Lands of Blamakar (3.5e Campaign Seed)

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The lands of Blamkar are a large group of nations that make up one large mountainous continent. It has its own deities as well as a defined system of languages that replace common. It can be used on its own or as a part of a larger world. If the latter then it may make sense to scale down the populations and so on to fit. The world is and has been for most of its existence, heavily deity focused. The taint rules as presented in Hero's of Horror are usually used.

A Brief and incomplete History of the Lands[edit]

The realm in which the Lands of Blamakar have four times been purged by a semi-realized Armageddon. The first through acts of god, the second through acts of technology (nuclear war), third through acts of fiends and fourth through mundane war. Very little is known about events even before the war, except for the fact that it was caused by a crusade against evil that caused all nations to fall to anarchy. The world now view Good and Evil as secondary to the battle of Law against Chaos. This is a pattern that is common to all the ages, after the first world death gods became taboo leading to focus on technology, technology after the second did also leading to a focus on magic that caused the fiend assault, and after the third the world war galvanized into strong good-evil divides.

After the war crushed nations under their own weight there was a time when the nations of the pre-reckoning era were still recognised, then the dates where reset with the final fall of city of Telmigon into anarchy. Modern historians place year 0 at the time that the scattered villages and cites of the east coast united into the nation of Krelmiss. As such dates run as follows:

3459-3521 PA (post Armageddon, referring to the third one)

6743-0 BA (Barbaric age)

1-3244(modern day) KA (Krelmiss age)

The first history that is recorded by the Tower of History (see organizations bellow) takes place in 350-347 BA, when Dolmil the Vile, a cleric of Mordenad, united the mountain lands that are now known as Doldamia into the first true civilisation since the fall of Telmigon. There is some doubt as to whether this is true or whether previous nations has tried and failed but what is known is that Doldamia is the oldest surviving nation.

It was this moment that catalysed the formation of the other nations. Selviton was formed by a group of mages who wished protection from Dolmil, and Temil, Bethral, Deulk and Grlva all came into existence when Doldamia expanded, suffered economic troubles and collapsed back from an empire into a nation, leaving civilisation behind. Bethral expanded and fell much like a small Doldamia, creating Tuulk and Sumtam. Krelmiss was then united by King Helumin the first to better defend itself from the Tuulk and Suntam alliance. It is also rumoured, and denied most strongly by the Krelmenes people, that he had something to do with the curse of men on Sumtam.

The Lands and the Great Wheel[edit]

The cosmology described briefly here and in the deities articles is not that of the great wheel. However Morganna, Bendigeidfran and Ultrak all guard a gate into the appropriate great wheel elemental plane. Logically a fire portal should exist, but none have found it yet (or maybe the Daemon Gods don’t want it found).

There are eight planes apart form the material and each has its own shadow and ethereal planes, except for Soltavia and Camtalla which have no shadow planes.

  • Ocientica has the strong Law and moderate Good alignment traits. Most of it has the water planar descriptor, except for a few bubble cites. All of the celestials from this plane have the Water sub-type but retain the ability to breath air if they normally can. It is home to the water elementals.
  • Camtalla has the strong Law and strong Positive traits. It appears to be a large rolling area of plains dotted with giant castle cites.
  • Terrorix is strongly Lawful and moderately Evil and has the Earth dominant traits. All Fiends from this plane have the earth descriptor and it is home to the earth elementals.
  • Soltavia is strongly Good aligned and has the fire and moderate positive planar traits. All celestials from this plane have the Fire sub-type.
  • Lunulis is strongly Evil aligned and has the cold and moderate negative planar traits. All fiends from this plane have the Cold sub-type.
  • Avornia is Strongly chaotic and moderately Good aligned. There are quite a few chunks of stable land as well. All celestials from this plane have the Air sub-type and gain a fly speed equal to their ground speed (average) form a supernatural source of they cannot fly already.
  • Nocrostia is Strongly chaotic and strongly negative. Slaad are now immune to this planar effect. It resembles a mass of rolling and dead woodland.
  • Pyrolmixkor is Strongly chaotic and Evil as well as Strongly Negative and Fire dominant. All fiends from this plane have the Fire sub-type.

The Races of the Lands[edit]

Although all of the standard races are here they take slightly different aspects due to the nature of the world.

Dwarves are considered by civilised men to be the epitome of civilization. Even the eternal war between Dwarves and Duregar ends briefly every 17 years for the grand counsel of Thanes to take place.

Elves are far less trusted. Not only do Drow have a good foothold on the subterranean parts of this world but surface elves are creatures of chaos. A tribe of elves known as the Scradi have become accepted as traders and diplomats, but the not lawful and patriarchal Scradi have been all but disowned by other elves, to the point that Drow will allay with elves to fight Scradi.

Other races can be split by habits or alignment. Those who lean towards civilisation or lawful alignments have a place in almost any city, even the evil ones such as hobgoblins. Those who do not are considered savage barbarians.


Land of strong theocracies and influential clergy, Doldamia is somewhat reduced these past centuries. Once a mighty empire Doldamia still claims a large part of the continent as its own, despite the fact that they lost some of those territories in the BA era. Over the millennia they have had many wars with their neighbours, Temil, Bethral and Deulk. They are now due to border shifts the smallest of these nations and as such have been forced into more clandestine assaults. This in turn has shifted the focus of their religion.

