This is some world building for the New World!
Me and my friends made it, enjoy.
God Ideas
God Checklist: Need 2 Each, and 2 categories with 3.
LG: (1) Wotan
NG: (1) Argon
CG: (2) Donar, Fibil
LN: (2) Sirin, Läufer
N: (2) Atropos, Serenity
CN: (1) Lockar
LE: (2) Apocrypha, Zeifa
NE: (2) Melinavra, Varthal
CE: (2) Garthag, Xuthaur
20 Core Deities Pathfinder 1e
Adjective: Melinavrin
Titles: The Twilight Noose, Actress of Agony, Dreamthief, Shepherd of the Lost
Areas of Concern: Goddess of Binding, Puppetry, and Nightmares
Domains: Death, Evil, Madness, Darkness, Charm,
Subdomains: Daemon(Evil), Murder, Lust, Corruption, Nightmare, Insanity, Riot
Inquisitions: Heresy, Vengeance, Torture, Oblivion, Clandestine, True Death
Alignment: NE
Realm: Neverdawn
Sacred Weapon: Garrote, Rapier
Symbol: Hanging Figure.
Sacred Animal: Peacock
Sacred Colors: Black, Purple
Minions: Broken Angels, Evil Baku, Night Hags, Evil Dream-Dwellers
Cleric Alignments: CE, NE, LE
Worshippers: Serial Killers, Deranged Performers, Evil Aristocrats, Sadistic Executioners, Gladiators, Dollmakers and Craftsmen.
Temples: Playhouses, The Gallows, Drug Dens, Abandoned Buildings
Enemies: Sirin,
Allies: None
Holidays: The Dreamer’s Lie,(Unholy Ceremony performed on the New Moon that re-enacts the Goddess’s kidnapping of the children of the great hero Arkon.) (Various Regional holidays of grim, over the top acting, Revelry, as well as the harassment and abduction of the innocent.)
Herald: The Gaunt Visitor (A thin faceless marionette, manipulated by unseen strings, dressed in a flamboyant skintight suit, with long fingers, and a face that splits into an endless whorl of eyes and fangs.)
Obedience: Find a person, gain their trust. Hide your identity, and Strangle them to the brink of death. leave them, bound and alone on a stage. Gain a +4 Bonus on Perform or stealth skill checks.
Adjective: Garthagan
Titles: The Ravager, Bloodspiller, The Great Tactician, Symphony of Slaughter
Areas of Concern: Slaughter, Violence, Tactics, Arrogance
Domains: Strength, War, Chaos, Evil, Scalykind, Protection
Subdomains: Defense, Hatred, Rage, Storms, Duel, Tyranny
Inquisitions: Anger, Heresy, Tactics, Sin, Vengeance, Execution
Alignment: CE
Realm: The Castle of the Three, (Abaddon)
Heartblood (Hell)
Sacred Weapon: Battleaxe
Symbol: Shield Adorned with a Lizard eating its tail
Sacred Animal: Dinosaurs
Sacred Colors: Red, Gold, Grey
Minions:
Cleric Alignments: CE, CN, NE
Worshipers: Warmongers, Violent Mercenaries, Warlike Centaur/ Lizardfolk, Fighters, Salyer, Barbarians.
Temples:
Enemies:
Allies: Zeifa, Varthal
Holidays:
Herald:
Obedience:
Adjective: Zeifan
Titles: The Voice of Greed, Knifebearer, Lord of Gold, Cruelty of Coin
Areas of Concern: Greed, Assasination, Trade, Wealth, Thievery,
Domains: Charm, Trickery, Artifice, Death, Evil, Law, Nobility
Subdomains: Metal, Murder, darkness, Deception, Leadership
Inquisitions: Crime, Execution, Politics, Heresy, Possession, Secrets
Alignment: LE
Realm: The Castle of the Three, (Abaddon)
The Spire Of Deceit (Axis)
Sacred Weapon: Scimitar
Symbol: Bloodstained Coin
Sacred Animal: Hyena
Sacred Colors: Red, Purple, Gold
Minions: Shadows, Various devils, Wolf-in-sheeps-clothings,
Cleric Alignments: LN, LE, NE
Worshipers: Corrupt officials/Merchants/ Bankers, Tax collectors, Assassins, Rogues, Swashbucklers, the cruel/Greedy
Temples: Thieves Guilds, Shady Markets, Banks, Warehouses, Gambling Halls
Enemies: Most Good Gods
Allies: Varthal, Garthag
Holidays: None (Individual cults and thieves guilds may practice different holidays to Honor Zeifa.)
Herald: Greedyguts (A shapeshifting Thief, generally appears a bald man in leather armor with a spear and tower shield)
Obedience: Gather money through underhanded means: A quick scam, Gambling, pickpocketing, or mugging are the easiest and preferred. Gain a +5 to Appraise Checks To ID rare Jewels and Poisons, or a +2 on stealth Checks.
