The Gods of the Scarred Lands

The Divine

Worship in the Scarred Lands has real and immediate consequences. It was only a century-and-a-half ago that the gods’ avatars walked the land, contesting the titans for supremacy, while mortal races sided with the gods or titans and fought at their feet. With such colossal events in recent history, religious practice is never a matter of rote ritual or prayers mumbled to an unresponsive heaven. Certainly the most audacious displays of divine might occur when the gods allow their divine power to flow through chosen saints and champions, granting these mortals the strength to perform miracles. The gods respond regularly to any of their worshipers, however, whether favorably or not. The smith who fails to have his forge blessed to Corean finds that his ironwork shatters under the hammer. The doctor who fails to draw wards on her medicines, displaying the proper fear and respect for Vangal, invites plague upon herself and her patients. Madriel’s voice resounds like a deafening wind through a temple of farmers who fail to pray for a good harvest. However, the gods and goddesses of the Scarred Lands seem to make their presence less known in the world now as opposed to during and immediately following the Titanswar except through the works of their chosen saints and champions. Some speculate that the gods can no longer manifest physically on Scarn, while others scoff at such heresy. Still, this less active role has increased the number of cults forming to venerate demigods, lesser demigods, and powerful fiends and fey. Some of these powerful creatures still walk the world and interact directly with their followers, while others grant great boons to those who serve them faithfully.

The intelligent races of the Scarred Lands openly worship the eight major deities, and the sole remaining titan Denev, the Earth Mother. Though these deities have begotten many lesser demigods and goddesses who are also worshipped, these nine are venerated (or appeased) above all others.

Note: Any deity may grant the missionary domain.

(CORE-ay-ahn), the Avenger, the Champion (LG; Chivalry, Craftwork, Strength, Protection, Wisdom)
The very picture of the paladin’s ideal, Corean is an unflinching crusader among the gods. He has the strength of mountains, and his smoky armor reflects his ties to the earth and the metals that run through it. He bears a longsword that he forged himself from scraps gleaned from a titan’s forge – that of Golthagga, who was the first to taste the blade’s edge. Corean is generally unwilling to compromise, although he generally errs on the side of compassion rather than on the side of law. Many people praise him as the ideal of virtue, although more people pay lip service to him than are willing to live up to his standards.
Domains: Craft, Fire, Good, Law, Protection, War.
Holy Symbol: Four longswords forming a compass rose

(MA-dree-el), the Redeemer, the First Angel of Mercy (NG; Sun, Light, Sky, Redemption, Healing, Agriculture)
Madriel flies on wings of peacock feathers, an armored angel with a spear formed from the purest, whitest sunlight. Although relentless in her struggle against suffering (and particularly against her rival Belsameth), she is the most merciful and compassionate of the gods. Her temples are popular across the Scarred Lands, particularly in areas where people pray for fertility to return to their fields.
Domains: Air, Good, Healing, Plants, Sun.
Holy Symbol: Spear with a tassel of peacock feathers

(TAH-nil), the Huntress (CG; Travel, Hunting, Forestry, Music, Archery, Freedom, Good Fortune)
Of all the gods, Tanil is most likely to spend some of her time quietly walking the face of the Scarred Lands. However, this doesn’t make her sociable – she prefers back roads and untrod wilderness to highways and villages. The ultimate champion of the underdog, she is the queen of archery and stealth, generally favored by rogues, bards and wayfarers. She appears as a lithe archer wearing flexible bronze armor. Her arrows are silver-tipped, as she dislikes the poor treatment of animals and considers the world’s werebeasts an insult. Many elves venerate her; her other servants include dryads and unicorns.
Domains: Animals, Chaos, Good, Luck, Plants, Travel, Trickery.
Holy Symbol: Three bronze arrows lying parallel

(heh-DRAH-dah), the Lawgiver, the Judge (LN; Law, Justice, Wealth, Order, Cities, Knowledge)
The Lawgiver is keeper of all the things that civilized beings have learned, and is the patron of society itself. He is the ultimate impartial judge, striving to make certain that each person receives what he or she has earned (for good or ill). He’s commonly shown as a stern man in somber robes, crowned with gold and wielding a massive two-handed hammer. He is particularly popular among dwarves, mages, prosperous merchants and regional governments, and is the patron of many cities (foremost of which, of course, is Hedrad).
Domains: Judgment, Knowledge, Law, Protection.
Holy Symbol: Two-handed hammer

