  scroll! Windorf 27, Market Wayside, 
  Hawkthorp.
  APPeNDIX e
  PeTTY CLASSIFIeDS
  
  363
  PeTTY CLASSIFIeDS
  APPeNDIX e
  RIGHTWAY  
  CARTOGRAPHERS  
  WANTS YOU  
  to hire us for your  
  next expedition! 
  We are expert mappers who won’t 
  slow your party down whether you 
  delve beneath the sands or beneath 
  the surf! Never get lost in a hedge 
  maze again! You’ll be amazed at our 
  85% accuracy rate while sketching 
  on the run! Come see us before you 
  leave for your next adventure. Rea-
  sonable and negotiable daily rates. 
  Rightway Cartographers, Bedlam 
  Lane, Walthamthorp.
  NOGBLOOD’S  
  GOBLIN SCRUBBERS. 
  We’ll clean your dirty bugger,  
  no questions asked.  
  42 Grifter Square, Taverntoss.
  WE’LL GROOM YOUR ASS FOR 
  FREE. Applethumb’s Tack & Feed 
  will groom your pack mule for free 
  when you stable two horses with us 
  for at least two nights. Reasonable 
  daily rates. We can also re-shoe your 
  horse while you wait. Haymarket  
  Circle, Taverntoss, across the way 
  from Ratcatcher’s Smithy.
  WANTED: Fighter with scary-fast 
  sword skills. Come see Reeda at 
  the Talon & Onion in Walthamthorp. 
  Women need not apply unless will-
  ing to shave head.
  MAS. edoc terces rou ekorb sutciR. 
  adeeR ffo ti llaC adeeR. 
  SELL MIRACLE NOWOOLON! 
  Looks, feels, like wool, wears four 
  times longer and outwears linen 7 to 
  1. Acid-proof, fire-proof, and quick-
  dries in twenty minutes after a good 
  river dousing. Amazing profits can 
  be yours! Contact Wanted Weavers, 
  Castle Tower 2, Taverntoss.
  ATTENTION SHIELD-MAIDENS! 
  Your shield may be sub-par! Let 
  Lance Corporal Leechy Snickel 
  (ret.) test your defenses! Trained by 
  Baron Walthamthorp’s royal armorer 
  in the fine art of shield craft, Leechy 
  is renown throughout the realms for 
  servicing shield-maiden’s particular 
  needs. As Leechy always says, “A 
  shield that thrusts is a shield that 
  busts.” Come on by Leechy Snick-
  el’s today for a free shield adjust-
  ment. Never let your guard go down! 
  16 Armor Circlet, Hawkthorp.
  LIVE BABY INDIGO WORMS! 
  You can hold a hundred in the palm 
  of your hand! Feel the tickle and 
  watch them squirm! Amaze your 
  friends and gross out your parents! 
  Send 5sp to Windorf 27, Market 
  Wayside, Hawkthorp.
  GOT A TOWER FULL OF JUNK? 
  A dungeon full of funk? Call DIA-
  MOND MORT, THE CLEANING 
  WIZARD! Mort will clean your home 
  or hovel until it sparkles and smells 
  like new. Fully trained and super-
  vised cleaning goblins on call at all 
  hours. 19 Grifter Square, Tavern-
  toss. Note: Diamond Mike is NOT a 
  real wizard.
  WESLEY’S MINTY PURGATIVE: 
  a discrete solution to all embar-
  rassing bowel problems. Available 
  at most respectable apothecaries 
  in the realm. Ask for it by name. 
  But whisper.
  WANTED: Half-orc to lift heavy 
  stuff and kill scary things. If you can 
  read and are not afraid of taking a 
  few risks on a dangerous journey, 
  come talk to Reeda at the Talon & 
  Onion in Walthamthorp.
  NOTICE: SOAP CARVERS LOCAL 
  GUILD 2112 of Walthamthorp now 
  offers FREE soap carving classes 
  for all interested parties! Come join 
  the profession that has unlimited 
  growth potential! Must provide own 
  carving tools; a limited number of 
  basic carving kits are available for 
  10gp purchase. Classes start this 
  Marketday!
  A THOUSAND USES FOR SOUR 
  ALE! Since ancient times sour 
  ale has been known to ward off ill 
  health and prevent evil wards. Send 
  for a FREE scroll to find out how! 
  Send 12sp to cover courier costs 
  to Upturn Potsherd, Barthian Way, 
  Narlick.
  I WILL BUY YOUR TRINKETS! 
  See Timberbull in  
  Stall 17, Marketsquare.
  FATHER GILGARTH restores luck, 
  love, health, and happiness. Narwith 
  Abbey, east door. Reasonable prices.
  PSYCHIC READINGS by Malach 
  the Black. Find out who plagues 
  your soul. Helps with love life, health, 
  job, and relationships. Immediate re-
  sults or no charge. Flargeth Alley, 
  Kingskeep, Brookshire.
  ROSEBRIAR THIMBTHWIT can 
  change your life overnight. Send 
  25sp and emergency prayer re-
  quest via courier to Dimswit Ditch, 
  Doorchester. 
  HEMPSTEAD’S CURE-ALL! Doc-
  tor Hempstead, the healer’s healer, 
  has right potion to cure your ills. 
  Hempstead’s Cure-All is excellently 
  adapted to carry off morbid excre-
  tions, restore and amend the ap-
  petite, and prevent sickness of the 
  stomach and severe headaches. 
  See Doc at Ye Old Emporium in 
  Narlick for a free sample to cure 
  what ails you!
  BECOME A COURIER AND 
  SEE THE REALMS! 
  Our business is booming and we 
  need couriers to expand our reach! 
  If neither orcs nor trolls nor blighted 
  dark can keep your from your oath-
  sworn route, we want to talk to YOU!  
  Stop by our Kingskeep offices today 
  to learn how Kingsworn Couriers 
  can help you achieve your dreams!
  WANTED: BROKEN WANDS & 
  STAVES. Bargard Billquarrel will 
  buy your broken and discharged 
  wands and staves for top dollar, 
  no questions asked. See Stall 72, 
  Marketsquare.
  F	Richard J. LeBlanc, Jr.
  