All races who fear and revere the Earth pantheon are welcome in Doldamia, providing they are willing to conform to the laws of the state. In line with earth pantheon dogma, Doldamia is strongly in favour of capital punishment and many forms of mutilation, rather than imprisonment or fines. No other religion is tolerated in theory, but in practice both the sun and moon cult as well as the druidic faith are present, albeit in very small numbers.

Doldamia operates on a feudal system with all clergy also having land and the other requirements for ruler ship seconded to them by the church and crown should they desire it. They maintain a strong and varied army.

Notable persons include King Kelekin Dolmil, Aristocrat 6, and the court advisers and royal champions, all of whom happen to be the arch priests of either the Earth cult or an earth god. Kelekin is rare in the nations history as he is not a cleric himself.

The nation is still reasonably large. The state languages are Drol and Terran. Most of the populous speak Drilkam, whilst the nobles speak Drol. It is not unknown for a lord to need a personal interpreter.


Temil is a name for both a valley and a nation. Sandwiched between the Theocratic Doldamia and the Arcane haven that is the silver towers of Selviton Temil is a very long and thin nation, centred on the valley of the river Temm. The Temil people are devout if pragmatic worshippers of the Water and Life cults. The lands are divided into fiefdoms that are ruled by separate individual races with the chosen leader of each race acting as a voting member of the parliament of Temil. The areas are known as Thirds from the time when humans dwarves and giants where the only races, but today there are far more. The thirds are, in order of political significance.

  • Human. Ruled by a hereditary ruler, currently Wizard3/Aristocrat 2.
  • Dwarf. Ruled by a chosen Thane.
  • Storm Giant. Ruled by a hereditary ruler, currently fighter 8.
  • Stone Giant. Ruled by a theocracy of Life, Sun, Moon, Air and Water Cults.
  • Frost and Fire Giants. Ruled by one leader chosen in a challenge of strength. The mountains here are semi-Arctic, with four active volcanoes.
  • Goblin. Rules by a hereditary ruler, currently Aristocrat 1/Fighter 9.
  • Halfling. A very small are of the human third ruled by its own parliament.
  • Hill Giant. Ruled by a clan chief, although which is questionable. Utterly disorganized.

Temil is constantly forced to defend itself from its aggressive neighbours along its very long border and as such it has a very high level of military might for a nation of its size.

The official state language is Deu, and indeed most humans do speak that tongue.


Making up the entire north coast of the continent Bethral is a relatively fragile alliance of city states rather than a nation. The general public and the government are generally afraid of magic of all kinds, as a result only a select few religions are permitted. All of the allowed gods are drawn from the water and earth pantheons, but they are far from all allowed. Any religion that places any significance on magic is instantly disallowed, as are any that move from strictly lawful alignments. Evnisien is also forbidden.

Bethral's largest city is Gimol. Gimol is the home of the closest thing Bethral has to a unified ruler in the fact that she has a large enough personal army to deal with up to two average or one strong opposing nation. She is Lady Patrisca, aristocrat 7/rogue 3, and one time head of the which hunter's league.

Races with hereditary ties to magic are also banned.

The state language is Deu.


Boardering onto Bethral and Doldamia Deulk the nation was a rather small area of land around the mountain city of Deulk the city. Also known as the city of ten thousand trades Deulk was able, by virtue of advanced gnomic devices and creative human tactics to expand during a was with Doldamia. This however presented a problem which is still common today, many of the population desire to return to "the old land". The nation is divided into two areas, the mountain which is relatively peaceful and ruled by an open parliment, twenty hereditary peers make laws that must be ratified by a varying majority (depending on the type of law) of the citizens who turn up to vote on it. For the most part less than thirty citizens vote on any one law and all tend to vote the same way. The area outside this is governed by these laws but its lords have no say on them. The area around is therefore considered a vassal state. Peace here is far less uniform and attacks on manor houses by rebels is still not considered out of the ordinary.

The most powerful weapon Deulk has today of economic might. A free and open city it has almost every trade and craft imaginable and all nearby nations, even Doldamia, buy weapons, tools, art, raw minerals, refined metal and so on from Deulk. Most also owe money and other favours to the city making it effectively unattackable.

The state languadge is Deu.


The swamp nation of Tuulk is one of the few actual nations that does not worship a lawful pantheon. The death pantheon is worshipped here and it shows in the attitudes of the people. Lacking a unified government or even any governance above the tribe level the nation is only unified in times of war. It has been commented that the tribes war constantly meaning that when they go to war as a nation they become a very potent force made up almost entirely of veterans. It is as though the barbarians became a nation without becoming civilised, an idea that worries many of their neighbours.

In order to unify the nation a challenge of strength endurance and wisdom is held between the leaders of each tribe. Clergy of the death house adjudicate.

Almost all races can be found here and almost all languages, often bastardized, as well. The unique human tongue of the nation is Tuulmatan, but it is used only by a few isolated tribes these days.


The nation that shares its name with a desert is a cursed place. A primarily water, sun and moon worshiping place it is both a Monarchy and a Theocracy, only those who have divine favour may rule. In ages past the land was ruled by a line of fierce and dedicated sultans and in theory it still is, but they have a problem.

