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Monday, June 26, 2017

Kephathosthu the Good, or why I ditched alignments

Fey article is taking too long to write, and one interesting conversation conjured up an idea of addressing my stance on alignments in a form of a story. Generally speaking, I used to use alignments. Nowadays though, I prefer not to.

Long ago, there was a wizard touched by the plane of fire whose name was unknown. This fire genasi was pretty tall and idealistic, with head full of dreams as he went onto his first adventure when he was 17. However, his dreams soon turned bland, as he found that world is not all sunshine and rainbows. Heroes have to make hard moral choices all the time, and this is why he felt lost after some time. He wanted to do good, wanted to be good.
On one of his adventures, when he was already 24, he got a task of slaying a demon that's in an abandoned wizard's tower. He went inside, and saw an evil but sad creature, begging to be let free. Words that demon revealed to him however turned his life upside down - the demon said not only that he is good, but also that the whole village of nearby people is evil, and thus can't enter the tower. Wizard was skeptical at first, but then... he realized that nobody in the village wanted to accompany him to the tower. That there must have been other heroes passing by. He realized that the right thing to do would not be to let the demon free. That is an evil thing, something a good person would never do. He ran away from the tower, knowing the multiversal truth.

Research

He spent several more years researching the good and evil. He stood on the streets to tell people the truth, but nobody believed him. That is, until he found a book about Feywild, which said that there is a particular kind of fairy that's able to tell apart good and evil people.
He went into the Feywild, and after copious amounts of search and research he found it. For the better good, he captured the sprite and did research on it. The legends turned out true, the sprite could tell that the wizard is good, and the wizard used it to check several other creatures too. He then harnessed its power and did lots of experiments until he not only extracted this power, but also evolved it into something much more potent. Thanks to this power, he knows not only that Good and Evil are actual existing things, but also that one's morality is a measurable variable.

Superior Heartsight. Whenever a creature enters radius within 10 feet of Kephathosthu, he magically knows the creature's current emotional state. Additionally, as a bonus action he can force a creature within the range to make a Charisma saving throw (DC 15). If the target creature fails the saving throw, he also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw.

Four deaths of Kephathosthu

Being one of the very few people to leave the Feywild, he afterwards seeked out all evil in the world to remove it, spreading his word once again. His zealous talks did not get any audience though, which brought him to a horrifying realization - who will be here to protect the good and slay the evil once he is gone? Nobody listens to him, everyone considers him mad. That's when he started to seek out a way to become lich.

When Magistrate, the Unfavoured organization of arcane magic research, found out about him, they tried to stop him, but failed for they did not go out on him fully until the very end. When he was about to die, he was contacted by a mysterious voice in his head, who offered to save him if he will serve him. He agreed, and crawled out of his grave, feeling more alive than ever. As the legend of him goes, it took him only a couple more days to become a Lich.

Kephathosthu the Good, as most remember him.

Magistrate tried to stop him, but it was useless now. They first tried to kill him by blowing his house up, but he survived and built a hidden keep away from the Mourningbay. Then they tried to send master assassins after him, who did their job, only to be destroyed by his servants. The Magistrate used divination magic to locate his keep and destroy it, and that is where the tale ends. Kephathosthu was killed once again, but nobody knows whether it was the last time he was killed. No amount of divination magic helped Magistrate this time in finding any answers.

Current opinions on morality and Kephathosthu's state

It was never known what was (or is) his phylactery, what his research said or whether the research was true. Good and evil are ever since forbidden by Magistrate to investigate, for they will make man's mind into a mush, turning him insane. Instead, they say that good and evil are just social constructs, and that morality is truly something mysterious. They do have rules within their organization, sort of a contract that is signed when someone becomes a member, but everyone in Magistrate is discouraged from engaging in philosophy of ethics.

Not many Favoured heard or cared of the problem, for they have their own morality, their gods. Whatever gods say is good surely must be good. Why would their creators lie to them afterall?

Was Kephathosthu the Good right? Is morality an empirical thing that can be measured, or were these just delusions of his mind? Is Kephathosthu definitely dead? These are the mysteries.