Adjective:
Titles: Lichlord, Reaper of Meaning, Warden of the Lost, Father of Lamentations
Areas of Concern: Undeath, Despair, Heresy, Nihilism
Domains: Death, Evil, Strength, Destruction, Darkness
Subdomains: Entropy, Loss, Undead, Corruption, Daemon
Inquisitions: Heresy, Persistence, Possession, Damnation,
True Death
Alignment: NE
Realm: The Castle of the Three, (Abaddon)
Coffinkeep (Abbadon )
Sacred Weapon: Scythe
Symbol: Bound Skeletal Hands
Sacred Animal: Vulture
Sacred Colors: Grey, White
Minions: Grim Reapers, Sahkil, fallen Psychopomps, Daemons
Cleric Alignments: Le, NE, N, CE
Worshipers: Fallen Paladins, The scorned & jaded , Nihilists, Necromancers,
Temples: Crypts, Graveyards, Cathedrals, Battlefields
Enemies: None
Allies: Garthag, Zeifa
Holidays: None (Holidays and ceremonies are frowned upon by Varthal.)
Herald: Faithless: (A powerful Ravener of an Apocalypse Dragon)
Obedience: Go to a place of loss, such as a battlefield or the site of a massacre. Desecrate a grave or the memory of one of the lost. If no such site is available, Meditate on all that you have lost, and remind yourself of the nature of entropy, and slash your knuckles with a dagger. Treat your caster level as 1 higher when casting Necromancy spells, or +3 to saves against death effects.
Adjective: Sirinite
Titles: Sirin of the Broken Moon, Fate Breaker, Moon Breaker, God of No Gods, Arcon of Fate, The Lunar Samurai, Moon Treader. Fate Singer
Areas of Concern: Fate, Valor, Destiny, Rebellion, Bravery
Domains: Self-Liberation, Fate, Honor, Law, Travel, Moon, Humility
Subdomains: Luck, Freelance, Stars, Space, Resolve, Strength, Style, Snow
Inquisitions: Conversion, Heresy, Justice, Order, Persistence, Truth, Valor
Alignment: Lawful Neutral
Realm: Axis
Sacred Weapon: Naginata, Bladed-Polearms
Symbol: Broken Moon
Sacred Animal: Elk
Sacred Colors: Black, White
Minions: Archons,
Cleric Alignments: LG, LN, LE, N
Worshipers: Warriors, Mercenaries, Slaves, Samurais, Travellers, Astronomers, Gamblers, Knights, Conquerors
Temples: Barracks, Northern Shrines, Snowy Mountain Peaks, Casinos, Guilds
Enemies: Zeifa, Gods of Evil Chaos
Allies: Most Gods of Law, Most Gods of Neutral
Holidays: Solstice Eve: The night before the winter solstice, followers celebrate and honor the time when Sirin of the Broken Moon began her journey of breaking her fate and ascending to godhood. The night is celebrated by placing one's weapon in the ground and staring at the setting sun until it fully goes under the horizon. When the sun is out of sight, worshipers flip their coin or holy object to see if their fate will be kind to them for the next year. Heads: Fate is on their side and the next year should be prosperous, but they will use this good fortune to forage on and become better people. Tails: Fate will test them this year, this should harden their resolve and push them to break their fate.
Herald: Eksi, The Great Wyrm Silver Dragon, Bringer of Ice and Frost. Or one of her five kids: Solstice, Calisto, Celestine, Celine, and Sirinity.
Obedience: Design or find a coin or two-sided object that bears significance to you. When met with a tough decision (moral dilemmas, life or death situations) that requires time or lots of thought, flip the coin and have fate decide for you. Gain a +2 save against fear effects.
Adjective: Lokarian
Titles: Trickster, Sly One, The Shape Changer, The Great Deceiver
Areas of Concern: Trickery, Charm, Chaos
Domains: Luck, Trickery, Knowledge, Revenge, Deception
Subdomains: Thievery, Memory, Empty, Greed, Vain
Inquisitions: conversion, fervor, heresy, vengeance
Alignment: CN
Realm: Asgard
Sacred Weapon: Dagger
Symbol: Two snakes coiling into the shape of an S.
Sacred Animal: Snake
Sacred Colors: Green, Gold
Minions: Fey, Celestial Monkeys, Chaos Beasts, Non-evil Jorogumo and Xill.
Cleric Alignments: N, CG, CN, CE
Worshipers: Street Urchins, Pickpockets, Thieves, Entertainers, Swindlers
Temples: Bars, Slums, Speakeasy, “The Tunnels” (city underground)
Enemies: Donar (situational)
Allies: Donar (situational)
Holidays: Trickster’s Buffet (Night of revelry and fun where people mercilessly jest and joke of each other to their faces while getting horrifically drunk; AKA Annual Roast Sesh)
Herald: Jormungandr
Obedience: Meet someone new, take them out to a bar, and make jokes at their expense until their night is worsened and yours is better. +4 to bluff or performance checks.