Some time in their history the land was cursed so that only one in every hundred children would be born male. This was weakened over tiem but it is still near 1:50. The rulers managed to deal with the problem and now the nation is stable, but very peculiar. To be a man in Sumtam is to be a celebrity. Whenever a male child is born the mother is heralded as a hero and the child taken by the royal courts. There it is raised until it reaches puberty. In order to ensure that they have sufficient males every male child and adult is kept in conditions (room temperature, food, exercise, etc.) that ensure longevity and sexual potency. A minimum of four in seven nights (less later in life) they lay down with a woman selected but to her likelihood to conceive. As a result men are revered, and indeed technically have a lot of political power, but almost treated as second class. Male adventurers who visit Sumtan are likely to be offered all kinds of help, to the point that it is patronizing. Even the most lazy adventurer will have difficulty when women are offering to cut his food for him.

The language of Sumtan is also called Sumtan.


Making up most of the western coast Selviton is a Magocricy focused around its legendary Silver towers. All of the people of the nation are considered subservient to it's arcane magic using population. Divine magic users are considered second class citizens as well, but valuable like all craftsmen.

Selviton has had many difficulties keeping internal order in the past, mainly stired up by the which hunter league of Bethral.

The Selvitonesse speak Selkat, but the arcanists favour Melkor.


Krelmiss is a large and prosperous feudal nation that makes up the eastern portion of the continent. It is ruled on a very detached but well regulated level, with local lords having near total autonomy within certain guidelines. Unlike most other nations it observes a wide view of religious tolerance and almost all religions can be found here. It's royal family and many of its noble families are elven. It does however have a few problems.

First is the Gelmaton mountain range that splits the kingdom north to south. With few passes, especially in winter, this mountain range cuts the western kingdom off from the capitol in the east to the extent that many western nobles have "lost" orders sent to them and successfully blamed it on a missing messenger.

The people of Krelmiss speak Krell, but the nobles of the court use Freltum.

The Southlands[edit]

South of the nations listed above, the world falls to barbarians. The south lands are inhabited by tribes of barbarians, monsters and other savage creatures. Few have attempted to create a nation out of this chaos, and all have failed. The southlands are in the main flatter than the northern lands, but they contain the famous "world edge mountains". None truly believe that these mountains are the edge of the world in a true sense, but in a practical sense they are, for no expedition has ever managed to cross them and return to tell the tale.

The humans here speak a veriaty of tongues that in fact belong to other races, many tribes have Goblin as their native tounge for example.


The people of the north believe that there is no civilisation in the south. The Rulmui people believe there is no civilisation in the north. Rulmui is on the continents south coast with its border coming up to the world edge mountains in places. The society is feudal and of an oriental feel, but with social and political power derived primarily from the wealth of the people, therefore whilst nobles are often the most important occasionally a peasant may have more real power. This is rare however.

The Rulmui people speak Ramulk.


The Witch Hunter League

A Bethralian organization primarily the witch hunter league is a hierarchical organization based on the idea that all arcane and psionic magic is inherently chaotic and must be destroyed. At various points in its history it has burned entire villages to the ground, overthrown cites and declared war on pretty much everyone. The organization has members the world over and is a real threat to all arcanists who have to deal with the underworld. You never know where they are.

The Tower of History

Set up in what is now Selviton the tower of history is the oldest building in existence, believed to date from the first age. Here the dedicated monks record all events. They believe that whilst time destroys many things a repository of knowledge like theirs is vital. As they possess many secrets concerning the fall of the worlds however many are skeptical of them.

The Never Vault

Operating from inside a building from the end of the second age the never vault seeks to userp magic with technology and to unleash the weapons of this bygone era upon the world.

Evnisien's Inquisition

All clerics of Evnisien are de facto members of his inquisition too, but this is only a small portion of their membership. The aims of the inquisition are to find and destroy all subversive and destructive elements in society and to ensure order prevails. The frequently come into conflict with the which hunter league. Both organization believe that the other uses inherently chaotic and disorderly tactics and has ulterior motives.

The Black Seal

Are the black seal real? Are they fiction? None are sure, even the clerics of those earth house deities who are supposed to be tied to the order. It is certain that some have done things for those who they believed to be members. It is also certain that some of those act where definitely done for non members. If they are true, then they are a group who manipulate the entire world. If they are fiction, then they have done enough damage anyway as a ghost of an idea.

And as for non humans:

  • Dwarves have two tongues, High and Low Dwarvish. All Dwarves know both. Low Dwarvish is used every day and shares some of the same alphabet as High Dwarvish. High Dwarvish has a much larger alphabet, syntax and vocabulary. With over 89 tenses it is very pedantic and is used solely for official ceremonies, laws, trials and contracts where the hours it takes to speak are considered worth it for the accuracy.
  • Gnomes have only one language but an interesting factor in it is the fact that most of the syntax and grammar is arranged around how the words are said, there only being a total of 6000 gnomic words. "Gemstone" said one way means "large cracked ruby" and said another means "small murky sapphire". The written language therefore contains punctuation to indicate volume/pitch/speed/emotion and so on.
  • Elves have a grand total of 6 written and 4 spoken tongues, none of which shares syntax and grammar with the others. This is in addition to the tribal dialect of common elvish. They all know all of them. The spoken tongues are Common (day to day), Master's (used by royalty and those in royal surroundings), Singer's (built around sounding good when sung) and Hunter's (simple and basic for conveying information fast). The written tongues are Written Common (totally different grammar to common), Ancient (no longer used day to day, once had a spoken form), Writer's (used to convey imagery), Craftsman's (used to convey instructions), Ceremonial (highly detailed and elegant used for religious occasions) and Grand (used by royalty and other important persons day to day). Other than ancient they all use a letter->word alphabet in which the word alters depending on size, context, angle, place on the page and so on.

