Deities & Religion

Pirhoua, The Beast Mother

Mercy and Community

Pirhoua is the most-revered deity in the Beast World, the goddess of good, life, love, and beasts. Her divine representation is a bovine woman and her symbol is the Heartleaf. Mercy and community are the common virtues of Pirhouanism in every homeland. The Beast Mother teaches her followers that cooperation is the truest path to happiness and a better world.

Pirhoua and Evil

Pirhouans believe that to rid the world of evil, one must make it shine such that evil has nowhere to exist. The energy that some spend hunting evildoers and bringing them to righteous punishment isn’t a waste to a Pirhouan, but they deem their lives best-spent building up those around them and spreading the ideals of forgiveness and mercy. Her religion strives to embody the ideals of creation, beauty and progress, but followers aren’t expected to lead lives of strict pacifism. If someone is in danger, a cleric of Pirhoua springs into action, and many delving crews owe their lives to a follower of the Beast Mother.

The Bethel

As a rule, there aren’t ostentatious cathedrals dedicated to the Beast Mother. Instead, beasts worship in buildings known as “bethels.” Small towns are often constructed around their bethel, which is as much a community center as a chapel. Farming communities use the bethel to meet with friends, bake in a common oven, and share news from the outside. Populous cities might have a dozen or more bethels serving each borough and district within them.

The Three Divine Charges

The homelands all revere the Beast Mother, but each practices Pirhouanism slightly differently. Each sect holds three truths that are similar, but filtered through the understanding of its homeland’s early clerics. These Divine Charges are in a specific order: 

Dramphine, The Moon Wolf

Good After Dark

Pirhouans are gentle. They push evil, repelling it farther all the time with their growing communities. Eventually, the forces of death and moral decay fall under the watchful gaze of Dramphine’s champions. And then, they fall under her decisive execution of justice. Pirhouans keep the body of the Beast World healthy and exercised, while Dramphinians eradicate sickness and cut out the cancers that grow within it. 

Dramphine’s worshippers do not tolerate wrongdoing, and they stand for justice and fairness. A Dramphinian sees their efforts as paving the road that Pirhouans walk on toward their better world. The evils snapping at the ankles of innocent people find a permanent end under the heel of the Moon Wolf. Dramphine’s divine face is a white wolf and her symbol is the Moon Lantern. She is the goddess of justice, the moon, celestials, and the destruction of undead.

The Lantern

A paladin of Dramphine does ugly work, against uglier enemies. To protect the innocence of Pirhoua’s menagerie, the judge carries the moon as a lantern across the night sky to grace her champions with soft light. While beasts and brethren slumber, her people stalk through the world to greet unnatural forces who would destroy that peace.

Paladins

The Moon Wolf’s faith is never the dominant one in a community; there is no city of Dramphinians. Her worshippers live among Pirhouans, and travel the world to kill evil. Everyone who calls themself Dramphinian fights until they are unable. Most paladins in the Beast World are Dramphinians, and likewise, most Dramphinians are paladins. Each takes an oath to carry out whatever quest they feel moved toward. People know them by the weapon they carry; Dramphine’s paladins favor the warhammer. 

Champions of the moon are united in their interpretation of her Divine Charges. Despite spanning a wide world, the Beast World’s paladins share common priorities.

The First Divine Charge: Unnature

A devout Dramphinian puts one task before even basic survival: the eradication of Unnature. This is the Moon Wolf’s word for demons and undead, perverse forces of fundamental evil and destruction. All Dramphinians live and breathe to eliminate them by any means. Unnature manifests to kill whatever lives, so paladins must kill it first.

The Undead

Undead power spans a spectrum of sentience, but to Dramphine, a chattering skeleton is no more forgivable than a lich with murderous intelligence. Undeath in the Beast World results from a mix of arcane and divine. The goddess Veronette twists the Beast World’s Arcana to cheat at her bet with her siblings, pouring wrong-life into dead vessels. Not all necromancy directly serves her will, but any good it does defies its original purpose. 

Undead rise to serve a willful creature’s whims. However, at the first opportunity, all undead submit to orders Veronette whispered at the moment of their twisted conception. Zombies eat the living, shades turn murder into procreation, and liches hoard the power to kill their enemies. The end goal is the same: ruin Pirhoua’s menagerie.