God: Fibil
Adjective: Fivis
Titles: Morning’s Angel, Death’s Embrace, Soothing Wind, Lady Redemption, Champion of Ill, Touch of Good, The Great Light, Goddess of Beauty and Ethics, The Divine Mistress
Areas of Concern: Healing, Judgement, Ethics, Philosophy, Beauty, Charity, Kindness
Domains: Good, Health, Wellbeing, Medicine, Research, Morality, Friendship, Good, Healing, Beauty
Subdomains: Day, Light, Restoration, Comrades, Decisions, Resurrection, Reflection, Love
Inquisitions: Conversion, Heresy, Illumination, Order, Truth, Valor
Alignment: CG
Realm: Nirvana
Sacred Weapon: Flail, Heavy/Light
Symbol:A flail with a raven at the end of it
Sacred Animal: Raven (with Yellow Eyes and White Feet)
Sacred Colors: Black, Yellow, White
Minions: Ravens, Birds, Bees
Cleric Alignments: LG, NG, CG, N
Worshipers: Healers, Doctors, Nurses, Clerics, Philosophers, Anatomists, Paladins, Models, Judges, Legal Officials, Good-hearted people, Artists
Temples: Hospitals, Churches, Courthouses, Museums, Infirmaries, Studios
Enemies: Most or all Evil Gods
Allies: Argon, Sirin, Laufer
Holidays: Reflections Call: On this day, worshippers kneel in front of a mirror and stare into their eyes. They reflect on their lives, absorb all their insecurities they see in themselves and work towards a more positive mindset. They forgive and accept themselves for who they are and carry on with their day. Reflections Call is the special once a year holiday where all worshippers must reflect, but they are encouraged to reflect everyday.
Herald: Rudeus, a sacred raven with yellow eyes and white feet who can cure any illness at just a glance or presence.
Obedience: Worshippers must reflect on themselves, forgive and accept their mistakes and insecurities through meditation or a speech. They must read this speech out in private or to those they care about, along with compliments about their comrades. Afterwards they must place a feather in their hair or armor and wear it as a sign of self-acceptance. Grants +4 to Heal and Perception Checks.
Adjective: The Serene
Titles: Goddess of Magic, The White Witch, Daughter of Sirin, Goddess of Cause and Effect, The Time Witch, Black-Winged Angel, Twisted Angel, Overlooker of Magic, The Last Celestial
Areas of Concern: Magic, Time, Change, Purpose, Outcome
Domains: Destruction, Knowledge, Magic, Protection, Rune
Subdomains: Arcane, Catastrophe, Divine, Defense, Education, Thought, Wards
Inquisitions: Conversion, Fate, Heresy, Zeal
Alignment: N
Realm: Limbo/Maelstrom
Sacred Weapon: Polearm/Quarterstaff
Symbol: A pocket watch with wings and a halo
Sacred Animal: Crow
Sacred Colors:Black, Brown, White, Silver
Minions:
Cleric Alignments: NG, LN, N, CN, NE
Worshipers: Wizards, Mystic Theurges, Professors, Sorcerers, Certain Rogues, Sages, Certain Ranges, People Gifted with Magical Talent, Elderly, Necromancers, Order Seekers, Bards
Temples: Places of High Magic, Wizard’s Laboratories, Places Staffed with Magic Users, Universities, Places of Knowledge
Enemies: Woten, Fibil, Apocrypha
Allies: Atropos, Varthal, Garthag, Sirin
Holidays: The Magika Festival, users of magic and those who study it through a festival of whatever they see fit. But the use of magic is required and no violence nor aid is allowed. People will use magic for entertainment or strife, fun or torment, but no lives or souls can be harmed or healed. This is a day where all must witness such magics and their power and wonder.
Herald: The Great Passer, A large crow that emits an aura that accelerates time exponentially, but it’s magic is so potent and pure that any magic user in its presence has their power severely amplified. Creatures in this field get incredibly powerful but age exponentially until they turn to dust.
Obedience: Followers of Serenity once a day must place a pocket watch or a device that tells the time to their ear and listen to the ticking. After a desired amount of time has passed, and the follower is confident time is passing through them they must cast any spell into the sky in a show of devotion and respect to their abilities and gifts. Grants +4 UMD and Spellcraft.
Adjective: Woteni
Titles: Old Master, THe Kindly Sage, Timekeeper,, The Voice of the Forest
Areas of Concern: Time, Change, Nature, Seasons, The Natural Order
Domains: Animal, Plant, Community, Law, Good
Subdomains: Growth, Flowing, Seasons, Repose, Water.
Inquisitions:
Alignment: LG
Realm: The Still Forest
Sacred Weapon: Nine-Ring Broadsword
Symbol: Pair of Hands Clasping a Leaf
Sacred Animal: Bear, Type depends of region
Sacred Colors: Brown, Green, Blue, White
Minions: Celestial/Awakened Animals, Kindly elementals
Cleric Alignments: LG, LN, NG
Worshipers: Rangers, Monks, Druids, Protectors and Guardians, Awakened animals.
Temples: Monasteries, Woodland Shrines,
Enemies: Melinavra,
Allies: Sirin, Argon, Occasionally Donar.
Holidays: Day of the Hopewood (A day of celebration amongst family, friends, and the community at large, followed by a night of meditation and sorrow, mourning the Death of Woten’s Son and Daughter.
Herald: Volos, (A Massive Celestial Bear of great wisdom and compassion adorned With Beautiful Wings. He moves quickly and quietly through the woods, despite his great size..)
Obedience: for 15 minutes or more, Meditate in a quiet, serene place. Think of your interactions and place in the natural world, and how you have changed for better and worse. Gain a +3 on handle animals or know (Nature) Checks.
