According to rumour, cults venerating the wicked Nag-Lord have begun to spring up in the wild places of Dolmenwood.
It is said that crookhorns, monsters, and even corrupted humans gather to worship the twisted King of the Wood and further his evil plans.
The Shining One
Deity of redemption and holy light, formerly the fiendish deity of searing radiance, now turned to Order. Seeks to bring all of humanity under one rule.
Depiction: A tall androgyne, with bronze skin, golden eyes, and feathered wings of silver. Crowned with a spherical halo of golden light, wields a flaming sword.
Domain: Phandyne, the golden plains of crystalline radiance.
Alignment: Lawful.
Cults of Austerus seek to construct a gold-clad pyramid-temple in every settlement in the known world, offering redemption to the wicked and balm to the wretched. They ultimately aim to destroy all fiends and to absorb other religions by incorporating their myths and presenting their deities as aspects or servitors of Austerus.
Alignment: Lawful or Neutral.
Holy symbol: Rays of light emanating from a pristinely faceted diamond.
Holy garb: Pure white robes and a golden cape (15gp). Upon gaining the ability to cast 1st level spells, a worshipper may wear a veil of quartz tears (50gp). Upon gaining the ability to cast 3rd level spells, a worshipper may wear a platinum halo that magically hovers above their head (250gp).
Prayer: Worshippers of Austerus can only pray for spells in daylight or within a circle of blessed candles.
Strictures: Worshippers of Austerus must make the sign of the halo and recite holy psalms in the presence of other religions.
See Carcass Crawler Cleric Spells
When a worshipper of Austerus gains the ability to cast spells of a certain level, they also gain an associated trait:
The Lady of Troubles
Goddess of insane danger, perils, and risk. Revels in seeing mortals overcome impossible odds, and so endlessly creates them.
epiction: A four-armed giantess with blood-red skin and twin lion heads that bite at each other. Her upper arms hold a flail and a wavy-bladed sword, the lower arms strangle a writhing serpent.
Domain: Karnath, an ever-changing realm of roiling storms and fiery cataclysms.
Alignment: Chaotic.
Cults of Klath-Karnath seek to strengthen themselves by facing adversity. Their goddess goads them to seek out the most dangerous dungeons and strip them of their treasures, then hoard the wealth in temples founded in perilous locations.
Alignment: Neutral or Chaotic.
Holy symbol: A bronze fist.
Holy garb: A leather snake bracelet (5gp). Upon gaining the ability to cast 1st level spells, a worshipper may wear a bejewelled snakeskin choker (100gp or more). Upon gaining the ability to cast 3rd level spells, a worshipper may wear a lion-skin cape (100gp).
Prayer: When praying for their spells, worshippers of Klath-Karnath must declare the dangerous activities they will embark on that day. Failing to uphold this promise could lead to deity disfavour.
Strictures: Worshippers of Klath-Karnath must invoke her name before doing something potentially fatal.
See Carcass Crawler Cleric Spells
When a worshipper of Klath-Karnath gains the ability to cast spells of a certain level, they also gain an associated trait:
The Smiling God
Grimacing god of skulls, dentistry, and organ dirges, the Black Alderman drives worshippers to collect and tend to myriad skulls on his behalf.
Depiction: A skeleton in kingly robes of midnight black trimmed with black fur. Wears a black iron crown and a necklace of yellow skulls. The Black Alderman’s own skull is pristine white and always smiling.
Domain: Cromlech, an endless half-buried mausoleum.
Alignment: Neutral (favours non-reversed spells).
Cults of the Black Alderman seek out the skulls of rare monsters and influential figures to preserve in their temples. Some cultists are taught the healing arts to better care for the skulls of the living; known as Bonesmiths, these cultists work as travelling dentists and bone-setters.
Alignment: Lawful or Neutral.
Holy symbol: A skull made of silver or ivory.
Holy garb: A mask carved from a human skull (10gp). Upon gaining the ability to cast 1st level spells, a worshipper may wear black linen robes with silver trim (35gp). Upon gaining the ability to cast 3rd level spells, a worshipper may wear a necklace of ivory prayer beads, each carved into the shape of a skull (200gp).
Prayer: Worshippers of the Black Alderman must play a sacred song on an instrument made of bone to pray for their spells.
Strictures: Worshippers of the Black Alderman must collect a tooth from defeated foes. For particularly worthy foes, they must collect the whole skull.
See Carcass Crawler Cleric Spells
When a worshipper of the Black Alderman gains the ability to cast spells of a certain level, they also gain an associated trait:
The Hidden Lord
God of the weird deeps of the Underworld, where the logic of the surface world recedes.
Depiction: A corpulent, purple-skinned man with a single, great, yellow eye and a ring of horns around his crown. Moumb wields a mighty mace of black stone and wears a cloak of burning chains.
Domain: Urbald, vast obsidian fortress carved in the Underworld’s fundament.
Alignment: Neutral (favours reversed spells).
Cults of Moumb seek to found subterranean temples and kingdoms honouring Moumb, make contact with obscure Underworld civilisations, and unearth the secrets of the deep places of the world.
Alignment: Any.
Holy symbol: A dodecahedron or icosahedron of lead, obsidian, or hematite.
Holy garb: A red cloak interwoven with iron chains (5gp). Upon gaining the ability to cast 1st level spells, a worshipper may wear a helm inlaid with a golden eye (50gp). Upon gaining the ability to cast 3rd level spells, a worshipper may wear a crown of ram horns (50gp). Prayer: Worshippers of Moumb can only pray for spells underground, in pitch darkness, or blindfolded.
Strictures: Worshippers of Moumb may only speak his name underground. In the surface world, they often use the epithet “the Hidden Lord”.
See Carcass Crawler Cleric Spells
When a worshipper of Moumb gains the ability to cast spells of a certain level, they also gain an associated trait: