Pathfinder
Nations
Absalom
CITY AT THE CENTER OF THE WORLD
Alignment: N
Andoran
BIRTHPLACE OF FREEDOM
Alignment: NG
Belkzen, Hold of
SAVAGE HUMANOID HOMELAND
Alignment: NE
Brevoy
STRUGGLE BETWEEN NOBLE HOUSES
Alignment: CN
Cheliax
DIABOLICAL EMPIRE IN DECLINE
Alignment: LE
Druma, Kalistocracy of
MERCHANT’S RELIGIOUS PARADISE
Alignment: LN
Galt
ETERNAL REVOLUTION
Alignment: CN
Geb
DOMAIN OF THE DEAD
Alignment: LE
Irrisen
WITCH QUEEN ENCLAVE
Alignment: NE
Isger
THRALL OF CHELIAX
Alignment: LN
Jalmeray
KINGDOM OF THE IMPOSSIBLE
Alignment: CN
Katapesh
BAZAAR OF THE BIZARRE
Alignment: N
Kyonin
KINGDOM OF THE ELVES
Alignment: CG
Lastwall
WATCHFUL BORDER KINGDOM
Alignment: LG
Linnorm Kings, Lands of the
FRIGID VIKING HOMELAND
Alignment: CN
Mammoth Lords, Realm of the
LOST LAND OF THE DISTANT NORTH
Alignment: N
Mendev
CRUSADER THEOCRACY
Alignment: LG
Molthune
TERRITORIAL EXPANSIONISTS
Alignment: LN
Mwangi Expanse
JUNGLE WILDERNESS
Alignment: N
Nex
MONUMENT TO A LOST WIZARD-KING
Alignment: N
Nidal
SHADOWY SERVITOR STATE
Alignment: LE
Nirmathas
WAR-TORN WILDERNESS
Alignment: CG
Numeria
SAVAGE LAND OF SUPER-SCIENCE
Alignment: CN
Osirion
LAND OF THE PHARAOHS
Alignment: LN
Qadira
DESERT FRONTIER KINGDOM
Alignment: N
Rahadoum
THE KINGDOM OF MAN
Alignment: LN
Razmiran
THEOCRACY OF THE LIVING GOD
Alignment: LE
River Kingdoms, The
INDEPENDENT REALMS OF LOW CHARACTER
Alignment: CN
Sargava
COLONY ON THE VERGE
Alignment: N
Shackles, The
TREACHEROUS PIRATE ISLES
Alignment: CN
Sodden Lands, The
HURRICANE-RAVAGED WASTELAND
Alignment: CN
Thuvia
DESERT LAND OF ETERNAL YOUTH
Alignment: LN
Ustalav, The Immortal Principality of
FOG-SHROUDED LAND OF GOTHIC HORROR
Alignment: NE
Varisia
WILD FRONTIER REGION
Alignment: N
Worldwound, The
EVER-SHIFTING DEMONIC WARLAND
Alignment: CE
Even more deities from a variety of sources, including Rogue Genius Games and Frog God Games.
Here is a preview of the gods of ancient Egypt, their areas of concern, domains, and favored weapons.
Great Old One
The Great Old Ones are otherworldly entities of almost unimaginable power—beings completely alien to humanity, both physiologically and spiritually. They exist in the forgotten corners of distant worlds or lost dimensions, yet their power is so great they can influence certain sensitive mortal minds in their dreams and nightmares, even if such influence is as accidental as a star's gravitational pull on a tiny mote of dust adrift in space. In such ways, cults devoted to the Great Old Ones can rise on worlds throughout the Material Plane, even without prior contact between these worlds. Some of the Great Old Ones grant access to the domain of Void and its associated subdomains (see below).
While not all of the Great Old Ones are evil, all are forces of chaos. Their cults are almost always evil and cause harm and madness, but the Great Old Ones are generally content to ignore lesser life such as humans, elves, and dwarves. Yet when their attention is garnered, the results can be catastrophic on an immense scale—for just as the ant who bites someone's toe invites swift destruction on a scale its feeble mind can't envision, so too does humanity invite unimaginable ruin by delving into the affairs of these powerful creatures.
The Great Old Ones themselves often serve and worship even greater powers, such as Azathoth, Nyarlathotep, Shub-Niggurath, and Yog-Sothoth. Those creatures are the Outer Gods, and whereas the Great Old Ones can be thought of as akin to demigods, the Outer Gods are themselves true deities.
Void Domain
Granted Powers: You can call upon the cold darkness between the stars to gain flight, travel to other worlds, or summon monsters from beyond to do your bidding.