Adjective: Donarian
Titles: The Vengeant, The Mightiest, Great Thunder, Guardian of Asgard
Areas of Concern: Thunder, War, Storms
Domains: Storms, Fame, Might, Loyalty, Humility, Travel, Chaos, Good
Subdomains: Weather, Sky, Crops, Prosperity, Azata (Chaos/Good)
Inquisitions:
Alignment: CG
Realm: Asgard
Sacred Weapon: Warhammer
Symbol: Mjolnir
Sacred Animal: Goat
Sacred Colors: Black, Yellow, Blue
Minions: Air elementals, Northern Derhii, Thunderbirds, Storm Leviathans, Eiherji
Cleric Alignments: CG, NG, CN
Worshippers: Generals, Soldiers, Farmers, Drunks, Sailors, Cavaliers
Temples: Taverns, Temples, Battlefields
Enemies: Lokar (situational)
Allies: Lokar (situational), Argon, Woten
Holidays: Donardag (Bountiful feast celebrating the events of the year)
Herald: SPECIAL CHAOTIC GOOD VALKYRIE: Brunnhilde
Obedience: Read this shit while grinding your hammer. +4 to Intimidate and Ride checks.
Thunder rolls, lightning strikes,
And the hammer flies across the sky
God of the weather, chariot of the storm,
Master of rain and torrents,
Son of the strength of mother [PLANET],
I ask you to grant me that strength for myself.
You who are so great that you cannot walk across the rainbow bridge without breaking it,
You whose tree is the mighty oak,
O Donar, grant me that unending sturdiness.
Let me not break beneath the blows of misfortune.
Keep me from being crushed when the powerful stomp their large feet on the smaller ones below.
You who are the guardian of the common man,
You who care for the farmers and the workers,
Look upon me here in this place where I am,
Only one of many, protect my steps.
Make me resilient and mighty as your own arm,
Make me unbreakable, you who are Friend of Man.
I ask for one small percentage of the vigor of the right arm of the Thunderer,
That I might brave the tempest and stand firm in the gales.
Thunder rolls, lightning strikes,
The hammer flies across the sky.
Adjective: Argonauts
Titles: The Protagonist of the New World, The True Hero, Knight of Justice, Hero of Justice, Defender of Good Deeds
Areas of Concern: Glory, Honesty, Redemption, Heroism, Comrades
Domains: Justice, Honor, Prevalence, Good, Heroism, Leadership, Friendship, Glory
Subdomains: Day, Light, Purity, Restoration, Bonds, Family, Home, Adventure, Love
Inquisitions: Conversion, Heresy, Illumination, Order, Truth, Valor
Alignment: NG
Realm: Nirvana
Sacred Weapon: Shortsword, Longsword
Symbol: Shortsword through a Crown
Sacred Animal: Eagle
Sacred Colors: Blue, Silver, Gold
Minions:
Cleric Alignments: CG, LG, NG, N
Worshipers: Adventures, Heroes, Paladins, Inquisitors, Knights, Kind Rulers, Gracious Kings, Generals, Fighters, Rangers, Good-intention Rogues, Vigilantes
Temples: Guilds, Pubs, Taverns, Battlefields, Churches, Homes of Worshippers, Beaches
Enemies: All Evil Gods
Allies: All Good Gods
Holidays: Evilbane’s Day: Worshippers celebrate and tell stories of when they slew some evil foe or banished some monster. This is the only time where a worshipper can fully drink and party, but they must keep their weapon on them and be on guard.
Herald: King Authur Kentaro. Hero among Heroes, God King of Good and Justice itself.
Obedience: Worshippers must value friendship and comrades above all else (even themselves), they must be the loudest person in the room at all times and deny romantic advances. They must not drink or dull their senses in any way, they must slay evil monsters and protect the weak at all costs. Grants +4 to Sacred Intimidate and Diplomacy.
Adjective: Courier
Titles: The Grand Courier, The Messenger, Traveller
Areas of Concern: Travel, Trade, Government
Domains: Exploration, Cooperation, Freedom, Wind, Law
Subdomains: Speed, Exchange, Family, friendship, imagination
Inquisitions:
Alignment: LN
Realm: All
Sacred Weapon: Quarterstaff
Symbol: Envelope in a hand
Sacred Animal: Winged Whale
Sacred Colors: White, Gold
Minions:
Cleric Alignments: LG, LN, LE, N
Worshipers: Envelope in a hand
Temples: Runners, Couriers, Travellers, Businesses, Adventurers
Enemies: Apocrypha (it gets no mail)
Allies: Attempts to stay neutral/friendly with all the other gods
Holidays: Celebrates most of the other core deity holidays :) Not Apocrypha
Herald: Winged Whale - Moby (white fluffy wings unfurl from this massive whale to propel it throughout the realms to deliver the mail of the gods)
Obedience: Journey to the nearest post office and offer to assist in delivering mail. If the offer is accepted, do so. +4 diplomacy and acrobatics.
