《A Dark God In An Otherwise Godless Multiverse》 Where did the author go? (3/9/2020) Hi friends! I apologize for the hiatus. I''m a graduate student in my (hopefully) final semester of college and these last few weeks have been intense. Because of that, I have been losing time to write. I ultimately made a choice to refocus and double down on a promise I made many months ago: to work on my rewrite of this story. And I''ve actually done that! Whoo, we stan a man who keeps his word right? So here''s what y''all, my beautiful readers need to know: My rewrite is on WebNovel (link in the author''s note). I''m contemplating bringing it over to Royal Road, and am likely to do that. There are over 30 chapters on WebNovel, and that is exactly what I wanted before I started the process of bringing it over. I''m just unsure of whether or not I should. The WebNovel rewrite of this story has shorter (for the most part), first-person chapters and features a HUGELY rewritten (and different) story. It has the same basic premise, but I handle it so differently and in my opinion (and the opinions of the first few reviews, for what''s it worth) better than the original, and one reviewer checked out this story and mentioned that they like the rewrite way more.Support the author by searching for the original publication of this novel. I lose a lot of the repetition of this story, my protagonist isn''t a complete child, and I feel as though I''ve learned from at least a few of the obvious and utterly inane mistakes I made writing this version. So here''s what''s up in the air: I don''t think I am going to just stop writing this story. I honestly don''t. I like this story, and I enjoy writing it. That said, I am absolutely and obviously slowing down the number of chapters I churn out, on this specific story, for the foreseeable future. I want to write a chapter every week if that, but I make no promises because my schedule remains... fluid for the foreseeable future. That said, if you''ve missed Althos it might be worth checking out my other story. If you want to wait until I transfer the story over to Royal Road, please let me know. That''d be a really good encouragement for me to step up and do that, which I''m likely to do, I just haven''t begun to do just yet. I''ve missed y''all and would love to see some of y''all check out my rewrite. Even and especially if you were a critic of this particular version of the story. It''d be cool to see if maybe you think my rewrite is worth a read. Prologue: Alone In A Forest Most creatures were born or were created. The godling wasn''t like most creatures. And so, instead of being born a baby, or being created and stored in some secret location until it matured, it went from nonexistence to existence in an instant. It sprung into life fully mature and ready to influence the multiverse in a range of ways but also ignorant of its origins or of the particular reason why it knew strange and seemingly trivial things. It sprung into existence in a small forest. The creature phased into reality in the middle of a small and artificial path, surrounded on both sides by thick trees that freely shedauburn colored leaves. It phased into reality with its eyes closed and kept those eyes closed for a few moments while its brain absorbed tons of information all at once. The first things it noticed were the smell and taste of the forest and air respectively. The forest smelled diverse and well-inhabited. It could instinctively identify dozens of different types of trees, grass, naturally grown vegetables, and more by scent alone. It could also smell a variety of different fauna ranging from squirrels to wolves, to more magical creatures like small fey-folk deep in the forest. The last thing it could smell was the thick scent of nature magic. The creature didn''t know how it knew this, but it presumed that the source of that magic was either a powerful fey-creature or a druid, either of which possessed potent nature magic in their blood and used it freely. Such magic left a lingering and detectable impression on the world around it, even when unused, and that impression was what the godling could smell. The taste of the air was something the godling savored. The air tasted clean and free of the polluting effects of logging or of other actions taken by metal focused civilizations. Any societies that may have existed in the forest were capable of coexisting with nature and were not overly reliant on forged tools or on the destruction of nature, which helped explain why the forest was so clean. The creature knew that such cleanliness and purity were unusual and so decided to enjoy it while it had access to it. The magic in the air added a slight kick to the taste, akin to what civilized creatures might call a "spice", but the godling was a newborn, or at least as newborn as a godling could be, and had no way of knowing what civilization called or might have called anything. So instead of focusing on labels the creature freely enjoyed