Religion in Ultima Thule

I. Major Religion
a. Ishtar
i. Goddess of love and war
b. Mitra
i. Friendship, contracts, warmth, light, and growth
c. Tyr
i. Swordsmanship, courage, and law
d. Set
i. Evil, desert storms, drought, and chaos
e. Daghda
i. God of crops and weather
f. Ahto
i. God of sea and water
g. Hecate
i. Magic and darkness
h. Kali
i. Death and time
II. Cults
b. Bythos
Alignment: Chaotic Neutral
Symbol: grimacing, bearded human face
Weapons: tridents
Bythos is as insane as his followers. His appearance is unkempt and ragged, with disorderly robes and filthy beard. His cultists breathe in poisonous gasses and vapours to prophesise and divine. Among them are found clerics, magic-users and illusionists in equal measure.

c. Derceto, dark mother
Alignment: Chaotic Evil
Symbol: night-black disk surrounded with swirling tentacular protrusions
Weapons: nets, crooked knives and swords
Derceto dwells in the lightless hollows of the Underworld, but also appears on the plane of Fomalhaut in person or through progeny when summoned forth. This occasion is not always a pleasant one, as Derceto has been known to devour her callers after her bizarre fertility rites. There are no female followers, and both goddess and cult are characterised by definite mysogynic tendencies.
[Obviously inspired by Shub-Niggurath.]

d. Dornak, god of peace
Alignment: Chaotic Good
Symbol: olive branch
Weapons: two-handed flails
Dornak is a giant, 30 m man with tanned brown skin. He wears a leather tunic and employs a huge flail for combat. Dornak likes peace so much that he is prepared to mash a whole army into pulp to achieve it. His clerics are of the same temperament.

e. Ellinger
Alignment: Chaotic Neutral
Symbol: golden pentacle in a field of blue
Weapons: magic-user only
Ellinger rose among the gods through wizardly might and unrestrained powermongering. This is a habit he has kept, just like his super-mundane charisma and fondness for debauchery. Ellinger has no priesthood or church. His believers – more precisely, allies – are over-ambitious magic-users and illusionists desiring the bounty of his knowledge. This is something he has in abundance, and isn’t opposed to sharing same with someone who proves worthy of this attention.

f. Fedafuce
Alignment: Neutral
Symbol: merchant’s scales
Weapons: all clerical
Although the majority of religions are inherently inclined to simony, Fedafuce’s clerics have perfected it into an art. In his temples, spells, divinations and divine powers are all available for the appropriate compensation, regardless of adherence to moral tenets or even the declaration of religious devotion. Prices somewhat exceed the usual level, but various instalment plans, loans and other constructions balance out the inconvenience. Fedafuce’s temples are also involved in usury and money-changing, as well as other monetary transactions.

g. Glyuathk’th
Alignment: Neutral Evil
Symbol: light-blue garments
Weapons: of any type
Glyuathk’th is a giant, tentacled patch of light-blue fungus which predates humanity by millions of years. Its first worshippers found it in the underground fissure in which it grows. To those who supply human sacrifices to Glyuathk’th, it grants hallucinatory visions of weird landscapes and forbidden magical treasures. Glyuathk’th doesn’t care for conversion, and is unlikely to have clerical adherents.

Ishab-Lambar
Alignment: Lawful Neutral
Symbol: cobra
Weapons: poisonous daggers
Ishab-Lambar was formerly an ambitious priest who gained power and immortality by disposing of his own god (now only known as the Red God). He is popular in Thasan and the barren lands to its east, spreading through wars of expansion; but significantly less known in the west. A desperate sect of the Red God still exists (although its members have no clerical magic of any sort), fighting with bitter devotion to bring about Ishab-Lambar’s downfall.

h. Kang, the Thousand-Eyed, god of adventurers
Alignment: Chaotic Neutral
Symbol: circle, and several smaller circles within it
Weapons: of any type, but especially flails
Kang the Thousand-Eyed’s cult excels above all in brazen greed and unrestrained powermongering. His doctrine is characterised by belligerence, but also the complete lack of principles, making it both widespread and popular. Kang is a 3m behemoth in chainmail armour. He uses a great flail and wears a horned helmet, from which several small, slimy and round eyes peer. He is irritable and often capricious.

i. Karttekeza
Alignment: Chaotic Good
Symbol: peacock
Weapons: swords with wavy blades
Karttekeza is a six metres tall giant. He has six heads and twelve hands, holding swords with wavy blades in all but two of them. He is dedicated to fighting mercilessly against demons. His worshippers are fighter-clerics dedicate themselves to combat, and wear extravagant, rich garments (they especially prefer gem-studded weapons and clothing). Karttekeza is an idealist, caring little for material goods above what is needed, but enjoys music, poetry and female companions. His steed is a great peacock. It is intelligent, but doesn’t speak. Often, only the peacock appears before priests, which is nevertheless interpreted as a favourable sign. Karttekeza is a young god, having only gained power two hundred years ago. His religion is an informal network with few followers.

j. Mereskan
Alignment: Chaotic Neutral
Symbol: bat
Weapons: short swords
Mereskan, the intelligent giant bat-god, is well known for strange and often tiresome humour, as well as paternalistic tendencies. The followers feed him with their own blood; in exchange, Mereskan provides them with wise guidance and advice. The implements of the sacrifice are idols with pointed teeth, found in all his temples. Mereskan is followed by grave robbers and thieves, who are attracted by his nightly aspect.
[In practice, Mereskan’s advice is not particularly wise and often extremely dangerous, being wild guesswork at best; but complaining about this will be fruitless as Mereskan dismisses all criticism directed at his person.]