Adjective: Atrophite
Titles: The Last Sister, Judge of Judges, Keeper of the Forgotten
Areas of Concern: Fate, Sleep, Youth
Domains: Darkness, Death, Luck, Repose, Healing
Subdomains:
Inquisitions:
Alignment: N
Realm: Boneyard
Sacred Weapon: Dagger
Symbol: Six overlapping lines arranged in a hexagon
Sacred Animal:
Sacred Colors:
Minions:
Cleric Alignments: NG, LN, N, CN, NE
Worshipers: The chronically ill, Insomniacs, Nosois, Soothsayers
Temples:
Enemies:
Allies:
Holidays:
Herald:
Obedience:
God: Apocrypha
Adjective: undeluded
Titles: The Hidden, It Which Lay Unseen, It of the Hidden Rule, The Unknown Guide, Knower of the Unknown
Areas of Concern: Forbidden knowledge, Ruling, Unfair advantage
Domains: Evil, Glory, Nobility, Trickery, Law, Luck
Subdomains: Corruption, Legend, Tyranny, Legislation, Leadership, Espionage
Inquisitions: Conversion, Heresy, Imprisonment, Persistence, Order
Alignment: Lawful Evil
Realm: Hell
Sacred Weapon: Swordbreaker Dagger (for a sword breaks against his knowledge)
Symbol: A Locked Book
Sacred Animal: Owl
Sacred Colors: Black, Navy Blue, Dark Green
Minions: Owls, Flies, Shade
Cleric Alignments: LE, NE, LN
Worshipers: Those in power, Spies, Evil sages, Conquerors
Temples: None
Enemies: Argon, Läufer (fuck mail gang)
Allies: none known
Holidays: Day of the Inkling: A day on which Apocrypha was said to have, for unknown reasons, lent aid to {insert conqueror here} in the form of a stone dropped by an owl onto his map indicating the site of an impending ambush. He reportedly heard a whisper saying “know that which was unknown, and have fear of the stone,” leading to the epithet “Knower of the Unknown.”
Herald: Astolfo, the wind
Obedience: Seek that which brings advantage, seek that which is not known, seek that which is forgotten, seek that which cannot be known, seek that which you need not seek, seek that which you have no reason to seek. You must always attempt a knowledge check before making an attack. If a priest of Läufer is in your party, eat their mail before it is delivered. Diviner’s Delving feat.
Adjective: Xuthite
Titles: The Master’s Hand, Hunger’s Grip , Sunscourge, Demon King
Areas of Concern: Slavery, The Sun, Disease, Famine
Domains: Chaos, Evil, Fire, Sun, Animal, Earth, Weather
Subdomains: Insect, Plague, Demon, Slavery, Thirst, Decay,
Inquisitions: Heresy, Imprisonment, Sin, Torture, Execution
Alignment: CE
Realm:
Sacred Weapon: Morningstar
Symbol: A Stylized Drawing of a Locust
Sacred Animal: Locust
Sacred Colors: Red, Orange
Minions: Desert Creatures, Fiendish Vermin, Demons
Cleric Alignments: NE, CE, CN
Worshipers: Slavers, Cruel Alchemists and hunters, Sadists, mercenaries, Antipaladins, Cruel Scientists, posioners, Tyrants.
Temples: Polluted Regions, Corrupted Oasis, Shrines, Slave Dens, Sewers
Enemies:
Allies: Various Demon Lords, Garthag
Holidays:
Herald:
Obedience: Meditate uninterrupted for an hour until noon. Kneel directly in the face of the sun. Eat and drink nothing, and lash yourself with a whip coated in filth. Trust in Xuthaur’s unholy touch. Gain a +4 to fortitude saves against disease, starvation , or exhaustion.
Continents
Mahnu is a continent widely considered to be the most mysterious of them all. While there are many other continents, some more sacred and well known, little-explored Mahnu has always had an aura of mystique about it.
Jarunga: The biggest City in Mahnu, This city is built in the middle of the massive Lake of Souls. The city is built on an island, with many bridges leading out to floating segments of the City. In the Center of the city is a titanic ziggurat, called the Shrine of the Broods. The city was built and has been ruled by 5 united tribes of Lizardfolk. The tribes share a faith in animism, a healthy fear of outsiders, and a respect for each other’s tribes and customs. Tribes are free to intermingle and marry between each other,as diversity in hatchlings and culture has bound the Lizardfolk close. A massive Water Orm, named Mlinzi wa Mito, has dwelled in the Lake of Souls, and is hailed as a guardian and protector by the Lizardfolk.
Bandu-Terwa: Bandu-Terwa is a desolate place. Half consumed by the cursed river Ukar, and long considered to be cursed by the Lizardfolk of Jarunga, and scorned by the Human and Gnomish Tribesfolk of the River Lahun, Bandu-Terwa had seen no inhabitants of civilization to speak of. Until recently. Rumors have begun to emerge, Of masked robed things raising the dead, and worshipping demons in foul rituals. Screams and bone chimes have kept most visitors away, and the 15 missionaries sent by the outside world, all of their flayed corpses have hung from its massive gates of carved stone and bone.
The Doorway to the Beyond: This massive archway of unknown origin, is rumored by many to lead to a strange and unfamiliar world. Several tribes of Anadi have become wardens of the gate, Protecting it from those who would abuse its power, Though they also are protecting the world from whatever could come through the gate.
The Uovo: The Uovo is a portion of the Jungle
Lauf is located just East of Mahnu on the world map. Considered by many to be the center of the world, Lauf is a hub for trade, technology, and most importantly mail. Lauf is the holy land of the Couriers, the mail men and women of the world. They keep the imports and exports running smoothly and safely.
There is only one city on Lauf, and it is referred to as such. There is no need for it to have a unique name as it is the only one. When one is going to Lauf, they are going to the city that it harbors, not just to the island.
Lauf is very advanced in terms of its technology. Engineering and the arcane arts have been combined. Artificers have borrowed spell-charged items from wizards and sorcerers to create new “demitech” with a process known as demicraft.