the taste of the air on its tongue and in its lungs without worrying about the preciseness or nuances of language. The creature sensed the ground underneath it and wondered what that it would feel like on its hands. The creature felt the soft dirt directly on its feet and enjoyed the warmth of the grainy substance underneath it because it lacked shoes and so the sensation of the clumps at its feet was something it could detect freely and without obstruction. Weirdly enough the creature knew it wasn''t naked, feeling clothing on other parts of its body. It wore a thin shirt made of magic but mysteriously customized to feel like plain and undyed woolen cloth, and thick pants also made of magic but designed to feel like thick fur garments, colored the same shade of brown as a wolf''s fur might be. The creature itself knew this was odd and this made the creature curious, but the entity was intelligent enough to know that any questions it had about the source of said clothing were beyond its ability to answer at this moment. Instead of focusing on them and getting nowhere the creature knew it should focus on the knowledge it could gain and moves it could make. Before the creature opened its eyes for the first time it knelt down and grabbed some of the soil from the artificial path it sprang into existence on. It kept the stuff in its hands as it observed and studied it. It allowed itself to memorize the tactile sensations of the stuff and committed various things about it to memory. Among other things, it memorized the size of each grain of the stuff in its hands and wondered about their origin because they didn''t match up with the rest of the materials it could sense around it, through some ill-defined sixth sense it possessed. It lifted the clumps to its noise and inhaled which ultimately confirmed its suspicions that the stuff smelled quite different from the other scents in the forest. Because of the overwhelming amount of native trees and grass that surrounded it, the scent couldn''t overpower everything else but it was quite obviously alien to the rest of the forest.If you stumble upon this narrative on Amazon, it''s taken without the author''s consent. Report it. The creature opened its eyes and uncupped its hands at the same time, allowing the particulates at its feet to fall back to its original location. The sight before it was breathtaking. It stood on a small path that was marked by soft dirt and clearly stood out in comparison to the rest of the forest it was in. The dirt beneath it was a cool yellow color and the rest of the soil and grass around it that wasn''t a part of the path was a dark shade of green. If the creature had to guess why that type of dirt was chosen by whoever designed the path it was probably because such a color, even as muted as it was in comparison to other shades of yellow, was very bright when contrasted with the things at its feet. Filled with mysterious knowledge, the creature knew that it could see in the dark without any problems. The same mysterious knowledge also told it that some other beings weren''t so lucky. This path probably existed for them. Without the path getting lost in the forest would have been significantly easier and the lightness of the path made it easy to notice, even as the sun was setting off in the distance and light, normally blocked from the forest''s lowest layer by the tree line, was flooding the forest. Other sights in the forest around it included the majesty of the trees that surrounded the artificial and comparatively brightly colored path. The creature knew with but a glance that the trees it could see were older trees, tall and vibrantly alive. Each of them freely unleashed beautiful dark red leaves that quietly glided to the ground below their canopies, guided by a gentle breeze. This produced one of the only noises the creature could hear, the soft rustling of the wind as it stripped leaves from trees and to itself and pulled them to the ground below. Occasionally the creature would hear the soft pitter-patter of footsteps in the distance, usually belonging to small animals that called the forest home. Rarely these steps would be louder and more distinct, belonging to one of the few magical beasts living in the forest. But those steps came from kilometers away, far from where it was and in a place the creature didn''t particularly feel like walking towards. The creature wished it could know what it looked like, but it lacked any reflective surfaces from which it could see its reflection. It knew in time that that would change, so, for now, it simply considered its own appearance something it would learn soon enough. A lot of things were marked like that in the creature''s mind. Thinking but for a moment about what it should do, the creature came to a decision it felt satisfied with quite easily: it would follow the path in a direction it suspected would lead it out of the forest. It started down that path immediately and wondered about what it would find next.