The Second Divine Charge: Justice

Dramphine’s second command to her followers is to act as judges of mortal deeds. The rulers of the Beast World see a paladin’s judgment as pure; even one from another homeland has tacit jurisdiction to enforce a region’s laws. Failure to judge and execute laws fairly is the end of a Dramphinian paladin’s career, as they see a mistake in discernment as weakness of spirit. Oria is the only place where Dramphine has no influence over affairs of state. Northerners are slow to trust a god with the face of a wolf.

The Third Divine Charge: Revolution

As arbiters of equity, commoners trust Dramphinians to excise unjust systems of law and punish corruption. The Moon Wolf’s enlightenment gives her worshippers the authority to raise revolt in extreme cases of negligence. History writes fondly of any rebellion that marched under the Moon Lantern’s banner. 

Paladin revolutionaries listen closely to the commoners anywhere they visit. They prefer to let the people control their own fight for freedom, and to decide when intervention is necessary. But when their intervention becomes needed, they act swiftly to stop oppression before its rot spreads. It’s easier to unseat a local mayor than to overthrow a queen.

Dramphine’s Lover

From a divine perception of time, Dramphine is in the middle of a centuries-long summer fling with Aubade. Their ideals are often at odds, but they’re just aligned enough to be fiercely curious about each other. Dramphine and Aubade’s congress reaches its apex when the sun and moon share the sky, which looks to the Beast World like an explosion of color across the horizon. It’s part of why beasts find a sunset so romantic.

Dramphinians and Aubadians get close with each other as well. A zealous but skinny Dramphinian will fraternize with a hulking, sunblooded Aubadian, pointing their passion and knack for violence at Unnature. These relationships burn brighter and hotter than any other, but they tend to reduce everyone involved to cinders in the end.

Players' note:

Dramphinian Politics & Mischievous Players Because of their inherent political power, it’s best for both GMs and players to be careful about portraying a paladin of Dramphine. If a player character can walk into a town and give orders to its guard, it’s probably more fun if the player understands the consequences of that power and uses it in a thoughtful way. 

Aubade, The Sun Bull

Middle Child of the Sun

Aubade is the god of the sun, passion, art, and slaughter. Like Yttrus, Pirhoua’s brother has never given mortals Divine Charges (ironic, given that his divine countenance is a bull!) This is all they have in common, though. Aubade leans in so closely to watch mortal life, his unfiltered gaze burns the skin. Another name for the Beast World’s sun is the Bull’s Eye, depicted in Aubade’s divine symbol. 

The Aubadian faith is a fiercely personal practice, with a thousand local traditions. His religion spreads like wildfire through circles of friends and bored youth who leave home to find the best way to shine bright. There are pockets of his faithful throughout the Beast World, often meeting in secret to avoid the suspicious gaze of those who see them as a dangerous cult.

Rush of Life

The Sun Bull teaches that the only true virtue is to leave an impression on the world and to exist as brightly as possible. Sunblood is what Aubadians call the surge of alertness that comes with life’s most extreme moments of violence, art, sex, and self-expression. 

The religion centers its pursuit; sunblood is the means and the end of Aubadism. Worshipers of the Sun Bull might share in the effort and lift each other up on the path, but in the end, Aubadism is fundamentally selfish. Aubadian fundamentalists eventually strip all other mortal concerns away, and claw the sunblood from their lives to the exclusion of all else. 

An evil Aubadian has a shortcut to sunblood, of course. They become a torrent of murder, imposing violence on the world until something blunt or sharp stops them. The story is common enough that most beasts and brethren consider Aubade the “god of slaughter.” Violence is only a byproduct, though, and not the only path Aubadians walk.

War, Sex, Art

It’s possible to live a moral Aubadian life. Followers looking to channel their faith into violence have ample opportunity; the Dungeon offers ample sunblood to its delvers. They also find their rush as bounty hunters and personal guards. Employers are careful to supervise a known Aubadian, and prepare contingencies in case of… unpredictable behavior. 

Some Aubadians get the bull’s kick through promiscuity and unconventional carnal practices. What Vinyotian laetines do for alchemical innovation, Aubadians do for boundary-pushing kink. In the homeland of Arneria, a popular gift for a couple’s 30-year anniversary is to hire an Aubadian love tutor to help reignite their union. It’s given as a winking joke, but those who follow through usually come away with a more favorable view of the religion. 

Murderers and deviants capture the public’s intrigue, which is why Aubadism has a questionable reputation. However, just as many followers find sunblood through artistic expression and self-actualization. Art is an ideal way to explode with a grand, impressive life. At collectors and commissioners everywhere cherish these physical tokens of Aubadian passion.