And this is why I dislike not only the notion of alignments, but also PCs (or even just players) knowing about the alignments being a thing. Alignments can be used as an excuse to go on murderhobo rampages, boil down the moral dilemmas to math problems, or for players to generally be cruel to one another. What I'm trying to say is that nobody is absolutely evil or absolutely good. The tiniest bit of good can be found even in the lord of hell himself, and vice versa can be said for the lord of heavens. Gods, celestials, fiends and undead too are not good nor evil. Everyone in this world is morally grey.

Sunday, June 18, 2017

Sylvan Loner, style of game

I feel like I have made my own style of DMing, one that appears to have inspired people to DM this way too. I'm not sure if it isn't already a thing in D&D, but I felt like this could use a name, like West Marshes since that too is a playstyle with some characteristic rules to it. I'll name my playstyle "Sylvan Loner", keeping that name until someone shows up to tell me there's another name for this, possibly a couple years old.

The rules necessary for this playstyle:
- players all play in the same world
- each player plays a solo game
- NPC companions are vital, when in combat the PC gets to control them unless said otherwise
- time in the world is inconsistent
- sandbox
- when players meet, they aren't really supposed to merge parties. Maybe just stay for a bit and talk, or at best they could do one quest together, like helping with killing a dragon or in a heist. Afterall, all players have some goal of their own.

That would be everything for today. Thank you for reading, and have a nice day!

Thursday, June 8, 2017

[Spoilers] Speciality of souls

I advise players of mine to not read further. Just to be sure, here are your discord nicknames: darthzeus, Lendagan, Rhadamanth Nemes, Serifina, Gerven, Pancake, Staub, Moradin and anyone who wants to play in my games.

Wednesday, June 7, 2017

[Spoilers] Cosmology of Sivobog

I advise players of mine to not read further. Just to be sure, here are your discord nicknames: darthzeus, Lendagan, Rhadamanth Nemes, Serifina, Gerven, Pancake, Staub, Moradin and anyone who wants to play in my games.


Friday, June 2, 2017

Bestiary, vol. 1

I hang out regularly on the Discord of Many Things (link here if you want to join). Mods are great and interact with others a lot in many ways, one being weekly challenges. One week, a usual homebrew challenge of making a magic item based on a prompt was replaced with a monster prompt - make a variant of a monster from Monster Manual by adding one trait.
Skip a few weeks later. I was bored and needed to relax, so I pulled this challenge out, and asked members to give me a monster from Monster Manual that I'd try to rework into them, based on their name or how well I know them. And yes, some of these are actually more than just one trait, while others are not technically correct. Beware their use, for some of them will raise the monster's CR significantly.
In the Bestiary series, I'll post my homebrew monsters, both ones I made independent of anything, but also ones based on prompts just like these.
  • Bagel Faerie Dragon
  • Cairn, the Death Knight
  • Celtic Highwayman
  • Divination Destructor
  • Explosive Fire Elemental
  • Laser-eyes GorgonLongtongue Bullywug
  • Maladroit BanditMemetic Black Pudding
  • Nightmare Flumph
  • Psychological Dragon
  • Sharkan DvoyglovSpace Unicorn
  • Stoneskinned Owlbear
  • Unholy Pit Fiend
  • Welcoming Mastiff

Bagel Faerie Dragon

(Faerie Dragon, MM page 133)
Summon Enchanted Bagel. (3/day) The Bagel Faerie Dragon can summon a bagel enchanted with the power of Fey. If it's consumed within 24 hours, the creature that ate it regains 5 (2d4) hit points. Additionally, the creature rolls a 1d6. If it rolls a 6, its ears turn pointy.

Fey love nice stuff. They love games, they love fun, and they love sweets too. It is thus only natural that some of them get candy-related abilities. The bagel faerie dragon can be of any color, and it has an ability to conjure up a bagel, seemingly out of nowhere.
One of the known side effects is the chance of a creature's ears turning pointy after eating the bagel. Exact explanation is yet to be found, but major theory is that the bagel turns you slightly into a fey. Or it's just a prank of the bagel faerie dragon.

Cairn, the Death Knight



(Death Knight, MM, page 47)
Infinity Hatred. Cairn's intolerance for infinity is so great, that the Weave around him is warped by its intensity. Whenever a conjured creature or object gets within 30 feet of Cairn, it's immediately dispelled. Additionally, magic items such as Immovable Rod or Decanter of Endless Water cease to function when within 30 feet of Cairn.