Most traders use either Hunter's elvish (for face to face) or Craftsman's elvish (for letters and contracts) as a lingua franca where one is needed. High Dwarvish and sometimes Freltum are used in political circles for dealing with similar problems, although this is less often needed.


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The Deities of Blamakar are powerful, and at the same time limited. They gain divine rank only through worship and any deity who loses large amounts of followers or simply ignores them will fade and die. By a similar pattern however, the path to godhood is quite clearly marked and obvious. If enough people believe in you, that is to say associate certain qualities and abilities to you without question, you too can become a god. In practice this has never happened to above divine rank 1.

The gods are separated into houses. Each deity is within one step of that house's alignment and all clerics must be within one step of both the god and the house's alignment. The houses may also be worshiped as divine forces in their own right. There are therefore effectively 65 different "gods", including the Druidic faith. The houses may be tied to an element, in which case it is the real that that element comes from, not the element itself that shares that alignment. Elementals are still neutral. Positive energy is tied to Law and negative energy to Chaos; adjust the alignments of undead and undead creating spells respectively.

There are no clerics without deities.

The order in which the information is presented is

Alignment:Favored Weapon:Portfolio:Domains


Water Gods[edit]

Water House








Life Gods[edit]

Life House








Earth Gods[edit]

Earth House








Sun cult[edit]

NG:Spiked shield:Light, Good:Elysium (Soltavia)

Symbol:The sun

The sun cult teaches many of life’s simple virtues; peace, humility, generosity, chastity, moderation, zeal, meekness, charity and so on. The clerics preach that these things alone are needed for a truly blissful life and that all other things are impermanent and immaterial.

Cleric training begins young, near ten years, and is often long and frustrating. In a way those who become Sun cult clerics are the failures, having not been chosen by any one specific goddess. They wear pale yellow robes.

Ceremonies to the Sun cult involve chanting and meditation, with very few non-clerics tending to be present.

The Sun cult takes all manner of plants and plant products as sacrifices.


NG:Whip:Chastity, purity, courage:Sun, Purification (Chastity), Courage, Liberation, Mind

Symbol: A sapphire

The Goddess Chastiva teaches that to abstain from the pleasures of the flesh and other simple, bestial actions is to become nearer to enlightenment. Once one has torn away all material things one has torn away all fear and chance of suffering. As all things are temporary then all things are illusions and can be ignored. Purity is of the utmost importance.

Clerics are selected for their open and basic purity. They where blue. The ceremonies to Chastiva are simple and elegant, a system of mono-syllabic phrases and simple percussion instruments. Temples are elegant and simple.

Chastiva takes all of her plant sacrifices as burnt offerings.


NG:Longspear:Generosity, willpower:Sun, Healing (Generosity), Mentalism, Renewal, Force

Symbol: An orange garnet

To give it to receive. Always treat others as you would have them treat you. Never take more that you are owed. All things come back to those who gave them, those who give aid receive aid, those who give pain receive pain. There is no reward for no action. No punishment for no crime. All things are repaid, here or in the next life.

Clerics are selected for their giving natures. They wear orange. The ceremonies of Gentrovi revolve around the passing of sacred items and information in the circle of clergy and worshipers.

Gentrovi takes her plant sacrifices by passing them out to the congregation immediately.


NG:Scimitar:Moderation, self-control:Sun, Summoner (Moderation), Luck, Plant, Travel

Symbol: A topaz

The world has only finite resources. You must never allow yourself to take more than you require. Never seek excess. Seek the simple pleasures of a minimalist existence. Do not eat meat. Always ensure that those who need receive.

Clerics are selected for their simple outlooks and lifestyles. They wear yellow. Ceremonies to Modemous are simple and clean, a few well chosen words, meditation, chanting, nothing extreme or over exertionary.

What few sacrifices Modemous takes are again re-distributed to the masses, although not as quickly as Gentrovi's.


NG:Kama:Zeal, work ethic, ethics in general:Sun, Strength (Zeal), War, Glory, Storm

Symbol: A larimar

To do is to be. To not do is to cease to be. All things are because of effort. Work. Defend. Practice. Become more than you began. Always ensure that you can defend yourself and others from those who would take what you have. Ensure that you have the resources to finish your task. Never leave a task half finished. The most militant of the Sun cult faiths, the church of the Sun Goddess Zeelan's ceremonies involves action, movement and dance. Her temples double up as dojos for those combatants who worship her.

Clerics are chosen for their energy and devotion to the cause. They wear pale blue.

Zeelan takes those things intended for war as sacrifices.


NG:Shuriken:Meekness, peace:Sun, Celerity (Meekness), Community, Craft, Metal

Symbol: A ruby

To enlarge oneself stature it to injure the stature of others. Ones own qualities will shine through without a desire to show them whereas those who try to show them obscure them instead.