| Dungeon Status: Current living occupants: 8. Dungeon master''s party plus the scorpion Other occupants: 1 Floating Skull (aide to the dungeon master) Current floors: 2 Total floors: 6 Entranceway: operational, empty Room 1: Soul-Orb training, operational, temporarily occupied by the dungeon master''s party and the scorpion. Passageway: Operational, empty Stairwell: Trap status, operational, empty Long passageway: Operational, empty Arena: Operational, empty Dungeon-Heart Chamber: Operational, empty Dungeon ownership: Property of Althos, the Fungal Lord |
| Dungeon''s in-use features: 1: Deceptive Entrance 2: Accessible Dungeon-Heart 3: Deceptive Chambers 4: Alternative History 5: Trapped passageway 6: Major locking mechanism |
| Dungeon''s Archived Features: 1: Rejunvitation chambers 2: Dungeon mobility 3: Creature Creator Framework 4: Guardians (1/5 available at the moment, more can become available with the proper investment of magical energy) 5: Spa floor 6: 1 floor devoted to training combat skills 7: 1 floor devoted to practicing communication skills 8: 1 floor devoted to honing administrative skills |
| Ritual Creation |
| Ritual Name: Birth Of A New Mind |
| Ritual Type: Modification |
| How Often Can This Ritual Be Done By Worshipers? Once A Day, unless otherwise authorized by Althos. |
| Description: This ritual creates a new and empowered sort of familiar. It does so by bathing a living, wild creature in Althos'' divine energy and then casting awakening on it. Creatures affected by this ritual are transformed, their minds expanded, and their bodies infused with divine energy. They become loyal to the person who oversaw the ritual, or to anyone designated as their new master by the ritual''s overseer. |
| Effects: Creatures who are subjected to the ritual become advanced familiars, powerful creatures who are mentally bonded to the ritual''s overseers or those who the ritual overseers designate as the recipient of the advanced familiar. They become Althos'' worshippers, their abilities are improved, their intelligence is increased significantly, and they gain access to advanced evolutions. This ritual''s effects are permanent unless undone by Althos himself, though the creatures who oversee the resulting familiars can free them from their mental bonds. Creatures can try to resist the ritual, but it''s impossible to resist if the ritual is done by Althos. |
| Type: | Description: | Who Can Be Mutated This Way: | Method of Learning This Mutation: |
| Drider-Variant | These fierce monsters resemble girtablilus in appearance, but in temperament, they differ wildly from the odd scorpion-men hybrids. These creatures have the lower-bodies of massive scorpions and the upper-bodies of unusually muscular dark-elves of either gender. These creatures shed the usual pride of dark-elves and the irate temperament of dire-scorpions in the presence of those who mutated them, particularly if their mutator was a god, whom they view as having blessed them by modifying them so dramatically no matter what they were before they became mutated. | At first, only dark elves can be mutated so wildly, owing their biological flexibility to their elven genes, but in time experienced mutators learn how to transform dire scorpions into Drider-Variants. | Gaining the worship of both dire-scorpions and dark-elves is necessary to learn how to create these unusual cousins of pure-driders. As is gaining considerable knowledge of dark-elf anatomy. |
| Jackal-Kin | Not many gods recognize or respect the power of jackals, but the gods who gain the fealty of an entire community of jackaloids gain the power to infuse their other servitors with the power to shape-shift into jackals. Creatures who are mutated into jackal-kin become jackaloid-like creatures with humanoid forms other than those of humans. The attitudes these creatures exhibit run the gamut, and not all of them are grateful for the power to shape-shift. | Any non-human humanoid can be mutated and become a jackal-kin. Masterful mutators, especially those with extensive influence over certain domains like the plant domain might be able to transform sentient creatures of their domains into jackal-kin, but if they do it''d be a first. | Gaining the worship and service of an entire community of jackaloids grants the god who converts the desert-predators into their servants this fairly specific type of shape-shifting mutation. |