Once a noble knight, Cairn used to be a loyal servant to his queen. Only after she was killed in a freak accident that has something to do with a nequitine arrow and he was unjustly executed, Cairn gained a hatred for all things infinite, seeking end of everything. Since he wanted to avenge his queen, he was raised as a revenant, and spent his year finding a way to make up for more than a year of his lifetime. That's when he got an offer from Vile Darkness, which he accepted into his heart, corrupting him forever.
He lost his body, he lost his memories and is passions too. All that's left is desire for revenge, and hatred for anything that should violate the laws of the multiverse - anything that produces something out of nothing. And that now includes conjuration magic.

Celtic Highwayman

(Bandit Captain, MM page 344)
Celtic Criticism. The Celtic Highwayman tells one creature what's really on his mind. The creature must succeed on a DC 15 Wisdom saving throw. On a failure, the character is affected by Shadowfell Despair (DMG page 52). After finishing a long rest, the affected creature can attempt to overcome the despair with a DC 15 Wisdom saving throw. On a successful save, the despair effect ends for that creature. A calm emotions spell removes despair, as does any spell or other magical effect that removes a curse.

Sometimes, a dead soul goes to the Shadowfell. And sometimes, such soul gets resurrected. The imprint of Shadowfell is left upon the creature, but different creatures experience it in a variety of ways. This particular example is one of a creature that can replicate the effects Shadowfell had on it.

Divination Destructor

(any fiend)
Prophecy Invisibility. The (fiend) is invisible to all divination spells. Additionally, whenever a prediction of future is made, the caster gets to experience the future as it will happen if the (fiend) wouldn't intervene.

More on these in the future.

Explosive Fire Elemental

(Fire Elemental, MM page 125)
Death Burst. When the Explosive Fire Elemental dies, it explodes in a burst of fire. Each creature in a 20-foot radius must make a Dexterity saving throw (DC 14). A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around the corners. It ignites flammable objects in the area that aren't being worn or carried.

It was made by the lord of elemental fire as a surprise force. If he sends them out in an army, about one in every sixty fire elementals will explode upon dying.

Laser-eyes Gorgon

(Gorgon, MM page 171. Replace Petrifying Breath with this, and add Radiant damage resistance)
Petrifying Gaze (Recharge 5-6). The gorgon concentrates its intense petrifying laser-guided gaze in a 60-foot line. Each creature in that area must succeed on a DC 13 Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic.

Most gorgons are born with organs that allow them to breathe out a petrifying green gas they are so infamous for. However, just as there are people born blind, but with other senses that much more enhanced, gorgons too can be born unable to produce this gas. Instead, these gorgons develop special eyes that allow them to shoot petrifying lasers in a line. They are equally dangerous and thus should be avoided by the unprepared adventurers.

Longtongue Bullywug



(Bullywug, MM page 35)
Adhesive Tongue. Ranged Weapon Attack: +3 to hit, range 20 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage, and if the target is a Medium or smaller creature, it must succeed on a DC 11 Strength saving throw or be grappled and pulled 10 feet towards the Bullywug.

Some of the bullywugs get to keep their long tongues, and use them as weapons in combat. Most usually it's used to just catch the flies that are flying around, but when the bullywug feels endangered, it can use the tongue to pull even creatures as big as a human.


Maladroit Bandit

(Bandit, MM page 343)
Unlucky Aura. Any Dexterity (Acrobatics), Dexterity (Sleight of Hand), Dexterity (Stealth) checks and Dexterity saving throws the Maladroit Bandit or any creature within 30 feet of it are made at disadvantage.

When a bandit tries to rob a fey, it can curse him with the bad luck that lasts forever, targeting skills he should be the best at. However, the bandits over time find out that this curse can be turned against their enemies if they play their cards right.

Memetic Black Pudding

(Black Pudding, MM page 241)
Memetic Form. As an action, Memetic Black Pudding can shapeshift into a large or smaller object of any shape, based on the memories of any creature within 1 mile of it. While shapeshifted this way, it's indistinguishable from the object it's shapeshifted as as long as it remains motionless.

It is not often that a mimic manages to eat a black pudding. However, when it happens, the black pudding consumes it from inside, and finds that it now absorbed the ability to change its shape. It uses its power in a way similar to a mimic, ambushing clueless creatures inspecting the item.

Nightmare Flumph



(Flumph, MM page 135)
Innate Spellcasting. The Nightmare Flumph's innate spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It can innately cast the Evard's black tentacles three times per long rest, requiring no material components.