The withdrawn clerics of Meekemen wear red and have little in the way of ceremonies and only small simple temples.

Sacrifices are stored for later use and recorded carefully in ledgers for proper thanks.


NG:Halberd:Charity:Sun, Protection (Charity), Family, Wealth, Trade

Symbol: An emerald

To give and to become more is to truly be. By giving to those who require aid and expecting nothing in return we become better creatures. Only those who have never worked for their own desires are truly pure.

The clerics of Chamtara are chosen for their willingness to help those in real need. They wear green.

Chamtara's ceremonies are brief and her temples double up as hostels and hospitals.

Chamtara's sacrifices are given to the poor and helpless and are requested in large quantities form the rich.


NG:Light mace:Humility, honesty:Sun, Planning (Humility), Rune, Spell, Time

Symbol: A Tanzanite

The truth never fades. To be honest we must be shorn of all pride and ceremony. Only then do we become eternal.

The humble clerics of the humble goddess wear violet robes in their small unadorned temples.

Ceremonies are few and simple.

Sacrifices are the only part of the faith that attracts much pomp or ceremony.

Druidic faith[edit]

NN:Any Druid weapon:Balance, nature, the cycles of life:Either fire and water, earth and air or balance and your races domain (humans chose any one elemental domain) (note clerics are rare, most are druids)

Symbol:Holly and Mistletoe.

Unlike the other faiths the Druidic faith worships those deities outside their own pantheon, mainly because they don't have one. Balance is respected above all but the Sun and Moon goddesses are revered.

Training doesn't really happen, instead clerics are chosen from the wisest and stables of the congregation and the inauguration ceremony happens almost as soon as the choice is made. Cleric wear pale grey, Druids wear white. Clerics may learn (and usually do learn) druidic.

Moon cult[edit]

Moon cult:NE:Spiked shield:Darkness, Evil, Lycanthropy:Hades (Lunulis)

Symbol:The moon

The moon cult teaches that life helps those who help themselves. Those who allow others to think and act for them deserve to become slaves. External dogma is on the whole rather neutral, but amongst the clerics a fierce dogma of power and sin is taught.

Clerical training doesn’t happen, when an apprentice cleric of one particular goddess shows an understanding of the whole cult they are redirected in their final months. They are in effect the real successes. They wear robes of midnight blue.

Ceremonies to the Moon cult involve all forms of depravity with only the cult’s clergy and slaves present.

All living things are potential sacrifices to the Moon cult.


NE:Net:Lust, sexual desire, seduction:Moon, Lust, Animal, Family, Domination

Symbol: A cow's skull

How can the most base, most pleasurable and most vital of all desires be wrong? These things are part of you for a reason. Embrace all of your primal urges and become what you where always meant to be.

Clerical training begins later than the other goddesses, around 15, with lessons on dogma during the day and brutal sexual violation during the night. As training progresses the lessons fall away to be replaced by more perverse and sickening acts of depravity. Only those who begin to enjoy the debauchery become clerics, others become temple slaves. Clerics wear blue. The ceremonies are few but all revolving around sexual excess and perversity.

Lustava takes virgins and animals noted for their sexual natures, such as cats, for sacrifices.


NE:Ranseur:Gluttony, food, celebration, alcohol:Moon, Gluttony, Hunger, Slime, Plant

Symbol: A pig's skull

Food and nutrition are the very center of life, the very focus of any creature’s existence. Revel in the status that excess implies. Those who can indulge in excesses of food should. To over indulge increases your status and the status of the Goddess. Eat drink and be merry.

Clerical training begins around the age of 10, and from the first day the clerics are force fed vast amounts of fatty but tasteless gruel. Over the years more palatable food is introduced. Those who show true Gluttony and devour any food offered them become clerics. Outsiders may expect the clergy to be fat but in fact many are bulimic. Failures become the property of the church. Clerics wear orange. The ceremonies are frequent and revolve around eating. The temple is infamous for keeping its slaves on the brink of starvation.

All living things are potential sacrifices, they are eaten raw and often alive by the clergy.


NE:Falchion:Greed, avarice, power:Moon, Greed, Trade, Wealth, Creation

Symbol: A frog’s skull

Resources exist to be consumed. If you do not another will. Why deny yourself your birthright so another who you know not can steal it. Take all you can, become all you can. The only true purpose in life is to obtain wealth and resources.

Clerical training begins around 10 and over the course of the training the apprentices are given small amounts of "temple currency". At the end of their training it is revealed that they must buy themselves from the temple to become clerics, those without the wealth become permanent property of the temple. The amount required is double the amount given out during training so only those who have saved, traded and stolen are able to become clerics. They wear yellow.

The ceremonies are extravagant affairs involving many rare herbs and expensive metal objects. The temples are undeniably lavish.

Avarnassis takes animals and precious metals as sacrifices.


NE:Kukri:Sloth, slavery, domination:Moon, Sloth, Tyranny, Deathbound, Portal

Symbol: A goat's skull

To act is to use energy and life. To not act is to save it. Do as little as is required. Be not afraid to work harder now for an easier tomorrow, but always do tomorrow what can safely be done tomorrow. Never do for yourself what others may do for you.

