Mysterium:_Atlantis_Magna

Mysterium:_Atlantis_Magna

by ian.thomson, Dec 29,2009

Mysterium: Atlantis Magna

An antediluvian campaign setting in the works


Contents

  • Differences between this and other D&D campaign settings
  • A note on pronunciation
  • Northern Mythos
  • Southern Mythos
  • Races
  • -The Northern races (Er, Erian, later various words for Earth)
  • -The Southern races (Damum, Damumim; later Adam and various words for earth)
  • -The Western races (Atlantis, Atlantean)
  • -The Eastern races (Mu, Mu)
  • Languages
  • Backgrounds
  • -Circumcellion
  • -Fidai
  • -Flagellant
  • -Mar Atla initiate
  • -Mask society
  • -Nebrod's Mason
  • -Temple guardians
  • Lands farther south
  • Religions
  • -Planes
  • -Northern mythos
  • --Deiwos
  • --Heusos
  • --Primordial figures
  • --Teuteh
  • --Alignments and Domains
  • -Southern mythos
  • -The Watchers, gods of the Nupulim
  • -Hidden gods
  • -Mar Atla
  • -Nebrod's demons
  • -Teotl
  • -Kush and Wandu Spirits
  • Media that would be useful to look up

Differences between this and other D&D campaign settings

Perhaps the largest difference is race: almost all characters consider themselves human. The different races are still present mechanically, but for the most part differences between races are about breed, not species. In some cases, they have been altered cosmetically. For example, the minotaur player race is slightly smaller and bears more of a resemblance to a goat, but is otherwise identical in game terms. The lore for the different races has changed, but the lore for monsters remains the same.
While the lore regarding monsters and planes haven't changed, knowledge of them has. Monsters are likely to be considered either a "god," "messenger of the gods," "demon," "giant," "dragon," "ghost," or "spirit." The planes are known by different terms, but the average person doesn't really distinguish between many of the planes. The Feywild and the Shadowfell might be regarded as different geographical regions on earth, or the feywild might just a closer part of the astral sea and the shadowfell a closer part of the elemental chaos (or vice versa). In addition to planar travel to the feywild or the shadowfell at paragon tier, there is now the option to travel to the earth's core or to different planets at heroic tier. The characters might begin managing kingdoms at paragon tier, or empires at epic tier.
The age of the world is another issue. There have been no great cataclysms destroying ancient empires (at least anyone who believes there was is usually considered odd). The "points of light" style works just fine, but noone really knows if being a part of that light is worth it. Some people do worry about an upcoming cataclysm. Don't be confused, though, this is generally not a hope for renewal but a fear of the apocalypse.
Equipment is affected in many cases. If the players are in Atlantis, the only difference will be additional possibilities for equipment, but many areas are not up to the same level of technology. Iron-working is rare outside of Atlantis, and even copper is hard to come by in some areas.

A note on pronunciation

Atlantean, golem, and other words that aren't new have their regular pronunciation and not a new one. For the new ones, there's the right way and the easy way. I honestly switch depending on how awake or sober I am. I would have gone with just the easy way, but Dheubh sounding like "doob" sounds a little dumb while Dheubh sounding like "tomb" sounds kind of cool; and saying you're descended from "koor-mees" the dragon is cooler than "kur-mees" (sounds like Miss Piggy cloned her lover).
! - tongue click. If you can't do that for some reason, just use K.
BH - hard B with a small pop, bordering on P, or just B if you want something easier.
C - somewhere inbetween S and TH, or S if you want something easier; CH is pronounced the way it usually is
DH - somewhere inbetween D and TH, or D if you want something easier
GH - really hard G, almost a K, or G if you want something easier
Vowels are done as in Spanish or other Romance languages (ah, eh, ee, oh, oo)