Some of the flumphs that enter the Dreamscape witness the nightmares of people, and learn some cruel tricks from them. Meeting a flumph may not be so bad, but meeting a flumph that witnessed people's nightmares is one of the worst things that could happen to you.

Psychological Dragon

(any dragon)
Mind Breath. The dragon exhales gray misty gas in a 60-foot cone. Each creature in that area must succeed on a DC (based on Dragon's other Breath weapon DCs) Wisdom saving throw, or have their darkest memory or secret revealed to all other creatures within the area. Each creature also takes _d_ psychic damage on a failed save, or half as much damage on a successful one.

Some dragons start to study how humans and others think. During that time, they find out about a ritual that could grant them another kind of magical breath, one that reveals the secrets of creatures of weak will to others in the same area. It is afterall known that the worst enemy adventurers could face... are their own secrets.

Sharkan Dvoyglov

They do not have to be half-black and half-white


(Wyvern, MM page 303)
Two Heads. The sharkan has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned and knocked unconscious.
Wakeful. When one of the sharkan's heads is asleep, its other head is awake.
Multiattack. The sharkan can make 3 attacks: two with its bite and one with its stinger. While flying, it can use its claws in place of one other attack.

Sometimes, when a wyvern is born in an area of magical radiation, such as the ones in the Underdark, it grows a second head. It has separate sentience, but most of the time the two heads comply with one another. If the wyvern lives in such magical radiation for an extended period of time, it is known to grow even more heads. Such wyverns are refered to as Sharkan Troyglov, Chetirglov, Pyatyglov, Shestyglov etc., and each additional head gets additional bite attack. Each additional head is more and more rare, for each 10 wyverns one could find, 1 would be two-headed, for 100 two-headed 1 would be three-headed, for 1000 three-headed 1 would be four-headed etc. People tell tales of Sharkan Devyatyglov, the wyvern with nine heads, but most consider it just a myth. (maybe because there's a chance of 1:10^36 for a nine-headed wyvern to even exist)

Space Unicorn

(Unicorn, MM page 294)
Cosmic Majesty. The Space Unicorn has a fly speed of 120 ft. Additionally, thanks to its adaptation to the space it doesn't need to breathe or sleep, and it has immunity to cold and fire damage.

Space unicorn soaring through the stars, delivering the rainbows all around the world. There aren't actually that many of these, they are fairly rare because they are made by god(dess) of planes blessing an ordinary unicorn. Marshmallow lasers not included.

Stoneskinned Owlbear

"Hey, wouldn't it be funny if that owlbear came to life?"


(Owlbear, MM page 249. Add immunity to petrified condition, and resistances to non-magical bludgeoning, piercing and slashing damage.)
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) bludgeoning damage.

Owlbears were dangerous enough as they were, but now came along a druid who made matters even worse. The stoneskinned owlbears have their skin hardened and can deal deadly attacks by slamming.

Unholy Pit Fiend

(Pit fiend, MM page 77)
Power of the Unholy. The creatures that are divine casters or visibly wear a holy symbol of deity they worship have disadvantage on all attack rolls, checks and saving throws against the Unholy Pit Fiend.

Most powerful fiends, such as the Vile Darkness, grant their pit fiends great powers to fight the holy and divine creatures. Angels and celestials, as well as clerics, druids, paladins and rangers, or even just people who wear the symbol of a deity they worship... all of these will have a very hard time fighting one of these.

Welcoming Mastiff

(Mastiff, MM page 332)
Greeting Nature. (1/day) Creatures find it hard to fight the Welcoming Mastiff. It can cast sanctuary without requiring any components, and the spell lasts for 24 hours.

You wouldn't hurt him, would you? He's so cute doing these puppy eyes of his.

Tuesday, May 30, 2017

How gods got drunk and created Feywild

Long ago, in the lands of Sivobog, there lived a halfling archpriest named Joton Bellyfull. During his life, he approached the gods and posed a question, a question that had unforeseen consequences of great degree. "Are we allowed to get drunk? Or smoke tobacco? How about doing drugs, gambling, or enjoying carnal pleasures?"
The gods, empathizing with the halfling and his nation for merely desiring fun, decided to tell Joton to sacrifice them as much of the named stuff as he could amass, and that they would tell him next day. After Joton left, the gods agreed together to try everything he named to see how bad could it be.

