Hare

© Daniel S. Wall, April 13, 2026.

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“Catching Hare”

– An expression for epic failure.

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Hare appears to be extraordinarily large in comparison to others of his kind. He is usually described as grey in color. More interesting still, he is able to use his paws with considerable dexterity. Although he lacks opposable thumbs, Hare is somehow quite capable of gripping items and using tools.

Hare is also fond of wearing selected items of human-like clothing such as a hat or a coat.

When threatened, Hare uses his agility and his wit to out-maneuver and trick opponents into harming themselves or their allies.

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Religion: Hare does not have an organized church, but he is a common character in many people’s stories. Those facing long odds against dangerous enemies have often been known to pay tribute to Hare.

Domains: Cunning, Lost Causes, Rodents.

Symbol: A Jumping Hare (often wearing a hat or comparable headdress).

Favored Offerings: Fruit and Vegetables left outside.

Zesky

© Daniel S. Wall, April 13, 2026.

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“Whoever it was that said that childhood is innocence does not remember the games of youth.”

– Karnid Maslun, The Bitter.

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Zesky appears to be a beautiful girl of about 8 years in age.  No matter how beautiful Zesky appears, however, or how enchanting her smile, most can see a trace of malice in her eyes. Zesky is a child in possession of far more power than the greatest of mortals. To describe her as spoiled would be the saddest of understatements. …it would also be a very dangerous thing to say in her presence.

Zesky loves to play games and pull pranks on others. If her chosen playmates are cooperative, Zesky will prove an entertaining if also domineering companion. Although Zesky may be quite rough on any children she plays with, she is highly unlikely to cause them any lasting harm. The same cannot be said of adults unfortunate enough to anger her. Zesky must have things her own way, and she will not accept refusal from anyone or anything she invites into her activities. If cross with a companion, Zesky may choose to hurt them in some tangible manner. If extremely angry, she will “wish them into the rye.”

Zesky always carries a small number of toys with her along with her magic flute and her magical blanket. The blanket may double as a weapon, but Zesky is always careful to avoid melee combat. Zesky often misplaces her toys (though not her magic flute or blanket), and she is prone to make off with other children’s toys when they strike her fancy. Folk wisdom would have it that that anyone who discovers a lost toy should take care not to destroy it or throw it away. It may belong to Zesky.

Zesky also carries a Dream Catcher which serves as a Protection from Bad Dreams. Most fail to understand the significance of this item which she acquired in a strange land, but she will never go to sleep without it.

Zesky is often hungry, and she will always demand sweets from the adults around her. Those failing to produce candies or cakes on demand can face severe punishment. Zesky has little patience for the time it takes to cook such treats.

It should also be said that Zesky is not entirely immune to the hazards of a diet consisting of little but sweets. She gets a tooth-aches and she often becomes sick to her stomach as a result of her diet. When this happens, any unfortunate enough to be in her presence will likely suffer more than she does. It is of course also difficult and even dangerous to try and get this little girl to eat anything more nutritious than a cake. What to do about Zesky’s diet is a dilemma that has led more than a few unfortunately souls into the rye.

Though far more have suffered from her tantrums than benefitted from her generosity, Zesky is not entirely without a her moments of genuine good will. Those fortunate enough to meet all of her impossible demands, may well be given some tangible reward. In fact, Zesky has been known to show kindness to any that make things that delight small children. Those who invent new toys, special pastries, or any other sort of childish treat may well find themselves the beneficiary of Zesky’s kindness.

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Religion: Zesky has little in the way of an established Priesthood, but she is well known all over the world. Few adults are interested in worshipping her, and fewer still would tolerate such worship from their own children. Children may tell stories of Zesky, and many express great interest in her, but the sheer number of horror stories attributed to this mischievous little girl prevents most youth from taking steps toward worshipping her. Some bands of orphans living in the greater cities have been known to worship Zesky openly, but these individuals too have a tendency to grow out of their interest, if that is, they liv long enough to do so.

Zesky does command a conscious respect from mortals when dealing with children and things relating to children. Parents have been known to make offerings to Zesky when their own children are in danger, and she is believed to have used her powers to save small children in terrible straights.

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Domains: Childhood, Games, and Play.

Symbol: Zesky may be represented by the depiction of any toy in the fashion of a Holy Symbol.

Favored Offerings: Toys and sweets.

Zhidastra

© Daniel S. Wall, April 13, 2026.

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“Were you to burn a man alive in his honor, it will please our lord well enough. It would please him more were you to add yourself to the fire.”

– Pielshte, the Cruel.

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Zhidastra has the shape of a giant ape. His body is covered natural scales much like those of a great dragon. His teeth are as sharp and pointed, and he possesses great canines much like those of a saber toothed tiger. Zhidastras claws are said to be larger than one might expect even for a creature of his great size. His eyes are yellow in color, with reptilian pupils.

Above all else, this creature craves the blood of innocent victims. Zhidastra wants only to see others suffer and die in the most brutal fashion possible. He has no patience for subtleties. He is unimpressed with psychological torment. Zhidastra is pleased only at the sight of physical pain and death, and his pleasure never gives rise to gratitude.

