The Pantheon

The Online Campaign Sourcebook provides information pertaining to the pantheon used in the Known Lands campaign.

Designation Of Open Game Content: All game mechanics found on this page, including the names of races, classes, prestige classes, feats, spells and powers, are designated as Open Game Content under the Open Gaming License. Non-game related material, such as descriptive text, is not considered Open Game Content.

The Patrons

Very general details on the Patrons of the pantheon are encapsulated in the table below:

 Patron   Align   Domains 
 Grand Tyrant   LE   Evil, Fire, Law, Nobility, Strength, War 
 Green Man   TN   Air, Animal, Earth, Fire, Plant, Water 
 Hearth Mother   CG   Community, Chaos, Creation, Good, Healing, Protection 
 Master Corruptor   CE   Charm, Chaos, Corruption*, Death, Evil, Trickery 
 Sea Warden   CN   Chaos, Protection, Sun, Travel, Water, Weather 
 Sky Father   LG   Air, Good, Healing, Law, Sun, Weather 
 Star Maiden   LN   Darkness, Knowledge, Law, Luck, Magic, Oracle* 
 Stone Lord   NG   Artifice, Creation, Earth, Good, Healing, Strength 
 Vile Crusader   NE   Darkness, Death, Destruction, Evil, Strength, War 

Note: Specific game-related information on these Domains, including granted powers and Domain spell lists, can be found on the Domains page.

There is no individual Patron that governs death, as all Patrons govern the souls of the mortals that follow them. Those unfortunates that do not follow a Patron find their souls forfeit, and are one of the two major sources of the undead that haunt the Known Lands. (For the curious, the second major source of undead are those who die while cursed. There are a number of minor sources of undead as well, too numerous to list here.)

Other Gods, Deities and Patrons do exist, but they have no power within the Plane Prime of the Known Lands. Clerics of such Powers may be encountered on other planes of existence, but are rarely found on the Plane Prime.

Patrons and the Dead

Within the Known Lands, the Patrons place significant value on preserving the souls of their faithful. Many mortals, to avoid their souls being lost forever upon death, choose a Patron to follow. Indeed, in many communities, this choice is one of the first acts a child is allowed to perform, though some communities allow more freedom of choice than others, of course.

Ultimately, the divine (or profane) relationship between a Patron and a mortal follower culminates when the follower dies. The Patron gathers the soul of their faithful follower shortly after the mortal has passed on. This usually occurs after three days have passed, either at dawn or dusk, depending on when the Patron grants spells. For the undecided, undeclared, or cursed, their souls remain trapped within the Plane Prime, doomed to haunt the Lands until such time as they are eventually released by the works and deeds of others.

Before a Patron lays claim upon a soul, any cleric with the appropriate spells can restore the person to life. Once a Patron claims the mortal’s soul, however, only the clergy of the deity that claims the soul can affect it. Frequently, such requests often come at a price, as life is restored to the fallen mortal in exchange for a quest in service to the Patron and his followers. The Patron will typically place the raised mortal under the effects of a geas/quest spell, as if cast by a 21st-level caster.

Changing Patrons

If a mortal decides to change Patrons, they simply need a cleric of the appropriate Patron to cast an Atonement spell on them. This will allow the new Patron to acknowledge the mortal's decision. (The cleric casting this spell may first assign a quest to demonstrate the mortal's new convictions.) Casting this spell for the benefit of someone who is returning to a Patron they deliberately left does incur a 500 XP cost for the cleric, as described in the spell.

A Patron's Servitors

Each of the Patrons of the Known Lands have created servitor races dedicated to the Patron's goals and desires. The general information regarding each can be found in the table below:

 Patron   Servitors 
 Grand Tyrant   Devils 
 Green Man   Elementals 
 Hearth Mother   Guardians 
 Master Corruptor   Demons 
 Sea Warden   Discordants 
 Sky Father   Archons 
 Star Maiden   Exemplars 
 Stone Lord   Sentinels 
 Vile Crusader   Daemons 

Common characteristics for each of the Servitor types are defined as follows:

Archons: Lawful good servants of the Sky Father, Archons share the following characteristics:

Daemons: Neutral evil servants of the Vile Crusader, Daemons possess the following characteristics:

Demons: Chaotic evil servants of the Master Corruptor, Demons possess the following characteristics:

Devils: Lawful evil servants of the Grand Tyrants, Devils possess the following characteristics:

Discordants: Chaotic neutral servants of the Sea Warden, Discordants have the following characteristics:

Elementals: True neutral servants of the Green Man, Elementals have the following characteristics:

Exemplars: Lawful neutral servants of the Star Maiden, Exemplars have the following characteristics:

Guardians: Chaotic good servants of the Hearth Mother, Guardians share the following characteristics:

Sentinels: Neutral good servants of the Stone Lord, Sentinels share the following characteristics:


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