| Fungal-Folk | Fungal-folk only emerge naturally as the result of an extensive chain of evolution, usually from far more basic-types of fungi. Though no deity of fungi has never existed until now, this mutation has always existed to aid such a creature if one ever emerged. A deity of fungi gains the power to mutate dying, willing, creatures into fungal folk spontaneously. Fungal-folks make the perfect servitor species to any non-discriminate god of nature, but until now have been largely ignored by the cruel and usually mildly superficial gods of nature. Fungal-folks are high-tiered evolutions of assorted types of fungi that come in two variants. One variant is a peaceful type of creature who seeks to live in places where they can create fungal gardens. The other variant is an aggressive type of fungus monster that seeks to conquer land, and forcibly resurrect other deceased creatures as fungal-folk, or use their bodies as fungal gardens. | Any willing, dying creature who consents to live-on in the form of a fungal-folk can be mutated into these odd, fungal freaks. This limitation can be overcome by gaining experience with this specific mutation, and eventually, the mutation transforms even hated enemies into fungal creatures. | Be a god of fungi, and be worshiped by at fungi from two separate tiers of fungal-kind. Examples of creatures in two, separate tiers of fungal-kind include typical sedentary mushrooms and fungal lurkers. |
| Class Name: | Class Description: | Specialties Under Your Control | Members Of Your Religion Of This Class By Race |
| Alchemist | Alchemists are powerful inventors and tinkers whose skill in alchemy has a multitude of uses. Many alchemists craft explosives or they create tonics that can soothe the soul and heal the body. Some alchemists are scientifically inclined and their research involves blending alchemy and science. Others are mystically inclined and they produce powerful potions that cause a range of effects. Potion-producers focus on the power and potency of potions, specializing in their production and gaining skills that improve the quality and quantity of potions produced each time an alchemist makes them. | Potion-Producer | One Dark-Elf |
| Archer | Archers are powerful warriors who specialize in using bows in combat. They can fight effectively against other ranged foes, as well as against mounted enemies. Different specialties make use of different types of bows and different types of arrows. Snipers are long-distance archers whose arrows mow down mounted units and singular enemy commanders. Combat archers are daredevils who get close to their foes, firing powerful bursts of arrows and dancing out of the range of their enraged enemies. | Combat Archers and Sniper | Three Orcs |
| Berserker | Berserkers are powerful warriors whose rage fills them with destructive might. These powerful warriors are more common among more bestial races, but berserkers of all races can be found throughout the multiverse. Sentinel demons fly into a shark-like rage whenever enemies bleed, but they hone and focus their rage so that they can unleash it at the right time. | Sentinel Demon | One Sentinel Demon |
| Cleric | Clerics are the loyal servants of the gods. These religious leaders lead other worshipers in prayer, in ritual, and advocate for others to convert to the worship of their divine masters. They fulfill the commands of their gods and communicate the wills of their masters to other, less-faithful mortals. Beast tamers are clerics who believe that it is their duty to preach to wild beasts. They go out of their way to explore the wilderness and spend time surrounded by animals. They can speak with animals and see to it that no lifeform remains ignorant of their god''s majesty. Diabolist clerics are clerics who are servants of Infernius. They lead cults dedicated to arch-devils, true-devils, or the assorted layers of Infernius itself. The majority of them are not found in Infernius, and instead, they zealously work to transform mortal worlds and societies into reflections of Infernius. | Beast Tamer, Diabolist | One Great Frog, One Half-Devil |
| Druid | Druids are powerful magic users whose veins are filled with nature magic. These creatures possess a variety of nature-based powers. They can shapeshift, they can manipulate nature, they can heal people, and more. Desert druids are inhabitants of the desert whose long history in the difficult region has caused them to become resilient, deadly, and stubborn on a genetic level. Desert druids have power over sand and wind, using both in combat effectively. At high levels, they can also use magic to transform into a variety of desert-dwelling critters from scorpions, to lizards. | Desert Druid | Two Jackaloids, One Cactus Wren |
| Fighter | Fighters are intense warriors. They are the simple, bold combatants who defend themselves against dragons with bows, spears, and swords. When enemies knock at their gates, fighters are the first ones on the scene. Brawlers are even braver than most fighters as they go toe to toe with heavily armored and even more heavily armed warriors using their own limbs. Brawlers have abandoned swords, knives, and more because they know that such tools are useless when taken away. But in their minds, taking away one''s fists, legs, elbows, or knees is a riskier enterprise. And they invite enemies to try. | Brawler | Two Orcs |