  364
  Works & Authors  
  Referenced in this Volume
  Burroughs, Edgar Rce: “Barsoom” seres.
  Campbell, Joseph: THE HERO WITH A THOUSAND FACES.
  Chambers, Robert W.: THE KING IN YELLOW.  
  (Yellow King, p.196)
  Chambers, Robert W.: “The Messenger” (Gray Messenger, 
  p.236); “The Maker of Moons” (Xin, p.273).
  Dunsany, Lord: THE GODS OF PEGANA  
  (Jabim, p.74; Kilooloogung, p.84; Zumbiboo, p.206).
  Gorgonmlk, Greg: “Save vs. Insanty”;  
  UNDERWORLD LORE, No.1, Vol.1, Fall 2013, p.14.
  Jaquays, Jennell (Edtor); UNKNOWN GODS, Judges Guld.
  LeBlanc, Rchard J., Jr.: BASIC PSIONICS HANDBOOK;  
  VALLEY OF THE FIVE FIRES (Xunadu Khan, p.274).
  Lndsay, Davd: A VOYAGE TO ARCTURUS  
  (Jale Tears, pp.282-283, p.305).
  Long, Frank Belknap: THE HORROR FROM THE HILLS  
  (Chaugnar Faugn, p.22; Miri-Nigri, p.247);  
  “The Hounds of Tndalos” (Hound of Tindalos, p.239).
  Lovecraft, H.P.: “The Doom That Came to Sarnath”  
  (Being of Ib, p.219; Bokrug, p.22); “The Horror n  
  the Museum” [ghostwrtten for Hazel Heald] (Rhan-Tegoth, 
  p.153); “The Last Test” (Nug, p.124; Yeb, p.125).
  Russell, Volet: HEROES OF THE DAWN.  
  (Child of the Underworld, pp.224-225)
  Schmeer, Matthew W.: “Preternatural Pestlences:  
  a d30 Catalog of Magcal Dungeon-funks”;  
  UNDERWORLD LORE, No.1, Vol.1, Fall 2013, pp.24-43.
  Smth, Clark Ashton: “The Tale of Satampra Zeros” (Formless 
  Spawn, p.231); “The Testament of Athammaus” (Voormi, 
  p.270); “The Treader of the Dust” (Quachil Uttaus, p.145).
  Inspirational Reading
  Alexander, Hartley Burr: THE MYTHOLOGY OF ALL RACES  
  IN THIRTEEN VOLUMES.
  Barron, Lard: OCUCULTATION AND OTHER STORIES;  
  THE BEAUTIFUL THING THAT AWAITS US ALL;  
  THE IMAGO SEQUENCE.
  Bompas, Cecl Henry: FOLKLORE OF THE  
  SANTAL PARAGANAS.
  Bullfinch, Thomas: BULFINCH’S MYTHOLOGY.
  Cabell, James Branch: FIGURES OF EARTH.
  Clouston, W.A.: FLOWERS FROM A PERSIAN GARDEN  
  AND OTHER PAPERS.
  Colum, Padrac: THE CHILDREN OF ODIN (also ttled NORDIC 
  GODS AND HEROES).
  Crook, Wllam: AN INTRODUCTION TO THE POPULAR  
  RELIGION AND FOLKLORE OF NORTHERN INDIA.
  de Camp, L. Sprague: THE TRITONIAN RING.
  Dunsany, Lord: TIME AND THE GODS;  
  THE SWORD OF WELLERAN AND OTHER STORIES.
  Ellson, Harlan: DEATHBIRD STORIES: THE EXPANDED EDITION.
  Ellson, Harlan: “From A to Z, n The Chocolate Alphabet”, THE 
  MAGAZINE OF FANTASY & SCIENCE FICTION, October 1976.
  Fansler, Dean S.: FILIPINO POPULAR TALES.
  Frazer, Sr James George: THE GOLDEN BOUGH.
  Gnzberg, Lous: THE LEGENDS OF THE JEWS, 4 volumes.
  Glut, Donald F.: THE OCCULT FILES OF DR. SPEKTOR  
  comc seres; THE SKY GODS comc seres.
  Hamlton, Edth: MYTHOLOGY: TIMELESS TALES  
  OF GODS AND HEROES.
  Harms, Danel: THE CTHULHU MYTHOS ENCYCLOPEDIA,  
  3rd edton.
  Krby, Jack: NEW GODS comc seres, volumes 1-4.
  James, Garrson: SPACE AGE SORCERY, Verson 1.5. 
  Leber, Frtz: “Fafhrd and the Gray Mouser” seres, et al.
  Moorcock, Mchael: “Elrc” seres, et al.
  Randolph, Vance: OZARK MAGIC AND FOLKLORE.
  Skpp, John & Crag Spector: THE SCREAM.
  Smth, Clark Ashton: HYPERBOREA; POEMS IN PROSE;  
  POSEIDONIS; XICCARPH; ZOTHIQUE.
  Wagner, Karl Edward: “Kane” seres, et al.
  APPeNDIX N
  INSPIRATIONAL SOURCe MATeRIAL
  APPENDIX N
  Inspirational Source Material
  F	Harry Clarke
  
  365
  ALPHABeTICAL INDeX OF GODS
  God	
  domain	
  aliGnment	
  affiliations	
  PaGe
  abondiance	
  ephemeral	wealth	
  Neutral	
  	
  3
  adassec	
  stairs	and	ladders	
  Neutral	
  	
  3
  aglaos	
  torches	and	artificial	light	
  Neutral	
  	
  4
  aglet	
  frayed	ropes,	cords,	and	strings	
  Chaotic	
  	
  4
  amber	Blood	sword	
  battle	blood-lust	and	feminine	protection	
  Chaotic	
  	
  5
  ammon	thrax	
  the	Black	Sun	(former	godlet)	
  Chaotic	
  Dead	Godlets	of	Suto	Lore	
  6
  anwyn	Wood	
  favors	
  Lawful	
  	
  6
  apar	
  misfortunate	explosions	
  Chaotic	
  Yattle-Hoy	
  6
  ariphas	
  fish	scales	and	fishrot	
  Lawful	
  	
  7
  arolohnso	
  labyrinths	and	the	undercity*	
  Neutral	
  	
  7
  arvirive	
  the	keys	of	Law	and	the	Wards	
  Lawful	
  The	Mearra	
  8
  aspix	
  Butcher’s	Alley*	
  Chaotic	
  	
  9
  atanuwé	
  unicorns,	death	magic	
  Chaotic	
  The	Jale	God	
  9
  atra	
  recidivism,	licentiousness,		
  Chaotic	
  	
  10	
  	
  addiction,	and	uncontrolled	urges
  aþ	
  oaths	and	wells	
  Lawful	
  	
  10
  attrecoppea	
  very	small	spiders	
  Lawful	
  	
  11
  audrum	
  carnivorous	plants	(plant	god)	
  Neutral	
  	
  12
  aurus	argentus	
  currency	debasement	
  Neutral	
  	
  13
  austura	
  the	southeast	wind	
  Chaotic	
  	
  13
  averted	onlooker	
  despair	
  varies	
  The	Jale	God	
  14
  avirgiri	
  ordered	decay	
  Lawful (as Neutral)	
  The	Mearra	
  14
  azwa		
  giant	stone	heads	in	the		
  unknown	
  	
  15	
  	
  wilderness	(protector)
  Baj’lique	
  fertility,	lasciviousness,	and	lechery	
  Chaotic	
  	
  16
  Barococar	
  absurd	architecture	
  Chaotic	
  	
  16
  Bartleby	
  inactivity	
  Lawful	
  	
  17
  Bashiuus	
  wine	and	merriment	
  Chaotic	
  	
  17
  Beast	of		
  random	violence	
  Chaotic	
  	
  17	
  Unbidden	Challenges
  Behzd	
  lost	items	
  Neutral	
  	
  18
  Behzd	&	Vydia	
  (twin	gods)	
  Neutral/Chaotic	
  	
  19
  Beng	
  vagabonds	and	con-artists	
  Chaotic	
  	
  19
  Beorl	
  honey,	mead	and	beekeepers	
  Neutral	
  	
  20
  Alphabetical Index of Gods
  Domains noted with an asterisk (“*”) indicate the petty god’s domain is specific to a locality (e.g., a city or region). 
  Alignments separated by a slash mark (“/”) indicates a different alignment for different individuals.  
  Alignments in parentheses suggest the personality of the individual (if different than their noted alignment).
  
  366
  God	
  domain	
  aliGnment	
  affiliations	
  PaGe
  Berenedril	
  folly,	stupidity,	and	blind	luck	
  Chaotic	
  	
  20
  Blentry	
  tallies	and	commerce	
  Lawful	
  	
  21
  Boden		
  the	soil	
  Chaotic	
  	
  21
  Bogrump	turnip	Head		
  turnips	
  Neutral	
  	
  22
  Bokrug	
  millennial	revenge*	
  Chaotic	
  Cthulhu	
  22
  Boulubek		
  lost	idols	
  Lawful	
  	
  23
  Bubulmax	
  adventurers	and	muscles	
  Lawful	
  	
  23
  Chaugnar	faugn	
  the	desert	plateau	of	Tsang*	
  Chaotic	
  Cthulhu	
  24
  Chel-Kloth	
  the	Dark	Lake*	
  unknown	
  	