k. Monks of Mung
Alignment: Lawful Evil
Symbol: golden sun in purple field
Weapon: of any type
Although Mung is no deity, but rather the state ideology of Mungor City, and adherents are no priests in the strictest sense, it is nevertheless discussed under religions, since it possesses both of their typical distinguishing features, namely excess greed and an unhealthy desire for power; furthermore, it has adopted some religious trappings. Mung’s diligent monks have taken roots nigh anywhere, and are usually involved in machinations towards the overthrow of lawful authority. Where the faith has triumphed (as is the case in the city of Famful), all decisions are made in the name of puppet rulers by advisors straight from Mungor City. Therefore, resentment against monks is rather significant, although few risk their open expulsion due to Mung’s magical, military and technological might.

l. Ozolba, zombie god
Alignment: Neutral Evil
Symbol: rotting head
Weapons: bludgeoning only
Ozolba is a huge decomposing corpse. He has minimal intellect, and only concerns himself with destruction and murder, which it relishes. The secretive clergy often includes priests who are themselves zombified corpses. They may only progress to the fifth level. Zombies under the domain of Ozolba have crude intelligence.

m. Shakkur, god of beggars
Alignment: Chaotic Evil
Symbol: rag-wrapped hand
Weapons: crutches, knives, etc.
In physical appearance, Shakkur resembles an old, emaciated man with improbably large eyes and vampire teeth. He has no clerics, and only half-animalistic beggars, the most despicable class of mendicants care to call on him. He preaches cannibalism and murder, and his faithful servants can employ debilitating and dangerous curses.

n. Shodoggua
Alignment: Chaotic Evil
Symbol: dark gray waves
Weapons: tridents
This bizarre monster-god reposes in forgotten basalt-deeps, and his once thronging temples have stayed abandoned since the horrific collective suicide of his faithful. Abandoned – but not always empty!

o. Snolog
Alignment: Neutral
Symbol: slug surrounded by golden halo
Weapons: clerical; all edged weapons, as well as the use of salt is strictly restricted!
Snolog is a deity belonging to the class of gastropoda, being a bulky, well-fed slug. His body is always surrounded by a golden light aura; he can also shoot deadly beams from his eyes. Fat, shaved priests, and wicked priestesses (also shaved where appropriate) are at his disposal, primarily demonstrating their resolution of faith in various orgies and other types of debauchery. Snolog’s philosophy is enlightened hedonism, making him one of the less dangerous gods of Fomalhaut.

p. Targ
Alignment: Lawful Evil
Symbol: imperial eagle in inverted purple triangle
Weapons: unknown [metal lances and technological]
Targ is non-magical, and according to many, he is no genuine god but merely a very powerful mortal. This is a purely theoretical distinction, since Targ is very dangerous in either case! His body is a pudding-like deep purple mass with two glowing red eyes. He always appears encased in armour made of super-metal, with a glass helmet on his head. Targ travels overland in a floating metal fortress, leaving destruction and slavery wherever he goes. His exact goals or the nature and extent of followers (if any) are so far unknown.

q. Tsathoggus, frog-god
Alignment: Chaotic Evil
Symbol: frog
Weapons: of any type as long as it hurts
Tsathoggus is a rather malevolent god, and his worship isn’t too attractive to most people. His devotees wear greenish robes, and perform certain repulsive facial alterations to please their harsh master. Nevertheless, his shrines are found in almost all larger city states, and despite their bad reputation, attract enough visitors to ensure their maintenance. As it is well known, several harmful materials and magical implements are available at the right price; and it must also be mentioned that the priests of Tsathoggus are not tight-fisted with those who perform certain secret, but hazardous undertakings at their behest!

r. Uthummaos
Alignment: Lawful Evil
Symbol: faintly glowing chasm in a dark field
Weapons: clerical and short swords
Uthummaos is the cold breath speaking from dark chasms, and his voice is vaporous and gloomy. His mystery-religion is made up of a web of rituals, superstition and obscure, seemingly self-contradictory commandments, which believers must carry out exactly as ordered. Clerics in the religion are strict, joyless men who dress in sombre tones. They make human sacrifices in complete secrecy and according to precise guidelines.

s. Xoa, goddess of beauty
Alignment: Lawful Good
Symbol: light-gem
Weapons: golden dagger
All of Xoa’s priestesses are radiantly beautiful, often taking their own life if they feel they are threatened by its loss. They abstain from violence and are rarely attracted to a travelling life. They may employ charm person as a second level spell. Xoa’s faith, although this isn’t immediately apparent, is rather insignificant and has declined greatly in recent centuries.

t. Yol
Alignment: Neutral Evil
Symbol: whirling pattern
Weapons: of any type
Yol is a vast protoplasmic mass made up of millions of large cells resembling frogs’ eggs. The essence of Yol’s teachings is the personal experiencing of divinity; that is, his followers always carry a smaller cell colony within themselves, thus spreading it all over the world! The religion is expansionistic, achieving its goals through the usual method of armed coercion.

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seas and water

Religion in Ultima Thule

Dead Secrets of Ultima Thule RedPJ