Empty Stars

Even within their own faith, Aubadian Empty Stars are controversial. When a follower of the religion experiences true ego death and sheds their final inhibition, they ignite into an Empty Star. Their sense of self is permanently gone—they completely amputate their spirit to become a vessel for sunblood. Some Aubadians believe an Empty Star is the quintessential mortal form, a perfect being who has earned the pure favor of the Sun Bull. Others see Empty Stars as wasting an opportunity to live a long life of thrills in favor of a momentary flash.

Empty Stars are dangerous. They move murderously forward and never look back at the suffering they leave behind. They begin this final rampage with the ability to speak and reason, but dark fire soon consumes all rationality.

Yttrus, The Knowing Mouse

Idle Observation

While the mortals of the Beast World perform their routines and do what they do, they change cosmology gradually across lifetimes. Yttrus (ITrus), the god of knowledge, stands at a distance and watches it happen. This genderless deity was discovered by a murine, so mortals depict Yttrus as a mouse. 

Yttrus knows everything. The future is as clear as the present, and every detail of the past is a perfect memory. Mortals have only shared a few fleeting moments of communion with the deity and have learned little of their true nature. Yttrus is the god of knowledge, magic, silence, and melancholy.

The Ordeal of Knowing

Omniscience plagues Yttrus with crushing ennui. While they were once a god of learning, their portfolio has been satisfied forever. By some standards, Yttrus is in the twilight of their time among creation, a solved deity. Without the influence of change or the unexpected, their existence lacks purpose. Knowing how it all turns out has made Yttrus indifferent about mortals, which is why they have so few followers among the beasts and brethren.

Cold Fire of Scholarship

Of course, there are an awful lot of people out there, and a cosmic entity with no interest in them makes a certain type of personality flare with curiosity. Universities and other places of scholarship often display a statue of Yttrus, in reverence to a being at the ultimate end of the academic journey. To a student committed to pursuing greater understanding, Yttrus embodies complete enlightenment. They offer no incentive for worship, but insolent mortals gaze toward the heavens nonetheless.

Calculated Presence

The relationship between worshipers and their god looks different in every Beast World religion. Pirhouans feel the Beast Mother’s presence in every good deed, Dramphinians find the Moon Wolf in their own wisdom and discernment, and Veronetians quake under the hateful glare of their goddess. (Varastans commune by finding their god hanging out in an alley.) The presence of Yttrus is earned through theoretical deduction and decades of grueling study. 

To fully understand that the Knowing Mouse exists, one must master the studies of cosmology, physics, history, mathematics, astronomy, arcana, divinity, and even meteorology. After years of calculating the forces of nature and magic, with a final precise measurement, an Yttrusian’s work culminates—all of academia collapses into a single, beautiful point of data. The path of “realizing” Yttrus through objective data is their only ritual and the entire religious practice, if it can be called that. There are only a few dozen true Yttrusians in the world, as realizing the god’s presence is a pursuit that consumes one’s entire life with no guarantee of success.

 Guardian of Arcane Integrity

Most people who have any opinion about it believe Yttrus only hovers over the Beast World by happenstance. They see his indifference as callous disregard, but this is wrong. 

When the stars’ alignment paints a portrait of misfortune, a wizard’s meddling threatens the ribbon of existence itself and attracts the Knowing Mouse’s full attention. Such breaches are considered impossible until the moment they happen. Among the ineffable truths in the world is this: when a spell tampers with the objective flow of time, Yttrus responds. 

First offenders receive a verbal warning, as the voice of the Knowing Mouse speaks to chastise their hubris. The explosive sound deafens them, scrambles their mind to render them illiterate and cuts their connection to magic. However, especially mischievous wizards don’t heed this warning and misbehave again They are then visited by a Sphinx. 

Riddlesome and perplexing, sphinxes are the servants of Yttrus in the Beast World. When a recuperated wizard sneaks back into forbidden magic (as they so often do), a sphinx arrives to delete them from the mortal coil. The wizard’s mind is bound to service as a Mummy of Yttrus, another of the god’s tools in the world. While undead, these mummies don’t belong to Veronette. Instead, they tirelessly hunt perpetrators of arcane crimes as creatures outside creation itself. Sphinxes and Mummies of Yttrus are rare, but every arcane university teaches advanced students the same important lesson: if you see one, turn around and walk away.