  25
  Chelk	&	Jodj	
  stains (Chelk)/vandals	(Jodj)	
  Neutral/Chaotic	
  	
  25
  Chicxulub		
  decaying	orbits	
  Chaotic	
  	
  26
  Choozwiz		
  non-magical	crossroads	
  Chaotic	
  	
  27
  Chu-bu		
  the	mahogany	idol*	
  Neutral	
  	
  27
  Chulg		
  heptagonal	objects	
  Lawful	
  	
  27
  Churfaz		
  filth	and	cisterns	
  Chaotic	
  	
  28
  Clavibor	
  doors	and	locks	
  Lawful	
  	
  28
  Clerchad	
  commerce	
  Neutral	
  	
  29
  Clobrek	
  sundered	blades,	broken	weapons,		
  Chaotic	
  	
  29	
  	
  and	fumbled	attacks
  Coprolias	
  spontaneous	outbursts	
  Chaotic	
  	
  30
  Corotus	thallian	
  flying	apes	and	other	chimerical	beasts	
  Chaotic	
  	
  31
  Crom		
  barbarians	and	steel	
  Neutral	
  	
  32
  Cunnian	
  potential	knowledge	
  Neutral	
  	
  32
  Curdle	
  blind	milkmaids	
  Chaotic	
  	
  33
  Cuvoun	le	Clothier	
  all-natural	stitching	
  Neutral	
  	
  34
  davy	Jones	
  drowned	sailors	and	watery	doom	
  Neutral	
  	
  35
  deeker	
  petty	revenge	
  Neutral	
  	
  35
  dekardinis		
  delvers,	adventurers	and	ten-foot	poles	
  Neutral	
  	
  36
  derral-orth	
  small	lights	and	flames	
  Chaotic	
  Yattle-Hoy	
  36
  detriax	
  space	junk	and	derelict	hope	
  Chaotic	
  	
  37
  digiskleros	
  postmortem	grooming	
  Lawful	
  	
  38
  diit’Wentii	
  minutiae	
  Chaotic	
  	
  39
  d’in’injaht	
  raving,	ranting,	and	gibberish	
  Chaotic	
  	
  40
  dinud	
  shield-makers,	and	eggs,	
  Lawful	
  	
  41	
  	
  egg	contents,	and	egg-layers
  diplodias	
  crop	rot	and	poor	harvests	
  Chaotic	
  	
  41
  divine	Worm		
  stillborn	infants	
  Neutral	
  	
  42
  dogasfos	
  drowning	and	the	drowned	
  Chaotic	
  	
  42
  drasheeng	
  drunken	misperception	
  Chaotic	
  	
  43
  elder	elemental	
  varies*	
  by individual	
  	
  44
  ALPHABeTICAL INDeX OF GODS
  
  367
  God	
  domain	
  aliGnment	
  affiliations	
  PaGe
  ellsbeth	
  damsels	in	distress	
  Chaotic	
  	
  46
  eraisho	
  protection	from	angry	gamblers	
  Neutral	
  	
  47
  e’rsae	
  rumor	and	gossip	
  Chaotic	
  	
  47
  expiurge	
  chaos	embound	
  Chaotic	
  	
  47
  eye	of	Vengalate	
  non-lethal	curses	
  Chaotic	
  Yattle-Hoy	
  48
  fallen	one	
  fallen	warriors	and	unsung	heroes	
  Lawful	
  	
  49
  fattu	feri	
  corpse	candles	and	the	tribes	of	the	bog*	
  Chaotic	
  	
  49
  feloren		
  misdirection	and	lost	travelers	
  varies	
  	
  50
  fimtakar	
  spices	known	and	unknown,		
  Lawful	
  	
  51	
  	
  spice	traders,	and	sea	travelers
  flissik	
  evanescent	ideas	
  Neutral	
  	
  51
  floog	
  lost	things	
  Lawful	
  	
  52
  fluxalle	
  corroded	cookware	and	brewing	gone	bad	
  Chaotic	
  	
  52
  fubar		
  magical	mishap	and	adventure	
  Chaotic	
  	
  53
  Gadfiel	
  spells	gone	awry	
  Chaotic	
  	
  54
  Galdu	aurkitu	
  things	lost	and	found	
  Chaotic	
  	
  54
  Galishma	
  darkness	under	bridges	and	the		
  Chaotic	
  	
  55	
  	
  disposing	of	bodies
  Gilthigoet	
  magical	and	forgotten	pools	
  Neutral	
  	
  55
  Ginny	milk	eye	
  termagants	and	viragos	
  Chaotic	
  	
  56
  Glaria	
  time’s	lawful	inevitability	
  Lawful	
  The	Mearra	
  56
  Glorfall	
  academic	arguments	
  Lawful	
  	
  57
  Glyrea		
  serpents,	venom	and	poisons	
  Chaotic	
  Society	of	the	Serpent	(cult)	
  58
  Gnunnug		
  the	number	seven	
  Lawful	
  	
  58
  God	of	the	iron	Urn	
  madness	and	sacrifice	
  Chaotic	
  	
  59
  God	on	the	mountain	
  the	city	of	Shazid	Mon*	
  Chaotic	
  	
  59
  Gor	nochri	&	Gar	nachri	
  gossip,	rumor,	unfounded	hearsay,		
  Lawful/Chaotic	
  	
  60	
  	
  and	baseless	speculation
  Gôrgônmjôlk	
  steel	and	metallurgy	
  Chaotic	
  	
  61
  Go’Ruush	
  intelligence	and	subterfuge	(ogre	god)	
  Chaotic	
  	
  61
  Grand	Planar	God	
  gateways	and	byways		
  Neutral	
  	
  62	
  	
  of	the	planes	(guardians)
  Grandpa	toadflap	
  stashes	and	caches	
  Neutral	
  Frog	Gods	
  63
  Gremlyn	
  mechanical	mischief	
  Neutral	
  	
  63
  Groín	
  The	Battered	Dwarf	tavern*	
  Neutral	
  	
  64
  Grugzaret	
  subterranean	darkness	
  Chaotic	
  	
  65
  Gyttjan	
  peat	and	mire	
  Chaotic	
  	
  65
  Haiah		
  “judicious	retreat”	
  Neutral	
  	
  66
  Harbordorim	
  (divine	imposter)	
  Chaotic	
  	
  66
  Heka-Kup	
  hiccups	
  Chaotic	
  	
  67
  Heolstor	
  the	breath	of	dying	men	
  Neutral	
  	
  68
  ALPHABeTICAL INDeX OF GODS
  
  368
  God	
  domain	
  aliGnment	
  affiliations	
  PaGe
  Hexadron	
  cubes	
  Lawful	
  	
  68
  Hlinjassa	
  broken	dreams,	fleeting	nightmares,		
  Chaotic	
  	
  69	
  	
  and	lucid	dreaming
  Hlo-Hlo		
  the	Dead	Man’s	Diamond		
  Chaotic	
  	
  69	
  	
  (protector,	spider	god)
  Hoddypeak	
  fools,	simpletons,	and	village	idiots	
  Lawful	
  	
  70
  Hymenphalia	
  hermaphroditic	fertility	
  Lawful	
  The	Jale	God	
  70
  Hweegarl	
  hitching	posts	
  Neutral	
  	
  71
  insitor	
  serpents	
  Lawful	
  Society	of	the	Serpent	(cult)	
  72
  iracaecus	
  flaming	fury	and	blind	rage	
  Chaotic	
  	
  72
  ixomant	
  the	dark	and	fear	of	the	dark	
  Chaotic	
  	
  73
  Jabim		
  broken	things	
  Lawful	
  	
  74
  Jaiden	
  jade	and	jade	carvers	
  Lawful	
  	
  74
  Jale	God	
  delusion	and	dissolution	
  Chaotic	
  The	Jale	God	
  75
  Jessra	
  truces,	armistices,	and	parleys	
  Lawful	
  	
  76
  Jexvenna		
  the	spoilage	of	rations	
  Chaotic	
  	
  76
  Jhillenneth	
  (mother	of)	horrors	
  Chaotic	
  	
  77
  Johnny	Hopper	
  revelry	and	frog-kissing	(frog	god)	
  Neutral	
  Frog	Gods	
  77
  Jöögengeld	
  mockery,	sarcasm	and	schadenfreude	
  Chaotic	
  	