(den-EV), the Earth Mother (N; Earth, Nature, Death – natural, the Seasons)
The only surviving titan, Denev sided with the gods – in particular, her children – against her brothers and sisters who ravaged Scarn. However, the long battle left even more wounds on the world’s surface, driving her to retreat to its heart in frustration and fatigue. She still answers prayers from those who venerate her, and is honored by the other gods. She is not a generous or merciful mother, though; she respects nature at its bloodiest as well as at its most beautiful. She is rarely depicted in humanlike form – tales paint her as a mountain range or forest come to life – although she is said to wield a stone sickle when roused to make war. She is venerated by cults of druids who stubbornly refuse to pray to any of the newcomer gods, and by many elementals and other spirits of the land.
Domains: Air, Animals, Earth, Fire, Plants, Water.
Holy Symbol: Stone sickle with a flowering wooden hilt

(en-KEE-lee), the Trickster, the Shapeshifter, the Unlucky (CN; Storms, Trickery, Chaos, Misfortune)
The real wild card of the gods, Enkili can’t really be said to be on anyone’s side – not even his own. His tempestuous and stormy personality is mirrored in each freak storm or sudden calm. He commonly shapeshifts from form to form, even changing gender so regularly that no two temples portray the same image of him (or her). As the trickster figure of the pantheon, he also gets into trouble far more often than any divine being should. When he uses a weapon, he commonly wields a thunderbolt-hurling flail that lashes so wildly that others doubt it’s under his control.
Domains: Air, Chaos, Luck, Travel, Trickery.
Holy Symbol: Mask decorated with lightning shooting from the eye slits

(char-DOON), the Slaver, the Overlord, the Great General (LE; War, Domination, Conquest, Avarice, Pain, Bindings)
Tyrant among gods, Chardun exemplifies the worst traits of the most despotic generals, emperors and masters. His weapon is a golden macelike scepter that’s stained deeply with blood. He wears the white regalia of a conquering hero, but his robes and sandaled feet are splattered with blood and dusted with powdered bone. He is particularly venerated by militaristic people with powerful ambitions, but anyone who craves domination is a worthy follower. A general who seeks a throne and a man who covets absolute obedience from his woman are both near to Chardun’s black heart.
Domains: Domination, Evil, Law, Strength, War.
Holy Symbol: Blood-soaked golden scepter, crowned with a thorny laurel wreath

(BEL-sa-meth), the Slayer, the Assassin (NE; Darkness, Death, Nightmares, Deception, Witchcraft, Madness)
The vulture-winged goddess Belsameth is the incarnation of everything people fear about the night. Her basalt throne sits on the dark side of the moon; her power over the moon grants her power over lunacy and makes her the patron goddess of Scarn’s werebeasts. Her preferred weapon is a jet-black dagger, and she is favored by evil sorcerers and witches, Scarn’s harpies, wily and murderous goblins, and of course by werewolves and their like.
Domains: Death, Evil, Magic, Trickery.
Holy Symbol: Thin silver circle on a black field (signifying the lunar eclipse)

(VAN-gahl), the Reaver, the Ravager (CE; Destruction, Pestilence, Famine, Bloodshed, Thunder, Disaster)
The volcano-god Vangal is the very embodiment of war. He is commonly depicted as a huge charioteer in filth-covered armor, beard and dreadlocks matted with blood. He wields two massive axes still encrusted with the blood of the titans he overcame. He has few human followers, as it’s said that when he gains sufficient power, he’ll bring about the destruction of Scarn itself. The few cults dedicated to him, called the Horsemen, are much-dreaded doomsayers and warriors.
Domains: Chaos, Destruction, Evil, Strength, War.
Holy Symbol: Cloven shield dripping blood

Demigods: This list is by no means complete, as new demigods and their worshippers/cults are discovered from time to time.

(DREN-dah-ree), the Mistress of Shadows (CN; Shadows, Skulking, Mischievousness)
Patroness of thieves, spies, rogues and others who live by the night and lurk in shadow.
Domains: Shadow, Entrancement, Chaos.
Holy Symbol: A black silhouette of a human’s left hand.

