A goddess with a holy object of veneration in every pocket, wallet and bank; as well as down the sides of the big comfy chair in the inn.
A dwarf's fear of the ocean is not baseless. In the unknowable depths lurks an evil that will punish any dwarf arrogant enough to be on anything less than solid land, and unfortunate enough to die.
A demon unleashed... to make the world a better place.
The Prophet John's life and, indeed, death was a mystery. Some say that the gods placed him on this earth for his purpose without a past, and others, a rare few, claim that he was a god himself.
Slumbering within a prison of ice and snow, adrift in the oceans of the north, Gundrak dreams without end.
Some of the gods worshipped in Teleleli and surrounding lands.
An optional pantheon of deities for your fantasy setting.
As the world grows and changes, so to do the gods. One such creature is Verdichtung, Reaver of Steam.
Scale and bone and tooth and claw,
All are symbols of His law
Mourn not the fallen, sick, or weak,
They are His to claim and His to keep!
The corrupted god of war, felled by the lost god of vengeance to his present pitiable state.
A contract Made before Durmenthir is a contract kept.
Blessed Yandrick, spare my herd from the Hoof Rot, and let the thieves and bandits seek elsewhere! Let my swine grow fat and strong, that they might be sold at market, so my children will have enough food this winter!
The Patron Saint of Beverages, Hang-Overs, Regrets
Cowardly maggots! Bow your thrice cursed heads and thank the goddess that you still draw unworthy breath!
In a world where it seems that even the smallest of ideals has a deity to call a patron, even bastards have a patron god to call their own.
Murderous prophet of a depraved cult, Corvius the Death-Haunted cursed the Empire with an ancient evil that has plagued its lands ever since.
Konelis Larach, St. Cornelius of Zarant. 26th Abbot of Zarant; eminence grise to Dominic the Great; author of the Annalia: monk, scholar, saint and martyr.
A nearly forgotten god of hatred, vengeance, death, and decay, whose priesthood seeks his violent rebirth.
Ye Olde English
Oblat - A soldier who, grown impotent or maimed in service, hath maintenance or the benefit of a monk’s place assigned him in an abbey
When the characters approach a clearing in the forest, they will see 4 ogres who are guarding, and preventing from escape, 4 human males, and 3 human females. The ogres will see the party and leap to attack. The females will scream "OUR SAVIORS!!" and run screaming straight across the currently forming battlefield, in between ogres and party members, to hide behind the rearmost party members. They will be safe there. The males will try to skirt the battle to the north side to join the women.
To the south, giants will be hiding in the thick underbrush until the party has engaged the ogres and then attack the most opportune target EXCEPT the ones that the females are next to.
It should be noted that the female commoners are not female commoners at all, nor are the male commoners actually male commoners. The female commoners are the hags, who have polymorphed themselves as the commoners in their stewpot to escape detection. The males skirting the battle are actually MORE ogres, the hags were in the process of polymorphing ALL the ogres into regular humans for ambush purposes. The REAL commoners are already dead, having found their way into the coven's cauldron for dinner.
The hags (the women) will position themselves near to any spellcasters in the rear first, and then near anyone else in the back of the fight. The ogres (the men) will wait until the hags shift form, and then attack first the rear folks, then shift into the melee.
It is possible that the characters, as they approach the ogres, will notice the giants in the bush, and be able to warn the others of the ambush.
GAME NOTES: If you sell the screaming women correctly, they will not even be suspected until it is too late. Therein lay the problem. This encounter is ESPECIALLY deadly to the rear eschelon of the party. It is entirely possible that the hags will finish off half the party before they even realize they have been duped. Caution is required if the game master wishes to avoid a TPK(total party kill).