  78
  Jus’enuf	
  small	favors	
  Neutral	
  	
  78
  Kahladaht	
  undeath	
  Chaotic	
  	
  79
  Kakanuawana	
  yam	destitution	
  Lawful	
  	
  79
  Kalantos	
  axe	executions	
  Lawful	
  	
  80
  Kaldrabikkia	
  violence	
  Chaotic	
  	
  81
  Karga	savasha	
  death	birds	and	tengu	warriors	
  Neutral	
  	
  81
  Khaldranath	
  draft	animals	
  Neutral	
  	
  82
  Khorissa	
  ghouls	
  Chaotic	
  	
  82
  Kilooloogung	
  rising	smoke	
  Lawful	
  	
  83
  King	shroom	
  the	mushroom	kingdom	
  Lawful	
  	
  83
  King	Under	the	mountain	
  the	downtrodden	and	oppressed	
  Lawful	
  	
  84
  Krythyle	
  snares	and	foot	traps	
  Chaotic	
  	
  85
  Kwunndle		
  misplaced	objects	
  Chaotic	
  	
  85
  Kypselus	
  deals,	bargains,	and	creeping	corruptions	
  Chaotic	
  	
  86
  lacta	lacrima	
  pointless	regret	and	remorse	
  Chaotic	
  	
  87
  lady	of	Cauldrons	
  cooking,	food	flavor	
  Lawful	
  The	Jale	God	
  87
  lady	of	lost	angles	
  mathematical	errors	
  Chaotic	
  	
  88
  lady	of	Rains	
  political	corruption	and	indiscretion	
  Chaotic	
  The	Jale	God	
  89
  lady	of	tasks	forgotten	
  forgotten	tasks	
  Chaotic	
  	
  89
  little	lights	
  small	lights	in	underground	places	
  Lawful	
  	
  91
  llewel	
  bent	nails	
  Chaotic	
  	
  92
  ALPHABeTICAL INDeX OF GODS
  
  369
  God	
  domain	
  aliGnment	
  affiliations	
  PaGe
  lobon	
  youthful	ambition	and	naïve	hope	
  Lawful	
  	
  92
  loe-Hann	
  recidivism,	licentiousness,	addiction,		
  Chaotic	
  	
  92	
  	
  and	uncontrolled	urges
  lord	Barleycorn	
  harvest	
  Chaotic	
  	
  93
  lord	downall	
  drains	and	floods	
  Chaotic	
  	
  94
  lord	Greensayne	
  (noble*)	
  Lawful	
  The	Jale	God	
  95
  lord	of	mediocre	Plots	
  hackneyed	stories	and	unoriginal	tales	
  Lawful	
  	
  96
  lubella	
  transformation	
  Neutral	
  	
  96
  lumagog	
  itching	and	festering	wounds	
  Chaotic	
  	
  97
  luriel	
  temptresses	and	cosmetics	
  Chaotic	
  	
  97
  machuk	
  crafting	and	artifice	(trickster)	
  Lawful	
  	
  98
  magpie	Princess		
  magpies	and	pregnant	mothers	
  Chaotic	
  	
  98
  magrundi	
  guano	and	troglobitic	vermin	
  Lawful	
  	
  99
  maharb’aal	
  remorse	and	guilt	
  Chaotic	
  	
  100
  maladmin	
  bureaucracy	
  Lawful	
  	
  100
  mal-lam	
  right	angles,	regular	shapes,		
  Lawful	
  	
  101	
  	
  and	symmetric	patterns
  malnor		
  military	discipline	
  Lawful	
  	
  101
  man	in	the	moon,	the	
  voyeurism	and	aloof	observation	
  Chaotic	
  	
  102
  manguaça	
  alchoholic	stupor	
  Chaotic	
  	
  103
  manidono	
  slackers,	half-assed	effort,	and	loose	change	
  Chaotic	
  	
  104
  mar	nod	
  rare	and	seemingly	random	fortune		
  Chaotic	
  	
  105	
  	
  and	misfortune	during	combat
  mearra	(pantheon)	
  the	inevitability	of	time	
  by individual	
  	
  106
  meer-smah	
  flatulence	prevention	
  Lawful	
  	
  107
  meifer	
  streetlamp	lighters*	
  Lawful	
  	
  107
  mephassuros	
  mislaid	and	unanswered	prayers	
  Neutral	
  	
  107
  merramorina	
  the	lawful	end	of	time	
  Lawful (as Neutral)	
  The	Mearra	
  108
  mespilus	
  medlar	trees	and	their	fruit	
  Neutral	
  	
  109
  micicara	
  vendettas	and	murderers’	possessions	
  Lawful	
  The	Mearra	
  109
  mico	
  burning	oil	
  Chaotic	
  	
  110
  mixmalix	
  pranks	and	pratfalls	
  Chaotic	
  	
  110
  moen	Hepnir	
  the	peaks,	pinnacles	and	summits		
  Neutral	
  	
  111	
  	
  of	mountains	and	glaciers
  moorealeth	
  lost	chapters	
  Neutral	
  	
  112
  morbiphallugus	
  venereal	afflictions	and	sexual	disfunction	
  Chaotic	
  	
  112
  mosht	al	Blopp	
  fetid	pools	
  Chaotic	
  	
  113
  moslammin	
  the	shutting	and	closing	of	doors	
  Lawful	
  	
  114
  moss-Worn	Goat	
  sterility	
  Neutral	
  	
  114
  mystical	martan		
  pranksters	and	jerks	(trickster)	
  Chaotic	
  	
  115
  naaragiga	
  jellies	and	molds	
  Neutral	
  	
  116
  ALPHABeTICAL INDeX OF GODS
  
  370
  God	
  domain	
  aliGnment	
  affiliations	
  PaGe
  nanefesterad	
  false	friendship	
  Chaotic	
  	
  116
  nanny	Binx	
  physical	and	intellectual	sustenance	
  Lawful	
  	
  117
  nardrea		
  hidden	taxes	and	caches	of	time	
  Lawful (as Neutral)	
  The	Mearra	
  117
  naught	
  invisibility	and	invisible	stalkers	
  Neutral	
  	
  118
  nazarash	
  broken	glass	
  Chaotic	
  	
  119
  nebius		
  dismal	fogs	and	dreary	mists	
  Neutral	
  	
  119
  neco	
  political	assassinations	and	contract	killings	
  Lawful	
  	
  120
  neub	
  slain	novice	adventurers	
  Chaotic	
  	
  120
  neuph	
  silence	
  Neutral	
  	
  121
  nhucyy	
  the	proper	invocation	of		
  Lawful	
  	
  122	
  	
  magical	words	and	spells
  nocton	Zython		
  hallucinations	and	sailors	
  Neutral	
  	
  122
  nox	
  twilight	
  Neutral	
  	
  123
  nug		
  madness	
  Chaotic	
  Cthulhu	
  124
  numathoth	
  gnostic	revelations	(former	godlet)	
  Chaotic	
  Dead	Godlets	of	Suto	Lore	
  125
  nwee	
  boredom	and	ennui	
  Neutral	
  	
  125
  nyctalops	
  the	lost/wayward,	moonlight,	and	vampires	
  Chaotic	
  The	Jale	God	
  126
  obnomeht	
  dentistry	and	teeth-pulling	
  Neutral	
  	
  127
  ochlos	Volgus	
  angry	mobs	
  Chaotic	
  	
  127
  odxit	
  unexplained	smells	
  Neutral	
  	
  129
  ogrimox	
  purulent	skin	conditions	
  Chaotic	
  	
  129
  okla	
  dentists	and	ivory	carvers	
  Lawful	
  	
  130
  old	mother	
  lost	and	orphaned	children	
  Lawful	
  	
  130
  old	snicker	
  insults	
  Chaotic	
  	
  131
  ollollde	
  hypnagogia	
  Neutral	
  	
  131
  ooboora	
  clouds	
  Lawful	
  	
  132
  ooom	
  blood,	power	and	strength	
  Chaotic	
  	
  133
  ophurton	
  finances,	investments	and	profits	
  Neutral	
  	
  133
  ormix	Prol	
  obscure	words	
  Lawful	
  	
  134
  otda’Btatle	
  battle	(toad-demon-god)	
  Chaotic	
  	
  134
  otto	
  cheese	
  Neutral	
  	
  135
  ouk	
  missing	limbs	
  Chaotic	
  	
  135
  Pafflur		
  dreams	and	premonitions	
  Lawful	
  	
  136
  Päkkaan	
  the	Northern	Wilderness*	(guardian)	
  Neutral	
  	
  136
  Paleonumis	
  retired	currencies	
  Lawful	
  	
  137
  Palester	olhm	
  death	by	a	thousand	cuts	
  Neutral	
  	
  137
  Panathoth	
  the	Circulating	Library*	(forgotten	goddess)	
  Lawful	
  Dead	Godlets	of	Suto	Lore	
  138
  Pandantilus	
  gong	farmers	and	muck	rakers	
  Neutral	
  	