In vain do his priests sacrifice others to this terrible god. Were all of humanity torn apart before his very eyes, Zhidastra would only wish to see more carnage.

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Religion: There are many cults devoted to the worship of Zhidastra. Though one might well ask why? The Devourer is revered all over the world. Though he may be called by different names, cannibals and cults of human sacrifice invariably worship Zhidastra, each trying in its own way to please him with greater and more horrible acts of cruelty, all of it to no avail. He is never impressed with their offerings.

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Domains: Cannibalism, Human Sacrifice.

Symbol: A Gaping Maw.

Favored Offerings: The life of a sentient creature.

Volsh

© Daniel S. Wall, April 13, 2026.

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“Whether Volsh will trade or plunder those he meets, who can say? He does not remember friend from foe.”

– Aindor Rumusvig, Story Teller

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Volsh appears as a large man with a muscular build. With long black hair and a great beard tucked into his belt. Volsh carries a great spear and wears heavy furs. His face bears a great scar, said to have been acquired in a battle with Hval Maluk.

It is said that Volsh owes his lack of memory to Ogassa. Volsh had been imprisoned as a young man, so the story goes, and he cried for aid. Ogassa came to the imprisoned warrior, asking what could possibly cause such a strong young warrior to weep? Volsh begged the Deceiver for a chance to see the world outside his cell. Ogassa simply smiled, and all of Volsh’s chains fell from his body. In time Volsh would see every corner of the world, yet he would remember none of it. Credit for both may be given to Ogassa.

What Volsh lacks in memory, he makes up for in heart, at least according to some story tellers. Faced with a great challenge or a terrible foe, he always rises to the challenge. To some, his great strength and determination makes Volsh a hero, but to those on the other side of his axe, Volsh is a terrible villain who will stop at nothing to take what he wants. The wisest of skalds will tell you that both of these things are true. He has fought for good, and he has been the evil that good must fight back against. What matters to Volsh is the battle itself. Mere mortals can only pray that he will take their own side.

When traveling the roads, Volsh always walks alone or rides a great horse. When sailing the high seas, he takes with him a small crew of the greatest heroes.

Volsh is largely indifferent to the fate of those whom he meets abroad. If he has anything to trade, he will often do just that. If he arrives in a location poor, Volsh will often attack and plunder a new location, taking their stuff with him to trade, often to trade it at the very next town. He has also ben known to accept a ransom from local nobles to leave a region in peace. This suits Volsh quite well. He takes no pleasure in the suffering of others, but he will have what he wants by whatever means seems best.

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Religion: Fittingly enough, worship of Volsh is giuded by a smattering of traveling priests. They create no houses of worship, choosing instead to erect stone alters in honor of Volsh and his exploits.

Because the cult of Volsh lacks any real home, his religion remains quite small, mostly found in the westernmost regions of the Sunset Islands along with some of their colonies. Seldom do priests of the explorer hold any real influence over the affairs of state. Yet, all who travel far from home know themselves to be under his care, so to speak. Few are his actual followers. Yet, any who travel far from home know themselves to be under the care of this powerful god. And thus Volsh gets his due respect from many who would otherwise pray to other gods.

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Domains: Exploration, Sailing, Travel, War.

Symbol: A Ship.

Favored Offerings: Any form of treasure. Volsh is not particularly greedy. Often a coin or two will get as much attention as a small fortune. What matters to him most is that he is remembered by those who would travel.

The Shark King

© Daniel S. Wall, April 13, 2026.

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“How do you know that he will help me?” – Man.

“He has not eaten you. This is a very good sign.” – Crab.

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The Shark King appears as an enormous shark of no particular type. With skin covered in coral, the Shark King is indeed a fearsome sight. Few, however, have witnessed this creature and lived to tell the tale, as he is quick to eat most living things that fall within the reach of his great jaws.

When on land, the Shark King takes the form of a great and powerful man. Whether on land or in the sea, this creature is exceptionally quick and powerful. The Shark King may devour prey in human form just as he would in the form of a shark. He has no use for weapons.

It is not malice that leads the shark king to consume humans or other sentient creatures, but rather a sense that eating them is as natural to his appetite as other meats would be to humans. The Shark King will not hesitate to consume anyone who comes within his reach. Yet, the Shark King may be approached in times of great need. He has even been known to aid those with a worthy cause or to protect those who pay their proper respects. Surviving the first few moments of an encounter with the Shark King is always the most difficult task in gaining his aid.

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Religion: The Shark King does not have an organized Priesthood, but he is a prominent figure in the world of the Coral Isles. Those whose lives bring them close to the waters pay homage to the Shark King on a regular basis. Offerings may be made when fishing or swimming, even when setting to sea on a long trip. His favor may well be the difference between a successful catch for a fisherman and the loss of life or limb.

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Domains: Fishing, Ocean Depths.

Symbol: The Holy Symbol of the Shark King is a representation of a shark, whether it be a tooth or a fin, or even a pictorial representation of a whole shark.

Favored Offerings: The Shark King is most pleased with meat thrown to the waters in his honor.