Finally, the sacrifice was gathered, and then they started to drink. They drank for a long time, but soon they found that alcohol they had amassed was not enough to get them drunk.
That is when Eldur, the god of dwarves, decided to take an ooze and infuse it with alcohol. "We have to get drunk somehow. This way, we will have gelatinous cubes we can consume to get more alcohol into our blood." The other gods saw what he did and also made creatures made out of alcohol. Sui, the overgoddess of planes, made water elementals of alcohol. Vittor, the god of elves and gnomes, made water weirds that are also made out of alcohol. Tierra first made bushes she named spiritberries, but then went all out and created a new kind of tree with coconuts that contain alcohol on the inside. She, a little bit tipsy but none the less proudly, named these trees palmeisters. The gods then tasted the fruits of their hardwork, smoked a lot, enjoyed some of the carnal pleasures... and that's when it all started.
For the sake of reading ease, all the dialogues will be translated from the drunken gibberish.

Feywild

It was Vittor who begged Sui to make a new plane of existence just for him. A playground that started as a copy of the Material Plane that he could sculpt as he wished. Sui kept disagreeing until the midnight when she changed her mind. She was just about to make the new plane of existence, when the Eldur stopped her. "Whoooaaah, stop there. Stop it right there, girl! What shape do you want to make it?" Sui says that she wants to make it into a sphere, a planet just like Material Plane, since it's supposed to be a copy of Material Plane. Eldur, after eating four more cubes, went over to Vittor. "You really want to go with this... boooo-riiing shape?? Here, let me show you something!" Eldur drew into the air illusory lines that looked something like this.


"You just place the south pole on top of this sphere here, and north pole on the bottom so that it touches with an empty plane. Then, for each point on the planet, you do a line like this. Where the place intersects with a plane, that place should be on a plane." The other gods were very impressed by apparent knowledge of Eldur. Vittor and Sui did not fully understand it, being in the state they were in, but Sui did just as she was told. Soon enough, they had a plane that would for Earth look something like this.

Just imagine an icy crust that is Antarctica on its edges too, going away from the center infinitely.

Vittor ran to Eldur, saying that there is a problem. "This plane... it's infinite. Most of it is ice now, what do we do? And where exactly is the south pole?" Eldur stroked his beard, and waved his hand. "South pole does not exist in this world. It's infinitely far from the north one, so just... be glad you got one pole. As for the plane being infinite, you're welcome. That means your playground is infinite in size." Vittor looked at the creation and was happy.
He invited the gods into the realm to show them how he creates stuff there. He started by creating fey, the kind that he always wanted to secretly make. He gave them a gift of reincarnation, keeping memories over lifetimes, easy way of shapeshifting, and he split their souls into pieces. That's when the other gods started to intervene. "Whoah, slow down! You don't want mortals who come here stay here forever, do you?"
"What? Of course I do! I love my plane." The other gods frowned upon this, seeing how it would steal all of their followers. Eldur tried to corrupt some of his fey to turn them dark, but Vittor slapped him on his hand. "No! My world!"
The two gods started fighting at that point. Tierra and Sui, not knowing how to end their conflict, offered themselves to the two irritated gods. After getting more physical satisfaction, all four gods cooperated in further creating the Feywild that we know today, a land of life for a reason that's wild enough to make parents cover their children's ears when bards tell this tale. Hence the name of this plane - Feywild. The touch of theirs even wrapped it, making its flow of time irregular in relation to other planes of existence.



The next morning, gods felt a thirst they could not quench, until they started to drink again. And they kept drinking and enjoying all the things they enjoyed that night for the next six days and six nights, forgetting about Joton the whole time, until Sui sobered up and recalled his question. What exactly did gods do during these six days is unknown to most mortals, since most of the bards stopped listening after the wild Feywild part.

Answer and consequences

The gods fixed themselves up and went through this together. Apparently, after making the Feywild, all of them were so numbed that they did not remember anything they did afterwards. This is one of the few things in the history that terrified the gods, and they all agreed on the answer they'll give to Joton.
Joton was enjoying a breakfast when the gods called out to him. "Joton, we have your answer." Joton, very surprised at that, asked the gods "Where were you? It has been three years!" Gods dismissed the question, and instead gave the halfling an answer: "None of you shall ever get drunk, smoke tobacco, gamble, do drugs, or fornicate without intending to make a child. Spread these words to the rest!"