  138
  Patchwork	God	
  golems	and	constructs	
  varies	
  	
  139
  ALPHABeTICAL INDeX OF GODS
  
  371
  God	
  domain	
  aliGnment	
  affiliations	
  PaGe
  Patisseria	
  pastries	and	desserts	
  Neutral	
  	
  139
  Pelchako	
  tricks	and	revenge	
  Chaotic	
  	
  140
  Perichronaos	
  the	age	outer	past	(godlink)	
  Neutral	
  	
  141
  Pherosathoola	
  sexual	fear	
  Neutral	
  	
  142
  Philespurio	
  lies	and	irrationality	
  Chaotic	
  	
  143
  Pilikke	
  skipping	stones	
  Neutral	
  	
  143
  Polly		
  elven	barmaids	and	tavern	workers	
  Lawful	
  	
  144
  Pollycockle	
  small	children	and	youngest	siblings	
  Lawful	
  	
  144
  Possimium	
  nocturnal	creatures	(possum	god)	
  Neutral	
  Order	O’Possimium	(cult)	
  144
  Qinmeartha	
  creation	
  Chaotic	
  	
  145
  Quachil	Uttaus	
  age,	death,	and	decay	
  Chaotic	
  Cthulhu	
  145
  Qualdoni	
  crossroads	and	the	number	four	
  Neutral	
  	
  146
  Quantum	ogre	
  whimsy	and	vagary	(ogre	god)	
  Chaotic	
  	
  147
  Qu’pan	
  frustration	and	madness	
  Chaotic	
  	
  147
  Qurgan	Quagnar	
  three-legged	toads	
  Chaotic	
  	
  148
  Qwarghourn		
  miscibilities,	mixology	and	dyspepsia	
  Neutral	
  	
  148
  Qzyma’a	
  synchronicity	
  Lawful	
  	
  149
  Raselom	
  fitful	and	unpleasant	rest	
  Chaotic	
  	
  151
  Rasoob	
  bronze	
  Neutral	
  	
  151
  Ratacus	Gant	
  giant	rats	(rat	god)	
  Chaotic	
  	
  152
  Ravel/Unravel		
  bad	fortune	and	good	fortune	
  Chaotic	
  	
  152
  Rhan-tegoth	
  madness,	yetis,	and	remorhaz	
  Chaotic	
  Cthulhu	
  153
  Rosartia	
  things	long	forgotten	
  Neutral	
  	
  154
  Ruslivia	
  time	wasters,	entertainments		
  Lawful (as Chaotic)	
  The	Mearra	
  154	
  	
  and	orderly	amusements
  sa’hwo	
  secrets	revealed	(clam	god)	
  Neutral	
  	
  155
  saint	Biritus	
  drunkards	
  Neutral	
  	
  155
  saint	Günter	
  osmotic	knowledge	and	illiteracy	
  Lawful	
  	
  156
  saint	Vineria	
  eyes	
  Lawful	
  	
  156
  sant	Brothers	
  (in	service	to	the	Great	King	of	Mharadwys)	
  Lawful	
  	
  157
  sant,	dewi	
  providence	
  Lawful	
  	
  157
  sant,	iltud	
  salvation	
  Lawful	
  	
  157
  sant,	teilo	
  triumph	over	evil	
  Lawful	
  	
  157
  satrum	
  bloodletting	
  Chaotic	
  	
  158
  screbblo	
  cobblers	and	quality	footwear	
  Lawful	
  	
  158
  seppophis	
  snares,	entanglements,	webs	and	spiders	
  Chaotic	
  	
  158
  seshati	Pyhatia	
  scholarly	pursuits	
  Lawful	
  	
  159
  sernis	
  secrets	and	whispers	
  Chaotic	
  Society	of	the	Serpent	(cult)	
  159
  sertetti	
  knives,	scalpels,	and		
  Lawful (as Chaotic)	
  The	Mearra	
  160	
  	
  methodical	serial	killers
  ALPHABeTICAL INDeX OF GODS
  
  372
  ALPHABeTICAL INDeX OF GODS
  God	
  domain	
  aliGnment	
  affiliations	
  PaGe
  silvarno	
  late	submissions	and	missed	deadlines	
  Neutral	
  	
  160
  skaal		
  fish	out	of	water	
  Chaotic	
  	
  161
  somnau	
  forgotten	injuries	
  Neutral	
  	
  161
  sorga	
  elements	of	sorrow	
  Lawful/Neutral/Chaotic	
  	
  162
  sousroga	
  interstitial	spaces	
  Chaotic	
  	
  163
  sovereign	Bastard	
  cretins,	shit-heads,	and	trolls	
  Chaotic	
  	
  163
  syizarkhog	
  forgotten	knowledge	
  Lawful	
  	
  164
  tallemaja	
  huldras	and	lamias	
  Lawful	
  The	Jale	God	
  165
  tarvin	
  adolescent	adventurers	
  Neutral	
  	
  166
  tau	
  tombs	and	cemetaries	(gaurdian)	
  Lawful	
  	
  167
  teptrigor	
  prudery	
  Lawful	
  	
  167
  termarr	
  the	lawful	execution	of	time	
  Lawfull (as Chaotic)	
  The	Mearra	
  168
  termas	tunneller	
  root	cellars	(hamster	god)	
  Lawful	
  	
  168
  theb	
  chimney	pots	
  Neutral	
  	
  168
  their	Wife	
  politeness	and	the	spouses	of	theater	directors	
  Neutral	
  	
  169
  thuf	
  secrets	and	unexplained	winds	
  Chaotic	
  	
  169
  thwizeviblyz	
  baby	laughter	
  Lawful	
  The	Jale	God	
  170
  tix-ka-tix		
  patience	
  Lawful	
  	
  171
  tlacotani		
  sudden	inundation	
  Chaotic	
  	
  171
  tonya		
  children’s	teeth	
  Chaotic	
  The	Jale	God	
  172
  tremella	
  pub	crawling	and	drunken	love	
  Chaotic	
  	
  173
  tricruxia	
  forked	tunnels	
  Neutral	
  	
  174
  tsathoggua	
  divine	slothfulness	
  Chaotic	
  Cthulhu	
  175
  tsrura	
  starvation,	illusion	and	time’s	wintry	end	
  Lawfull (as Chaotic)	
  The	Mearra	
  176
  turquoise	idol		
  transformation	
  Lawful	
  	
  177	
  of	Communion
  tuu	Bih	d’turmin’d	
  empty	spaces	yet	to	be	filled	
  Lawful	
  	
  177
  tybesi-o	
  food,	cuisine,	and	gluttony	
  Chaotic	
  	
  178
  tyop	
  print	errrors,	mistranslations,	and	minor	heresies	
  Neutral	
  	
  178
  U’illa	
  the	Isle	of	Eels*	(eel	god)	
  Neutral	
  	
  179
  Undek	
  lost	souls	
  Chaotic	
  	
  179
  Ungsi	
  knives	
  Chaotic	
  	
  180
  Uroborialis	
  instinctual	wisdom	
  Neutral	
  The	Jale	God	
  181
  Urglu		
  mutations	
  Chaotic	
  	
  182
  Verlore	
  lost	people	and	lost	things	
  Neutral	
  	
  183
  Verthish	
  single	pips	
  Lawful	
  The	Jale	God	
  183
  Vexarus	
  virulent	diseases	and	treason	(mouse	god)	
  Chaotic	
  	
