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Gods of Aruneus

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    The Gods of Aruneus

    By Benjamin Gerber

    Artwork by Seth Kumpf & Tim Reardon. Some artwork copyright William McAusland, used with

    permission.

    The gods sleep while we mortals suffer. The dead roam the world while the gods remain mute.

    The powers have left us to this nightmare and we are faced with living death. The white cloth

    speaks of patience and of turning the tide. We speak of embracing our death, of controlling it.

    You in your entropy are eternally in motion, never at rest. We call on you Dal, in this time of

    sleeping powers. You who are still around us all, with us always and unending, we call on you to

    empower us. You in your entropy are eternally in motion, never at rest.--Cult of Dal chant, Warehave, 100AA

    Contents

    ........................................................................................................................................................ 2

    ............................................................................................................................................... 3

    Tamir ........................................................................................................................................................... 3

    Vaalu ............................................................................................................................................................ 4

    Raena ........................................................................................................................................................... 5

    Nantos .......................................................................................................................................................... 6

    ......................................................................................................................................... 7

    Mertos .......................................................................................................................................................... 7

    Dal ................................................................................................................................................................ 8

    ................................................................................................................................................. 9

    ...................................................................................................................................................... 9

    Pathfinder and associated marks and logos are trademarks of PaizoPublishing, LLC, and are used under license. Seepaizo.com/pathfinderRPG

    for more information on the Pathfinder Roleplaying Game

    http://paizo.com/pathfinderRPGhttp://paizo.com/pathfinderRPGhttp://paizo.com/pathfinderRPGhttp://paizo.com/pathfinderRPG
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    What is Aruneus?

    Aruneus is a source book for the Pathfinder

    Role Playing Game detailing the world, politics,

    and lives of those living in a high fantasy world

    one hundred years after a cataclysmic zombie

    apocalypse.

    It is said that in the time before the arrival of

    the Elves, Aruneus was a godless world,

    existing in a state where powers and magic

    were free to use for all and no beings of

    immense might had come to claim these rawpowers for themselves.

    Scholars do not know how the Elves arrived on

    Aruneus, or where they came from. If even the

    Elves remember they have not exposed this

    secret. However they arrived, when they came

    to Aruneus they brought with them or allowed

    to arrive six deities who claimed this world for

    their own. Though they occasionally took an

    active role in world events they have generally

    focused on their own realm outside of thepurely physical. They are often referred to by

    the religious orders that follow them as the

    Gentle Gods for their sparse interaction with

    the world and its populous.

    They are generally divided between the Gods of

    Light whose concerns are said to be those of

    creation and the Gods of the Dark whose

    concerns are with entropy. Neither the Gods of

    Light or of the Dark can said to be good or evil,

    and have in the past granted powers to priestswho have both helped and harmed many. As

    such many churches will elevate one of the six

    gods above the other, but venerate the entire

    pantheon.

    The vast majority of sentient individuals on

    Aruneus do not dedicated themselves to one of

    the six; rather they are worshiped as a whole

    with various gods being called upon for specific

    prayers as needed. There are a few notable

    exceptions, the Order of the White Cloth being

    one of them.

    As the Aruneus gods are generally worshipped

    as a pantheon, with certain gods elevated above

    others depending on the cult of worship, all

    standard Domains are available to Clerics and

    Oracles in the World of Aruneus.

    Each of the six Aruneus Gods has a Domain

    specific to the World of Aruneus that may be

    used as one of a clerics two domains.

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    TamirTamir, or the All God was the first to make

    itself known to the Elves. Tamir has appeared

    in many forms, as both sexes but is always said

    to have worn a crown of white ivory when

    manifesting in the physical realm. Tamir is said

    to be the most powerful of the deities ruling

    over Aruneus and is most often associated with

    healing and reconciliation. The Elves hold thatTamir has some influence over the other

    deities. Through the ages a number of religious

    orders have dedicated themselves to Tamir and

    Tamir's Will (although the latter is almost

    never communicated clearly). The Order of the

    White Cloth is the latest religious order to be

    dedicated exclusively to Tamir.

    Domain: Reconciliation. You are skilled in the

    arts of negotiation and reconciling differences.

    Calming Touch (Sp): You can cause a living

    creature to become calmer for 1 round as a

    melee touch attack as the spell Calm Emotions.

    Creatures with more Hit Dice than your cleric

    level are unaffected. You can use this ability a

    number of times a day equal to 2+ your

    Wisdom modifier.

    Speaker for All (Sp): At 8th level, you can cast

    the spell Tongues as a swift action. The total

    number of times you may cast this per day isequal to your cleric level. Using this ability does

    not count against the number of spells you may

    cast per day. You may dismiss this spell effect

    at any time as a swift action.