The World’s Place in the World

Yttrusians often begin working to deduce the god’s existence in the hope they’ll hear absolute truth directly from them. The question that drives the most scholars to begin the attempt is: “What lies beyond the edge of the Astral Sea?” Arcanists assume its shifting space is finite, but the nature of its edge and what’s past it plagues any student of cosmology. “Where are we? What’s our place in the universe of universes?” Every Yttrusian might ask something similar, once they can find that last data point.

The Seelie, The Dreaming Court

Old Stewards

The Seelie are an amorphous multitude of spirits who once served as gods of a world from before the first beasts walked. Now, they sleep forever in a city created by their collective imagination. The Seelie Court stands in the Dreaming, a surreal space conjured by all the sleeping mortals of the Beast World. Their single mind reaches out in slumber to each of their chosen species, the jackals. With divine might that exerts its will even in unconsciousness, they protect and empower their pet mortals. The Seelie are the god of dreams, jackals, memory, and secrets.

The First Divine Charge: Cloak of Leaves

Under their agreement with Pirhoua at the birth of the new world, the Seelie are the jackals’ god. They use the species as a token of memory hiding in plain sight, the last glimmer of their wild place. To uphold this responsibility, jackals are born with gifts of impenetrable stealth. Jackal cities hide in the footprints of the Seelie’s last walk through their world. Old magic obscures these unreal wonders from everyone, except for jackals and a few chosen outsiders.

The Second Divine Charge: Old Nature

The Seelie charges jackals with remembering their world. To do so, jackal society studies rare life still lingering from before Pirhoua’s arrival. They blend these Creatures of Vestige with other plants and animals to give them a place in the new Nature and keep them a secret known only to ancient texts. This pleases their deity, protects the creatures, and exercises the jackals’ gifted imaginations.

The Third Divine Charge: Sure-Footed Steps

The dreaming god is patient. The Seelie command their beasts to be deliberate and mindful about how they spend their long lives. Seelie worshipers find enlightenment by absorbing a problem mentally, preparing themselves for every eventuality, then (and only then) responding with deliberate and appropriate action. Jackals’ careful manner of speech and impeccable politeness follows from their commitment not to act until the correct response is as clear as possible.

Warlocks

Warlock patrons are exceptions to a world’s rules, not quite divine and not quite natural. In hibernation, the Seelie enjoy the full power of godhood while also serving the role of a patron to jackal warlocks. Their kind master every discipline of magic through the Seelie’s influence. 

Jackals are the chosen mortals, but the Seelie are not a secret god. Occasionally, a member of another species is moved to devote themselves to the jackals’ divine guardians. The Seelie acknowledge this worship and even forge warlock pacts with outsiders. However, none but the jackals have earned the right to enter their Court.

Veronette, The Spiteful Sister

Veronette kills beasts. She burns forests, inflicts plague, and sets pestilence on her sister’s lands. There is no willful creature in the Beast World she does not hate. She has no ambition to rule it, only to transform it into a rotten corpse. Veronette does not romanticize nonexistence or confuse her ignoble ends as noble. Her singular obsession is hurting her sister. Veronette is the goddess of evil, death, and hate. Her symbol is a bovine skull with eye sockets filled with black roses.

Evil

It is an obvious error to consort with Veronette, backed by a thousand years of stories. In each one, a beast is ruined after an attempt to charm the Sister to win some shortcut to power. Speaking her name with intent has never ended in long life and satisfaction. Yet, the name Veronette represents power without accountability, and that’s enough to attract worshippers. 

When a person embodies a combination of greed, vanity, misanthropy, and impatience, evil is born. This malicious hole in the psyche empowers Veronette to harm the Beast World without having to obscure her motives. When one’s ties to the world break, some will force themselves to believe what they know is a lie. The masterpiece of rot spawned from this fetid pool of moral failure is necromancy. Hubris betrays every powerful necromancer, eventually. The energy they bring into the world for themselves is really Veronette’s. They know it when they take the first step, and they know Veronette hates them. And someone who hates you will never give you something for free.

Dishonesty

Veronette sells power to her worshippers with contracts she never intends to keep. And she never does. 

Necromancers toil away in forbidden libraries, studying the laws of the undead and how they behave. They “refine” articulating their orders to gain mastery over the dead flesh they animate. Mindless undead disregard this mastery and break the laws necromancers convince themselves exist. They needn’t find a loophole or outsmart their summoners; they’re mindless and couldn’t do so anyway. Veronette spits the ichor of unlife into them with explicit permission to eat their creators when the time is right. 