Ululutek

© Daniel S. Wall, April 12, 2026.

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“Ululutek does not favor those who keep the dead under their own power. The Lord of Death does not look kindly upon those who steal from his own domain.”

– Book of the Necromant

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Ululutek appears to be a tall slender human male with the face of an owl. His skin is jet black and he is entirely devoid of body hair. He carries a bronze scimitar and a spell pouch.

Ululutek has dominion over all the dead, a power he seems to regard as a great responsibility. It does not appear that Ululutek seeks to cause death, at least not by any direct means, but those who die are immediately delivered into his care.

The Lord of Death appears to regard intelligent undead with a degree of patience. He regards the reluctance of ghosts and similar creatures to pass on with grace much as a father might look upon the behavior of a prodigal child. In time, they will all come to him. He knows this. Ululutek seems to regard Royal Mummies with a degree of blessing, however, but this is only when they are interred with substantial offerings in his honor. Ululutek will happily keep a Royal Mummy safe in their tombs, but the Lord of Death waits patiently for all other undead to accept their lot and grant him control over their fate.

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Religion: The Priesthood of Ululutek is large and well organized. It is centered in a desert kingdom within the Sunrise Islands, butits priests may be found in both the Sunset Islands and the Wisdom Islands. Followers of Ululutek seek always to promote respect and reverence for their lord and his domain, often creating great temples in his honor. Wherever the cult of Ululutek is strong, the rituals of burial are sure to be elaborate, expensive, and terribly solemn.

Gossip and fear mongering aside, the cult of Death is not is not particularly malevolent, but its members can be rather cold.

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Domains: Death.

Symbol: An Owl.

Favored Offerings: Anything of value. This does not include living creatures (as the moment of death is his decision). Ululutek is particularly interested in offerings made on behalf of those who have recently died, or for whom death is imminent.

 

Tlegachet

© Daniel S. Wall, April 12, 2026.

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“Upon greeting Tlegachet, The first king showed his admiration with a dozen strong horses, a chest of gold, and a wagonload of the finest silks. The second king bore no gifts at all. One his knees before the fair nomad, he said simply; ‘the gates of my kingdom are open; whatever is mine is now yours.’

“To the first king Tlegachet replied; ‘The riches of miserly men is a burden upon their soul. I shall repay your kindness today by relieving you of the bonds which now bind you. Your city shall feed itself without grains, greens, or meat; your armies shall fight without hands; your mentors shall teach without tongues, and your women shall raise their children without husbands.

“Tlegachet smiled upon the second king; ‘There is no shame in empty hands, but only in tight knuckles and sweaty palms. To you I shall bring the treasures which a generous king ought to have at his disposal. In a fortnight you shall receive all the wealth and slaves that you could ever dream. The children of your kingdom shall grow fat and wise. Your farmers shall reap beyond their own seeds, and your armies shall join mine bearing new weapons and riding new horses. When next I travel, you shall be at my side, and you shall share in the riches we discover.”

– Kulest Hulugur, Elder Bard.

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Tlegachet G’Surl is at once feared and loved throughout all the lands knowing her name. She appears as a beautiful nomad, always in the company of great horses. (She always rides a standard horse with at least 3d8+10 Experience Points) carries a great bow and a scimitar. On her right hand, she bears a ring of war.

Tlegachet is known both for her compassion and her cruelty. The one, she shows to all who submit to her rule, and the other she inflicts on all who resist her. Stories of her compassion towards those Tlegachet brings under her control are matched only by those of misery and suffering inflicted by those who thought to deny her ambitions.

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Religion: Priests of Tlegachet rarely settle into any kind of temple. They travel instead with great warriors, preferring especially to accompany those on the march in foreign lands. Many a soldier

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Domains: Conquest, Pastoralism

Symbol: The Symbol of Tlegachet is a scimitar over two horse hooves.

Favored Offerings: Tlegachet is most pleased with well cooked meals offered to her in prayer.

Taiyo

© Daniel S. Wall, April 12, 2026.

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“The sun does not rise of its own accord. Rather it is carried into the sky by an able warrior, one who is charged with the responsibility to ensure the daylight returns each morning.”

– Rabbit Sage

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Taiyo appears as a strong samurai warrior, one who is always bathed in the brightest of sunlight. In the darkest of night, he reflects light as though the sun shone directly upon his body.

Taiyo is responsible for launching the sun into the sky every morning, a feat he carries out without fail. Taiyo loses responsibility for the sun at about midday when it passes into the charge of Kotoya. This is usually a peaceful transfer, but sometimes the two of them fight over their charge.

Taiyo is also patron to some of the great kingdoms of the eastern world. An accomplished warrior himself, Taiyo inspires great courage among his followers. He is thought to reward the greatest and most honorable with success in battle.

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Religion: Taiyo has a well-established Priesthood in the Wisdom Islands. Wherever possible his priests will forge bonds with the ruling class, serving as advisers and spokesmen for any kingdom willing to claim their god as its own.

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Domains: The East, Morning, The Sun.

Symbol: A sun with rays emanating outward.

Favored Offerings: Any plunder acquired through conquest.