Guarded Mind (Ex): You gain a +2 insight bonus on saving throws against all mind-affecting effects.
Part the Veil (Su): At 8th level, you can lace spells you cast with the raw madness that waits in the outer darkness. Activating this ability is a swift action that you must use as you cast a spell that targets a single creature and that allows a Will saving throw to negate or reduce the spell's primary effect. If the target fails to resist the spell, the target is also confused for a number of rounds equal to the spell's level as visions of the void cause temporary insanity. The victim must succeed at a new saving throw each round to end the effect—these additional saving throws apply only to the additional confusion effect and not to the original spell effect. Part the veil is a mind-affecting effect. You can use this ability a number of times per day equal to 1/2 your class level.
Domain Spells: 1st—feather fall, 2nd—levitate, 3rd—fly, 4th—lesser planar binding, 5th—overland flight, 6th—planar binding, 7th—reverse gravity, 8th—greater planar binding, 9th—interplanetary teleport.
Dark Tapestry (Void Subdomain)
Replacement Power: The following granted power replaces the guarded mind power of the Void domain.
It Came from Beyond (Su): Once per day, when you cast a summoning spell, any one creature you summon is more powerful than normal. The creature gains the advanced creature simple template. If you summon more than one creature with a spell, only one of the summoned creatures gains the advanced creature simple template. A summoned creature that gains the advanced creature simple template in this manner appears unnervingly deformed or unnaturally hideous, bringing with it a whiff of the emptiness of the void. This ability only works on spells you cast as a cleric—it does not work on spellcasting abilities gained from any other spellcasting classes you might have.
Replacement Domain Spells: 2nd—summon monster II, 5th—summon monster V, 7th—insanity.
Stars (Void Subdomain)
Replacement Power: The following granted power replaces the part the veil power of the Void domain.
The Stars Are Right (Su): If you prepare your cleric spells while the stars are visible to you, you may spontaneously cast any of your Stars subdomain spells by swapping out a spell of an equal spell level. Any Stars subdomain spell that you cast while the stars are visible to you heals you of hit point damage equal to the spell's level as you cast the spell.
Replacement Domain Spells: 2nd—hypnotic pattern, 7th—sunbeam, 9th—meteor swarm.
Other Great Old Ones
Bokrug, Cthulhu, and Hastur are but three of the Great Old Ones—countless others exist on distant worlds or other dimensions, yet are still able to influence the world through their dreams and cults. The central concept of the Great Old Ones was created by H. P. Lovecraft, one of the most influential writers of weird fiction—and horror fiction in general—of the 20th century. Lovecraft actively encouraged his writer friends to add to his mythos of creatures, and today we have Great Old Ones created not only by Lovecraft's contemporaries like Clark Ashton Smith, Robert E. Howard, Henry Kuttner, and August Derleth, but also by modern writers like Ramsey Campbell, Brian Lumley, and Stephen King. Chaosium's excellent Call of Cthulhu roleplaying game is a perfect place to start delving into the realm of Great Old Ones evoked in RPG form. By creating new Great Old Ones for your game, you can become part of a tradition of shared mythology nearly a century old!
And now some random monsters for no reason
Aboleth, bhole, cerebric fungus, colour out of space, dark young, denizen of Leng, dimensional shambler, elder thing, faceless stalker, flying polyp, ghorazagh, gibbering mouther, Great Old One, gug, hound of Tindalos, intellect devourer, Leng spider, lunarma, mi-go, moon-beast, moonflower, morlock, neh-thalggu, neothelid, nightgaunt, scarlet walker, seugathi, shantak, shoggoth, skum, spawn of Yog-Sothoth, star-spawn of Cthulhu, vemerak, vespergaunt, voonith, wendigo, yithian, zoog, worm that walks template.
Broken down further:
Monsters Straight From Mythos Literature: Bhole, colour out of space, dark young, denizen of Leng, dimensional shambler, elder thing, flying polyp, Great Old One, gug, hound of Tindalos, Leng spider, mi-go, moon-beast, nightgaunt, shantak, shoggoth, skum, spawn of Yog-Sothoth, star-spawn of Cthulhu, voonith, wendigo, yithian, zoog, worm that walks template.
Monsters With Heavy Mythos Themes: Aboleth, cerebric fungus, faceless stalker, ghorazagh, gibbering mouther, intellect devourer, lunarma, moonflower, morlock, neh-thalggu, neothelid, scarlet walker, seugathi, skum, vemerak, vespergaunt.