TEXT: THE CELESTIAL HOST: VOLUME ONE
  11
  THE CELESTIAL 
  HOST
  volume 1 (ver 2)
  
  THE CELESTIAL HOST: VOLUME ONE
  2
  Written and Developed by Ben McFarland, Jaye Sonia, and Brian Suskind
  Additional Development by Darren Bellisle, Craig Campbell, Andrew Christian, Andrew Durston, 
  Robert Fairbanks, Jeffrey Hersh, Les Hostetler, Chad Middleton, Christen Sowards, and
  Kimberly Murphy Wilbanks
  Ode to the crimson eagle written by Andrew Christian
  Forward by Jaye Sonia
  Cover Artsist Terry Maranda, Dimas Wijil Pamungkas
  Interior Artists Juan Diego Dianderas, Rick Hershey, Dio Mahesa, Terry Maranda, Dimas Wijil Pamungkas, 
  Julio Rocha, Hugo Solis
  Editing and Development Nerine Dorman and Jaye Sonia
  Layout Jaye Sonia
  Publisher Storm Bunny Studios, LLC
  Product Identity The following items are hereby identified as Product Identity, as defined in the Open Game License 
  1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (created characters, 
  cults, magical item names, etc., but excluding any deities or characters who already fall into the public domain), dialogue, 
  plots, storylines, locations (excluding locations that fall in the public domain), characters (excluding those who fall in the 
  public domain), artworks, and trade dress. (Elements that have previously been designated as Open Game
  Content are not included in this declaration).
  Open Content Except for material designated as Product Identity (see above), the game mechanics of this Paizo Pub-
  lishing game product are Open Game Content, as defined in the Open Game License version 1.0a Section 1(d). No portion 
  of this work other than the material designated as Open Game Content may be reproduced in any form without written 
  permission.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, 
  LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, 
  LLC does not guarantee compatibility, and does not endorse this product. Pathfinder is a registered trademark of Paizo Pub-
  lishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trade-
  marks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://
  paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.
  The Celestial Host is published by Storm Bunny Studios, LLC under the Open Game License. 
  © Design Camp 2018; Design Camp is Ben McFarland, Jaye Sonia, and Brian Suskind!
  
  THE CELESTIAL HOST: VOLUME ONE
  33
  It’s been a much longer journey than any of us expected, but I think all of us – designers and campers –  
  learned a lot in this first official Design Camp. While I can’t speak for either Ben or Brian, I think it’s safe to say 
  this has been a real blast. I know I learned a lot while writing and reviewing this, both about the mythologies 
  into which we dived, but also in how each of us views those myth cycles. That’s fun to absorb, especially when 
  we get to dive into discussions about mythic quests, alien gods, and all sorts of other tropes related to the gods 
  above. 
  So, thanks. 
  Our awesome campers including Gunnlaugur Arnarson, Tim Baker, Darren Bellisle, Savannah Broadway, 
  Stephanie Bryant, Michael Buikus, Craig Campbell, Jonathan Cary, Andrew Christian, Colegrove, Cordolin, 
  Cyterreo, Danulon, Doomedpaladin, Roman Draughon, Seth Drebitko, Andrew C. Durston, Thomas Martin E., 
  Robert Fairbanks, Michael Ficklin, Gamerati, AAW Games, Danny Godin, Tiberio Graco, Richard Green, Teo 
  Chang Hao, Greg Hardy, Ed Healy, Jeffrey Hersh, Gray Hill, Franklin Hodge, Les Hostetler, Imban, Erik Jarvi, 
  Regris Kallen, Jeremy Kear, Andy Kwong, Thomas LeBlanc, James H. Lewis, Christopher Lipinski, Karen 
  Lockwood, Steven Lord, Elisa Mader, Robert Manley, Ben McArdle, Silas McDermott, Ben McFarland, B.A. 
  McLean, Jeffrey Meyer, Chris Mowthorpe, Mike Myler, Hallum P., Patrick P., Shaun P., Brian Perlis, Jaime 
  Price, Beth Rimmels, David Ross, Saajan 9000, Joe Smith, Jonathan Smith, Hugo Solis, Christen N Sowards, 
  Michael David Stein, Boyd Stephenson, Brian Suskind, Cynthia Suskind, Tekfactory, Ged Trias, Keith Unger, 
  Andreas Walters, Henry Wong, and Scott Young. 
  As our first class of campers, I hope each of you came out with a little more than what you came with. I 
  know all of us have; all of the feedback you’ve left with us has been incredibly helpful. I have absolutely no 
  doubt our next Design Camp is going to be even better! I can’t wait. I’m also happy we were able to give some 
  paid work back to one of the campers! I think a special congratulation is in order for Andrew Christian, whose 
  short adventure Ode of the Crimson Eagle, beat out all of the other pitches! 
  Thanks!
  Cheers,
  Jaye
  
  THE CELESTIAL HOST: VOLUME ONE
  4
  Welcome to The Celestial 
  Host!
  Intro & Backers’ List  
   
   
   
   3
  Chapter 1 – Old Gods’ Dawn 
  Dawn of the Old Gods  
   
   
   
   6
  Why Fantasy Religion?   
   
   
   
   7
  The Divine Right to Rule 
   
   
   
   9
  When Someone Asks… 
   
   
   
  11
  On the Nature of Gods 
   
   
   
  13
  It’s the End of the World 
   
   
   
  17
  Chapter 2 – Arthurian Heroes
  The Core Legend 
   
   
   
   
  19
  King Arthur 
   
   
   
   
   
  22
  Merlin  
   
   
   
   
   
  26
  Guinevere 
   
   
   
   
   