| Monk | Monks are disciplined warriors and scholars who train their bodies into the perfect weapon. Their discipline keeps them on strict workout regimes, while they pursue varied agendas related to various fields of study. Poisonous Paw monks are monks who either naturally secrete and control poisons they inflict on their victims, or have mastered ways to dip their natural weapons in poison without harming themselves. Either way, they inflict crippling attacks on their enemies. They are skilled assassins whose attacks can cause their enemies to wither and die even weeks after they struck. | Poisonous Paw | One Great Frog |
| Oracle | Oracles are natural magic-users whose minds and whose visions are sometimes overcome with potent visions that come to them from a range of sources. Oracles are usually associated with the old age, the age of gods and their kin, and are rare in the modern world, though they certainly exist. Resurrected oracles are not oracles who were brought back to life, but oracles whose oracular abilities skipped over them but were forcibly resurrected. Such oracles quickly learn that their visions are tied to the wills of those who resurrected their oracular abilities. Their resurrectors possess incredible power over their visions and often become their masters. | Resurrected Oracles | One Dark Elf |
| Ranger | Rangers are nomadic wanderers who roam the natural parts of the world and of the multiverse. They are more at home atop ice-floes than in the heart of a bustling city. Rangers and their animal companions use a range of weapons and magic to track and slay enemies, particularly enemies they have sworn oaths against. Surface-Scouts are a rare ranger specialty that hails from the World Beneath The World of various mortal worlds. They brave the dangers and horrors of the surface world and help civilizations and peoples beneath the surface learn how to conquer or dominate those who dwell in the light of the sun. | Surface-Scout | One Dark Elf |
| Rogue | Rogues are dangerous sneaks and stealthy saboteurs. They gain a variety of skills quickly and they put their lives on the line anytime they sell their skills to the highest bidder or they serve their masters. These skilled masters of discord and destruction have a home anywhere, from the heart of a battlefield to the inner chambers of complex palaces and political intrigue. Assassins are cold-hearted killers. They apply their sneaky skills and their desire to engage in sabotage in pursuit of the most deadly end of all: murder. These sneaks infiltrate homes, societies, and more, to execute their targets. Their mastery of the blade and their knowledge of anatomy is unparalleled. Thieves are opportunistic strikers who break into settlements, homes, and more in pursuit of gold, or other valuables. In militaries or in political strike-teams these infiltrators break into heavily guarded compounds, estates, or fortresses in search of enemy plans, material with which to blackmail their targets or things that would just undermine any ideas their enemies have that they are safe in their own homes. | Assassin, Thief | Two orcs |
| Witch | Witches are ambitious servitors of mighty powers. Witches are women, not just humanoid women, who''ve made deals with powers beyond mortal ken, and who''ve agreed to serve these powers in exchange for power of their own. Also, there''s no simple way to say this but creatures who aspire to become witches in your service are currently... they''re being given a sort of trial run to get them hooked on your power. One of your awakened imps aspires to become a witch and currently has access to a range of mind-manipulation spells and sensory manipulation abilities. Both Qu''Ren and Milene are developing their own distinct, tiny covens of witches who are already experimenting with their powers and are being indoctrinated by the two nobles. Their theologies are very different, so it''s not a bad idea to chat with them and figure that out. The sort of power that a witch gets from her master depends on the sort of deal she was pursuing and which sort of power with which she was cavorting. Devilish witches gain powers related to the archdevil they serve. Witches who aspire to serve Althos as of right now gain access to mind magic, illusion magic, and healing magic. All of the witches who currently aspire to serve you are trying to become devilish witches. Divine witches are witches whose power stems from your divinity. Their power is completely up to you. When a witch wants to become that type of witch, you''ll be able to expand what that entails. | Devilish Witch, Divine Witch | One Imp, Nine Dark Elves. |