  184
  Vindico	Vindicatum	
  appropriated	credit	
  Lawful	
  	
  185
  Vodei	
  the	seas	of	Aelio*	
  Chaotic	
  	
  185
  
  373
  ALPHABeTICAL INDeX OF GODS
  God	
  domain	
  aliGnment	
  affiliations	
  PaGe
  Vydia	
  charlatans	and	over-promisers	
  Chaotic	
  	
  187
  Wart	mother	
  warts	(frog	god)	
  Neutral	
  Frog	Gods	
  188
  Whisper	Will	
  crossroads	
  Chaotic	
  	
  188
  Wicked	skein	
  unwelcome	messages	
  Chaotic	
  	
  189
  Wüdderhoot-hoot	
  nocturnal	hunting	
  Neutral	
  	
  191
  Xaxolx	
  abandoned	altars	(guardian)	
  Neutral	
  	
  192
  Xinrael	
  neglected	orchards	and	rotting	fruits	
  Chaotic	
  	
  193
  Xoox	
  remote	outhousing	
  Neutral	
  	
  193
  Xumaltet	
  primal	emotions	and	savage	urges	
  Chaotic	
  	
  194
  Yattle-Hoy	(pantheon)	
  (cowardly	gods)	
  by individual	
  	
  195
  Yeb		
  madness	
  Chaotic	
  Cthulhu	
  195
  Yellow	King	
  the	madness	that	comes	with	old	age	
  Chaotic	
  The	Jale	God;	Pallid	Court	(cult)	 196
  Yemeles	
  drunkards	(protector)	
  Lawful	
  	
  197
  Yeolnuma	
  (scarab	god)	
  Chaotic	
  	
  198
  Yessir	
  absurd	orders	obeyed	
  Lawful	
  	
  198
  Yggrd	
  hearth-tenders	and	meal-preparers	
  Lawful	
  	
  199
  Yhoundeh	
  elk	and	elk-herding	societies	
  Neutral	
  	
  199
  Ykelu	
  the	Skapti*	(protector;	wolf	god)	
  Chaotic	
  	
  200
  Yululun	
  tombs	and	cemetaries	(protector)	
  Chaotic	
  	
  200
  Yurm		
  self-injury	
  Neutral	
  	
  201
  Ywehbobbobhewy		
  magic	mirror	portals	
  Chaotic	
  	
  201
  Yyy	
  questions	and	riddles	
  Neutral	
  	
  202
  Zeekil		
  needless	pain	
  Chaotic	
  	
  203
  Zezeke	
  hurled	curses	
  Neutral	
  	
  203
  Zikcub		
  sickly	animals	
  Lawful	
  	
  204
  Zirkonia	
  shiny	things	
  Chaotic	
  	
  205
  Zodraz	
  seeds	and	toil	
  Lawful	
  	
  205
  Zumbiboo	
  dust	
  Lawful	
  	
  206
  Zuurrt	
  lost	lifetimes	
  Neutral	
  	
  207
  Zyni	moe	
  godly	knowledge	(protector)	
  Neutral	
  	
  207
  Zzyzz	
  irrational	fears	
  Chaotic	
  	
  208
  F	Studio Arkhein
  
  374
  Alphabetical Index of Writers (&)
  arneson,	Ragnar		..................................... 	11
  arnold,	Will		.............................................	162
  atkins,	Vance		..........	96,	215,	246,	255,	264
  ausborn,	alexandra		...............................	92
  ausborn,	Katherine		...................................	7
  Ball,	Benjamin		............................................	9
  Ballard,	Paul		.......................................	49,	65
  Barker,	m.a.R.		................................ 	331-340
  Baron,	matthew		.....................................	163
  Bartok,	stephen		................................. 	51,	78
  Baymiller,	david		............................	239,	247
  Becker,	Jonathan		....................................	35
  Belle,	antoine	marc		..........................	28,	29
  Bingham,	Johnathan		.................	10,	72,	92,	
  111,	119
  Bishop,	daniel	J.		.................... 	307,	307,	313
  Black,	m.t.		................................................ 	17
  Blatt,	Barry		..............................................	102
  Bober,	mark		....................................	120,	224
  Bowers,	malcolm		.......	51,	52,	76,	97,	100,	1	
  10,	134,	135,	168,	192
  Brandt,	dustin		......................................... 	312
  Brannan,	timothy		........	123,	232,	234,	263,	
  327,	327
  Branstad,	andrew	............................	85,	161
  Breen,	damian		...............................	133,	179
  Brennan,	Kevin		................................	64,	200
  Brewer,	Jim		...............................................	82
  Brinkmann,	emmett		......................	143,	148
  Brinkmann,	Jonah		........................... 	31,	168
  Brinkmann,	Paul		.............	31,	143,	148,	168,	
  254,	272
  Brodie,	alan		.............................	20,	136,	273
  Brown,	Justen		.........................................	208
  Burnett,	Joshua		...................................... 	114
  Cameron,	dale		......................................	188
  Campbell,	Courtney		............................	147
  Campbell,	eric		.........................................	21
  Carter,	dennis		........................................ 	116
  Cassar,	dan		............................................	135
  Castellani,	luigi		......................... 	18,	19,	187
  Causey,	trey		.................................... 	43,	205
  Chapman,	Colin		.....................	68,	139,	226
  Claverie,	ezra		...................................	79,	207
  Claytonian	JP..........................................	221
  Coakley,	ian		..................	319,	323,	323,	324,	
  324,	328
  Cohen,	nathan		............................	17,	88,	96
  Collington,	steve		...................................	183
  Conklin,	Christopher		...............................	61
  Cooper,	Brian	a.		........................................	7
  Crenshaw,	andrew		...........................	6,	137
  Curtis,	michael		............... 	319-327,	341-342
  danielson,	steven		.................................	246
  davis,	mike	“Carlson”		...............	10,	29,	32,		
  59,	281
  diamond,	ndege		..................................	129
  diaz,	matt		...............................................	163
  dickstein,	adam		......................................	78
  djarum,	Ben		..............................................	55
  downs,	Patrick	Henry		............................ 	151
  duncan,	Jeremy		....................................	158
  dungeon	of	sketch		.........................	81,	180
  dunnuck,	Justin		.......................................	25
  durke,	Jens		................................	50,	83,	292
  eshelman,	duncan		................................	122
  eynon,	fr.	david		............................ 	156,	296
  fabiaschi,	eric		........	8,	14,	56,	62,	106,	108,		
  109,	117,	154,	160,	168,	176,	319
  feldman,	John		....................................... 	131
  fischer,	matt		.................................	16,	54,	77
  fitzgerald,	thomas		..................................	27
  fitzpatrick,	Blair		..................... 	119,	133,	134
  forster,	simon		...........................	69,	130,	257
  Garrisonjames		..........	16,	97,	198,	223,	225,	
  232,	237,	244,	268,	306
  Garske,	Casey		.......................................	240
  Gebei,	sándor		............... 	73,	101,	356,	358,		
  359,	360
  Glanduum,	Boric		...................................	230
  Glutting,	J.P.		...........................................	107
  Gorgonmilk,	Greg		....... 	9,	28,	75,	193,	238,		
  307,	356
  Graboff,	Josh		......	58,	72,	86,	159,	185,	290
  Grant,	John		.....................................	143,	145
  Green,	edward		.......................................	125
  Griffin,	Rob		........................................	19,	199
  Haraldson,	david		...... 	25,	60,	91,	169,	260,	
  261,	305
  Harms,	dan		...............................................	66
  Haskins,	shaun		......................................	154
  Holland,	sean		..........................................	41
  Holley,	Jeremy		.........................................	68
  Huntley,	tim		..............................................	66
  iorio,	Richard,	ii		.....................................	147
  Jackson,	matt		........................................	203
  Jaquays,	Jennell		......................................	vi
  Jensen,	erik		............................	171,	252,	265
  Johnston,	Greg		........................................	82
  Jones,	eric	...............................................	127
  Kennedy,	Patrick		..................................... 	17
  Kielbasa,	Jason		.....................................	169
  Kilian,	tom		................................................	98
  Knight,	logan		.......	14,	42,	89,	114,	177,	227,	
  286,	303,	309
  Krombach,	al		...........................................	35
  laffey,	dennis		...........................................	76
  law,	ash		.........................	6,	36,	48,	195,	234
  ALPHABABeTICAL INDeX OF wRITeRS
  