Conjurers know of this flaw in zombies and other mindless undead. It’s as well-documented as any arcane principle. Evil still finds a way. 

The more direct and powerful means of channeling necromancy are more insidious in their betrayal. Seduced by “easy immortality,” wizards willfully disregard their hearts. They kill people they once loved and defile their bodies to perform the rite of the lich, forsaking creation irrevocably to become more like a zombie. Past this one-way threshold, they become ugly toys for Veronette to abuse and exploit in her quest to hurt her sister. No lich ever benefits. Arrogant wizards perform the ritual anyway, and they’ll continue to do so as long as Veronette watches the world.

The Black Rose

“Offering the black rose” is how her cult describes a cleric’s final act to become a direct tool of Veronette. Once they offer themselves to her as a minion, lover, or ally, clerics transform into powerful sentient undead. This sentience, like all Veronetian power, is a lie. No sentient undead can act against Veronette’s wishes. This is not a secret and a future lich must slowly forget it before offering the black rose. 

The most tragic Veronetians are those who offer the rose prematurely. If Veronette has no use for a worshiper attempting to become a lich, the ritual fails. They die unceremoniously, next to the loved ones they murdered to earn the privilege. 

Worship of Veronette is a waste of life.

Varasta, The Handsome, Idiot Dice Fox

Gods aren’t omnipotent. They exercise world-shaping power within their own portfolio, but only within it. Willful ambition and personal transformation are impossible for them. A mortal’s unpredictable nature and seemingly random explosions of innovation and curiosity are eldritch jibberish to a deity. 

A god of chaos, however, has some flexibility to express its portfolio. Varasta takes advantage of this flexibility to do what other gods can’t: mingle with mortals, meddle in their affairs, and have a good time doing it. Varasta is the god of chaos, nature, and chance. His divine avatar is a tradewind vulpine, a guise he usually wears when in the Beast World.

The Cosmic Bookkeeper

Playing dice is a hobby of Varasta’s. He loves to make bets and he enforces their outcomes as the most secure bookie in the Beast World. Winning a bet against Varasta will pay off somehow, and losing a bet against Varasta will be costly. Some see a conversation with divinity itself as a oncein-a-lifetime opportunity to transform their lives. Others fall into existential dread at the idea of standing in a room with the god of unpredictability. Both reactions are correct and valid. Varasta is a hurricane of change and an ultimate test of mortal wherewithal. 

Then, there are his fans. Many hope to bask in the power and presence and majesty of a god. This sort is often disappointed.

The First Divine Charge: Free Drinks After Nine

Varasta personally walks the Beast World, unlike his divine peers. He performs emotions and acts according to his whims, but the Dice Fox is also still a god. His power and fickleness, combined with a lackluster intellect, make Varasta a being of perfect chaos. He’s here to party and he won’t leave anything the same way he found it.

The Second Divine Charge: Don’t Keep My Pen

Varasta is good at showing up at just the right moment, in front of someone with lots to wager and a willingness to lose it. He’s willing to hear the terms of any bet or contract and negotiates quickly and decisively. He makes a bad fox and a bad lawyer, as unlike other tradewinds, he’s easily tricked into unfavorable terms. The advantages of betting against someone who doesn’t think ahead aren’t unlimited, though. Varasta is the house. In the end, he always wins.

Varasta and Dramphine

From ethical bankruptcy or just forgetfulness, Varasta would cheat at his own games if it weren’t for Dramphine. She ensures his bets and contracts are executed fairly, including a wager between sibling deities with stakes the size of the world. The Dice Fox welcomes the meddling, as a world that knows his bets are fair is one with plenty of bettors. Dramphine slips notes into Varasta’s pocket, writes appointments on his hand, and offers mental reminders of his wagers every few minutes. No one knows how Dramphine feels about the arrangement, but as long as Aubade isn’t around, Varasta is consistent with his interpretation when asked: “she wants me.”

The Third Divine Charge: Foxes on the Beach Wearing the Freshest Styles

Varasta has been popular in Vinyot since the days of the first beasts. Today, the homeland is teeming with expensive gambling houses and casino hotels, all hoping to attract the god with a decoration, sideshow, or other flashy gimmick. Varasta walks the world as a tradewind fox as a strange gesture of tribute to his biggest fans.

A Kit with a Gun That Can End the World

An envelope sticks out of the right breast pocket of the dumbest deity of the Beast World. Varasta knows it’s important, but often forgets why. A message in the divine language is printed on the back of the envelope: odds it works out. 