Clerical training starts at about 10 but there is very little in the way of lessons. The apprentices live with the ample slaves and do slave tasks. All the time however they are being watched by the clergy. Those who avoid work are viewed well but those who work more now to do less in the future are truly regarded as successes. For example if a trainee spends four hours learning how to use the valves to empty and refill the drowning pit so that it is a two minute job for the rest of their life (as opposed to an hour one) they are rewarded. They wear pale blue.

Ceremonies are few and simple, conducted mainly by clerical direction of slaves than actual effort. The temples are large but plain affairs with little in the way of time consuming adornment.

Slozalmi takes all kinds of animals as sacrifices, tied up and throw in the drowsing pool by slaves.


NE:Scythe:Wrath, anger, killing, death:Moon, Wrath, War, Metal, Suffering

Symbol: A bear's skull

Why restrain those feelings that are part of you? Those who do you wrong should suffer. Those who have your desires should suffer. Any who deny you should suffer! Yours is the correct opinion and theirs is foolish! Never allow those who serve you the luxury of questions. They are your servants, you are their master! YOU ARE RIGHT!

Clerical training begins at 14 and for over half the candidates end there. Unlike the other moon cults failed clerics are not enslaved, they are dead. There are, over the course of training, a dozen one on one trails by combat, to the death. Clerics wear red, but often not as robes but as ceremonial armor. Ceremonies revolve around sacrifice by combat and blood sacrifice.

Temples double as Dojos.

All animals are possible sacrifices to Wrantana and are killed in ritual combat.


NE:Guisarme:Envy, theft, revenge:Moon, Envy, Retribution, Madness, Trickery

Symbol: A dog's skull

Take what you desire. An object is not judged by its value but by how much you desire it. Those things that others have are yours by rights. All things you desire are yours by rights! Take all things that you desire in the name of the goddess.

Clerical training is a highly developed form of favoritism, for age 10 the apprentices are taught by about half their number in clerics with whom they vie for position and status. They are encouraged to do absolutely anything to gain favor. The very favorites are often tempted and later on attacked if they do not waver. The idea is to create envy about your devotion. Those who are desired by clergy at the end of the training are permitted to become clergy. They wear green.

The ceremonies are close, private affairs, as are the elegant and elaborate temples.

Sacrifices are often fought over, depending on their relative value.


NE:Heavy flail:Pride, nobility, heritage:Moon, Pride, Planning, Nobility, Community

Symbol: A horse’s skull

You are superior. You are one of the greatest. There are very few who are better than you. STRIVE TO BE THE BEST. Be proud of your actions. Do everything worth doing with pride and dedication, force others to do those things not worth doing.

Clerical training begins at 10 and is utterly demeaning. It is nothing but one embarrassment after another. The ones who become clerics are the ones who rebel. They wear violet.

Ceremonies and temples are centered on the clergy and their status. The lower clergy often have poor accommodation and humiliating roles in the ceremonies.

Animals are sacrificed with great importance and severity.

Air house[edit]

CG:Longbow:Air, Chaos, Good:Arborea (Avornia)

Symbol:A cloud

The air house teaches that freedom and expression are above all laws and governance. They teach that there is no way that the mind and soul can or even should be bound to mundane laws. The put much importance into poetry, art and music.

Clerical training is a generally messy unofficial affair with the new clerical candidates chosen on a whim and with apparently no reason behind their selection. Some ordained clerics wear very pale blue but most don't bother.

The rights and rituals of the Air house are many, but at the same time undertaken only when desired. Most of the time the clerics don't bother, right up until the moment when they need the divine aid.

Sacrifices are taken by all deities in whatever form the offerer wants to give.


CG:Shortspear:Wisdom, Governance:Knowledge, Rune, Nobility, Trickery, Spell

Symbol:A crow

Ultrak teaches freedom through leadership. A great leader allows all of his followers freedom to the point where the freedom of others is infringed and no further. The greatest freedom comes from curtailed freedom. He is also the god of prophecy and his priests often turn up claiming to have prophesied the future, sometime truthfully. They tend to wear black.

The birth of each cleric is foretold to one current cleric who is tasked to seek them out. The nature of this decision is often confusing and as such the cleric to be often clashes violently with his finder.

Ultrak has no rituals, as befits the master of the gods of freedom. On the other hand is clerics are more hierarchical than other chaos faiths.


CN:Greatclub:The sea, travel, trade:Travel, Slime, Retribution, Ocean, Force

Symbol:A wave

What a god of the ocean is doing in the Air pantheon is a total mystery. As such Amma is not welcome. Not that she cares for the opinions of her contemporaries. She spends most of her time trying to break the Water house asunder, claiming to be descended from one of them, the exact one varies by who she is telling. Sailors often pay her tribute, not that is ultimately matters. She has been sited as the single worst kind of chaos by Evnisien, the deity she claims fathered her most often.

Worse thing happen at sea. One of those things is Amma. She appears to shipwreck survivors and uses a series of visions to turn them into her clerics. This actually means that her clerics have something in common. They tend to wear sailors garb wherever they are.

Amma has only a few ceremonies, mostly performed in a rush of panic by sailors about to go down in their vessels.