(AIR-ee-us), the Dreamlord, Dream Master, Morpheus (CG; Dreams and Illusions)
Erias controls the Dreamlands, a place where he is nigh omnipotent. All dreaming mortals travel in spirit to that astral locale.
Domains: Chaos, Dream, Good, Magic
Holy Symbol: A crescent moon surrounded by a ring of eight stars.

(GOR-ann), the Patron of Dwarves in Burok Torn (LG/LN; Dwarves, Crafting, Strength, Earth)
Patron of the Dwarves in Burok Torn, where his avatar is frequently seen defending the halls.
Domains: Craft, Earth, Strength.
Holy Symbol: Two silver axes turned handle to handle, one blade up, one down, both axe heads facing outward on an earthen circle.

(Wierd), the Rogue (Neutral; Trickery, Halflings, Luck)
Patron of halflings, a trickster-rogue who protects halflings with luck and pluck.
Domains: Luck, Protection, Trickery.
Holy Symbol: An acorn.

(EE-drah), the Courtesan (CN; Sex, Passionate Love, Physical Affection, Prostitutes, Secrets)
Patroness of those seeking or having obtained the love of another. Her second aspect is goddess of secrets.
Domains: Chaos, Entrancement, Secrets.
Holy Symbol: A grail with a dagger resting in it, point down.

(man-AWE-ee), the Queen of the Shifting Seas, Lady of the Deeps (CN; Fishing, Sailing, Shipping, Aquatic Races)
Goddess of the seas. In a calm mood, she is seductive and beautiful. In a dark mood, she is a reaver, causing massive waves. Domains: Chaos, Entrancement, Travel, Water.
Holy Symbol: A sea claw (\|/)

(NAL-the-loz), the Lord of the Dark Elves (CN; Dark elves, Engineering, Constuctions)
Trapped in the body of an Iron Golem due to Chern’s diseases, he bides his time till he can return to his plane of power.
Domains: Constructs, Evil.
Holy Symbol: A stylized black serpent, laid horizontal, its body rising and falling in waves.

(Neh-MOR-gah), the Gatekeeper, the Executioner, the Grey King (N; Gateways, Knowledge, Travel, Death)
The god of deaths that must be, and the deaths that simply are; he is a shepherd that guides each errant soul to the destination it has earned.
Domains: Death, Gateways, Knowledge, Travel.
Holy Symbol: A closed book with a sheathed sword closed in it, bookmark style.

(SETH-ress), the Spider Queen (NE; Spiders and such races, Retribution, Vengeance seekers, Assassins to a lesser degree)
She lives at the center of a web of violence and vengeance. Retribution is her primary concern and trivialities like justice are beneath her notice.
Domains: Vengeance, Evil, Death.
Holy Symbol: The silhouette of a curved silver dagger on a black circle, covered in a silver spiderweb.

(SIGH-anna), the Cloudmaiden, Lady of Color (CN; Good aligned fey, Weather, Rain, Rainbows, Butterflies)
Control of the weather and rain patterns are her major focus. Disruption in the weather will also receive her attention.
Domains: Air, Fey, Rainbow.
Holy Symbol: A rainbow.

(VEK-nah), the Arch-Lich, the Whispered One (NE; Secrets, Forbidden Knowledge)
An ancient lich who was defeated due to the betrayal of his lieutenant, he left a terrible legacy from two great artifacts, the Eye and Hand of Vecna. He returned to Scarn during the divine war, but did little to participate, mostly consolidating his power and achieving demi-god status via some unknown method. His cults are extremely subversive and active in the gathering of secrets and black knowledge.
Domains: Evil, Knowledge, Secrets.
Holy Symbol: A left hand clutching a human eye.

Lesser Demigods: This list is by no means complete, as new demigods and their worshippers/cults are discovered.
(AZ-fah-rel), the Blooming Flower (NG; Blooming flowers and plants, Agriculture, Painting)
Responsible for overseeing the blooming of flowers and care of other plants.
Domains: Plants.
Holy Symbol: A multicolored collection of flowers.