If a mortal ever read the contents of this envelope, catastrophe would fall over their mind. It would ripple across the Universal Symphony connecting all willful creatures, bringing disaster. That scrap of paper records the odds of the bet made by the sibling deities at the start of the Beast World. It is a true and objective assessment of moral fortitude itself, negotiated by the god of negotiators, judged by the god of justice, and confirmed by the god of knowing. It is a trio of colon-separated numbers that would unmake the psyche of beasts. 

Sometimes Varasta drops the envelope on the floor of a casino restroom. He maintains that he’s never wandered farther than a block or so before realizing this.

The Chaos of the Wilderness

Like all unpredictable people, Varasta harbors secret depth in himself. When the party dies down after 2:00 AM, the god of chaos slips away to his third domain. In the wild places past his beloved cities, he consorts with circles of druids as their god. They know a different Varasta than the rest of the Beast World. Among those bonded with nature, Varasta is a patient and quiet man who shares qualities with the quiet-minded beasts. 

Reverence to Varasta isn’t required for a druidic bond with nature, but most druids respect his presence when he’s among them. They know of his love for the untamed wilderness expanse, for its fundamental and complete chaos. Try as one might, no one can predict the winding of a river or which way the roots under the world will meander. It is his domain of wild chaos.

The Ghost God

Long ago, the gravest sin imaginable was committed against an old world. Its exact nature is lost, but this abominable act set off a chain reaction that sent layers of nature collapsing onto each other, one by one. Reality cracked at its foundation and the husk that remained slowly unraveled. A Broken World began.

New, Dead Gods

The human world’s expiration caused a cataclysmic collapse of that world’s divine firmament. The space between spaces where gods stand over their world fell down around them, smashing every deity in an instant. Their liquefied cadavers mingled. A radiating mass of unused divine power remained, seeping out into the physical plane. Strange things were unfolding. 

When the gods of the Broken World were killed, that final instant created a ghost with such power and magnitude that it permanently consumed its Netherworld, drawing every other ghost within itself. A deific ghost is unnatural and an entire pantheon of them especially so. This mistake was an overflowing cascade. Nature’s delicate clockwork vomited out its gears and began to unwind.

Whispers Through The Veil

The Ghost God began searching for a world to contact. Finding one took generations, but its voice finally fell on the ears of a desert fox in the Beast World. Now, with a connection to it, many willful creatures hear the same call. Some are only sensitive to it in dreams, while its voice plagues others with hallucinations and sourceless echoes. 

The Ghost God isn’t evil or good, lawful or chaotic. An entire pantheon stirred into one, it is the uneven average of all. Its motivations are erratic, but it rarely shows ill will toward a stranger without cause. It simply wants to survive.

The First Divine Charge: Speak My Name

While not a deity, the Ghost God maintains three divine charges with its warlocks. The first is simple: remember its world and speak its name. Ghosts feed on attention and emotion; by spreading its story, devoted beasts and brethren prolong the life of this pitiable entity

The Second Divine Charge: Walk My Lands

Ghost God devotees are charged with walking the ruins of the Broken World to explore what’s left of their bizarre master’s domain. Scavenging its intact curios is an important part of following a patron made from the leftover garbage of gods. Reaching the Firmament’s Seam becomes more difficult every day, but those with the wits and strength to do so can see the Ghost God with their own eyes. This is a profound honor for its followers, as well as anyone looking to hear stories from before the human world’s destruction.

The Third Divine Charge: Evoke My Memory

Finally, the Ghost God asks its followers to use objects from its former domain. To warlocks following this path, the brethren’s curio is a holy relic. Some hoard as many as possible, obsessively studying their true purpose. Ghost God warlocks hold a special reverence for the brethren Shamans studying Broken World history. They aid the Shamans in their quest however they can.

The Ghost God and The Living Pantheon

A ghost isn’t unnatural in the same way as true undeath, so Dramphine forgives its tapping at the walls. Yttrus watches, just as with everything else. Pirhoua pities the Ghost God, and in recent days she has adopted it as a pet to help it continue existing. Varasta is vocal about his discomfort with a talking corpse floating around his favorite world. Aubade’s reaction is similar, seeing it as a reminder of his own vulnerability. Veronette was indifferent at first, but Pirhoua’s affection for the miserable thing has driven her into hysterical rage. Just one more thing for her sister to dote on.