NG:Greatsword:Song, Art:Healing, Courage, Purification, Renewal, Celerity

Symbol:A paint brush or chisel

Sing, dance, paint, art is freedom! That pretty much sums up Bolomo, a deity who is embraced by artists of most kinds the world over. Composers tend to resist his intrusions into their lives, as composition is a work primarily of ordered harmonies, and as such he sometimes strikes them deaf. This is rarely a hindrance to their work and most become more prolific after becoming deaf as they are harder to distract. Due to the fact that both count actors as followers Bolomo once tried to seduce Branwen, as this was after her marriage it didn't go too well.

Bolomo will offer clericdom to any sufficiently talented artist, and tends to get very violent when he is turned down. There is no unified dress.

Bolomo would claim that he has no ceremonies, a fact belied by the ritualistic (and oddly ordered way) that his followers produce temple art for him.


CG:Longsword:Love, magic:Magic, Charm, Animal, Plant, Portal

Symbol:A red heart shape

Love is a force of freedom and chaos, it crosses all boundaries of class and race. Revel in your joyous love! Often portrayed with a slightly peppy little girl image Fryl embraces love of all sorts including all manner of fetishes even though many have orderly connotations. Her attitudes have resulted in her coming up against Branwen, HARD.

Fryl typically offers the chance to become a cleric to those who truly understand freedom who she defines as those who she can convince to fall in love with her, whether as a god or a mortal.

Fryl has no ceremonies but claims every act of love is in tribute to her. Something Branwen really hates.


CN:Dagger:Trickery, deception:Competition, Darkness, Dream, Envy, Hatred

Symbol:A twisted face on a long spring

Freedom is as freedom does, and what freedom does, or should do, is to prank! There are few deities who can lift themselves above the attitude of this trickster long enough to register an important fact, he is the only deiaty not actually bound to a pantheon. Whilst he gets lumped in with the Air deities, mostly because the death deities are far too grim, he has no connection to them.

Lummi grants his gifts to the skilled jokers and the talented pranksters.

He has no ceremonies as such, but his clerics tend to exclaim "By Lummi!" as a prank goes off.


CG:Warhammer:Storms, strength, battles:Protection, Strength, War, Strom, Windstorm

Symbol:A hammer with a lightning bolt for a handle

Change is the tool of freedom. None can be free if the established ways are not tested an knocked over as time moves on. Freedom is not something you have, it is something that you fight for. The second you stop fighting to have it is the second you lose it. Violence can be the ultimate tool of freedom. Also don't shelter under trees in thunderstorms, it is silly.

Tu's clerics are selected at grand tourneysin massive arena. Unarmed combat and wrestling is the focus of the events and the winners are offered positions as clerics. An avatar of Tu often attends these events, although he only competes against those found to be cheating. Clerics wear some form of stout leather belt as their nod to official dress.

Tu has few ceremonies and indeed few laws.


CN:Longsword:Death, the underworld:Death, Deathbound, Destruction, Cavern, Undeath

Symbol:A decaying and screaming face.

Child of Lummi, Fryl and Wanderer, don't ask, it is unclear to which house Hamukumahyl belongs. She serves the Air house as a rather generic death goddess with very few laws or rules. She seems mostly interested in finding out HOW things die, including gods.

Hamukumahyl's clerics are chosen for their knowledge, insight and experience, they undergo little training and wear simple black. Well over 80% of them are women.

Hamukumahyl's ceremonies are few until death, when they are exact and detailed.

Death house[edit]

CN:Club:Death, Chaos:Limbo (Nocrostia)

Symbol:A skull

The death house teaches that all things must end and all things die. All forms of order, no matter how well built, will fall into pieces and become only distinguishable from chaos in the fact that they will appear glum, those who understand chaos revel in it.

Clerical training is on a master/apprentice system. The apprentice follows the master around, watching them do their work, overhearing the prayers and doing menial tasks for their master. Occasionally a more practical lesson will be thrown in. Once graduated the clerics wear dark green, pale yellow or muddy orange, depending on sect.

The ceremonies of the Death house are secret and well hidden. Cursings and punishments are more common than blessings and the clerics of the death house seem to enjoy breeding pointless superstition, rather than actual faith.

All sacrifices to the death house are of living things, but there is no distinction by deiaty.

The Baron[edit]

CN:Rapier:Dance, Celebration, Death:Charm, Cold, Community, Liberation, Storm

Symbol:A skull wearing a top hat.

All things are but a dance, life, death, the random decay of the universe. To immerse oneself in the dance is to revel in the destruction of all things and to truly become at one with the universe. Be in charge, have power, use it as power is meant to be used, to enhance the dance of life.

Clerics to the master of the death house are chosen by his current clergy at such a level that it is rare for the baron to even become aware of their individual existence.

The Baron has no official ceremonies but every year as many of his clerics as can attend collect at a pre-determined location for a massive dance that has magical connotations and can leave the area drenched in wild magic for years.

Lady Nallu Ann[edit]

CN:Dagger:Power, Governance, Beauty, Death:Nobility, Renewal, Planning, Pride, Trade

Symbol:A red ribbon

Beuty is a function of chaos and what is more never truly fades. Age and death enhance some beauty whilst killing others. The mountains never lose their beauty, but a girl is soon an old woman. Those with power can gain further beauty and wealth, that also leads to beuty.

Clerics are chosen almost at random but are always striking, if not always drop dead gorgeous. The clergy are split almost straight down the middle of the gender divide but men often rise to middle ranking quickly and never move, whereas most female clerics never move from the bottom but those who do invariably end up near the top. Clerics wear blood red gowns and suites.

Lady Nally Ann has many ceremonies and also has a strict hierarchy, most of all of the significance is places on power and beauty.


CN:Quarterstaff:Travel, Swamps, Getting lost:Celerity, Illusion, Cavern, Darkness, Trickery

Symbol:A silhouette of a man pointing left with a walking stick.

Swamps are a dangerous place and people often die there. This is all well and good and the way things are meant to be. Those who know their way should relay on themselves and those that don't should not enter the sacred realms of the Death house. Strider often appears looking like his holy symbol in swamps and similar terrain to trick travelers onto the wrong path.

Clerics are chosen only from those who do not fall for the tricks of the Strider and instead remain true to their own knowledge. They wear blue streaked with green.

There are no ceremonies to the Strider.


CG:Quarterstaff:Travel, Swamps, Finding your way:Protection, Knowladge,Travel, Ocean, Portal

Symbol:A silowet of a man pointing right with a walking stick.

Swamps are a dangerous place and people often die there. This is all well and good and the way things are meant to be. Those who know their way should however aid those they can as the swamps have too much power and should only claim those who are too arrogant to accept help. The wanderer will often appear looking like his holy symbol to guide people back onto the path.

Clerics are chosen only from those who are saved by his followers and have often been victims of the Strider.

There are no ceremonies to the Wanderer.

Mamma Momkor[edit]

CN:Dagger:Magic, Fate, Cookery:Fate, Luck, Oracle, Rune, Spell

Symbol:A boiling cauldron

Magic is the true force of change and alteration. use it to defy nature and become strong. Do not allow your changes to pass, make items where possible to pass on the power of change.

Clerics are chosen for their talents in the area of food and deception, they wear black.

Mamma has many ceremonies, interwoven into each other in terms of hierarchy, often you must conduct some because you have performed others.

Ol' Man Swamp[edit]

CE:Unarmed strike:Death, despair, sickness, pain, suffering:Pestllance, Suffering, Spider, Slime, Animal

Symbol:A wrinkled, clawed and ancient hand.

Sickness is the true function of chaos, let all things grow old and die, let the world crumble down and be destroyed. All other gods are children to Ol' Man Swamp's age, for he has seen all of the deaths of the world.

Clerics are chosen for their bitterness. Those who would wish other ill or pain are gifted with the ability to do this. All of Ol' Man Swamp's clerics are self serving and care not for each other.

There are no ceremonies to Ol' Man Swamp, although some clerics may spread illness in tribute to him.

Great Dolldami[edit]

CN:Dagger:Magic, Revenge:Magic, Retribution, Renewal, Pact, Mind

Symbol:A rag doll

Magic is the power to re-write the world, to keep in flux, use this power to ensure that all things go as they should. Magic items are a necessary evil at best, but items that are not used are pure sin as they are an unchanging aspect of Law incarnate!!!!!

Clerics are chosen at random, but most have a vindictive streak, there is no dress.

There are no ceremonies either.

Fire house[edit]

CE:Heavy flail:Fire, Chaos, Evil:Abyss (Pyrolmixkor)

Symbol:A burning skull

Many young clerics of other houses ask the question, what is the differance between brewing favour with deamons and worshiping the fire house. The answer is always as follows: The name. The fire house teaches the impermanent nature of all things that are. All will turn to either the fire of chaos or the eternal cold of changeless order. Grab power! Seize souls! LET ALL THE PLANES BURN!!! Clerics are not chosen, they chose. Clerics discover the cult whilst seaking power and are granted it either by the house as a whole or by one deamon. Either way they are always forced to give far more than they take. To become a fire cleric is to sell your soul. Clerics wear dirty red robes. There are no ceremonies other than sacrifices.

None of the clerics make much of an issue about specific dieties, in fact many have no idea who they are sponsored by. Living creatures are sacrificed, often by burning.


CE:Ranseur:Destruction, Death, Annihilation, Torture:Wrath, Death, Destruction, Deathbound, Undeath


CE:Punching dagger:Torture, Misery, Murder:Suffering, Envy, Hatred, Lust, Pride


CE:Light flail:Disease, Pestilence, Vermin:Pestilence, Celerity, Spider, Slime, Animal


CE:Sai:Temptation, Corruption, Betrayal:Charm, Mind, Domination, Strength, Plant


CE:Bastard sword:War, Slaughter, Misunderstandings:War, Trickery, Darkness, Cavern, Rune


CE:Battle axe:Causing the Armageddon:Spell, Fate, Oracle, Luck, Windstorm

Symbol: A Melting Globe

Xi'ix wishes for the end of the world and the end of all life. Xi'ix is a master of trickery and of manipulation and has no problems tricking mortals into unintentionally doing his bidding. There are very few clerics who knowingly serve Xi'ix but a great many who do his bidding. Xi'ix will bring about the end of days after there has been a sufficient sacrifice made in his name.


CE:Scimitar:That which cannot be known:Knowledge, Mysticism, Metal, Storm, Wealth

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