Northern Mythos

There was and is the Arta. The Arta moved the cold empty field of Ghen, creating Welnos and Pulthih Mater, the dark distant sky and the deep dark earth. The Deiwos say this is when the Dhroughos came to be, that it is simply a side effect from moving the dead Ghen. Welnos and Pulthih Mater brought forth children, but the oldest grew into the dragon Werunos and the dragon man Kurmis. Seeing this, Welnos began eating his children, starting with the youngest, Dheghom Mater and Hepom Nepots. Pulthih Mater could not take this and so she hid her youngest child, Dyeus Pater. When Dyeus grew, he slew Welnos and mounted his body to the sky. The Heusos say this is when Dhroughos came to be. Dyeus cut open Welnos to bring out his brother and sister. Werunos afraid of the kin-slaying, attacked Dyeus Pater. The Deiwos say Dyeus Pater killed Werunos and used his body to create the land. The Heusos say Werunos threatened the Arta seeking vengeance for his father's death and Mitras slew him, making the land to counter what Werunos's destruction.
Dyeus Pater and Dheghom Mater had children, who formed the Deiwos clan. The most famous of the children are Perkwunos, Pehuson, and Priheh. Perkwunos has his own stories. Pehuson is the first shepherd, who guides the dead to the next life. From there, the dead may return in a new body, may return to their body to do evil by the power of Dhroughos, or may be absorbed into Arta, Ghen, or Dhroughos. Priheh is mother of the Weno clan, who ally themselves with the Deiwos and their religion. The Deiwo priests (the Atharvans) claim that Dyeus Pater also fathered Heus (mother and high-god of the Heuso clan), but the Heusos say Heus is one with Mitra and Arta. The Teuteh people believe as the Deiwos, although some say the Teuteh priests (the Deruweids) believe what the Heuso priests (the Magas) teach. Dheghom Mater and Hepom Nepots bore Medhuna, Sauma, Sarvatat, and Dehnu. Although they are of a different father, the children of Hepom Nepots are considered part of the Deiwo clan. Medhuna is the goddess of sacred brews, who makes men kings through carnal favors and destroys those that scorn her. Sauma is the god of the sacred draught Namerto, which keeps the gods immortal and youthful. Sarvatat is the goddess of the south east river, and a powerful sorceress. Dehnu is the goddess of the north west river, and mother of the Teuteh clan with Leuk Ghutom.
Dyeus Pater ruled as king of the Deiwos, instituting laws among them. Sarvatat and Sauma were born before Dyeus Pater was king, but upon becoming king Dheghom Mater saved herself for Dyeus Pater as his queen. Hepom Nepots, infuriated, raped Dheghom Mater, conceiving Medhuna. In retaliation, Dyeus Pater ruled that all future kings will not rule unless they bed Medhuna. Dyeus Pater did so and fathered the horse goddess Ekwa, and the cattle goddess Gwouwinda. Dyeus Pater had affairs with other women, fathering Mehnot the moon god and Sehul the sun goddess by a Heuso maiden. The Teutehs that ally themselves with the Deiwos say Dyeus Pater begat their kind with Dehnu, and they call themselves the Teuteh Dehnu. The Teutehs that ally themselves with the Heusos or that claim independence say that the founder of their tribe is Leuk Ghutom, and they call themselves the Teutehs Ghutom. Some Teuten Ghutom claim that Leuk Ghutom was none other than Dyeus Pater. Dyeus Pater did not claim Mehnot and Sehul, and they did not respect him. Dyeus Pater put them the sky to keep them separate.
Dyeus Pater's son Perkwunos married Sehul and fathered the war god Rudlos and the sun's guardian Shens. Rudlos was given a bow by his father, which he uses to afflict sickness, but he also removes disease. Shens, being the younger, felt that he would not receive anything in his father's house, so he left for the Heusos where tended his mother's cows. Perkwunos and his family needed to milk the cows, but Shens would not let them, so Perkwunos stole the cows. The Deiwos say the Heusos sacrifice cattle out of spite of this, and that this endangers the Arta. The Heusos say that the Perkwunos stole the cattle because the Deiwos could not stand to see the object of their worship sacrificed to Heus, a rite instituted by Mitras to preserve the Arta. Dyeus Pater's son Pehuson had no bride and unhappy with his brother Perkwunos's behavior, he kidnapped Sehul, hiding her in the underworld here only he could find her. Perkwunos filled with melancholy, and his wind grew cold until the world was close to freezing to death. Pehuson told Perkwunos that he must give the cows back for Sehul to be released. Perkwunos released Shens's cattle for six months, but took them back. The six months that Shens has his cows are spring and summer. The six months Sehul spends in the underworld are the fall and winter.
Not all the gods are descended from Welnos and Pulthih Mater, however. There are the Trimehteros, the three sisters of fate, and there is Mitras, the protector of oaths. He does not come from any clan, his word is accepted by all clans, but all acknowledge he resides with the Heusos. The Heusos also hold that the goddess Heus is more than a daughter of a god, but the high-god or goddess that, along with Mitras, is equal to the Arta. Outside of the Heusos, Deiwos, and Wenos, belief is varies on many issues relating to these gods. Where do the Trimehteros come from and whom do they favor? Where does Heus come from? Is Mitras equal to the Arta, its creator (and thus the supreme god as some believe), its servitor, or another god from some unknown allied tribe? There are also the gods of the Hadamim tribe that gave rise to the Albhs with the Teuteh, but the Hadamim are another mystery in themselves.
Pulthih Mater was in anguish over the kin-slaying Dyeus Pater had committed and over being separated from her husband's body by the corpse of her son Werunos. She shook and shook, threatening to destroy the world and the gods. Hepom Nepots forced himself down onto his mother to hold her down, her shame keeping her still. The offspring of this union are either the Moro or Dheubh clans, each accusing the other of being the result of the incestuous ****. The dragon man Kurmis was wroth at this and sought to destroy all the other descendants of Welnos for their threatening the Arta. The Deiwos and Wenos say this is unfounded and while the Heuso and Teuteh clans agree with the charge, they believe that Kurmis's decision threatened the Arta even more. The Moros and Dheubhs contend that both the verdict and punishment were just. Kurmis was struck down and his body became the ocean and either the Moro or Dheubh clans, each arguing they are the true descendants of Kurmis. The Dheubh clan's legends say they were the mighty dragons whose might rivals the gods, leading Dyeus Pater to curse them to their current form. The Moros claim that the Dheubh dragons were cast down because they threatened the Arta. The Deiwos, Wenos, and Dheubhs believe that Dyeus Pater or Perkwunos struck down Kurmis, the Heusos claim that Heustero, son of the shining king Aryaman performed this act.
Dyeus Pater declared himself ruler of the heavens and built his house on top of the sacred mountain. The Deiwos were without a ruler. They say this was the time the heresies of the different tribes began to be taught. Some more rabid Heusos say that Dyeus Pater, not being the high-god, had died. Some Dheubh and Moro fanatics agree, saying that Kurmis managed to kill Dyeus Pater. Aside from these extremists, the rest of the self-proclaimed sons of Kurmis believe that Kurmis's actions frightened the sky god. Hepom Hepots was made ruler of the Deiwos, being the brother of the clan's founder. He vowed to rule as justly as his brother had, but his left arm was cut off by Mitras. A few Deiwos say this was favoritism to the Heusos by Mitras, but only very few say this. The Deiwos in general hold that he could not be as just a king as Dyeus Pater, even if he would have been a good king. Some point out that Deiwos law instituted by Dyeus Pater demands that a king may only rule if he beds with Medhuna. The Deiwos believe that Hepom Nepots, being just, could not follow this law and thus was not as just as Dyeus Pater (who followed all laws). The Heusos argue that Hepom Nepots did bed his daughter, and Mitras cut off arm for this reason. Although Hepom Nepots later had his arm replaced with a silver one crafted by the Albhs, the Deiwos would not live under an imperfect king and so they looked elsewhere.
A half-Heuso grandson of Hepom Nepots stepped up, but it is unclear who this grandson was. Some believe it was a Dheubh named Azi, others believe that it was a Moro named Bhaga. This story changes not just rom tibe to tribe but from family to family, some Moros and Dheubhs claiming it was a member of the other race that ruled unjustly, others claim that the Deiwos were unruly subjects under the legitimate reign of one of their own clansmen. The other clans cannot agree whether this grandson should be considered a Heuso, Deiwo, Moro, or Dheubh. Some question if one ruled justly but was murdered or corrupted by the usurping other, or if Bhaga was a title for Azi, or if Bhaga ruled the north west while Azi ruled near the south east.
Bhaga respected the concept of marraige and did not take other men's wives. He did rule that all would be payed according to their ability, and forced the gods to carry firewood and dig ditches. The gods of the Deiwos complained. When they come to visit his house their knives should be covered in grease and their breath should smell of drink, they said, instead their faces are covered in earth and their fingers gnarled like peasants. One day, he and his wife had a daughter, and an holy man prophecied that this daughter's son would destroy him and rule over his kingdom. Bhaga locked his daughter away so that no man could impregnate her. But Rudlos was crafty, and delivered himself to her as a miasma. He fathered Leuk Ghutom this way. Bhaga's daughter, knowing that her father would destroy the child, gave her child to the Heusos to raise. When Leuk Ghutom grew, he came to the Deiwos to be part of their clan. The Deiwos would not let Leuk Ghutom join unless he shows that he had a particular skill. Leuk Ghutom showed that he was a mighty warrior, but not as mighty as Rudlos. He showed that he was gifted with animals, but not as much as Pehuson. He showed that he could do anything any of the gods could do, but not as well as they could. The Deiwos would not make him a part of the tribe, but Leuk Ghutom pointed out that noone in the tribe could do anything that all the gods could. The Deiwos initiated him into the tribe, giving Dehnu as his wife. The Heusos and Teutehs Ghutom claim this is where the Teuteh come from. Although the tribes disagree over whether Dyeus Pater or Leuk Ghutom fathered the Teuteh, they agree that Leuk Ghutom became head of the clan and brought their complaints to Bhaga. Bhaga recognized his descendant and refused to see him. Leuk Ghutom was insulted by this and declared that Bhaga was not a just king or even a king.
Azi was built mighty works, including the legendary stone towers and circles seen across the lands. He ruled through the power of many demons. These demons gave him foul counsil until he finally was overtaken by the spirit of Dhroughos whiel still live, becoming a half-living thing. During this time the Teuteh became the large clan they are today. Some of the Teutehs intermarried with the Heusos, the most famous of these unions being Vertra the southern storm god, Manus the father of men, and Yemos the god of the underworld. Some of the children of these intertribal unions also crossbred with the southern tribe the Hadamim, learning many craft secrets and becoming the race of Albhs. Some of the Albhs were forced underground and being away from the life-giving sun, were warped into the Dhwergwhos, the dark Albhs that mine the earth. As part of his reign Azi blocked the south east river, refusing to let Sarvatet give Sauma the ingredients he needed to create the Namerto to keep the gods immortal and vigorous. The Heusos and the Teutehs Ghutom say that Perkwunos went on a quest to get golden apples of immortality from Heus's garden. The Teutehs and Deiwos say this quest succeeded. The Deiwos and Heusos say that Vertra slew Azi with the thunder club Wagros given to him by Mitras. Those to the north west say that Vertra then hoarded the water of Sarvatat and that Perkwunos killed him and took the Wagros. Those to the south east say that Vertra gives the water to all in storms and still bears the Wagros.
War was to be waged by the Teuteh and Deiwos against Bhaga, the Moros, and the Dheubhs, but not enough land remained to fight. Manus went into the Ghen with his brother Yemos, and slaughtered him as a cow, using his body to create a new field. Heus was shocked at this kin-slaying and Mitras ended Yemos's suffering by bringing him to the underworld. Previously, the dead had to remain in the world but in a painful existance. Mitras guided them to their own kingdom in the underworld. The Deiwos say Mitras only established this practice, and that Pehuson being the pastoral god, guides the dead there. The Heusos say Mitras guides all the dead there, and the Mitras worshippers even say he judges them and either brings them to paradise or locks them in darkness or fire. Some Heusos and Mitras worshippers say Yemos was the cow slain by Mitras at the beginning of time to preserve the Arta. Some say that Dhroughos was brought into existance by Manus slaying his brother. Some even say that the world was created from Yemos. Some of the Teuteh Ghutom claim that it was Leuk Ghutom (as Dyeus Pater) that slew Yemos (who they identify with Welnos) and made the world. The Heusos believe this murder and the war to occur threatened the Arta and stepped up to prevent it, even if they had to destroy all the participants.
From here, there is no agreement. Many say that this battle occured in the past. Many say the battle will occur in the future. Some say the battle rages on now among the gods, and even that the actions of mortals might help swing the tide one way or the other. In the battle, Bhaga, using foul magic, becomes fiercely enraged, killing all men in his sight. Leuk Ghutom taes up his Albh-crafted spear and flings it into Bhaga's eye, blinding him. From here, the Teuteh win the war and found their nation, or the Heusos destroy everyone (dying in the process) to save the world for mortals, or the Deiwos strike down the Heusos and Bhaga's Moros and Dheubhs and reign over the world in peace. Some say that the world begins to return to Ghen as the world is destroyed, and that the Deiwos and Heusos fight together to save it from Dhroughos, possibly dying valiantly in the process. A few say that a Wenos, a son or consort of Priheh or Dheghom Mater, is chosen to die in place of the battle, and that he is reborn each year as grain. Some say that Hepom Nepots melts the icey Ghen to flood the world, possibly killing all the gods but saving two mortals. Some say that Azi will rise again, and be defeated by a new hero or by Heustero. Some Heus and Mitras worshippers claim that one day Heus, Mitras or Arta will bring or become a teacher to show all mortals the way to live, and to eliminate all evil from the world. Whether any of this has come, will, or is false, noone is sure.