  375
  leBlanc,	Richard	J.,	Jr.		..........	xv-xvi,	2,	24,	
  44,	49,	74,	87,	112,	118,	126,	145,	156,		
  177,	185,	194,	196,	202,	210,	212,	224,		
  230,	236,	256,	262,	267,	272,	273,	274,	
  275,	278,	280,	289,	294,	319,	322,	323,		
  324,	325,	326,	327,	328
  legion		...................... 	39,	242,	248,	296,	310
  lighterness,	John	Gavin		.......................	205
  lizardi,	mike		.............................................	61
  lizzi,	Ken		..................................................	354
  lynch,	Bryce		...........................................	166
  mac	Bride,	Jay		......................... 	37,	257,	262
  maranto,	William		.....................................	82
  martin,	thomas		......................................	101
  masters,	edgar	lee		...................................	v
  mayer,	Jürgen		........................................	198
  mcClure,	Jed		.........................................	146
  mcdougall,	ian		......................................	137
  mcKinney,	Geoffrey		........................	59,	157
  metzger,	Johnstone		................................	57
  miranda,	atailton		.........	179,	356,	357,	358,	
  359,	360
  mishler,	James		..........	32,	71,	124,	148,	175,		
  195,	231,	255,	270
  mishler,	Jodi		...........................................	139
  morris,	Robert		...........................................	81
  murphy,	James		........................................	98
  mustonen,	atte		...............................	261,	312
  mustonen,	Jonas		............ 	61,	127,	220,	227,		
  234,	264,	315
  nordin,	terje		.....................	20,	182,	231,	295
  norman,	Gavin		...........	6,	58,	125,	129,	131,	
  138,	297,	305
  null,	null		..................................................	159
  otus,	erol		.................................................	201
  Pacek,	Jim		.............................................. 	110
  Palette,	erin		.....................	104,	151,	304,	312
  Pastores,	anthony		.................................	155
  Patterson,	James		.......................... 	105,	295
  Paul,	Christopher		................................... 	214
  Perry,	darcy		......................	213,	279,	358,	53
  Poag,	stefan		...........................................	136
  Porky		.................... 	21,	47,	141,	222,	297,	319,		
  320,	321,	322,	324,	328
  Portly,	lester	B.		.............................. 	122,	205
  Potter,	eric		......... 	34,	40,	149,	191,	193,	203,		
  212,	214,	216,	229,	237,	241,	245,	245,		
  251,	255,	256,	257,	261,	268,	275,	287,		
  304,	304,	324,	328
  Proctor,	dan		...........................................	158
  Rae,	Brian		.................................................	67
  Ragan,	anthony		......................................	54
  Reaban,	Jeremy		....................................	167
  Regan,	Peter	.............................................	30
  Rejec,	luka		.............................................	130
  Roe,	stuart		..................................................	4
  Roe,	todd		................................................ 	116
  Rorschachhamster	.................. 	27,	245,	316
  Rossi,	Wayne		............................................	85
  Rowe,	tony	a.		......................................... 	115
  Rune,	thed		..............................................	167
  Rusch,	doug		...........................................	204
  sartorato,	igor	Vinicius		......... 	3,	42,	74,	83,		
  103,	155,	164,	178,	206
  schmeer,	matthew	W.		....... 	xiiv,	12,	33,	70,		
  95,	142,	165,	170,	172,	181,	183,	201,	
  214,	215,	216,	219,	220,	228,	229,	233,		
  233,	235,	236,	249,	251,	253,	263,	264,		
  265,	269,	271,	276,	295,	298,	299,	
  301,	309,	311,	314-316,	321,	343-355,		
  357-359,	361-363
  schwarze,	Craig		...............	13,	80,	158,	200
  senac,	nicolas		............... 	22,	100,	219,	305
  shadrac	mQ		................................... 	238,	311
  shorts,	tim		.......................................	144,	288
  sloan,	Keith		...................	23,	27,	69,	70,	144,		
  197,	207
  smith,	e.t.		............................. 	3,	38,	213,	258
  smith,	James		...........................	46,	299,	306
  smith,	michael		.........................................	52
  sorolla,	Roger	s.G.		..................................	93
  spahn,	James		........................................	242
  sparks,	Joel		..............................................	94
  stater,	John	............................................. 	174
  steele,	aaron	e.		.....................................	298
  steen,	thorbjørn	..............................	107,	121
  stephens,	tim		............................ 	23,	36,	307
  stogdill,	Christopher		.....................	218,	254
  stone,	Grant		........................................ 	xi,	89
  stuart,	Patrick		......................................... 	112
  studio	arkhein		...............................	140,	144
  sutherland,	scott		.................. 	355,	357,	358
  tamm,	Chris		.......... 	xii-xiii,	5,	22,	56,	63,	77,		
  117,	188,	220,	299,	303,	304,	306
  tenkar,	erik	......................................	138,	152
  thompson,	andy		...................................	132
  thompson,	R.J.		..................	55,	79,	308,	308
  till,	John	everett		.......	26,	171,	189,	211,	228,	
  252,	266,	282,	297,	302,	305,	307,		
  310,	315
  traube,	dave		............................................	41
  truchon,	troy	J.		.....	120,	325,	356,	357,	360
  turcotte,	John		..........................................	99
  turnitsa,	Charles		.....	113,	161,	211,	247,	259,	
  259,	260,	284,	301,	303,	321,	325,		
  326,	327,	355
  Van	elkins,	evan		.......................... 	4,	84,	184
  Vindicatum,	Vindico		............................ 	311
  Ward,	James		..................................... 	ix,	152
  Weinstein,	Garrett		........................... 	15,	173
  Wellings,	Chris		................. 	92,	109,	153,	199
  Wellington,	david		....................................	65
  Wetmore,	Patrick		.............	13,	160,	178,	310
  Wills,	sean		................................................	47
  Wirsing,	eric		...................................... 	47,	107
  Wolfe,	Paul		.............................................. 	211
  Young,	duncan		........................................	87
  Ziegler,	Christopher		................................	63
  ALPHABABeTICAL INDeX OF wRITeRS
  F	Alfred Roller
  