| Cult Or Coven Name: | Description: | Head Priest Or Priestess: | Demographics: |
| The Living Faith | This is a general cult dedicated to you that is overseen by a council of dark-elven priestesses and a few proto-witches. They worship you as a deity of sacrifice, minds, and tyranny. Inhabitants of Undermoon who worship you generally and aren''t members of other cults are automatically considered members of this cult. They aren''t organized yet, because you''ve been doing other things. Can you organize these worshipers already? It''s weird that they aren''t organized. This cult''s central tenants revolve around sacrifice, minds, and tyranny. | Htlol, a dark elven priestess who witnessed the actions of your death cult at the old temple to Morthos. She became a worshiper at that moment and was the head of the temple already so she became the head of this cult automatically. In the time since she converted to your worship, she has become an orderly cleric. Orderly clerics are clerics who serve deities of empires and tyranny and who seek to rigidly enforce the hierarchies of their gods. | 12,800 dark elves 100 humans 35 dwarves 1 high-elf |
| Cult Or Coven Name: | Description: | Head Priest Or Priestess: | Demographics: |
| The Hand Of The Dark Lord | These are Ranthor''s forces. They worship you as a lord of tyranny, warfare, and subjugation. This is an army and a cult. They can be considered your first crusaders. They are building an empire in your name. This is an especially useful cult for a number of creatures who are focused on power and strength. That includes but isn''t limited to orcs, goblins, ogres, Rust-Hags, werewolves, sharkfolks, and hobgoblins. | Ranthor. Ranthor''s mind has long succumbed to your influence and it has driven him to fanaticism. The orc is determined to serve you as his lord and god. He doesn''t have many goals but one thing that drives him is the urge to unite all orcs under your banner. | 1 Rust-Hag. 50 Goblins 39 Orcs 27 Ogres 24 Humans 8 Sobeks Assorted unawakened animals. |
| The Mirrored Forest | This cult is also annoying independent and unorganized. You should probably correct that. This cult of the creatures are the ones who live in your realm. Specifically, the beings who live in the copy of the forest you sprang to life in. This cult worships you as their creator and as a lord of forests. | Mother Root, one of the dryads we created shortly after creating your realm. Mother Root is a dryad and a druid. She is a powerful nature sorceress and she believes it''s because you personally blessed her. | 7 Dryads 30 High Elves 3 Satyrs 3 Faun Assorted awakened and unawakened animals |
| Inhabitants Of The World Below | This cult is one of very few to worship you as a lord of fungi. This is the cult of the mirrored version of the city of Undermoon. They worship you as a creator of life, the world they live in, coexistence and diplomacy, and as their protector thanks to the fungal folks who live in the tunnels surrounding the city. | Angelica. The diplomacy angel you rescued explored the city, learned about your portfolios and took it upon herself to build an organized religion in your name.Ensure your favorite authors get the support they deserve. Read this novel on Royal Road. She is recognized by the fungal folks who surround the city as a saintess and is thus obeyed by them, which lends her credibility when she discusses being one of your servants. She teaches her followers to be charismatic, respectful to nature, and to use their words to resolve problems rather than their weapons. | 155 Humans 45 Dwarves 55 Dark Elves 100 Fungal Folks 1 Angel |
| The Order Of Whispers | This is Hagitha''s death cult. It consists entirely of dark elves and the ghouls they''ve raised. This is a creepy cult. They are a secretive bunch who consist mostly but not entirely of older dark elven women who are willing to do anything to stave off death. They gleefully sacrifice other members of their race. Hagitha deceived the founding members of this cult into thinking that in exchange for sacrifices you might come down and bless these women to grant them eternal youth. Whether you decide to do that or not is up to you. Hagitha has been creatively coming up with rituals for members of this cult to follow. Some of her rituals include a weekly day of silence, a form of prayer that suggests that blood is a suitable offering to you and other strange things. Each of the ghouls animated by Hagitha has regained some semblance of intelligence but none of their memories. This cult worships you as a dread lord of necromancers, blood, undeath, and secrecy. | Hagitha. Drow''s mother is the sadistic leader of this death-cult. The oracle and spell-singer is a charismatic speaker who knows how to play on the fears of her enemies and allies alike. She uses the things her cult members are afraid of to construct creative promises that her followers are likely to eat up. This cult is one of the few that is heavy with potential witches. It, alongside with the covens constructed by Milene and Qu''Ren are the only areas to have more than 3 proto-witches. | 25 Dark Elves 12 Ghouls |