    Domain Spells: 1st Command, 2nd Augury,

    3rd Speak with Dead, 4th Aura of Doom, 5th

    Ancestral Memory, 6th Mass Owls Wisdom,

    7th Circle of Clarity, 8th Euphoric

    Tranquility, 9th Overwhelming Presence.

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    VaaluVaalu is a god most often perceived as male

    and has been said to have manifested himself

    mostly as a powerful, red bearded Dwarf. Vaalu

    is most concerned with knowledge and

    learning, whether it is in the realm of magic,

    scholarship or recently the new sciences

    responsible for lighter than air craft. Of the six,

    Vaalu is said to have manifested itself most

    often in the early times of the Great War,

    offering new knowledge to all of the races. He is

    sometimes seen as a trickster as well as a giver

    of knowledge. His symbol is a red hammer.

    Domain: Discovery. You have a talent for

    finding that which was lost, or never knownbefore.

    Tidbit of Knowledge (Sp): Once per day, you

    can activate this ability to either open a book to

    a random page, or talk with a random stranger.

    On activating this ability you will learn one

    small bit of knowledge which will be relevant to

    your current task, quest or mission. You must

    be able to read the language written in the book

    or speak the language spoken by the stranger.

    Imbued with Success (Sp): Starting at 8th level,

    you may activate this ability once per day.

    Everyone within a 30 radius, including you,

    gains a bonus to any Intelligence based skill

    rolls equal to your Wisdom modifier. This

    ability remains active for 10 minutes/cleric

    level.

    Domain Spells: 1st Know the Enemy, 2nd

    Find Traps, 3rd Blood Biography, 4th

    Sending, 5th Commune, 6th Joyful Rapture,7th Lesser Create Demiplane, 8th Discern

    Location, 9th Gate.

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    RaenaRaena is always portrayed as a female, taking

    the form of any of the sentient races. She is

    always seen clothed in greens and browns

    and is associated with growing things, forests

    and fertility. Popular with farmers and those

    who live close to nature, Raena has in the

    past proven to be fickle when it comes to

    intervention, apparently choosing sides on a

    whim. Her symbol is a seed with a plant

    sprout emerging from it.

    Domain: Growth. Helping living things to

    grow and flourish is your life goal.

    Will to Live (Sp): Up to three times a day,touch a dying creature or player to make it

    stable, as a touch attack. The affected

    creature will then regain 1 HP a round until

    they reach 0 HP.

    Radiant Life (Su): At 6th level, you begin to

    radiate energy of growth and health. This

    aura is invisible and extends around your

    character in a circle with a 5 radius. For each

    even numbered level above 6th this circles

    radius increased by 5. Any living creaturethat spends more than 1 hour of time within

    this aura will gain the following benefits:

    Increased Healing when you would

    next naturally regain hit points from

    rest, regain 2 additional hit points.

    Increased Fortitude Gain +1 on all

    Fort saving throw rolls for 24 hours.

    Renewed Energy Exhausted

    characters become Fatigued. Fatigued

    characters lose their Fatigued

    condition.

    Domain Spells: 1st Remove Sickness, 2nd

    Bears Endurance, 3rd Nap Stack, 4th

    Restoration, 5th Burst of Glory, 6th Heroes

    Feast, 7th Regenerate, 8th Holy Aura, 9th

    True Resurrection.

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    NantosNantos is associated with birth, longevity and

    intense luck. Nantos has manifested as both

    male and female, Dwarf, Human, Elf and Orc.

    Nantos is credited as the most active god within

    the mortal sphere. Documented manifestations

    date back to the League of the Ring. There have

    been several religious orders dedicated to

    Nantos specifically. The last, the Order of

    Nantos was popular amongst Elves and

    Humans until the mid-400's BA, when it fell in

    to decline. Nantos symbol is a sliver moon.

    Domain: Fate. When all else fails, you trust in

    your faith in Nantos and your luck.

    Lucky Soul (Su): You may influence your own

    luck, or the luck of someone near you to

    directly profit yourself. The range of this ability

    extends in a 100' radius. You may use this

    ability up to three times a day, and these uses

    may be stacked, where each use changes a

    result by +1 or -1.

    Beneficent Soul (Sp): Starting at 10th level you

    may instill Aid (as the spell) on up to 10

    individuals within your line of sight. You may

    do this as a quick action. This effect lasts until

    you decide to end it, or when an individual has

    been out of your site for more than 12 hours,

    whichever happens first.

    Domain Spells: 1st Bless, 2nd Status, 3rd

    Channel Vigor, 4th Blessing of Fervor, 5th Mass Heroic Fortune, 6th Animate Objects, 7th

    Bestows Grace of the Champion, 8th

    Antimagic Field, 9th Miracle.