One may find themselves riding on a mag-train throughout the vast city while another may be riding a lackadaisical hover platform to reach a closer destination. Technology has been ingrained into the lives of the Couriers and few other people that reside in Lauf, and it is the reason that so many make trips there.
The bustling economy of Lauf is what helped it reach the high tech standard that it has. Constant trade of ideas and resources has pushed it to be leaps and bounds ahead of the other civilizations of the world. The process and ideas of Demicraft is kept under lock and key by those who live on Lauf. It is there solely for their use and the enjoyment of those who visit.
There is a grand statue of Laufer in the center of Lauf. No one knows how it got there, many believe it was there before even the city was, some speculate that that statue is the reason for Lauf’s name and its significance to the Couriers.
Random Locations
Name:
Place:
Type:
Owner/Lord:
Desc:
Name: Xijing
Place: Slums of a Large Eastern City
Type: Slums
Owner/Lord: Lau Hudang (human)
Desc: These slums are ruled by four gangs: Black Lotus, White Flies, Blue Street, and Red Hogs. Lau Hudang is part of the Red Hogs, and is considered the most notorious men in all of Xijing. This man can be identified by his velvet red suit and eye-patch, and his chilling catchphrase “May the Hogs be kind to you in the afterlife.” Even mentioning the man’s name can be dangerous, as small Red Hog spies are sprinkled throughout the city. Rumor has it he has a green-gemmed ring that can see people’s fate, which is one of the main excuses why he has so much influence in the city. The Black Lotus and White Flies have made small packs in order to try and take down Hudang, but due to infighting and various sabotages from other gangs, they have never been able to mobilize properly. The Blue Streets are a secretive group that is known for their underground actions. A member can only be identified by a small blue bracelet somewhere on their body, and are led by a woman they call their “Heroine.” Only high ranking Blue Streets can identify her, as she lives a normal life in her freetime.
The slums and general area is densely populated and run down. There are Red Hog banners everywhere, acting as propaganda. Prositution and other ill-considered careers are common practice among the streets, some even charge various prices depending on the customer’s filiation. The buildings are incredibly packed together and are stacked upon one another to make a large web of concrete. To traverse the city is incredibly difficult, only inhabitants can truly conquer the maze the city has become over the years. Even the city officials have abandoned the city, as they see it as a lost cause.
Name: Fathe Seequie
Place: Smallish City/Big Village
Type: Small Gambling Hall
Owner/Lord: Sylph of the Broken Moon (half-elf)
Desc: Fathe Seequie, or Fate Seekers in elven is a small gambling hall on the outskirts of some village or small city. The word of Sirin of the Broken Moon has been sprinkled throughout Golarian. Hardened warriors, adventurers, nobles seeking an active life, or anyone seeking a better hand dealt to them by the Gods can follow Sirin’s wisdom. This small gambling inn is a place where people can exchange stories and information, party up, or test their fate through luck. Sirin’s wisdom describes a method to test a predetermined fate, and this is with luck. Most followers use luck to help with tough decisions, but some use it as an excuse to gamble. Sylph was abandoned as a child and became determined to change the fate dealt to her by the Gods. As a way to spread her teachings and create a haven for people to also claim their fates she created this small gambling house. The House has various tables for rolling dice, a small bar run by a man named Zoo, and a small upper floor for warry adventurers to rest. While Sylph isn’t fully content that her religion was turned into a small gambling ring, she knows that this is just a potential trap placed by the Gods to keep lesser minded people in their fate. She knows true seekers of the Broken Moon will rise out of this fate and push into a life they truly desire.
Name: Kitsune Keep
Place: Eastern Planes or Outskirts of a Forest
Type: Small Community/Village
Owner/Lord: Fliche Fern (Kitsune)
Desc: Kitsune Keep is a small kitsune village on the outskirts of a forest or laid out across some plains. The village is small, as it is designed and built by small creatures. The inhabitants of this village are Kitsune in their fox forms. The residents of Kitsune Keep only transform into humans for emergencies. There are bridges and tunnels connecting the buildings, benches and small climbing gyms for young kitsune to play and practice their skills. The chief is Fliche Fern, of the Fern Clan, which is a prominent and well known Kitsune Clan in the area. They are identified with a small fern pin on their vest or cavalier hats. They are a peaceful city but are defensive towards outsiders. It wouldn’t be wise to stay a night in this city as it’s not made for medium creatures.
Name: Jeanne’s Arc
Place: In some dry or vast area, maybe desert or dry lands
Type: Large Broken Boat
Owner/Lord: Jeanne Roy (deceased)
Desc: This mysterious broken ship lies in the middle of nowhere. The ship is massive and made of wood, its splintered planks are spread across the whole general area. People in the area can follow the trail of broken wood and ship parts and devices until they stumble upon this attraction. The boat is inhabited by some undead pirates or creatures of the desert. Some small rewards can be found in the boat, as well as animal bones or creature tusks/claws that could be sold for gold. Ivory, gems and other specs of gold can be found here as well. The ship itself has a handful of floors and compartments, some with traps set by previous beings that inhabited the boat after it crashed way out in the middle of nowhere. Residual conjuration magic can be found scattered all over the ship, perhaps from some plane shift or teleport spell from a distant past. At the hull of a ship is a man draped in blue and white with a large white tricorn. In his arms, he clutches a self-portrait painting labeled: “Jeanne Roy: may his sails stay wet with the ocean’s breeze forever.”
