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“If the gods really were alive and cared,

do you think you’d be here?”

Factol Terrance of the Athar

Foreword Commented [FB1]: Arcana, Death, Forge, Grave, Knowledg


e, Life, Light, Nature, Tempest, Trickery, or War

It is a known fact that even gods may died. Their worship wanes, their followers abjure or are wiped out by
the dominant religion. The gods survive for a while, consuming all their divine power to maintain their
grasp on reality. Then simply vanish, sometimes forgotten by everybody. In the next pages a small
collection of fledgling divinities and higher powers now lost, will be presented. When you need to add some
flavor to yet another abandoned temple, if your player want a god just for themselves or for any other
reason, in these pages you will find 10 minor gods, with enough information to flesh them out without
drowning in dogmas and philosophies. You can also consider some of them as new-born powers, mortals
that are just ascended to godhood or embodiment of natural spirits and ideas that acquired divine powers
and identity. Some of them are linked to a specific humanoid race or creature, while others are general and
can be placed with little adjustments in every settings.

Sugad the Dawn Warrior


AL: CG

Suggested Domain: Light, Life

History: The worship of Sugad dates back to prehistoric times, when tribes of humans warred with wild
creatures and with each other for survival. Sugad is possibly the name of a respected chief among those
tribes, and after his death they began to worship him as a god. Sugad is the embodiment of strength and
victory, and revered also as the Father of Unity.

Iconography: The god is represented only in crude graffiti in some areas of desolated desert. Once this vast
expanses were probably a lustrous savannah where the original tribes dwelt. Sugad is represented as a
young dark skinned warrior in a tribal costume. His head is circumfused by an halo of blinding light and his
eyes are the color of molten gold. The very few holy symbols that survived are made of ebony or ivory, and
shaped like a rough sketched head with an halo around.

Sanctuary: The sacred place of his cult were natural landmarks, especially exposed to the east and raised,
and the simple sacred rites of his religion were always held at dawn or dusk.

Kurzol, the Troll’s God of Bridges


AL: N

Suggested Domain: Trickery, Knowledge

History: The link between trolls and bridges is still subject of speculation among scholar and philosophers,
or at least among the few that really cares. Fairy tales probably are the responsible of this strange pairing,
and the truth is that very few trolls took residence below the arches of bridges. Nevertheless, as with many
other gods, the beliefs of humans gave shape to the tales and enough people believe that trolls belong
under bridges. Kurzol is or was or will be the embodiment of this thoughts, a fairy tale god. It’s mainly
worshipped by poet and bard that ask for inspiration for their tales. No troll can be counted among the
followers of Kurzol and the brutish monstrosities may not even know about him at all.

Iconography: The very few representations of Kurzol can be found in the back of books and scrolls of
poetry and fairy tales, as a dedication and token of gratitude for the inspiration. The very simple drawing is
the one of a single span bridge with the outline of a hulking humanoid, hunched below. The features of the
profile changes slightly between different artists; a wart there, a pointy nose here, two big hairy ears in
another. These book bearing these marks can be considered the closest thing to a holy symbols for the few
adherents to his religion.

Sanctuary: Strangely enough no actual bridges were involved in his worship, as meager as it may be.
Anyway given the kind of people that followed Kurzol, it was for them easy to gather at crossroads and
wayward inns, or wherever there was a public eager to listen to a good story. Story telling was the chief
form of worship and holy rituals were performed in his name whenever a bard or a poet plied his trade.

Huletenya, Matron of Cyclops


AL: N

Suggested Domain: Life, Nature

History: Modern cyclops does not revere any god or goddess, they do not see the reason behind other
races worship and their simple minds do not understand rituals, prayers and dogmas. However this was not
always true. In time immemorial there was a god, a goddess to be exact, and she was the most beloved and
worshipped of all. Huletenya was a considerate mother for her kin, but in the end she betrayed them. The
cyclops once had two eyes and were much more intelligent than today, but Huletenya was tricked by
another god and sacrificed part of her inheritance to her children for more power. The antediluvian cyclops
were deprived of one eye, and of much of their wits with it. Huletenya, grieving the fate of her children and
her foolishness, left the world and her worshippers. The saddest part of this story is that the minds of the
cyclops were already too clouded to take notice and mourn the disappearance of their goddess.

Iconography: The Matron of Cyclops is represented as a towering and androgynous figure, with long silver
hair, both eyes, with the body covered in scarifications and tattoos. She usually wears simple loincloths
around her waist or nothing at all. Later representation shows the signs of her grief. The left eye is bloodied
and her hands are clutched to her face as if in extreme pain. Her holy symbol was a birch branch with a tuft
of white horse hair attached at one end.

Sanctuary: As with many other ancestral gods, Huletenya sanctuaries are out in the open; circles of
standing menhir around the countryside were used as gathering places along with natural caverns and
grottoes. Strange as it may seems looking at cyclops nowadays, her holy rites involved intricate
choreography with music and dances. Revered as the Mother, every birth among her followers was an
occasion to celebrate.

Mabumbo, the mammoth god of flint


AL: CN

Suggested Domain: Nature, Tempest


History: The discovery of flint was seen as a divine blessing, by some ancestral populations and thus is not
surprising that a god of flint existed in time immemorial. The aspect of the mammoth, mightiest terrestrial
animal and prized source of food, hide and bones was a natural fit for the worship of these ancient tribes.
As much as the animal was seen as a blessing for a tribe, also the mammoth god of obsidian Mabumbo was
revered as a giver of gifts and boons.