| The Order Of The Golden Sickle | This is a cult of agriculture and greed. It is your first cult in Namira and consists of farming families throughout the city of Namira. These cultists worship you as a provider of wealth, stability, and of agricultural success. The membership of the Order Of The Golden Sickle are all farmers who were easily corrupted by greed. This brotherhood of farmers could easily be twisted into something more sinister. | Menanam your arboreal angel leads this cult. Menanam''s primary goal is to subtly scout the city for farmers who could be convinced to join the Order. She uses her druidic abilities to explore the city stealthy, and carefully tests each potential recruit. As a result of this each member of the cult so far is deeply loyal to you. The angel has quickly and easily adapted to the nature powers she was given the moment she became a real creature. She is a druid now. | 1 Arboreal Angel 11 Desert Giants |
| The Traditional Sisterhood | Qu''Ren''s coven consists entirely of female dark-elves. This coven is an elitist order that is dedicated to preserving the status quo. These dark elven clerics and proto-witches are all noble or influential daughters, women, and matrons who seek to serve you in exchange for the power to secure their position at the top of a city and society that is rapidly changing. Only a handful of the women gathered here are young, most are in fact middle-aged dark elven women with children of their own. They revere you as a powerful magician and as a devil-lord of minds. | Qu''ren. Qu''ren, one of your first worshipers, leads this small but elite coven of skilled, knowledgeable, and elite dark-elven nobles. She leads them in daily prayer and communion with the hopes that you will visit them and bestow them with true status as a witch or explicit recognition as a cleric. | 19 Dark Elves |
| The Order Of The New Age | This is Milene''s progressive coven for younger leaders and ambitious movers and shakers throughout Undermoon. This coven is much larger than Qu''Ren''s, but in Dark Elven society there''s a reason the elites are elite. Elites are strong, and commoners are not. Milene''s coven consists of males and females, people of a number of classes, and they even welcome the lowest castes in society indiscriminately. They revere you as a shatterer of the old ways, and as a meritocratic overlord who judges people on talent and skill alone rather than discriminating against species or having a preference for a certain gender. | Milene. The Dark Elven alchemist has taken to leading a coven quite easily and energetically. Milene holds communion daily, and one of the other yous, the mind you, sometimes responds both to Milene and other members of the coven. Milene has a charming personality and warm energy that enables her to disarm people and persuade them to come to a group communion. Often when they come they are so enthralled by the atmosphere and the drugs Milene uses as an alchemist to lure people to your worship that they become members. | 50 Dark Elves 15 Humans 1 Gnome 2 Kobolds 3 Goblins 1 Dwarf 1 Gnome |
| The Changed Circle | This is an odd cult, one made up entirely of mutants. This order consisted of the first jackal-Kin and Driders you could make. You made them out of worshipers who had pledged themselves to you in secret while being part of families that had resisted worshiping you. They had willingly accepted the changes, gleefully reveling in them while fleeing their homes to live safely outside of Undermoon. They revere you as a lord of mutations, mutants, and flesh. | Krivrivas. Krivrivas is a drider high-priest and is the son of one of the noble-families that has persisted in resisting your influence. He was one of the people who converted to your worship after participating in the capture of Aggathas. Krivrivas is intent on taking one of the driders in the cult as his bride and is preparing to pray to you for your agreement. | 10 Driders 10 Jackal-Kin |