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    MertosMertos is associated with war, hostility and

    trade. Mertos most often manifests as a tall,

    dark haired Human. He was lasted sighted

    when the Necromancers forces were

    destroyed and her threat was eliminated.

    Mertos reportedly manifested on the

    battlefield directly over the slain body of the

    Necromancer. His symbol is a dagger,

    pointing upwards.

    Domain: Opposition. Seemingly random

    acts of fate against those who would stop you

    from attaining your goals ensures chaos and

    disorder among your enemies.

    Gaze of Opposition (Su): You cause one

    creature within your line of site to lose 1d4

    from their next die roll, regardless of what

    that roll is for. Die roll results cannot fall

    below 1. Creatures with more Hit Dice thanyour cleric level are unaffected. You can use

    this ability a number of times per day equal

    to your Wisdom modifier.

    Oppositional Goals (Su): Once per day,

    starting at 8th level, you may take decrease

    any one stat by 2 points and increase any

    other stat by 2 points. This effect lasts for

    your cleric level + 2 rounds. You may not

    reduce any stat below 1. At 12th level you

    may change your stats by 3. At 16th level youmay change your stats by 4.

    Domain Spells: 1st Bane, 2nd Surmount

    Condition, 3rd Archons Aura, 4th

    Debilitating Portent, 5th Reprobation, 6th

    Harm, 7th Jolting Portent, 8th Frightful

    Aspect, 9th Cursed Earth.

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    DalDal is associated with death, dying and the

    afterlife. There have been no confirmed

    manifestations of Dal within recordedhistory. Popular thought holds that seeing

    Dal manifested leaves you little time to talk

    about it or do anything else in this world.

    Most religious orders either shun Dal or

    incorporated it into their existing rituals.

    Until very recently there have not been any

    orders dedicated to Dal. Now there are a

    number of cults dedicated to Dal, which the

    Order of the White Cloth works actively to

    stamp out. Dals symbol is a grey, unbroken

    circle.

    Domain: Otherworld. Clerics of Dal have a

    spiritual understanding of death, dying and

    what comes after.

    Death Understanding (Su): Gain a +2 bonus

    for weapon attacks and damage against any

    Undead type creature. For every 5 cleric

    levels, this bonus increases by +1.

    Explore the Beyond (Su): Once per day

    starting at 8th level you may elect to die a

    true death. Your body will die and your

    spirit will flee to another realm. This true

    death lasts for your cleric level +10 minutes.

    During this time your body is preserved as

    the Gentle Repose spell. When the duration

    has ended, you will return to life with your

    full hit points and cured of any diseases you

    may have contracted. If you are resurrected

    during this time, you lose the benefits ofExplore the Beyond.

    Domain Spells: 1st Deathwatch, 2nd

    Gentle Repose, 3rd Animate Dead, 4th

    Ancestral Gift, 5th Raise Dead, 6th Antilife

    Shell, 7th Resurrection, 8th Orb of the Void,

    9th True Resurrection.

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    The last confirmed manifestation of any deity

    on Aruneus was days after the initial undead

    surge, when Nantos appeared before Lord

    Neveron of the Old Kingdom, while the Lord

    was holding court. Forty courtiers report

    Nantos appearing as a human male, clad in

    cloth of gold. Nantos reportedly whispered

    something to Lord Neveron, looked back

    over his shoulder and then vanished. Lord

    Neveron immediately called a closed

    council meeting with his personal advisers.

    During this meeting he was assassinated by

    one of his advisers who also succeeded inkilling the other 9 men and women in the

    room, and then themselves. No one is sure

    which adviser was responsible.

    While the power of the gods is manifest

    through priests and can be seen to work on

    a daily basis, the gods themselves have

    chosen (or have been forced) to remain mute

    since the dead began to walk Aruneus. There

    is vast speculation as to what has happened to

    them, why they no longer intervene in mortalaffairs and why they have chosen not to speak.

    Just several years past a small group of rebels

    aligned with the League of the Earth and led by

    several supplicants stumbled on the ruins of a

    large temple dedicated to Dal and Mertos.

    They decided to explore further and in at some

    point in the days after uncovering the entrance,

    which had been sealed from the outside, they

    released a new threat to the world of Aruneus.

    Only one member of their party escaped

    unharmed to tell of a new undead threat that

    had been locked in to this temple an

    aberration of a zombie that was not similar to

    any of the undead the world had seen since the

    apocalypse was unleashed nearly a century

    prior.

    The survivor called this zombie a Darkweaver

    because of the fog-like tendrils of darkness that

    seemed to flow from it.