  376
  ALPHABABeTICAL INDeX OF ARTISTS
  Alphabetical Index of Artists (F)
  adams,	matthew		..............	33,	51,	134,	151,		
  253,	264
  allen,	mark		................	11,	35,	43,	54,	77,	94,		
  116,	158,	161,	167
  Beardsley,	aubrey		.................................	353
  Bell,	Robert	anning		...............................	130
  Bennett,	Kelly		.......................................	3,	38
  Bethell,	Joel		................... 	121,	220,	254,	272
  Bingham,	Johnathan		.......... 	10,	72,	88,	93,	
  111,	119
  Bishop,	daniel	J.		........................... 	246,	255
  Bradley,	William	H.		................................	229
  Bragdon,	Claude	f.		.......................	149,	262
  Brennan,	liam		........................................	154
  Brillenschnitzel,	dr.		................................	222
  Brown,	Rom		............ 	28,	50,	53,	73,	76,	129,		
  155,	179
  Brown,	Justen		.........................................	208
  Browning,	Ryan		............. 	4,	7,	23,	28,	65,	98
  Burnett,	Joshua		...................................... 	114
  bygrinstow		................................................	76
  Campbell,	eric		...................................	21,	62
  Campbell,	Courtney		...............	67,	147,	179
  Castellani,	luigi		.............	16,	18,	29,	84,	187
  Chenevert,	Kevin		.............................. 	20,	55
  Clarke,	mike		.............................................	22
  Clarke,	Harry		..........................................	364
  Claytonian	JP		................ 	113,	169,	259,	221
  Conklin,	Christopher		.........................	45,	61
  Cook,	alexander		.................................	4,	20
  Cote,	michael		..........................................	93
  Crane,	donn	P.		.......................................	203
  Crenshaw,	andrew		...........................	6,	137
  denmark,	thomas		.......................	cover,	15
  diamond,	ndege		..................................	129
  dickstein,	adam		............. 	78,	104,	133,	143
  doroszko,	Bartlomiej		.............................	287
  dowie,	mona		..................................	123,	263
  duncan,	Jeremy		...................... 	41,	158,	173
  dungeon	of	sketch		...........	25,	81,	180,	184
  elvery,	Beatrice		..............................	209,	224
  eynon,	fr.	david		.....................................	156
  faulkner,	scott		.......	8,	14,	54,	56,	106,	108,	
  	109,	110,	117,	154,	160,	168,	176
  fat	Cotton		...............................................	158
  faverat,	Gwen		............................... 	213,	215
  ferron,	eleanor		................	19,	22,	63,	66,	87,	
  136,	188,	218
  finlay,	Virgil		............................................	330
  fischer,	david		....................................... 	200
  fitzgerald,	thomas		............................ 	27,	41
  Gallagher,	Paul		................................. 	31,	75
  Garrisonjames		................	69,	171,	225,	226,	
  232,	237,	244
  Gillingham,	darryl		................. 	39,	228,	248,	
  242,	243
  Goodman,	steven		.........................	116,	205
  Graham,	Justin		......................................	168
  Green,	Kelvin		.............................	52,	64,	121
  Gus	l.		.......................................	144,	152,	140
  Hallstrom,	Glen		.................. 	6,	9,	10,	36,	48,		
  63,	70,	131,	137
  Heighway,	Richard		................................	233
  Heil,	edward		.............................................	82
  Henderson,	Keith		...................................	283
  Huntley,	adam		.........................................	66
  Hüth,	Chris		...............................	109,	119,	174
  Jaquays,	Jennell		... 	70,	77,	79,	81,	135,	167
  Jaquays,	Zach		.................................	82,	139
  Jarvis,	James	d.		..................................... 	171
  Jaworski,	eugene		....... 	27,	31,	36,	102,	107,		
  125,	148,	182,	197,	203
  JCHart,	oxide		..........................	68,	133,	275
  Johnson,	david	l.		............ 	18,	124,	147,	195
  Jones,	eric	...............................................	127
  Jones,	a.	Garth		......................................	329
  Kessler,	Christian		...................................	134
  Kilian,	tom		................................................	98
  Kjelsen,	Reidar		.......................................	263
  Knapik,	michal	‘majqello’		........... 	175,	219
  Knight,	logan		.................................	114,	286
  Knowles,	Horace	J.		..............	223,	261,	265,	
  268,	293
  Kuniyoshi,	Utagawa		..............................	258
  lathrop,	dorothy	P.		................................	232
  leBlanc,	Richard	J.,	Jr.		...	iii,	ix,	6,	7,	10,	16,	
  17,	24,	32,	34,	37,	49,	58,	59,	65,	68,	72,	74,	
  80,	83,	86,	87,	89,	90,	91,	95,	99,	100,	101,	
  102,	103,	108,	110,	112,	113,	117,	118,	120,	
  122,	125,	126,	131,	138,	139,	143,	144,	145,	
  146,	150,	156,	160,	162,	163,	164,	165,	168,	
  170,	181,	183,	184,	185,	188,	194,	196,	198,	
  199,	202,	207,	211,	212,	219,	220,	224,	226,	
  227,	228,	229,	230,	231,	234,	235,	236,	238,	
  240,	244,	252,	256,	257,	258,	261,	262,	264,	
  265,	267,	268,	270,	273,	276,	280,	281,	285,	
  288,	292,	295,	296,	298,	299,	301,	302,	304,	
  306,	308,	312,	313,	314,	316,	317,	323,	325,	
  327,	354,	356,	358,	359,	360,	363
  letzelter,	Christopher		..............................	35
  lindsey,	Joey		....................................	13,	127
  macdonald,	francis	&	margaret		..........	70
  magnusson,	Jim		... 	138,	169,	178,	192,	237,	
  249,	257,	261
  the	marg		...................................................	30
  martínez	lópez,	elena		..........................	153
  mcd,	nate		.............................................. 	141
  mcGowan,	todd		....................	xv,	12,	14,	79
  mcnally,	Jonathan		................................. 	17
  miller,	Kent		................................................	60
  mullins,	tony		...........................................	135
  ochoa,	Juan		.......................	xi,	26,	189,	266
  o’Grady,	leonard		.............................	1,	201
  openGl,			..................................................	47
  otto,	adolph	Wilhelm			..........................	234
  
  377
  ALPHABABeTICAL INDeX OF ARTISTS
  otus,	erol		.................................................	201
  Patterson,	Jason		......................................	40
  Peck,	anne	merriman		..........................	218
  Perdue,	danny		.........................................	56
  Perry,	darcy		................ 	51,	61,	132,	152,	183
  Plante,	Cédric		................................	193,	238
  Plasmo,	ernesto		.......................................	43
  Poag,	stefan		................... 	136,	157,	277,	291
  Portly,	lester	B.		.............................. 	122,	205
  Priddy,	Joel		................. 	29,	85,	96,	148,	166,	
  215,	216,	230,	235,	245,	
  255,	256,	269,	275,	377
  Prim,	andrás		...........................................	272
  Pyle,	arthur		...............................................	97
  Quigley,	eric		.................................... 	92,	100
  Rackham,	arthur		...........................	242,	252
  Railton,	Herbert		...................................... 	319
  Rejec,	luka		.......................................	13,	130
  Robinson,	William	H.		............................. 	216
  Roller,	aflred		...........................................	375
  schaefer,	Paul		..........................	21,	245,	247
  schaefer,	timothy		................................. 	161
  seal,	Glynn		....................	200,	259,	260,	264
  shaw,	Byam		............................................ 	212
  sheong,	shane	leong	Kum			................ 	191
  shields,	andrew		.............................. 	92,	230
  sholtis,	Jason		.................... 	3,	19,	27,	52,	69,		
  160,	233,	236,	246,	251,	
  252,	254,	255,	268
  shultz,	matthew		..................................... 	178
  smith,	Zak		.................................	47,	159,	204
  st.	John,	James	allen		...................	320,	341
  stretch,	matt		...........................................	155
  studio	arkhein		..............	xii,	5,	55,	142,	144,	
  199,	373
  swift,	sheila		............................................	245
  tBd		...........................................................	177
  teigeler,	del		...........................	206,	247,	271
  turner,	Rose		................................	42,	89,	177
  Vandel,	Josephe		.....................................	97
  Vindicatum,	Vindico		........ 	46,	59,	96,	109,	
  145,	167,	176,	347
  von	Pocci,	franz	Graf		...........................	276
  Walker,	dugald	stewart		....... 	193,	208,	328
  Walker,	Brian		.................................. 	241,	274
  Walter,	andrew		.... 	23,	57,	85,	115,	173,	251
  West,	James	V.		.......................	7,	54,	66,	279
  Williams,	morris	meredith		.....................	260
  Wirsing,	eric		................................	47,	80,	107
  Zabel,	sabine		.........................................	239
  Zieser,	steve		.............................	83,	151,	405
  F	Joel Priddy
  
  378
  Old-school Role-playing Community
  
  EXPANDED
  PETTy GODS
  COMPENDIUM
  provides Old School  
  referees with a slew of new,  
  weird minor deities and  
  godlings, for use in rounding out  
  their campaigns. This book  
  includes information for  
  327 petty gods, 116 minions,  
  knights & servitors, 12 cults,  
  dozens of divine items  
  & new spells, plus a host of  
  other petty-god-related  
  gaming material!
  
SOURCE: textdata/thevault/Labyrinth Lord/Labyrinth Lord Religion/Petty Gods Revised & Expanded Edition (LL).pdf