Iconography: No representation of the god survived until the present day, and possibly there was never a
depiction of his appearance. However later scholar bequeathed the description of an humanoid with the
head of a bearded mammoth, carrying in both hands a knapped shard of flint. The sacred symbol of
Mabumbo was every tool or weapon made with the rock, usually passed down from generation to
generation.

Sanctuary: The worship of Mabumbo was most likely carried on in two kind of sanctuary. The killing
grounds of a mammoth or the resting place of one of those prehistoric beast was connected to the life-
giving aspect of the divinity. Every mammoth hunts began and ended with a ceremony to thank the god for
his sacrifice for the good of the tribe. The other chosen worship places of this ancestral religion were flint
fields or generally where large amount of the rock could be found. The art of knapping was closely related
to the worship of the god and often priest and artisan were one and the same.

The Spirit of the Swamps


AL: N

Suggested Domain: Life, Death

History: Gods sometimes spark to existence in times of need, to address specific prayers or when mortals
strive towards one goal with singlemindedness. The Spirit of the Swamps is one of these, and yet is
different to some extent. The Spirits is the embodiment of a clash between civilization and wilderness. The
kingdoms of men were always eager to acquire more resources, lands and space to thrive and prosper. Less
developed races or simply less concerned with the exploitation of the nature tried to oppose this
expansion. From this confrontation of wills and world-views the god was born. The Spirit of the Swamps
represent both a force of life and death: from the decomposition and the festering of all that is organic,
new life will rise in an endless cycle.

Iconography: The god is represented, almost always as a small wooden or clay statuette, as a bulky
humanoid made of twigs and branches, with no discernible facial features and massive jet black antlers.
The hand gesture of devil horns was used to recognize and greet adherent to its religion, and often the
priest and acolytes boasted horned headpiece, made of bones, twigs and leather strips.

Sanctuary: Both civilized folks and wilderness-roaming humanoids venerated the god, for different reason.
Men erected shrines and sanctuaries to the god at the edge of crop fields or orchards, to propitiate the
harvest and assure the growth of fruits and vegetables. The only real form of worship was linked to the
changes of season, during which small offerings were left at those altars, and for the rest of the years
mostly forgotten. Wild folks and nature-dwellers recognized his power over the cycle of life and death and
as such they revered every birth and death in his name. Most holy rites were held at the changing of
seasons or after momentous natural disasters.
Sirinax, the Candle maker
AL: LM

Suggested Domain: Grave, Arcana

History: Sirinax is a god linked to dead and souls, and his cults sparked to life in desperate times for
humanity. The first report of worshippers of Siriniax dates back to a great pestilence that swept the lands:
many witnessed a gaunt humanoid figure seen just before yet another victims of the plague left this valley
of sorrows. After the end of the plague, the cult of Sirinax remains strong and many temples and altars
were erected in his name, to fend off new pestilences. The peculiar moniker of Sirinax is linked to the
custom among his clergy to use the body of the dead to make human tallow candles, that will lit the inner
sanctum of the god.

Iconography: Sirinax iconography has changed wildly during his days of worship. From the very first
representation of a tall and lean humanoid figure in shrouds, his appearance acquired many other
symbolical aspects. The most common representation, in the heyday of his cult, was that of a towering
humanoid, up to 10 feet, with four arms, no facial feature apart form a single shining hole of light in the
center of the face. His hunched back is usually covered in lit candles of various size and shapes; he carries a
censer in one hand and a lantern in another. He is draped in gray and deep red silks and the skin of his
hands and arms is deep burgundy. The holy symbol of the Candle Maker is a lit candle, wrapped in grey
silks, held by a red-brownish hand.

Sanctuary: The temples and shrines of Siriniax were usually made of black solid stone, with many archways
and passages. No windows were present and the interior was usually lit by candles or braziers. Many
derelicts and infirms decided to spend the last days of their life in the temple. The acolytes took care of
them and then disposed of the bodies, using the fat to make candles and burying the remnants. Often
these places of worship were close to graveyards, asylums or hospitals. The Candle Maker was not a
demanding god in term of worship and holy rites, and most of the duty of the priests were bound to the
maintenance of the premises, the candle-making and the disposal of worshippers corpses.
Fragment 404, god of machinery (Rouge Modron) Primus
AL: CN

Suggested Domain: Knowledge, Forge

History:

Iconography:

Sanctuary:
Eltiens, the Eye and the Cat
AL:

Suggested Domain:

History:

Iconography:

Sanctuary:
The Jade Legion
AL:

Suggested Domain:

History:

Iconography:

Sanctuary:
Travel Domain

Cleric level Spells


1st Expeditious retreat, Longstrider
3rd Levitate, Pass without Trace
5th Haste, Slow
7th Dimension Door, Freedom of
Movement
9th Passwall, Teleportation Circle

Bonus proficiency: You get proficiency in the Survival skill and in one of the following tools:
Cartographer’s tools, Navigator’s tools, Vehicles (land or water).

1st level: At first level you gain the following benefits:

 You always know which way is north


 You always know the number of hours left before the next sunrise or sunset.
 Your speed increase by 10 feet
 You can use the Dash action as a bonus action

2nd level (channel divinity): At 2nd level you can use your Channel Divinity to imbue your ally with
the power of your god. For 1 minute one creature that you choose have its speed increased by 10
feet, ignore non-magical difficult terrains and can his jump distance is doubled for the duration.
6th level: You can perfectly recall any path

8th level

17th level

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