    Since unearthing a single type of this

    zombie,

    there have been several current

    reports of these types of undead abroad in the

    world. They do not seem to be anywhere near

    as numerous as the Decrepit Undead Human

    Zombie but they are far more powerful.

    More chilling is it would seem that while they

    are just as deadly in terms of bite to humans,

    they also can turn other races into undead

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    horrors. Rumors of Darkweaver Orcs and Elves

    have recently been circulating.

    Darkweaver Zombies are more intelligent than

    other Contagion Infected Zombies. They are

    able to manipulate simple objects such asdoors, negotiate ladders and other simple tasks.

    Darkweaver ZombieXP 1,600 CR 5

    Medium Undead

    Init +0, Darkvision 60, Perception + 16

    Darkweave (20 Fatigued for 1d10 rounds, Will

    DC 18 negates).

    Defense

    AC 20, touch 10, flat-footed 15 (+5 natural)HP 60 (8d8+24)

    Fort +4, Ref +2, Will +8

    DR 3/-; immune undead traits

    Offense

    Speed 20 ft.

    Melee Grapple, bite +14 (1d8), Slam +14

    (1d8+10)

    Statistics

    Str 24, Dex 10, Con -, Int 3, Wis 15, Cha 15Base Attack: +6, CMB +13; CMD 23

    Feats: Power attack, Toughness, Weapon

    Focus, Skill Focus (Perception)

    Special Qualities

    The Contagion, Darkweave, Damage Reduction

    3/, Moan, Freeze, Destruction, Regeneration,

    Undead traits

    Darkweave (Su)

    Like threads of tattered fog, dark strands of

    mist emanate from the Darkweaver Zombie,

    acting as intangible tentacles that surround it in

    a 20 radius. Anyone approaching within 20 of

    a Darkweaver Zombie must make a DC 18 Will

    save or become Fatigued for 1d10 rounds.

    Whether or not the save is successful,

    characters cannot be affected again by the same

    Darkweaver zombies ability for one hour.

    The Contagion (Ex)

    A single bite from a Contagion InfectedZombie will infect any Human bitten. There is

    no saving throw. Non-human races bitten by

    the Darkweave Zombie must make a Fort Save

    (DC 16).

    Successfully saving against the Contagion for

    non-human races reduces the characters Con

    by 1 for 24 hours. This effect is cumulative. If

    their Con reaches 0, they are dead.

    A failed saving throw means the character willdie within 1d20+4 hours. They cannot be

    healed by any normal, divine or magical means

    excepting the Vial of Life or a Wish (not a

    Limited Wish).

    Once a Contagion infected character has died,

    they cannot be resurrected. They will reanimate

    as a Darkweaver Zombie in 1d4 days after they

    have died.

    Damage Reduction (Ex)Darkweaver Zombies are essential masses of

    flesh for which wounds are not an issue.

    Moan(Ex)

    Darkweaver Zombies, on determining that

    potential prey is nearby, emit a long, low moan

    which carries quite a distance. Any other

    Contagion Infected Zombies within a half mile

    radius have a 60% chance of being attracted by

    this moan and will also begin moaning

    themselves. Often, this results in a Contagion

    Infected Zombie Horde. Zombies will moan if

    they see prey or hear loud noises which may

    indicate prey.

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    Freeze(Ex)

    When Darkweaver Zombies are in an

    environment where the temperature falls below

    32F for over 12 hours they will freeze solid.

    They will be unable to move until they have

    been exposed to temperatures over 32F for 12or more hours. Frozen zombies are considered

    immobile and helpless.

    Destruction(Ex)

    If Contagion Infected Zombies take their

    maximum hit dice (i.e. 1 hit die 1d12 = 12

    pts.) in damage in a single round they are

    considered destroyed (dead). The exception is a

    Cleric who uses the Channel Energy ability to

    channel positive energy. If positive channeled

    energy is used to reduce a Contagion InfectedZombie to 0 hit points or less, it is destroyed.

    Regeneration(Su)

    When a Darkweaver Zombie takes more than

    its hit points in damage, but less than its total

    hit dice, it falls prone for one full combat

    round. After that combat round, they become

    prone with their full hit points.

    A note on spells: Domain spells listed in this

    document are drawn from a number ofPathfinder supplements. If you do not own

    these supplements, you can always find the

    relevant information at thed20 Pathfinder

    SRD.

    Special thanks to Jenn Gerber, Izzie & Luca and all the folks

    at Troll in the Corner.

    Aruneus and Troll in the Corner are trademarks owned by

    Benjamin Gerber. All rights reserved. The mention of or

    reference to any company or product in these pages is not a

    challenge to the trademark or copyright concerned.

    Visit us athttp://www.trollitc.com

    For a great RPG community online, pleasevisithttp://www.reddit.com/r/rpg

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