The Beastlords
Paragons of shamanic/totemic creatures (N; Animals)
Perfect examples of their respective species that look after the health and safety of their followers. Some barbarian tribesmen pay homage to these legendary animals using their totem to draw power and strength.
Domains: Animal.
Holy Symbol: A stylized image of the creature represented.

(CHA-air-tu), the Exalted Mind (N; Enlightenment, Mind)
A recently born demigod of mental enlightenment and the power of the exalted mind.
Domains: Mind, Enlightenment.
Holy Symbol: Wheel of Enlightenment.

The Chaos Gods – Khorne, Nurgle, Tzeench
(Corn), The Blood God (CE; Destruction, War)
(NER-gale), The Plaguebearer (CE; Pestilence, Disease)
(teh-ZEE-netch), The Chaos Mage (NE; Magic, Chaos)
The cults of this unholy triumvirate have recently been increasing. Their cult members often have mutations or wield strange technologies.
Domains: Khorne – Destruction, War; Nurgle – Plague, Death; Tzeench – Magic, Chaos.
Holy Symbol: Not generally known by those outside the cult.

(DUH-shawn), the Desert Wind (LN; Ukrudan tribesman, desert survival, sand storms)
Living embodiment of the ferocious winds that scour the Ukrudan desert.
Domains: Air, Earth
Holy Symbol: The image of a small whirlwind or tornado.

(FRAIL-hee-ah) the Snow Queen (CN; Albadian barbarians, Snow, Cold)
A goddess of snow and ice who Patroness of thieves, spies, rogues and others who live by the night and lurk in shadow.
Domains: Air, Chaos
Holy Symbol: A single perfect snowflake.

(JUH-real), the Heat from Below, Steamlord (LN; Albadian barbarians, Dwarven engineers, Forge workers, Islanders)
Master of geothermal activity worshipped by some northern tribes who use the hot springs to survive winter. Islanders also sometimes placate J’rael in place of Vangal during earthquakes or other portents of eruption.
Domains: Fire, Water
Holy Symbol: A drop of water falling on a flame.

Imal Wheatsheaf
(EE-mal), the Field Friend (NG; Farmers, Agriculture, Hard Work)
Demigod of farms, agriculture, and the earth.
Domains: Plant, Earth
Holy Symbol: A single stalk of wheat.

(CAT-a-shaam-a), the Hearthspirit (LG; Protector of the hearth, prosperity, families)
Widely considered a household guardian or protective spirit envoked to bring luck, prosperity and large, healthy families.
Domains: Protection, Fire
Holy Symbol: A hearth with a lit fire.

(LATH-sigh-ale), the Crawling One (CE; Asaathi, hags)
A wicked demigod that protects the Asaathi and aids them in their quest to reunite the Serpent Mother.
Domains: Animal, Death
Holy Symbol: A fanged serpent’s mouth.

(LOOCH-a-nig), the Miredweller God (CE; Miredwellers, Swamps, Poisons)
A huge, vastly powerful miredweller that teaches his people the use of poison derived from swamp herbs and fungi.
Domains: Earth, Water
Holy Symbol: A red serpent’s eye.

(o-TOS-sal), the Bonemaster (LE; Death, Necromancy, Undead)
The evil demigod of death, worshipped by some necromancers for aid. Most necromancers pray to Chardun or Belsameth
Domains: Death, Evil, Magic
Holy Symbol: A horned demon’s skull.

(Tah-mule), the Old Man of the Desert (LG; Protector of animals in deserts and other arid regions)
Some Ukrudan tribesman and other nomadic groups pay homage to Tamul, hoping their herd animals and game will be healthy.
Domains: Air, Animals
Holy Symbol: A yellow circle on a pale blue field.

(Tra-LU), the Supreme Artist, Master of Form and Design (CG; Artists, Architects, Sculptors, those who use the harmony of lines, shapes, colors and shades)
Capable of giving shape to any image, idea or thought.
Domains: Knowledge, Luck
Holy Symbol: A paintbrush.

(VOLS-kal-kah), the Rider (LN; Horses, horsemen/riders, cavalry forces)
Patron of horses and horsemen, particularly the riders of the Kelder Steppes. He oversees the health of rider and horses and aids in battle and hunting.
Domains: Animals, Strength
Holy Symbol: A pair of crossed lances.

The Gods of the Scarred Lands

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