Southern Mythos

There was the Tehom. The Tehom stirred and from the Tehom came the gods. Some cults, particularly those of Adan, Ilu, Rah, and Yam, claim that their gods existed before the Tehom and was responsible for stirring the Tehom. The cults argue whether Rah or Ilu are the first gods, but all acknowledge that they were the first two and that all the other gods are descended from Ilu. The gods began to make the earth. Many say the Tehom was disturbed by all the chaos the gods made and it tried to eat them and their creation. The cults of each city (except Attartu and Nab) argue whether their god was the one that struck down the Tehom. The gods then made humanity from earth and other elements, naming the first man Hadam after the earth (Damum). A few claim that he rejected his first wife, Lilitu, who went on to mother monsters by demons and vowed to destroy the children of Hadam. The cults claim that humanity has disobeyed the gods and become impure, although there is a debate whether humanity as a whole is responsible or if it is an individual problem, and whether or not the afterlife will be grim or if the gods will show mercy to the righteous. The Nupulim claim they are demigods, usually descended from the god of their city (or royalty) or of their profession. Some Hadamim believe them, some believe they are the bastard children of demons. Some believe the presence of the Nupulim is a sign of the end times, when the gods will smite the world, throwing it back into Tehom to recreate it, possibly bringing back the righteous. The Bawudim are believed to be a people cursed to wander because of their rejection of the gods. Some believe the Ibri'im nomads's worship of Yam is a pact with the Bawudim's god. The Jinn are an earlier attempt at creating humanity that were made mostly of fire, air, and Ghen. Demons are believed to be descended from evil Jinn.
The cult of Adan says that their god fell in love with a goddess (the cults of Ast, Atiratu, and Attartu claim that it was their goddess) and was killed either by another jealous goddess or by a jealous husband. Adan dies in the spring and is born in the winter. Some claim that Adan was killed instead by a lost foreign nomad tribe's god Suthos. Some Ibri'im claim that Adan, Qayin, and Suthos were the son of Hadam, Suthos being the son that they are descended from and Qayin being the father of the Bawudim or all non-Ibri'im. The cults of city gods (and the Ibri'im) claim that their cities (or the Ibri'im tribe's) were founded by their god making a covanent with the people there. Some covanent-god worshippers as well as some worshippers of Adan claim that the covanent requires not only that their deity receive the most respect, but that their god be the only respected deity. They believe that all worshippers of other gods face a dark afterlife in Ca'al, the underworld. Some, mostly Bawudim and Ibri'im, claim that Adan, Ilu, and Yam are the same deity and that worshippers of any will have a good afterlife. Many Erians and Dumamim identify their own gods with the other nations, and some claim that their own gods created the others (who are demons, devils, or malevolent gods responsible for all the ills of this world).
The cities of Ebla and Ludd have constructed gates dedicated to Daignu. Some Luddim believe that Daignu will one day come through the gate to bring about an age of peace, while many Ilu worshippers claim that Daignu will bring violence and evil until a chosen one of Ilu named Malikizadak slays him, and then an kingdom of peace or the Urusalim will be established. Tension between different Ilu worshippers has been rising as well. Arioch the king of Ellasar, Nebrod the Atlantean son of Balu and king of Borsippa, Chedorlaomer the Maw worshipping Heusos king of Mirey, and Tidal the Hethim emperor (a tribe of Tonur worshipping Heusos that have adopted Damumim culture) have gathered together to wage war against the Ibri'im nomads. Both groups in turn are waging a war against the pentapolis of Ka'an (consisting of Sadama, Ghamar, Admuut, Zeboim and Zoar), the kings over trade routes, the Ibri'im over land, the same reason they raid any land except Gan'Adan out of fear and respect. Most of the fighting occurs in the valley of Siddim near the pentapolis. Usir the king of Kemt has offered the Ibri'im land in exchange for protecting their borders, but this is viewed as a trap for slavery by most Ibri'im and not always denied by those that have accepted the offer. Some who have accepted the offer have come to view Usir as a righteous king chosen by Ilu despite his devotion to Attartu. This has lead to some outsiders, particularly a previous Augeo (emperor) of Qart-Hadast to conclude that the Ibri'im worship Usir instead of Yam. Qart-Hadast has alternated between Dewio and Damum rule, and is currently under the rule of Ilukalbhs the Ebla'im, who seeks to make himself a syncretization of Dyeus Pater, Sehel, Ilu the way some regard Usir to be Ilu. He has had a statue constructed of himself as the virgin goddess Sehel that births Sehel-Ilu-Dyeus. Many believe that the statue (which is used for cultic rites that would realistically eliminate the title "virgin goddess") will eventually give birth to the Augeo Armalgus, a maimed king. Some believe this Augeo will kill Malikizadak at the Daignu gate of Ludd. A rebellion against Ilukalbhs and Usir is being raised by an Ibri named Shem'on bin'Kokab, who has declared he is Malikizadak.
The Ibri'im claim to come from the city of Charan, and they form one of the three dominant religions. The main religion is worship of Gir as the smith of the gods (which is connected to the metalworking trade with Cur). The other identifies Gir the first creation of Teolt and a demiurge who manages the celestial powers (identified as Ghen, Dyeus Pater, Koryonos, Heustero, Priheh, Pehuson, and Menot), sometimes teaching he was first one of three human wizards that realized he was Gir through meditation or reading the previous wizard's writings. This latter religion sometimes replaces Teotl with the Kemt Tahuti, who fulfills a near-identical role.
Recently, Nebrod has begun to build a tower called Babilu, or the Gate of Ilu. This tower is the tallest in the world, intended to reach the heavens. The sheer number of workers has resulted in a small culture among the masons there that transcends all other nationalities. Nebrod claims that he is building the tower Babilu so that Ilu may be glorified, which is why Nebrod's masons work. Some claim that Nebrod only wishes to glorify instead Balu, himself, or his wife (Attartu's daughter Semiramis, who may in turn be seeking to glorify Heus), or seeks to storm the heavens. Some claim that Nebrod has actually died in battle and Semiramis is actually maintaining the empire in his stead, lusting after Heustero. The recent disappearance from the public of Heustero is believed by some to be because he has died, although some claim he has been resurrected by Semiramis's sorcery while others claim the Heustero on the throne is an imposter, or that he is simply ill as punishment from Heus for lusting after Semiramis. Rumors are also spreading that the Temple guardians have taken up worship of Azaz'ilu as Baphemetis, but others believe that this is a cipher or codename for another deity, possibly Heus. Deiwos that follow the later theory (possibly combining it with the former) refer to this figure as Dyaurmagant. There is also talk that Nebrod is using powerful demons to build the tower and books containing the names of these spirits are sought after by magicians. Some cite this as proof of Nebrod's evil heart, others claim that Nebrod is so pious that Ilu told him how to subjugate these demons for the good of all, and others deny that Nebrod works with demons. The last sort point out that Nebrod's masons do not work with demons any more than anyone else, perhap less than anyone else, in fact.
The Caurim are either protective spirits sent by the gods, or demons meant to drive people away from true religion. Caurim claim to be the children of a deity named Azaz'ilu, who they believe lead the gods to take mortal wives, producing the Nupulim. Azaz'ilu is also the covanent god of the steel-working remote desert city Dudael, where he is refered to as Malik Dyeus to outsiders (a sign of outside influence in the religion), regarded as a manifestation and intermediary of Ilu, and is believed to take the form of a peacock instead of a goat-man. The Jinn in particular worship him in this form, believing that Malik Dyeus created Hadam, and that they were the pure descendants while the Hadamim are from a corrupted bloodline. The worshippers of Malik Dyeus sacrifice cattle in a manner closer to Mitras worshippers than the Ibri'im tribes (the only Hadamim to sacrifice bulls instead of worshipping them or regarding them as being more important for food). Malik Dyeus worshippers try to avoid spending too much time with members of other religions and never share items such as cups or razors with them, regarding it as spiritually polluting. Since the worshippers of Azaz'ilu in any form reject the existance of other deities (the worshippers of Malik Dyeus believing he and Ilu are one), worshippers of other deities are generally unfavorable towards them, accusing Azaz'ilu of being a devil (especially worshippers of Ilu).
This is not all, however. There are many gods in Damum and many cults are secretive about their worship. Some are even secretive about what they worship.
Damum gods, cities they rule; and Erian gods they are identified with.
Adan - Covanent-god of Gan'Adan (Gan Eden); Mitras, Pehuson, Yemos
Ast - Covanent-god of Tjebnutjer (Sebennytos); Priheh, Sarvatat
Atiratu - Covanent-goddess Heth (as wife of Tonur); Heus, Priheh
Attaru - Covanent-god of Agaw (Axum), Heth; Tonur
Attartu - Covanent-goddess of Ninua (Ninevah); Priheh
Bah - Covanent-god of the Ka'an pentopolis (Caanan); Bhaga, Dyeus Pater
Balu - Covanent-god of Cur (Tyre); Bhaga
Bun - ; Dyeus Pater
Daignu - Covanent-god of Ebla and Ludd; Heustero
Gir - Covanent-god of Charan (Harran); Aryaman
Haddu - Covanent-god of 'Ugrit (Ugarit); Dyeus Pater, Perkwunos
Ilu - Covanent-god of Beruth (Beirut), Ellasar, and all Hadamim; Dyeus Pater, Heus
Malik - Covanent-god of Qart-Hadast (Carthage); Welnos
Maw - Covanent-god of Himry (Mirey); Manus
Nab - Covanent-god of Borsippa; Pehuson
Nan - Ghen
Rah - Covanent-god of Kemt (Kemet); Heustero
Rushep - Covanent-god of Kutha (Cuth); Koryonos
Samay - ; Sehul
Samsu - Covanent-goddess of Borsippa (as sister or wife of Warikhu); Sehul
Warikhu - Covanent-god of Ariha (Jericho); Mehnot
Yam - Covanent-god of Ibri'im nomads (Hebrew); Sauma

Races

Unlike standard D&D, the concept of race isn't as much about species as breed. Most of the races consider themselves humans, perhaps more than human but still human. The Dheubhs, Atlantean Golems, and some Ghenites, Moros, and Wargas are the only races that regard themselves as something other than human. This world isn't a paradise, so bigotry is far from rare and many races regard themselves as the "true" humans. Depending on their relations with other races, they might view members of other races as animals, demons, or positively as demigods (but still not human). The only races that are universally acknowledged as human are the Teutehs and Manus, but even then they might be seen as not reaching the full potential for humanity (which, of course, the race of the person saying this sort of thing has long since reached). This isn't to say that all the different races hate each other, just that people can be as narrow-minded as they have been in real life. Because most of the races are related, cross-breeding does occur, although the children tend to favor one race or the other in terms of abilities, but have appearances between the two (the exception being Deva heritage feats, the Deiwos get around and many people have noticable Deiwo blood). Even the Half-elf race is used to represent a stand-alone race.

The Northern races (Er, Erian, later various words for Earth)

The Northern races have only advanced to the use of bronze, although some smiths are blessed to come across an iron meteorite wich they can use to make iron. Bone, stone, and wooden are also common. Psionic and shadow classes are not present in the North. Divine and primal classes are seen as the same thing, but focused on different parts of the same thing (a cleric might ask their deity to send a spirit to help them, a shaman might ask for help from a spirit sent by a deity). Wealth is measured in Gwous (cows and similar livestock, 10 GP) and Pekus (small livestock, 1 gp each).
Albhs - Eladrin, Gnomes - The descendants of the Heusos, Teutehs, and Hadamim, the Albhs have many secrets to crafting weapons and armor, as well as in magic. For some reason, those in the north tend to be shorter, those in the south tend to be taller. Those of noble birth tend to be taller as well, even in the north.
Deiwos - Devas - Claiming to be one of the oldest races, the Deiwos have their long lifespans to draw on, as well as the tales and memories either of ancestors or past lives. The Deiwos are an old and common race, and often a Deiwo might have another races blood within his veins, or a non-Deiwo might have Deiwo ancestors.
Dheubhs - Dragonborn - Descended either from Hepom Nepots or Kurmis (and claiming the latter), the draconic Dheubhs are powerful warriors and expert sailors. They are in conflict with the Moros, who claim to be the real descendants of Kurmis.
Dhroughos - Revenants - The Dhroughos universally threaten the existance of Arta and are empowered by evil, but are not necessarily evil themselves. There are many stories that wrong-doers will be chased by Dhrougho who they have wronged either in that person's life or death. One common belief is that theives who rob a kings tomb will be hounded by the king as a Dhrougho. Unfortunate souls might also have had their bloodline twisted
Dhwergwhos - Drow, Dwarves - Albhs that were twisted by their removal from the sun, the two breeds of Dhwergwhos are more diverse than the forerunners.
Ghenites - Changlings - A rare race, whether they are humans twisted by their presense to the Ghen, or part of the Ghen warped into an imitation of human life, noone is sure.
Heusos - Shadar-Kai - A race dedicated to the worship of Heus, their work preserving the Arta makes them resiliant against the effects of Dhroughos.
Teutehs - Half-Orcs - One of the younger races, the Teutehs have established themselves in the north.
Manus - Half-Elves - The youngest and increasingly most common race.
Moros - Tieflings - Descended either from Hepom Nepots or Kurmis (and claiming the latter), the seafaring Moros are a cunning race. They are in conflict with the Dheubhs, who claim to be the real descendants of Kurmis.
Wargas - Shifters - Beast men of various sorts with no known origin.
Wenos - Elves, Halflings - The Wenos, like the Albhs, are a varied race. Those in the north tend to be shorter, those in the south tend to be taller. Those of noble birth tend to be taller as well, even in the north.

The Southern races (Damum, Damumim; later Adam and various words for earth)

Psionic and shadow classes are not present in the South, although the Fidai have likely learned of Shadow secrets and possibly psionic power from Atlantis or Mu. Arcane and divine classes are seen as the same thing, but focused on different parts of the same thing (an invoker might call on their deity to cause a storm through natural laws, a wizard might manipulate natural laws to cause a storm to bring about the will of their deity). "-im" is used for racial plurals (so a Weno family that migrated to the South would be known as Wenoim). Damumim cities have begun using standardized weights of metal known as sheqels (equal to gold pieces).
Asherim - Wilden - Guardians of groves sacred to Atiratu, sometimes worshipped as incarnations of the goddess.
Bawudim (later Ethiopian Bouda, various Afro-asiatic words for sorcerer or pagan priest) - Gnolls - A race of hyena men feared for their combat prowess and magic. Reknowned as smiths to the point that some Hadamim fear that any smithy might be a were-hyena. Rumors are unclear whether the Bawudim worship Adan, Ilu, or Yam, but they are known to worship only one deity and reject the existance of all others.
Caurim (later Heb Seirim and various Afro-Asiatic words for hair) - Minotaurs with about a foot or two less in height and 10 to 50 lbs less in weight - A race of hairy, horned, cloven men, priests in the religion of the Nupulim and some Hadamim, some have spread into the Northern and Western lands claiming to be gods. Moros are regularly confused with the Caurim, and some families of Moros have integrated themselves into the Caurim communities both in the South and the North.
Hadamim (later Adam and various words for man) - Genasi - A race that believe the gods made them from earth and other elements. Expert smiths, whose art has passed onto the Albhs and Dhwergwhos. Main race known to work iron and even occasionally steel, although not the first or only.
Jinn - Changlings - A rare race, whether they are humans that are not fully formed, or part of the Tehom (it is the Hadamim equivilant of Ghen) warped into an imitation of human life, noone is sure.
Lilim - Dhampyrs - Children of Lilitu with various demons, destroyers of children. They take many forms, but all consume the blood of the living.
Malakim - Devas (not Deiwos) - Regarded as divine messengers of Adan, or rather divine destroyers as few follow their righteous messages and are destroyed. The exception to this appears to be the Bawudim and the Ibri'im, but to this, other tribes claim the Malakim would have nothing to do with their blasphemy. The Malakim and the Deiwos are not regarded as related by anyone, except for some Erians and Atlanteans that claim the Malakim are a human tribe (but then they are only related to all races, not the Deiwos specifically). The Malakim are at least as advanced as Atlantis, but trade with them is almost non-existant as their homeland Gan'adan is surrounded by the volcanic desert Nod and is guarded zealously in the belief that they live in paradise, the original home of humanity.
Nupulim - Goliaths - A race of giants that claim to be the descendants of gods, but some Hadamim claim Nupulim are the bastard children of demons and Hadamim women.
Rapi'im - Shadar-Kai (not Heusos), with about an additional two feet in height and 20-40 lbs - A tribe of Hadamim so closely associated with the dead and twisted by their ancestor worship that many other races see them as ghosts.
Tunnuim (later Tannin and various words for dragon) - Dragonborn - A race of Ilu worshipping dragon men that inhabit the wastes, generally feared by other races. An exception to this are the Sarapim tribe (seraphim, fiery serpents), Tunnuim that breath fire and poison, who the Bawudim and Ibri'im regard as divine messengers similar to the Malakim.

The Western races (Atlantis, Atlantean)

Atlanteans - Kalashtar - An advanced race who have harnessed psychic power, and have advanced magic, religion, and craft skills. Their culture is a spectrum of struggle between the believers in Teotl (AKA the One, a being-like force or force-like being that the Atlanteans believe animates the universe), the Mammonites (a group started by the sophist Beli Yo'il, who believed nothing exists beyond the physical, that magic is simply another form of psionic power, which in turn is just an action of the mind no different from moving one's own arm, and that personal prosperity and happiness are the only morals left considering all this), and the worshippers of Mar Atla (the black woman of the sun, Atlantis and death incarnate, the priests of whom are the only ones capable of manufacturing a plastic and yliaster alloy known as Zro). Various Atlanteans inbetween these groups acknowledge the beliefs of Er, Dumam, and Mu, or believe that the gods are servants or manifestations of either Teotl or Mar Atla, or that the gods are just imaginary or just powerful psionic minds. They are the discoverers of chrosis gold, hepatizon, orichalcum, plastic (on which they maintain a monopoly), and Zro (which they are wont to let other nations know of), and the only race that commonly works weapons and armor from all materials. Atlanteans invented crossbows, and enchanted crossbows with at-will powers tend to be crystal powered or alchemical firearms. Primal classes do not exist in Atlantis, both the believers in Teotl and the children of Mammon view it as superstition. Psions are present in Atlantis, but not monks. Shadow classes are unknown, but they could very well be present among the worshippers of Mar Atla. Atlanteans have a complex economy, with various options for standards, including barter at in colonies, raw metals in the edges (the pieces usually smaller but purer), and paper currency within Atlantean cities. Plastic has recently been introduced, although it is only accepted by government officials and those in large cities well in Atlantis. Zro coins and bars are usually only used for transations between different parts of the government or between two noble houses.
Half-Atlantean - Spell-scarred - Atlantean minds are different, granting them inherent psychic power. The offspring of an Atlantean and non-Atlantean inherits part of this power, but without the benefits of Atlantean culture and with a lessened psychic ability, half-Atlanteans invariably acquire strange magical gifts.
Atlantean golems - Warforged - Originally created by the Atlanteans to replace the slave trade, many Atlanteans and Golems have argued for their personhood and right to freedom. Some have already been freed and enjoy equality or suffer discrimination just as any other race. Because of thier potential for freedom and the high cost of manufacturing golems, slaves from the far southern lands (Noyach, ironically from the Damum word for "rest") are still exploited in Atlantis.

The Eastern races (Mu, Mu)

Mu - Githzerai - A remote race whose studies in psychic power rival those the Atlanteans. Shamanistic, almost non-theistic, the Mu regard the world as simply occuring, possibly because people believe it does, possibly because Tangiri (heaven, an animating force) keeps everything from falling into nothing, possibly because Bey-Ulgen found everything and encouraged its existance. Tangiri is heaven, an animating force similar to Teotl. Bey-Ulgen is the first shaman, the closest thing to a deity in this land who is believed to still help people. Erklig was the first man found by Bey-Ulgen, but he was put in the underworld for his evil, where he still rules. The Kehan is the emperor of Mu, descended from Bey-Ulgen. The Kehan might be a remote figure that operates through administrators, or might be a warlord that brings wrath upon anyone else claiming the title. Divine classes are not present in Mu, and would be regarded as a kind of primal class. Shadow classes are seen as an a form of primal classes. Only objects that are sacred or can only be made from metal are worked from metal (of which bronze only appears among the lower classes, iron among the middle classes, steel among the upper classes, and other metals only for royalty or legendary figures), but the Mu manage to work all other materials except plastic and Zro. They have also applied psionics to unarmed combat. Barter is usually used for trade, although the government has printed paper money to represent different amounts of rice.
Leh (later Tibetan Lha or gods, Chinese Lehn or superhuman or divine spirit, Burmese s-La or soul) - Wilden - A generic term for a number of figures regarded variously as household spirits, ancient sorcerers, or guardians of nature. Sometimes considered by other nations to be the gods of Mu.
Naga - Dragonborn - A race similar to the Dheubhs of Er, the Naga are accepted among the Mu even if the Naga might not accept it themselves.

Languages

Languages include Atlantean, Bud, Damum, Edewandu, Eranian, Ghenlendian, Ku, Mu, Mori, Orang, Sindhian, !Xua Scripts include Alif (Damum, as well as Ku and Eranian), Cuneiform (Damum or Sindhian), Glyphs (Ku, Mu, as well as Bud, Damum, and Orang), Runes (Atlantean, Ghenlendian, Mori, as well as Edewandu)
"Common" is replaced with national language. If the Common language matches the Racial language, the character chooses Atlantean, Damum, Erian, or Mu as a common language.
Deep Speech - Bud
Draconic - Sindhian
Dwarven - Ghenlendian
Elven - Mori
Giant - Erian
Goblin - Pidgin, pick three languages and make an Int check (DC 10) to say one word
Primordial - Damum
Supernal - Same
Abyssal - Ku

Backgrounds


      • Probably should redo as groups

Characters might also spend a feat to gain one of these backgrounds. Circumcellion, Fidai, Nebrod's Mason, and Temple guardian may not be properly balanced for every campaign (need to bribe a guard but everyone's playing a temple guardian? Oh well... Happen to be a Nebrod's Mason in need of help while within shouting distance of the Babilu tower? Well there goes the entire campaign...) Check with your DM before taking those backgrounds.

Circumcellion

Your character has unsuccessfully spent time in a fanatical sect dedicated to achieving martyrdom. You might have joined reluctantly, since these groups often condemn slavery and debt. Circumcellions hang around towns (that's what their name means), harassing members of different religions by beating them with fists or clubs (circumcellions believe cutting or piercing weapons are impious) while shouting praises to their deity, all in the hopes of getting martyred. Characters with this background start with 50 GP instead of 100, but they receive lodgings, food, and back up from any circumcellions that happen to be in the area. Circumcellion may also worship any deity regardless of alignment (as in a lawful good deity might have chaotic evil circumcellions) and the only religious proscriptions they have to observe are not keeping slaves, not keeping someone in debt to you, and not using bladed weapons. Characters receive training in intimidation or religion, or a +2 bonus to either of these skills. Becoming a well-known circumcellion without becoming known as a circumcellion with weak faith ("why haven't you been martyred yet?") requires a rare combination of time, patience, and luck, and a character cannot set out to do this, but must start with this background. Circumcellions are present in most lands except Ghenlend, Mu, Wandu, and !Xua.

Fidai

A group of Damumim Ilu worshippers objects to the construction of the Babilu tower and is dedicated to stopping it. This group was originally dedicated to stopping corruption among the kings of Damum, but the Babilu tower has drawn a lot of attention. Ironically, fidaiim are not antagonistic to Nebrod's Masons, since they are simply performing their job and are an excellent means of countering corruption elsewhere. The fidaiim employ a variety of people to infiltrate regions under a variety of disguises. The fidaiim have a small language of code-words that is only useful for identifying oneself as a fidai to other fidaiim without revealing this info to other people. Characters with this background are trained in religion or streetwise or gain a +2 bonus to one of those. The character also has lodgings and food in any town in Damum, but may be required to either give another fidai similar accomodations or to kill a target in the town to maintain this. A character that refuses to give a fellow fidai accomodations or refuses to assassinate a target receives no benefits until they do both of those things to make up for each offense. Joining the Fidai requires travelling to a Fidaiim fortress hidden in the mountains and going through an initiation ceremony with starvation, torture, and finally a drug-addled trip through a legendary garden. This is intended to brainwash an individual to be completely faithful to the Fidaiim for years. Thus, PCs cannot become Fidaiim except through this background or a temporary retirement. There are rumors that the Fidaiim have developed or taken the secrets of psionic power from either the Atlanteans or the Mu, so this background is appropriate for any one that wants to play a Damum psion or monk.

Flagellant

Your character has spent time in a sect that practices flagellation to please your deity. Many groups have come up in response to crop damage and plagues, believing either that it would encourage health or that the suffering was a blessing. They are regarded as saints within their god's cult, and madmen by other cults. Flagellants are known to kill members of other religions or even priests of their own (unless they happen to be fellow flagellants). The character cannot have any possessions they cannot carry on them or on one horse, as they must be ready to travel at all times. In exchange, members of their religion in the area will provide either food, lodgings, groupies, or some legal amnesty (unless a layperson of the religion is affected, they'll look the other way). Members of other religions or authorities within the same religion will not be so kind. Flagellants must lash themselves with a cat-o-nine-tails, some chains, a whip, or similar item before a crowd of fellow worshippers daily to receive these benefits. This causes damage equal to a healing surge and also causes the character to lose a number of healing surges equal to their level. The character receives training in endurance or religion, or a +2 bonus to either. It takes years as a flagellant "groupy" before any benefits are acquired, so while any character can go from town to town whipping themselves, only characters with this background benefit. Flagellants appear in northern and western Damum, southern and western Er, and have a limited presence in Atlantis.

Mar Atla initiate

Whether or not your character is currently a member of the Mar Atla clergy, your character was at some point and knows how to make Zro from plastic and yliaster. Whenever you have equal amounts of both materials all totalling the cost of an item, you can make that item from Zro. The knowledge is only given after several years of training and initiation (more training than initiation), and the secret of Zro craft cannot be readily taught by an individual or two. Characters that have advanced through the priesthood simply to learn to work the material, while not common, are far from rare and are not persecuted unless they pose a good threat to the priesthood's monopoly (such as a party gathering a number of former priests to form a competing guild, but not a whole party making Zro items for their own use).

Mask society

Unconnected secret societies are found in all lands with a few common themes: aiding the community, and wearing masks that represent a spirit the order is dedicated to and hiding the identity of the persons involved. These societies require the word of an unrelated member to join, and often will only allow those related to members to join. Becoming a member often takes years as a family member discusses bringing in a potential member with the rest of the society, the potential member compelled to join, and new member rising above ranks where nothing is known or gained but responsibilities restrict one from adventuring. As such, a character must take this background to be a member of a mask society, unless they plan on retiring from adventuring for at least five years. These societies are often dedicated to a deity, but are not necessarily tied to that religion (for example, a Nyama worshipper might join a society dedicated to leopards). Characters with this background have a special mask. If the mask represents a deity, it grants a +2 bonus to bluff, diplomacy, intimidate, and streetwise checks when worshippers of the deity depicted are involved. If the spirit represented is not a deity, then the mask grants a flat +1 bonus to bluff and intimidate checks. This mask, regardless of who is represented, will also cause all characters to assume that the character has the same alignment as the spirit represented. The character's possession of the mask is also no more questionable than his clothing, he may have a perfectly convincing story explaining how the mask is a war-trophy, or perhaps the mask disassembles into jewelry. If the mask is lost or destroyed, the character knows how to manufacture a new one given a days time. Non-members who wear a mask (or members of one mask society who wear the mask of another society) do not gain benefits of the mask, part of the initiation teaches the member to wear the mask convincingly.

Nebrod's Mason

Whether your character was a slave, a hired freeman, desired to see the glory of Ilu and worship Him, desired to glorify Nebrod, or wanted to make a name for himself, your character has spent time working to build the Tower of Bab'ilu. Your character knows the signs, grips, and words used to identify yourself as one of Nebrod's Masons, who are required to aid each other provided doing so doesn't endanger brother masons. Characters from any nation might have this background, although they had to have at least feigned or even believed in Ilu or another transcendant being for some time in the past (the tower's various builders have done their own dedications to Arta, Adan, Dyeus Pater, Heus, Mitras, N'Gai, Nyama, Rah, Yam, and even Tangiri and Teotl). Masons outside of Borsippa are known to be extremely charitable, since this kind of compassion is necessary to keep most of Nebrod's masons in Borsippa alive. A mason in good standing may donate wealth and receive a tenth of it when aided by a brother mason, with the donations stacking. The helping mason isn't aware of how much the PC donated, that just happens to be how much they can help at that moment. For example, a PC donates 1 gp one day and needs help the next. A brother mason gives him 1 sp or equivilant to help him. The PC comes into some wealth later and donates 9 gp to charity one day, but needs help the next. A brother mason gives him 1 gp or equivilant to help the PC. If your character reveals the grips and words to a non-mason and is known to have done so, he isn't as likely to receive the help of brother masons unless the non-masons go through an initiation ceremony requiring materials and dues costing 20 GP. If your character does not give help to a brother mason, your character might have his status revoked if other masons find out, and he will not receive any more help from masons than from non-masons. Characters with this background gain either training in dungeoneering or religion, or a +2 bonus to either of those skills.

Temple guardians

Some Atlanteans, Erians, and some Damumim have formed a religious military order dedicated to protecting the Babilu tower and those working on it. The group is dedicated not to the worship of Ilu, but Adan (although some opposed to them claim that they worship Yam). The Temple guardians generally advertise their status by wearing a white mantle with a simple sigil in red representing a bloody man. Temple guardians are not allowed private property, being required to donate all their wealth to the order, receiving what they need in return (so in effect, the character buys and sells everything with the order). The guardians receive food and lodgings in almost every town in Atlantis, eastern Damum, and southern Er. If the character is known not to be honest, or devout in worship to Adan, the character receives none of the above benefits unless they spend a week in atonement with fasting, mortification, and prayer directed by the order. Characters with this background also receive training in Diplomacy or Religion, or a +2 bonus to one of those.

Lands farther south

Lands farther south are for the most part unexplored by other lands. Some of the Dumamim have made slaving colonies in Kush (who get slaves from enemies and the Wandu), exploiting an already existing system beyond what it was intended for. Contact with the Dumumim isn't all about slavery, respectable traders and missionaries have come to the land, spreading the Dumamim religion among the Kush and to a lesser extent among the Wandu. The far southern lands has many deserts and grasslands, but is mostly a large plateau so sailing isn't very common except for some Kush who have made contact with Mu. There are three currents of people in the far south: Kush, Wandu, !Xua. Some Atlanteans have also taken up the slave trade with the Wandu (who get slaves from enemies and the !Xua), and signs are that they will push it much harder than the Dumamim have pushed the Kush. These Atlanteans have told the slaves that their "gods" are devils, and in response they have disguised their religion as the Erian religion. The Atlanteans refer to the entire land as Noyach, from the Damum word for "rest." Another Atlantean interest in Noyach are the yliaster mines in Wandu. The farthest north are the Kush, who believe in an animating force known as Arum, which is concentrated in the form of spirits. Primal, shadow, and arcane classes are seen as doing the exact same thing, manipulating the Arum. Some tribes, either influenced by the Wandu or retaining an older related belief, believe that just as a soul is concenrated Arum, all Arum forms a god-figure (N'gai). Divine classes would be in service of this figure, but would be channelling spirits sent by N'Gai and would be seen as somewhere inbetween the primal and arcane classes. To the west are the Wandu (Wa Bantu for people, ndu is Igbo for life) people, who believe in a high-god (Nyama) who emanated and absorbed a number of spirits that aid people by living inside them. The person may learn to develop the spirit as a part of developing oneself, and may be "ridden" by the spirit to gain its power. Some figures appear malevolent, but evil is a result of witchcraft practiced by someone against another without cause, just as murder is violence practiced against someone without cause. The high-god is also manifest as an impersonal force known as Ashe. Divine and primal classes are seen as dealing with the same thing, and arcane and shadow classes are seen as manipulating the Ashe through means given or stolen from various spirits. A collection of tribes are ruled over by an Orba (pron of Yoruba Oba, ruler), while an individual tribe is ruled by a Baale (Yoruba "father of the land," two generations away from an Oba).
To the south, the !Xua (proto-Khoisan for man, later the name of the most important mythological figure) have beliefs similar to the Mu, with !Xua being the first man and shaman, Gaudna (proto-Khoisan for fire spirit or possibly predator spirit) is the spirit of evil (but not the first man). Divine classes are not present.
Characters from these lands are Human (game mechanics and everything else).

Religions


Planes


Astral Sea - known as Nibiru among the Damum, Dangh in Er
Elemental Chaos - known as Dudael among the Damum (the Nupulim claim their gods moved there, others say they were imprisoned there), Ghen in Er
Feywild - known as Qudush among the Damum, Albh-hemina in Er
Shadowfell - known as Ca'al among the Damum, Aweide (a-see, Hades meens unseen) in Er

Northern mythos


Deiwos

The clan of gods that follows Dyeus Pater
Dehnu - River goddess; later Danu (both Sankrit and Irish), Diana, also the Dnieper, Don, and Danube rivers. Cut open to produce a river (usually any famous one). Daughter of Hepom Nepots by Dheghom Mater, mother of the Teuteh by Leuk Ghutom
Dheghom Mater - Earth goddess (grain goddess in particular), later Demeter or Earth Mother. Daughter of Welnos and Pulthih Mater, mother Perkwunos Pehuson, Priheh, and the Deiwos (by Dyeus Pater); mother of Medhuna, Sauma, Sarvatat, Dehnu (by Hepom Nepots).
Dheubh - Large serpent monster slain by Dyeus Pater, later Typhon
Dyeus Pater - Sky father, later becomes the Hindu Dyaus, Latin Deus and Jupiter (corrupted Deu-Piter), Greek Zeus (corrupted Deus), and German Tiwuz (or Tyr). Son of Welnos and Pulthih Mater, father of Perkwunos, Pehuson, Priheh, and the Deiwos (by Dheghom Mater), father of Mehnot and Sehel (by a Heusos maiden). As an infant, Dyeus Pater Was hidden by Pulthih to prevent Welnos from eating him, grew up to slay Welnos, freeing his siblings. The Deiwos claim Dyeus Pater slayed Azi (who was Vertra), Kurmis, and Werunos, and used their bodies to build the sea, earth, and heavens.
Ekwa - Horse twins, brothers of the sun maiden or dawn goddess, sons of the sky god. Connected with Venus. Daughter of Medhuna by Dyeus Pater.
Hepom Nepots - Water god, brother of sky god (probably Dyeus Pater), melts ice and causes world flood (usually as a later threat rather than a Noah kinda story); later Apam Napat (a minor water deity in Hinduism and Zoroastrianism, feel free to use). Also known as Neptonos - sea god; later Celtic Nechtan (AKA Nuada or Nodens), Nethuns, and Neptune, partly inspired Rhine maidens and similar spirits (perhaps their king). Son of Welnos and Pulthih Mater, father of Medhuna, Sauma, Sarvatat, Dehnu (by Dheghom Mater), and the Moros (by Pulthih). Swears an oath to justly rule the Deiwos (since Dyeus Pater is in heaven), to which Mitras cut off his arm (the Deiwos claim this was in rejection, the Heusos claim Mitras was simply carrying out his role as an enforcer of oaths, the Teuteh claiming that Medhuna had not made him king by sleeping with him). Hepom is replaced by Bhaga.
Koryonos - "God of the warband", probably originally an aspect of Perkwunos, but usually made distinct later, so here Koryonos is a title for Perwunos's son Rudlos.
Medhuna - "Goddess of Mead," makes would-be kings sovereign by sleeping with them, but torments those that do not give in. Conceived by **** of Dhegom Mater by Hepom Nepots; later Irish Mebd, Gaulish Meduna, Indian Madhavi. Daughter of Hepom Nepots and Dheghom Mater, mother of Ekwa.
Moros - Mora means sea, Mor means terror, eventually Nightmare and Fomorii. Could be used to refer to a number of monsterous races (particularly those associated with the sea in some way, or a maritime version of a regular monster race).
Namerto - Drink that makes the gods physically immortal, made by Sauma.
Pehuson - Shepherd god of the market and psychopomp; later Greek Pan (although many of his duties were passed to Hermes), Roman Faunus and Pagan, Hindu Pushan.
Perkwunos - Thunder god, fights dragon, son of Dyeus Pater and Pulthih, goes on quest for golden apples of immortality, steals cows from Shens and releases them.
Priheh - Love goddess, demonized in the Heusos group but accepted in the Deiwos group; later Freya, Aphrodite. In charge of a group of Elves/Peris. Later masculine forms include Priapos and Freyr. Venus, Vanas (lust goddess in Hinduism), Vanir related.
Rudlos - Wild god of the storm and hunt, inflints disease with his bow. Illegitimate father of Leuk Ghutom.
Sarvatat - Magic and river/water goddess, respected by the Heusos. Later Indian Sarvatat and Zoroastrian Haurvatat.
Sauma - Deity of a drink that keeps the gods immortal, respected by the Heusos. Later Zoroastrian Haoma and Hindu Soma.
Tonur - Means "Thunder," probably an epithet for Perkwunos, especially as a war god. Later becomes Thor.
Wenos - Wen means "to strive," became the basis for Venus, Vanas, and Vanir. Priheh is their founder.

Heusos

Celestial deities, social order, the stars, the sun, venus, hearths; later Asuras
Aryaman - King of the Heusos, leader, healer. Carried on into Hinduism and Zoroastrianism, feel free to use this form there.
Azi - Dragon of drought that blocked Sarvatat's water, killed by Vertra. Later becomes Azidahak in Zoroastrianism, and forms the basis for a word meaning snake in Sanskrit.
Bhaga - Iranian Baga and Indian Bhaga (an Aditya or Indian Titan blinded by hero created by Rudra Rudlos that was also the descendant of a later enemy), related to slavic Bog, means Lord. A fertility and wealth figure.
Heus - The Light deity followed by the Heusos; later Ahura and Eos. The Deiwos claim that Heus is Dyeus Pater's daughter who sided with Welnos, the Heusos claim that Heus is the first god.
Heustero - Sacred fire guardian; later Roman Vesta and Zoroastrian Atar, kills dragons
Mehnot - Moon, divine twin brother of Sehul.
Mitras - defeats the rock that hides the Dawn, who was stolen by some demons. This connects to the other tales of abductions to the Netherworld (Eleusis, Dionysius is Hades); right hand path to Leuk Ghutom.
Sehul - Sun, divine twin sister of Mehnot, wife of Perkwunos (and because of this worshipped by the Deiwos), mother of Shens.
Shens - Sun guardian, later Hindu Surya, Latin Sol

Primordial figures


Arta - Hard to translate, but roughly means "righteousness, truth, correct time/ritual." A universal force, opposite of Dhroughos; later Rta in Indian philosophy, Asha in Zoroastrianism, source of the word right. The Heusos and the Deiwos fight over who is preserving the Arta, both sides acknowledge it is older than they are (although the Heusos claim Heus, Mitras, and the Arta are the same thing).
Dhroughos - The Lie, opposite of Arta, later Druj. The Heusos claim that Dyeus Pater brought about Dhroughos by slaying Welnos. The Deiwos claim that Dhroughos is a side effect of Arta's moving the Ghen to form Welnos and Pulthih Mater. Dhroughos is also the vitilizing (if that is the right word) force for the undead, who are named after it.
Ghen - "Gape, be wide open," eventually becomes the basis for Chaos and Ginnungagap. A field of cold nothing that forms the basis of the world, the gods either destroy it to create the world, or kill something (Kurmis for the sea and humanity from a Heusos perspective, Werunos for the land, and Yemos for humanity with different parts for different careers or castes) and use the corpse to build on top of this. If the Arta is threatened, the world will return to Ghen. Welnos and Pulthih Mater were created by the Arta moving Ghen.
Kurmis - Large serpent monster slain by Perkwunos or Heustro, connected to the sea. In Zoroastrianism, Keyumars was a man whose corpse is broken to create humanity. Dragonborn and humanity might argue over who was formed from Kurmis's corpse, or may see each other as relatives (this doesn't mean they get along, however).
Pulthih Mater - Earth mother, sometimes distinct from Dheghom Mater, sometimes identical.
Trimehteros - The three fates (actually means three mothers, but going from the European Matres).
Wagros - Thunder club used by (at different times) Mitras, Vertra, and Perkwunos (as Tonur).
Welnos - Cattle god, protector of flocks; later becomes veles in Lithuanian, which means "shades" or "spirits of the departed." Max Muller made the argument that it was connected to Varuna and Ouranos, but this is disputed. Eventually conflated with Yemos and Ghen by the folks that identify Leuk Ghutom with Dyeus Pater and Manus, so Leuk Ghutom kills Welnos to create the world.
Werunos - Large serpent monster slain by Dyeus Pater or Mitras, somehow connected with Welnos, land serpent, somehow death results in worldmaking

Teuteh

Teuteh means tribe, some Celts and Gauls worshipped a figure names Toutatis (sometimes known as Teutates) as a war god (and probably as an ancestor figure). May be another human culture (perhaps this is where humanity comes from and Dragonborn are from Kurmis), may be the source of Half-Orcs.
Albh - Means "white," refered to divine craftsmen that later become Elves (in Germany) and Rbhus (in India). Use for either Elves or Eladrin (and use Wenos for the other), or use this for the dwarves (Dwarves and Elves tend to be blurred in older mythology), and use Wenos for Elves and Eladrin.
Dhwergwhos - means "something tiny," probably the basis for dwarf. Could use for Dwarves, Halflings, or Gnomes.
Manus - Yemos is dismembered by Manus who uses the parts to create the world, Yemos goes on to rule the underworld as first to die, Manus later sacrifices bull (not to make the world but to preserve it). Mannus becomes Indian Manu, German Mannus, Iranian Ahriman.
Leuk/Leug Ghutom - left hand path deity that acts as a foil for Perkunos (as Tonur) or for Mitras. Later Leuk becomes light, Leug becomes dark, and Ghutom becomes god. The Germanic Wodenaz/Odin and Celtic Lugus/Lugh were both gods of ravens, spears, magic, and culture; and were certainly from the same source (unfortunately, it is impossible to tell which name is an epithet for the other deity). Wodenaz was also sometimes Goden (the name Odin and word god actually have the same source). Lugus been related Loki, and Lugh being descended from the Fomorii but moving to the De Danaan works with Loki moving from the Jotuns to the Aesir. Eventually conflated with Manus and Dyeus Pater as culture bearer and sky-father.
Vertra - Regarded by the Heusos as a strong warrior, by the Deiwos as a dragon of drought and known as Azi (Azi was slain by Atar, Vrtra was slain by Indra), but also Vertra blocks Sarvatat's water; Later Zoroastrian Verethagra, Hindu Vrtra and Vrtrahan (epithet for Indra, fought against the Asura). This is all a bit confusing, let's have it so Vertra kills a dragon named Azi, who is sometimes refered to as Vertra's dragon, the Heusos clan praises him, the Deiwos clan blames Vertra (who has become a dragon because of Azi's treasure) for the water blockage and Perkwunos kills him, taking the Wagros (I know, a bit too Siegfried, but it works).
Yemos - Yemos later becomes Indian Yama, German Ymir, Zoroastrian Gayomart (cosmic bull slain so his corpse could form the world). Yemos's death forming the world may have been the basis for Remus being slain by Romulus at the foundation of Rome.

Alignments and Domains

-Deiwos - See Dyeus Pater, Dheghom Mater, or Hepom Nepots
Dehnu - G, Life, Protection, Sea
Dheghom Mater - LG, Earth, Life, Wilderness
Dheubhs - U, Sea, Vengeance
Dyeus Pater - LG, Justice, Storm, Strength
Ekwa - G, Freedom, Wilderness
Hepom Nepots - U, Change, Earth, Sea
Koryonos - CE, Destruction, Madness, War
Medhuna - U, Civilization, Madness
Moros - U, Sea, Strife
Pehuson - U, Luck, Trickery, Wilderness
Perkwunos - U, Storm, Tyranny, War
Priheh - G, Freedom, Love
Rudlos - U, Destruction, Madness, Storm
Sarvatat - U, Arcana, Knowledge, Sea
Sauma - G, Life, Sea
Tonur - LG, Strength, Storm, War
Wenos - See Priheh

-Heusos - See Heus
Aryaman - LG, Civilization, Justice
Azi - E, Civilization, Poison
Bhaga - E, Civilization, Torment
Heus - G, Hope, Justice, Life, Protection
Heustero - G, Strength, Sun, War
Mehnot - U, Change, Moon
Mitras - LG, Civilization, Justice, Sun, War
Sehul - U, Love, Sun
Shens - G, Life, Sun

-Primordial forces - U, Fate, Madness, Wilderness
Arta - G, Change, Hope, Wilderness
Dhroughos - CE, Madness, Trickery
Ghen - U, Darkness, Fate
Kurmis - U, Strife, Vengeance
Pulthih Mater - U, Earth, Life, Love
Trimehteros - U, Fate, Death, Life
Welnos - E, Darkness, Winter
Werunos - CE, Strife, Torment

-Teuteh - U, See Dyeus Pater or Leuk Ghutom
Albhs - U, Creation, Skill
Dhwergwhos - U, Creation, Darkness
Manus - U, Luck, Protection
Leuk/Leug Ghutom - U, Arcana, Skill, Trickery, War
Vertra - G, Destruction, Storm, Strength, War
Yemos - U, Death, Undeath

Southern mythos


Adan - Lord, fertility god. Later Adonis and Adonai. G, Life, Protection
Ast - Isis and Ishtar were both refered to as Ast. G, Arcana, Life, Love, Protection
Atiratu - Ilu's wife. Later Asherah. G, Life, Love, Sea, Storm
Attaru - God of a city, fertility god. Later Ethiopian Astar. LG, Arcana, Fate, Moon, Sun
Attartu - God of a city, fertility goddess. Later Ishtar, Ashtoreth. U, Destruction, Love, War
Bah - God of a city, Storm god, later Balu. U, Storm, Strength, Tyranny, War
Balu - God of a city, Comes from Proto-Afroasiatic Ba. Later Baal. U, Civilization, Protection, Sun, Strength, War
Bun - Rain god, from Chadic Bun. U, Destruction, Sea, Storm
Daignu - God of a city, Crop god, later Dagon and various works for corn or beans. U, Life, Sea, War
Gir - Fire god, later Girru. LG, Civilization, Justice, Protection, Sun
Haddu - God of a city, Storm god, later Adad. U, Storm, Strength, Tyranny, War
Ilu - God of a city, Overgod. Later El, Elohim, Allah. LG, Civilization, Justice, Knowledge, Protection, Strength, Storm
Malik - God of a city, Later Malik, Malak, Moloch. E, Death, Trickery, Vengeance
Maw - God of a city, God of Sterility and death. Later Mot. E, Death, Destruction, Earth
Nab - God of a city, God of knowledge. Later Nabu. G, Arcana, Knowledge, Protection, Skill
Nan - Deification of the primordial abyss. Later Egyptian Nun. U, Madness, Sea, Wilderness
Rah - God of a city, High god, Sun god, later Ra. LG, Civilization, Justice, Sun, War
Rushep - War god named for flames, later Reshep. E, Torment, Storm, War
Samay - Proto-Afroasiatic for Sky, root of Samsu. LG, Civilization, Justice, Sun
Samsu - Sun goddess. Later Shapash and (after a sex change) Shamash. LG, Freedom, Justice, Knowledge, Sun
Warikhu - God of a city, Moon god. Later Yarikh. U, Life, Moon, War, Wilderness
Yam - God of a city, Sea god, accursed by others. Later Yam. U, Sea, Storm, Strife

The Watchers, gods of the Nupulim


Arukilu - Teaches the signs of the earth; U, Arcana, Earth
Urmuros - Teaches theresolving of enchantments; CE, Arcana, Skill
Azazilu - Teaches men to make weapons, armor, and ornaments; CE, Creation, War, Wilderness
Barikilu - Teaches astrology and commands storms; U, Luck, Storm
Chazaqilu - Teaches the signs of the clouds; CE, Storm
Gadrilu - Teaches cosmetics; CE, Love, Trickery
Kabkabilu - Teaches astrology; U, Darkness, Luck
Penemue - Teaches men the art of writing and children bitter-sweet secrets of wisdom; CE, Arcana, Knowledge
Sarilu - Teaches the courses of the moon; CE, Moon
Sim'aza - Leader of the Watchers; CE, Strife, Tyranny
Also common are Bah, Balu, Daignu, Ilu, Nun, Rah, and Samay.

