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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
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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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Pathfinder RPG Core Rulebook. Copyright 2009, PaizoPublishing, LLC; Author: Jason Bulmahn, based on materialby Jonathan Tweet, Monte Cook, and Skip Williams.The Book of Experimental Might. Copyright 2008, Monte J.Cook. All rights reserved.Tome of Horrors. Copyright 2002, Necromancer Games,Inc.; Authors: Scott Greene, with Clark Peterson, EricaBalsley, Kevin Baase, Casey Christofferson, LanceHawvermale, Travis Hawvermale, Patrick Lawinger, and BillWebb; Based on original content from TSR.The World of Aruneus Copyright 2010, Benjamin Gerber.Troll in the Corner Copyright 2010, Benjamin Gerber
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