Name: Where The Sidewalk Ends
Place: Outskirts/Checkpoint Area Near Desert
Type: Bar
Owner/Lord: Tom Fox, of Lumine (Human)
Desc: This gritty and deserted building reeks of mold and musty wood. The hanging tapered banners of a yellow banner with a white silhouette of the sun is the sigil of Lumine. A small kingdom that was ransacked by tribesmen and Gnolls decades ago. The outside has some wooden spikes meant for tying mounts and a large sign reads “Where The Sidewalk Ends” hangs from some roop and clatters slowly against the pole that hoists it up in the air. Inside is a small open space, with dark wooden floors and old chairs and tables. The only sound of this place is the wisping of dust and sand. Some tables have old green felt peeling up from the surface, perfect for playing with cards or dice. The left side of the bar is one long booth that slumps at the end into a large crack. A man sits at one of the tables with felt shuffling and playing cards by himself, humming sweet tunes. The man wheres a large white and yellow duster, and large brown boots. On his hip is a large bottle of whisky, he would occasionally tap while thinking. The bar itself has various dusty bottles and glasses lined up. Some are already pre-poured, but who knows from how long ago.
Name: Bladesfall
Place: Mountainside
Type: Fort/Keep
Owner/Lord: Jarl Tabris, and the Tabris Family (Human/Half-Orc)
Desc: Bladesfall is a small fort built into the mountainside, named after the various swords plunged into the ground on the outside of the fort. Every time a soldier or warrior dies in Bladesfall, their weapon is collected and plunged into the soil. This keep is mostly vertical, with one main entrance blocked by a tall iron portcullis, but only wide enough to let people in single file. Inside the walls reach up to the sky, with narrow passages and spiral stone stairs leading up to the higher levels. The peasants of Bladesfall use terrace farming up and around the mountain for sustenance. The keep is also a safe haven for half-orcs and humans who have been driven out of their homes from orcs and other beasts in the area. The banner of Bladesfall is a large sword in the ground, most of the guards and people fly this banner with honor.
Name: Bag o’ Bolts
Place: The Alley of A Large City
Type: Bar
Owner/Lord: Gere 12 (Android)
Desc: In some alley in a large city lies the Bag o’ Bolts, the 24/7 Machine Bar. To enter, a person must have an access card, or enter a specific plug into the door, a cord commonly found with most androids. Androids are most welcome here, as the food and drink and atmosphere is all for androids. The stench and noxious gas would be toxic for organic life unless they had a precaution, something simple like tying a rag around their face would do, unless it was in the middle of the night. At night the bar is most busy, and is very toxic to organic life. The bartender and owner, Gere 12, is a robot whose bottom half is ingrained into the bar itself. The layout is of a typical bar, with various androids sitting, chatting, gambling, and smoking. The drinks and foods there are probably edible to organic life, but would be unwise to eat.
Name: Doumbek & Djembe
Place: In a large village or small city
Type: Shop
Owner/Lord: Doumbek & Djembe
Desc: This noisy shop is run by two halfling brothers, one short and stump named Doumbek, and the other tall and skinny named Djembe. They each have bronze skin and blonde hair. The bard brothers sell musical instruments for passersby and other well-known musicians in the area. Their shop isn’t first rate, but has some renown in the local area. The brothers perform in ceremonies for the townsman and events such as weddings and funerals.
Name: Kaermeda Grove
Place: East of Absalom
Type: Forest
Owner/Lord: Spirit
Desc: This grove is a winding and whimsical maze, that is a tourist attraction for those coming to the center of the world. The outskirts of the grove are loved by many, people host celebrations and weddings in the beautiful forest. The trees are mostly warped and have gaping holes that children or travelers can climb into for a nap. The outside has a lovely mist and fragrance that keeps people cool on hot days. However, those who know the area know to stay clear of the inner heart of the forest. Sightings of hanging nooses and large claw marks and webs can be found on the various trees deep in the forest. Suicide is common in this forest, as the sweet scents of the trees easies the minds and senses of those who die. Some toys and child possessions are found in the holes of the trees deep in the forest. The forest is horridly foggy, and its rich aroma can be nauseating the deeper you travel into the forest. Locals and skeptics also speak of a spirit of the woods, the legend says that the wondrous fragrance of the forest emits from the spirit as it consumes those who travel too deep. The stronger the aroma, the more the spirit has consumed. The forest can be navigated by experts however, if precautions are taken to counter the strong smells, and if people can climb to the tops of trees to see the stars at night, they can navigate the forest. If someone wanted to climb a tree, it could be very easy or very hard, as the trees are all warped in various ways, some trees are easy to climb while others aren’t. The forest holds many treasures of those who used it for suicide, or lost their lives also seeking treasures.
Name: The Moon’s Grave
Place: Near the High Ice
Type: Ravine/Portal to Positive Energy Plane
Owner/Lord: Yiq Nii (Astomoi) / Cryion (Ancient Lunar Dragon)
Desc: This place is a gash in the material plane that is a gate to the positive energy plane. The area can be seen near the High Ice as a blinding light, inhabitants of the High Ice call it the Iced Sun. Over The Moon’s Grave is a constant aurora that dazzles in the never-ending night sky. Beings sometimes slip through The Moon’s Grave, and taint the land with pure positive energy. Things like jyotis and young lunar/ice dragons roam the skies. People who travel here need to take extreme caution so as to not be blasted away by the positive energy. There are even side effects of being near The Moon’s Grave, such as reverse aging, which causes perpetual negative levels and unbirth. Tribes around The Moon’s Grave have adapted to this, and are all noticeably young, yet are immortal as the energy keeps them in a young state their whole lives. Yiq Nii and his companion Cryion are the lords of The Moon’s Grave, and regulate the beings who leak through the gate to the other plane.
