Krystos and the Old Faith are the two primary religions in this region of Jenneria. There are numerous other faiths, but these are the dominant beliefs.


The Messiah
God of good and compassion
Alignment: LG
Domains: Good, Healing, Law, Protection, Sun
Favored Weapon: Shepherd’s crook
Holy Symbol: Stylized, eight-pointed star
Colors: White (red and purple used in rituals)
Races: All

Long ago, before the sinking of Arcadia, a man named Krystos foretold this disaster and offered to lead his followers (a few hundred in number) to safety. They left Arcadia just days before it sank beneath the waves and were saved, where countless thousands died. Krytos spent the remainder of his life preaching peace and goodwill. With the death of Krystos, he was deified by his followers, who believed him to be a messiah. Today, his worship has spread among many of the sentient races of the continent of Thresen (where much of the campaign takes place).

The Old Faith (Pagani)

The Lord and the Lady
Gods of nature and the seasons
Alignment: N
Domains: Special
Favored Weapon: Scythe
Holy Symbol: Oak leaf, holly, mistletoe
Colors: Green, brown
Races: All, but mostly human

Predating the worship of Krystos, this is a faith that was practiced by the first people to recover from the Scattering in the wake of the sinking of Arcadia. It was prominent among the scattered tribes of Thresen in the early centuries as civilization was being reborn. It is a nature-based dualism between the Lord and his consort, the Lady. All clergy of the Old Faith are druids.

Other Faiths

Beyond these two faiths, there are other, lesser-known deities (though certainly no less relevant). These include, but are not limited to:


Lord of Madness
God of space, insanity, and hidden knowledge
Alignment: CN
Domains: Chaos, Darkness, Knowledge, Madness, Void
Favored Weapon: Spiked chain
Holy Symbol: A starburst partially eclipsed by darkness
Colors: Black, purple, gold
Races: All, particularly sages, wizards, and scholars

It is strangely fitting that a god of madness also guard hidden secrets, and this brings many wizards and sages to the veneration (though seldom outright worship) of Azatoth. The god itself (for it has no gender) is believed to be a galaxy-sized being of primordial energy, residing near the center of the universe, lulled into a stupor by the strange cacophony of sounds produced by its escorts.

The Huntsman

The Grand Elf, The Walker in the Trees
God of nature, hunting, and elves
Alignment: CG
Domains: Animal, Liberation, Travel, Trickery, Weather
Favored Weapon: Longbow
Holy Symbol: An elven bow
Colors: Brown, green
Races: Elves, some humans

The Huntsman appears as a tall elf, clad in elven leaf armor in varying colors of brown and green. He carries a longbow and wears a longsword at his hip, and is the patron of all who live in the wilds or hunt animals for game. He is venerated largely by elves, but huntsmen and foresters of all races do him service.


Demon Queen of Spiders
Goddess of evil and spiders
Alignment: CE
Domains: Chaos, Darkness, Evil, Nobility, Trickery
Favored Weapon: Dagger
Holy Symbol: A spider’s web
Colors: Black, red
Races: All

Originally an elven goddess, the worship of Lloth has permeated other aspects of society and any who revere evil and chaos may venerate her. Lloth appears as a beautiful elven woman with pale skin and hair, or she may appear in her natural form, that of a gargantuan spider with the head of a beautiful, pale-skinned elven woman.


The Moonmaiden
Goddess of the moon, stars, and tides
Alignment: NG
Domains: Darkness, Madness, Luck, Void, Water
Favored Weapon: Trident
Holy Symbol: A trident
Colors: Blue, white
Races: Elves, some humans

Lunastara appears as a beautiful elven woman, glowing with a pale blue light. She carries a fishing trident and wears a diaphanous white gown. She is also an elven goddess whose sphere of worshipers has grown outside that race alone.

The Master Craftsman

The World Forger, The Great Creator
God of creation, art, and fire
Alignment: N
Domains: Artifice, Earth, Fire, Knowledge, Magic
Favored Weapon: Warhammer
Holy Symbol: A forge
Colors: Brown, gray (white for rituals)
Races: Dwarves, humans

The Master Craftsman is venerated by the dwarves almost universally, and by many humans as well, craftsmen and artisans in particular. He appears as a massive dwarf with bulging muscles, clad in an apron woven from his own beard. He wields a massive blacksmith’s hammer.


The Rat-King, Lord of Rats
God of rats, disease, and decay
Alignment: NE
Domains: Death, Disease (see below), Evil, Trickery, War
Favored Weapon: Scythe
Holy Symbol: Pair of red eyes
Colors: Black, Gray
Races: All

Skyrellix appears as a man-sized rat with filthy, matted fur and yellowed claws and teeth. He is the king of all rat-kind and is venerated by wererats and particularly depraved beings of nearly any race. The Disease domain is described below.


The Thunderer, Lord of Storms
God of storms, fair play, and strength
Alignment: LN
Domains: Air, Glory, Law, Strength, Weather
Favored Weapon: Warhammer
Holy Symbol: Warhammer backed with lightning bolt
Colors: Red, Yellow
Races: Humans, some dwarves

The worship of Thor originates from the Norvalders of the Frozen Reaches, but has spread far from that land to reach the furthest corners of Thresen. Thor is a tall human male with flowing red hair and a full red beard and blue eyes like ice. He wears chain mail and carries a warhammer called Mjolnir.


The Dark Lord, Lord of Hell
God of evil, slavery, and darkness
Alignment: LE
Domains: Charm, Darkness, Evil, Law, War
Favored Weapon: Scepter
Holy Symbol: Inverted five-pointed star
Colors: Black, red, gold
Races: All

The Lord of Hell is a darkly charming figure, most often appearing as a handsome man with a neatly trimmed beard and mustache. His horns are often hidden by his neatly combed hair. He may also choose to appear in his natural form, a towering, horned monstrosity.

New Domain


Granted Powers: You are immune to the effects of all non-magical diseases. You are still a carrier of mundane diseases—you can contract them and transmit them as normal—but you never suffer negative effects such as attribute or HP lost as a result of infection.

Touch of Filth (Su): As a standard action, you can coat a weapon with filth fever by touch. This disease lasts 1 round, or until discharged by a successful melee attack. You can do this a number of times per day equal to 3 + your Wis modifier. The Fortitude save to resist the filth fever is calculated as per your domain cleric domain abilities, rather than the base save of the disease itself.

Aura of Illness (Su): At 8th level, you can emit a 30-foot aura of sickness for a number of rounds per day equal to your cleric level. Using this ability is a swift action. Enemies in the area gained the sickened condition. These rounds do not need to be consecutive.

Domain Spells: 1st – Ray of Enfeeblement, 2nd – Ghoul Touch, 3rd – Contagion, 4th – Poison, 5th – Insect Plague (flies and maggots instead of wasps or bees), 6th – Eyebite, 7th – Waves of Exhaustion, 8th – Horrid Wilting, 9th – Energy Drain


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