Hidden gods


Abraxas - Hidden cult god that teaches the other gods (created by Yaldabaoth) are responsible for the evils of the world and that Abraxas is the high god responsible for true existance, the cult doesn't actively do anything wrong except for certain magic against themselves (for purification, they claim), has a large number of Unaligned followers. CE, Arcana, Freedom
Azag-thoth - Worshipped by the cult of Kutulu, regarded as the source of the universe and power behind Nyarlathotep. CE (U in theory), Death, Destruction, Madness
Baphemetis - treated as Heus
Chaugner Faugn - Elephantine deity that is worshipped in Mu by a tribe of the small people called the Tcho-Tcho (treat as Halflings) CE, Torment, Tyranny
Cthugha - Cult is disguised as the worship of Bah. CE, Sun
Dagon - Cult disguised as that of Daignu, many followers are Dheubhs/Tunnuim, Nupulim, and seafaring Hadamim. CE, Sea, Storm
Dyeurmagant - CE, Destruction, Strength, Strife
Glaaki - Lke-bound deity worshipped in the North by some Dhroughos in Teuteh lands, particularly ones brought to life by him. CE, Sea, Undeath
Ithaqua - Worshipped (or rather placated) by tribes in the frozen north. U, Wilderness, Winter
Kutulu - Worshipped by the cult of Dagon, by some seafaring Northern tribes, and perhaps the only divine religion present in Mu. CE, Destruction, Sea
Lilitu - Featured in many legends and superstitions as Hadam's rejected first wife, haunter of the wilderness, bringer of disease, jealous slayer of Hadam's descendants. U, Death, Storm, Wilderness
Malik Dyeus - treated as Mitras
Nodens - Worshipped by some Teuteh in place of Hepom Nepots, a major difference being that his left arm wasn't replaced with a silver prosthetic. U, Sea, Skill, Strength
Nyarlathotep - Deity worshipped for knowledge by magicians, regarded as having taught all the powerful arcane arts to humanity. Known as Tahuti in Kemt, the Bloody Tongue in Kush, the Bloated Woman (despite an otherwise masculine identity) in Mu, as the Black Man among warlocks in Er, as the Green Man in Er and Damum (where his cult is disguised as Medhuna or Adan), and Xipe Totec in Atlantis. E, Arcana, Change, Madness, Trickery
Set - A cult in Kemt that seeks to overthrow the current royal family and replace it with a theocracy. E, Poison, Trickery
Shub-Niggurath - The Black Goat of the Woods with a Thousand Young, fertility deity worshipped by multiclassed primal/divine characters in all lands. U, Change, Creation, Earth, Life, Wilderness
Shudde M'ell - Worshipped by a few multiclassed primal/divine characters in Teuteh lands, and a few Wandu. U, Destruction, Earth
Tsathoggua - Worshipped in a few Teutehs in Er, E, Arcana, Destruction, Knowledge
Xastur - Little is known about this deity, even by his worshippers, except that he might represent entropy or might help worshippers fly through the outer dark in the heavens. His cult and that of Kutulu are uncooperative, even hostile to each other. U, Change, Destruction, Fate, Madness
Yaldabaoth - Deity that claims to have created all the other gods, and that Abraxas rebelled against him our of jealousy. E, Creation, Darkness
Yog-Sothoth - A deity coterminous with all time and space, yet trapped in the mountain Zuen in Damum. U, Arcana, Knowledge, Luck, Madness, Protection

Mar Atla

Mar Atla is beyond all puny-minded concept of alignment and domains. If you're playing a divine class, just pick your alignment and maybe some domains, or even channel divinity feats from other settings. Feats relating to deities of death or magic are appropriate, although all are possible.

Nebrod's demons


Astaroth - E, Life, Love, Skill
Beleth - CE, Knowledge, Love
Berith - E, Civilization
Botis - E, Fate, Hope
Bune - CE, Knowledge, Undeath
Eligor - E, Skill, War
Flauros - CE, Knowledge, Vengeance
Gamigin - E, Death, Sea
Malphas - CE, Destrucion, Protection
Marbas - E, Arcana, Life, Poison
Naberius - E, Change, Justice
Raum - CE, Destruction, Trickery
Seere - U, Arcana, Knowledge
Shax - CE, Knowledge, Trickery
Vepar - E, Sea, War

Teotl

Teotl is beyond all puny-minded concept of alignment and domains. If you're playing a divine class, just pick your alignment and maybe some domains, or even channel divinity feats from other settings. Feats relating to deities of light and benevolence are appropriate, although all are possible.

Kush and Wandu Spirits

Spirits among the Kush and Wandu (with Atlantean-Wandu syncretizations)
Ancestors (Heusos, Hadam) - U, Death, Knowledge, Protection
Bear, Boar, Elephant (Vertra) - U, Life, Strength, War
Bull/Cow (Gwouwinda) - U, Freedom, Strength
Celestial Queen (Sehul, Samsu) - U, Knowledge, Moon, Protection, Sun, Trickery
Destroyer (Tonur, Haddu) - CE, Death, Strife, Torment, War
Elemental spirits (Deiwos) - U, Earth, Life, Sea, Sun, Wilderness
Fish, Ocean, River (Daignu, Hepom Nepots) - U, Life, Sea, Wilderness
Gazelle (Ekwa) - U, Freedom, Life
God of Revelry (Medhuna, yes, god of revelry; Nab) - G, Change, Luck
God of War and Storms (Koryonos, Rushep) - U, Destruction, Storm, Strength, War
Great Mother (Pulthih Mater, Atiratu) - G, Earth, Hope, Life, Love, Protection, Sea
Green Man (Yemos, Adan) - U, Earth, Life, Storm, Sea, Wilderness
Hyena, Wild Dog, Wolf (Rudlos) - U, Death, Freedom, War
Mouse (Kurmis) - U, Destruction, Luck, Trickery
Owl (Welnos) - U, Death, Freedom, Knowledge
Keeper of the Dead (Mitras) - U, Arcana, Death
Raven, Vulture (Leuk Ghutom) - U, Death, Knowledge, Trickery
Sky, Sun (Heustero, Ilu) - U, Life, Moon, Sun
Snake (Dyeus Pater) - U, Freedom, Life, Undeath
Sun God (Rah) - LG, Justice, Sun
Trickster (Pehuson) - U, Change, Trickery

Media that would be useful to look up


-Genesis, Exodus, Judges, Revelation, selections of the Qur'an (try to find a summery of each Sura and then read any that catch your interest)
-The Books of Enoch and Jasher, The Pseudo-Sibylline Oracles
-The Acts of Matthew and Andrew, the Apocalypse of Pseudo-Methodius, the Apocalypse of Samuel of Kalamoun
-Apocryphon of John, Hypostasis of the Archons, Visions of Zosimus
-Robert Howard's Conan stories (and almost anything else REH or Conan related, actually), Clark Ashton Smith's Hyperborian and Averoigne stories (yeah, you could real Lovecraft, but most of the stories are in the 20th century and Smith has better prose).
-Clash of the Titans, 300
-The Dark Crystal
-Brazil, Dark City (for possible alternative takes on Atlantis)
-Bal-Sagoth's Battle Magic, Absu's Tara, ChthoniC's Seediq Bale, Altan-Urag's Made in Mongolia, Melechesh's Emissaries and Djinn
-Northlanders comic series, Tor
-Professor John C. Reeve's website (http://www.religiousstudies.uncc.edu/jcreeves/), especially the research project "Trajectories in Near Eastern Apolcalyptic;" 'Otot ha-Masia and Sefer Zerubbabel reach a sweet spot of short but detailed. If you're already somewhat familiar with Enoch, Azazel, and the history of Satan, Sefer 'Uzza wa-'Azazel: Exploring Early Jewish Mythologies of Evil could also prove interesting.
-Random parts of Tacitus's Histories (book 5 explains what the Romans thought about the Jews before the Great Jewish Revolt, good for what Atlanteans think of Hadamim or specifically the Ibri'im)
-The New History of Zosimus, Against the Galileans by Julian the Apostate
-The electronic corpus of Sumerian Literature (http://etcsl.orinst.ox.ac.uk/index1.htm)
-The Atlantis Encyclopedia by Frank Joseph
-The Internet Sacred Texts Archive (http://www.sacred-texts.com), including:
-The first two entries in this list.
-Lucian's De Dea Syria
-the Epic of Gilgamesh, Enuma Elish
-Selections from the Rg Veda
-Firdowsi's Shahname
-The Bundahishn
-The Odyssey, Hesiod's Theogony
-Ancilla to the Pre-Socratic Philosophers
-Random parts of the Herodotus's History
-Philostratus's The Life of Apollonius of Tyana, Eusebius's Treatise Against the Life of Apollonius of Philostratus
-The Battle of Mag Tuired
-Selections of the Eddas, Beowulf
-The Tao te Ching
-Pagan Regeneration, Oriental Religions in Roman Paganism, The Gnostics and their Remains (OK, not the remains), Fragments of a Faith Forgotten, Secret Teachings of All Ages
-Random parts of the Decline and Fall of the Roman Empire (it's HUUUGE)
-Secret Societies of the Middle Ages, the History of the Knights Templar, Book of Ceremonial Magic
-W.E.B. DuBois's The Negro, and any other scholarly history of pre-colonial and colonial Africa you can find if you plan on playing in Noyach (although it isn't really Africa, so don't worry if it's not accurate).

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