Everyone soon found out what happened, and mortals kept laughing at it. The gods got drunk. Of course, the gods regretted it a lot. They kind of missed those days, but swore to never do this again. Eventually, they managed to fix some of their misdoings by moving them into Feywild, and changed most of the rumors over the course of years, turning it into a celebration - a day when the gods drunk just some alcohol and made the glorious realms of Feywild. Favoured races refer to it as "Spirit Day".

As one would expect, the rumors spread between the unfavoured races too. Those were not persuaded by the opposite and to this day remember the original tale as it is. This is why unfavoured celebrate a holiday they call "The Nights of Regret", during which they play gods - drinking, drugging, smoking, mating, gambling, and playing with fey in a naughty manner.



This is also why Joton Bellyfull has his own hero card in the Worldwar game. He is the one cause for the most embarrassing week of known history for gods, by asking them a good question. What is a Worldwar game is a topic for another day though. Until then, thank you for reading, and have a nice day!

Sunday, May 28, 2017

Meet the gods of Sivobog!

In order to understand the world of Sivobog a bit better before I begin to post articles about it, I suppose it would be useful to introduce you to major beings that rule it.

Sadly, not as awesome as these fellas, but my gods would think they are far better. Thanks to Tales of Alethrion, I like to think my gods too have illusory symbols above their heads. Then again, they do not show up on the Material Plane, so who knows...

There are four gods that created this world. For the most part of history, they directly interacted with the world using their avatars, but last few years, they became quiet and more reserved than ever before.
Generally, no creation myth for the whole world or gods themselves is considered correct. There are many, some of which seem pretty normal, while other seem very strange. One could say that the creation of this world along with its multiverse is the most well guarded secret of the gods.

Eldur, god of dwarves, halflings and arts

Eldur is the most violent of the four gods, and a god of many things, just like all others. Food, drinks, fun, but also traditions, mining, and one of his most well known domains - crafts. He created the dwarves and halflings, as well as some oozes. Only one of his avatars is still alive - the dwarven king, who once fallen during a war, but is now ressurected, King Ironfist.

Followers of Eldur wear ritual robes with striped pattern. Dwarven priests put a lot of effort into braiding their beards, while halfling priests shave their feet. Their temples have octagonal shape with altar in the middle and seats all around it. It is visited by all followers on a 5th day of each month, new years day and on Tuesdays.

Eldur's symbol consists of Hammer, wooden spoon and sickle

Sui, overgoddess of planes and planar beings

Sui is the mysterious goddess who, according to some, created other gods. What is definitely known is that her domains are life, death, light and planes, and she created all the planes of existence and their denizens - from celestials to fiends, mutes, undeads, elementals, and everything that does not reside in Material Plane (except for fey). She never had a need for an avatar, and is undoubtedly the most powerful of the gods.

Temples dedicated to Sui are so rare that most people do not even believe they exist. Most of the Sui followers thus worship her from their homes.

Sui's symbol is a half-closed eye in a cloud.

Tierra, goddess of shardminds, silva and nature

Tierra is the kind and gentle goddess of nature, elements of Material Plane, and generally goddess of protection. She created races of shardminds and silva, and rules them with her last alive avatar - the Sylvan Tree, from which all silva are born.

Tierra's temples do not have any particular shape. That is because she prefers natural temples, like caves, grooves or lakes. She is celebrated on Mondays, Saturdays, on both equinoxes and solstices.

Tierra's symbol looks like a crystal flower with five petals.

Vittor, god of fey, elves, gnomes

Vittor is the noble god of elves, gnomes, goblins and fey and Feywild. His domains include knowledge, trickery, trades and civilization. His avatar takes the form of Koopman clan of the goblin nation, and just as all other gods, his other avatars are now gone.

When there is a temple dedicated to Vittor, it is said that the entrance should be on the southern side, and it should have a rectangular shape, with the eastern and western walls being about 1.62-times larger than the northern and southern walls. The altar is on the northern end of the temple, surrounded by three pillars forming an equilateral triangle, one behind the altar and two in front. Vittor is a perfectionist with high demands on his followers.

Vittor's symbol seems to be an open palm behind gibbous moon.



And that's about it. Now that I'm done with explaining background, let's get creative! Thank you for reading, and have a nice day!