Name: Zoro’s
Place: poor part of absalom
Type: Bar
Owner/Lord: Zoro (human)
Desc: Bar fights are common at this place of sad souls and nerdowells.
Name: The Nightosphere
Place: Another hellish plane
Type: Plane
Owner/Lord: God Johnson
Desc: Where God Johnson keeps all his mistakes and problems.
Name: Tabath
Place: deep in the marshes/swamp
Owner/Lord: Grimmik of the Claw (orc)
Desc: The orcish settled land of Tabath. Rich with nutrients from the lagoons sentiment and minerals which have settled into the mucky shores for decades. Orc pioneers from Atan, who were pushed out of various caravans and settlements traveled west in search for freedom and new beginnings. Pushed past the marshes of Salk, picking up new members of Salk who want to flee from the disease and turmoil. The Orcs, after a long journey were taken in by welcoming, yet xenophobic Orc natives who’ve lived in the Tabath region for years. The Natives of Tabath, The Tabathese, began to teach the new settlers their ways. The Marshes of Tabath are home to large aquatic life, most abundantly the Ranina Ranina Crabs. Large crabs, 10ft long, 7ft across with claws that weigh hundreds of pounds. The Tabathese domesticated these crabs and used them for farming, meat, and war. They mount said crabs with large saddles, enough to fit 3-5 men. Crabs can pull giant plows to till soil, as well as various carriages containing goods and tactiles. Ranina Ranina Crabs can be used for meat as well, sometimes if a crab worked well in its life and was well respected, the tip of it’s claws would be crafted into drinking horns used by the natives during celebrations. The crabs also have the ability to cut down trees in a single clamp of its claws, making them excellent for lumbering. Most dangerously, these crabs can be used for war. Whether it be mounted soldiers with bows, crossbows and pollarms, or the crabs themselves, these things were living tanks. Some even have large ballistas fastened to their back, crafted from the growing hemp around the marsh. Tabath stands strong with its native culture and open arms to Orcs in need. Outsiders are frowned upon and heavily watched. They’ve been many times in the past where foreigners with malice intent have been executed via “La Garra.” The people unfortunate enough to be sentenced to this fate are force fed a large amount of heavily dyed blue and green rice, then tied at the stake (usually a freshly cut log). The chief's prize Ramina Ramina would then cut the stake and the prisoner in half, exploding the area with dyes and blood. The Tabathese are strong willed people, who have known only pain and courage. Those who visit must tread carefully if they wish to not face the might of the Ramnina Ramina.
Name: Escadar
Place: North of Absalom on the island of Kortos
Type: Large City
Owner/Lord: Aqua of the Deep Fin (gillman), with a council of other gillman
Desc: The aquatic city of Escadar has been flooded for decades now. Gillman has taken over the city as the water level rises, thus leading to racial tensions between the humans and gillman. The city itself is led by gillman, as it did for a while now. The humans of Escadar were content or irritated by their leaders, but the gillman began to push into Escadar more and more. The city itself is a maze of rivers and aqueducts, most residents use small boats to get from place to place. Towards the North Coast there is also large underwater infrastructure, with tubes and swimways for fast movement between building to building. The underwater portion of Escadar, named Irvin, is where most of the gillman live. Irvin can be traversed by non-aquatic life using the various tubes or suits available for purchase, however it could be very dangerous. The racial tensions between gillman and humans in Escadar could lead to some unwanted attention or suit sabotage.
The main city itself however is quite beautiful, with booming streets and vendors selling aquatic goods. There are large fishing ports and ferrymen who are willing to take people to the mainland for the right price. The city itself is a little pricey, especially for inns or food, the cheapest options for people to stay are small pods that hold 3-4 people near the shore.
Aqua of the Deep Fin is the queen of Escadar, a beacon who gives gillman hope. Granted she doesn’t dislike humans, but her bias towards gillman or other aquatic races are clear. She fights with a trident and a large net.
The Underground Canal is a small human resistance group that wants to take back their land and push the gillman back into the sea. They mostly dislike gillman and would use whatever means necessary to win back their city.
Bycrest:
Bycrest is very well known across Wysteria. The main reason for this is that it’s a haven for druids, shamans, and hunters alike. Due to a cataclysmic event during the previous civilization’s rule, Bycrest now suffers from Mana Overflow; a disease discovered early in colonization of Wysteria where the mana in the environment seeps into the bodies of those living there and cuts off their souls from the physical plane. The denizens of Bycrest are very easy to notice because of their massive enchanted tattoos that are placed on them at birth. These tattoos resemble vines, and grow with the person by absorbing more and more mana protecting the wearer.
Melinavra
Garthag
Varthal
Zeifa
Sirin
Fibil
Depiction of Serenity
Serenity
Lokar
Woten
Donar
Argon
Läufer
Atropos
Apocrypha
Xuthaur