| The Cult Of The Sacred Spores | This is the other cult that reveres you as a fungal lord. It''s also the only sex cult you have to date. This strange order reveres you as a lord of ecstasy, sex, spores, drugs, and masculinity. This cult is probably the most independent cult you have to date, but it came about as a result of its leader Rinor meeting with Milene and learning about you. Milene''s fawning description of you hung in his mind, but Rinor''s mind distorted what Milene said and concocted you as a paragon of masculinity and sexuality rather than as a meritocratic overlord. | Rinor. Rinor, a male dark-elf you overheard one of the few times you visited Undermoon, leads this odd cult. Rinor has recruited addicts, druids, and all sorts of depraved figures to his cult. They live in the lascivious building he owns and they constantly indulge in their vices. Rinor''s devotion is sincere, but his vision of you is distorted and focused on two things: an understanding of you as a fungal lord, and as a devil. In his warped and lustful mind, the fusion of those two things naturally results in a vision of you he can worship. | 150 Dark Elves 10 Humans 3 Ogres 11 Goblins |
| The Tyrant''s Temple | This is the devilish cult dedicated to you as an archdevil. | Tristan. Tristan the half-devil and priestess of the Order of the Dark Saint has become the head-priestess of The Tyrant''s Temple. She is a skilled priestess and a charismatic speaker. In the wake of the choice to cordon off half of the layer and line it with a long chain of forts, she has gained the freedom to leave the Dark Cathedral without fear. She has begun to reach out to assorted humanoids throughout the layer and preach the diabolical faith freely. Various humanoids have converted to the faith. | The Devils Of Althos'' Rebellion 25 Humans 7 Harpies 25 Jackaloids |
| The Way Of Nature | This is the faith dedicated to you that Silander preaches and practices. It is a faith that began by erroneously overfocusing on awakening animals, though that practice has changed since. This faith reveres you as the lord of nature. | Silander. The great-frog and your first familiar is the head-priestess of a faith dedicated to transforming animals into your worshipers. She works with Raverangos and other allies to capture animals, preach to them and makes a decision about whether or not to awaken them based on whether or not they would benefit Althos more as awakened creatures or as unawakened ones. | Assorted awakened and unawakened animals. |
| The Cult Of Splendid Dreams | This cult exists as a consequence of you experimenting with your dream powers to explore the dreams of the people of Undermoon and unintentionally affecting the minds of dark elves in the city''s asylum. This cult is located within the asylum within Undermoon and is led by its warden. They revere you as a lord of dreams, freedom, and insanity. | Urgoth the Warden. Urgoth is a strange fellow in charge of an even stranger cult. | 45 Dark Elves |
| Name: | Description: | Domains & Subdomains Involved: |
| Fungal Folks | These creatures are the standard end to the evolutionary line of terrestrial, terranean and subterranean fungi. Fungal folks are intelligent, mobile fungi who can use magic or wield weapons. They have a distinct culture all their own and in the ancient past worshiped petty and selfish gods of nature who relegated them to positions of less importance than other hybrid beings. They have distinct offshoots that have over the passage of time become their own species. Fungal folks that gain classes tend to gain martial classes, particularly the classes of ranger, fighter, or rarely berserker. | Fungi, Minds, Civilization |
| Mi-Go | Mi-Go are alien creatures from worlds where nature is incredibly unlike nature in the world of your birth. Mi-Go are intelligent, cruel, domineering fungoids capable of surviving in the cold vacuum of space unaided. They are scientists, colonizers, and were loyal servants to ancient, alien gods. | Law, Minds, Darkness, Madness, Artifice, Life, Void, Faith |
| Mushroom Magi | Mushroom Magi are a relatively new species, descended from fungal folks whose entire existence revolves around magic. These very rare beings are natural spell-slingers and innately possess the druid class. They use nature magic proficiently and served ancient nature gods in nobler and more enviable roles than their ancestors did. | Faith, Mind, Magic |
| Shadow Spores | When not the product of unnatural interference and disruptions Shadow Spores are an evolution of fungi that grew underground or were cultivated by beings who infused them with darkness. These shadowy beings stay out of the limelight and work behind the scenes to serve shadowy masters in a variety of roles. They specialize in roles that less than savory, and as a whole tend to enjoy dirty work. They are often rogues, necromancers, or illusionists. | Darkness, Illusion, Necromancy, Death, Evil, Minds |