  28
  Sir. Lancelot  
   
   
   
   
  30
  Morgan le Fey  
   
   
   
   
  33
  Sir. Mordred  
   
   
   
   
  35
  Sir Galahad 
   
   
   
   
   
  38
  Sir Gawain 
   
   
   
   
   
  41
  The Fisher King 
   
   
   
   
  44
  Sir Morien 
   
   
   
   
   
  46
  The Arthurian Stables  
   
   
   
  48
  The Lady of the Lake  
   
   
   
  48
  Order of the Round Table 
   
   
   
  50
  Jousting Rules  
   
   
   
   
  53
  The Bleeding Spear 
   
   
   
   
  56
  The Grail 
   
   
   
   
   
  57
  New Arthurian Spells  
   
   
   
  58
  Children of Logres 
   
   
   
   
  61
  Chapter 3 – Celts and the 
  Tuatha Dé Danann
  A Brief History 
   
   
   
   
  66
  Lesser Gods  
   
   
   
   
  68
  Treasures 
   
   
   
   
   
  72
  Traditions & Customs  
   
   
   
  76
  Áine 
   
   
   
   
   
   
  79
  Brigit  
   
   
   
   
   
  81
  Dadga  
   
   
   
   
   
  85
  Danu  
   
   
   
   
   
  87
  Dian Cécht 
   
   
   
   
   
  90
  Goibniu 
   
   
   
   
   
  92
  Lugh  
   
   
   
   
   
  95
  Macha  
   
   
   
   
   
  98
  Manannán Mac Lir 
   
   
   
   
  100
  Sisterns of Sinann 
   
   
   
   
  103
  Morrígan 
   
   
   
   
   
  105
  Nuada  
   
   
   
   
   
  110
  Ogma  
   
   
   
   
   
  112
  Sreng  
   
   
   
   
   
  115
  Chapter 4 – Norse 
  & their Viking Gods
  Deities & Devotion 
   
   
   
   
  118
  The Gods’ Blot 
   
   
   
   
  120
  Freyja  
   
   
   
   
   
  121
  Freyr  
   
   
   
   
   
  123
  Heimdall 
   
   
   
   
   
  126
  Loki 
   
   
   
   
   
   
  127
  The Norns 
   
   
   
   
   
  129
  Odin  
   
   
   
   
   
  131
  Thor 
   
   
   
   
   
   
  133
  Valkyries 
   
   
   
   
   
  135
  Lesser Gods  
   
   
   
   
  137
  Surtur  
   
   
   
   
   
  141
  Thrym  
   
   
   
   
   
  142
  Twilight Scions 
   
   
   
   
  144
  Rune Channeling 
   
   
   
   
  148
  Thor’s Mjolnir  
   
   
   
   
  152
  Norse Spells  
   
   
   
   
  155
  Bibliography 
   
   
   
  162
  OGL 
   
   
   
   
   
  165
  
  THE CELESTIAL HOST: VOLUME ONE
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  CHAPTER 1
  THE OLD GODS’ DAWN
  
  THE CELESTIAL HOST: VOLUME ONE
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  WELCOME TO THE CELESTIAL HOST
  When Jaye first envisioned The Celestial Host, 
  his idea was as broad as it was ambitious – a task that 
  he likely would not have completed without help. 
  At the time, he imagined a massive tome of gods 
  numbering in the hundreds. However, instead of 
  small, easy to digest entries for each divine being, he 
  wanted to provide players and GMs with detailed and 
  tirelessly researched blocks of information, formatted 
  to resemble the gold standard Paizo Publishing 
  established with Inner Sea Gods. Of course, the initial 
  pass over the number of gods and pantheons available 
  made it evident he wouldn’t be able to accomplish 
  this - not alone, and not without spreading it between 
  several volumes. In essence, we’d need to dedicate 
  each volume to three pantheons, each with about 
  20,000 words allocated to them. This should have 
  given us a nice balance between the central gods of 
  each mythology, their servants, their traditions, and 
  other important elements as well.
               
  About two thirds of the way through this 
  project, we all realized we’d be exceeding our word 
  counts, each of us easily adding extra text to our 
  sections – just to cover everything we felt needed to 
  be addressed. Even when everything was “said and 
  done,” we still had more to say. This meant taking a 
  step back and reevaluating our scope; otherwise, the 
  book would just continue to grow. As the old saying 
  goes, “the enemy of good is perfect,” so we put away 
  our tools and considered what we’d done, drawing our 
  sections to appropriate closures.
  Are we happy with what we made?
  You betcha!
  It’s not often we get to help what we all 
  unabashedly see as a bridge between the books of 
  our childhood (here’s looking at you, Deities & 
  Demigods!) and the books we’re writing now, as 
  adults. It’s a strange mirror to hold up at times, but 
  also a good reminder (and a hell of a morale bonus, 
  to boot). So, if you’re reading this, thanks. It was 
  your belief in our little dream that helped make this a 
  reality. 
  Thank you.
  Cheers,
  Jaye, Brian, and Ben.
  
  THE CELESTIAL HOST: VOLUME ONE
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  WHY FANTASY RELIGION?
  In a world where demons, dragons, magic, and 
  golems are real, why would anyone believe in a god of 
  any sort? After watching bards conjure up light shows 
  and wizards clear a banquet hall with unseen servants, 
  why would anyone believe in gods, much less bother 
  with regularly worshiping such beings? Couldn’t a god 
  just be some illusion or trickery? A relic of another 
  world or an entity from another plane? The reason 
  becomes easily evident when luminous supernatural 
  outsiders arrive at the call of those who claim to be 
  priests and oracles, when those same devoted servants 
  lose their powers when they violate a god’s tenets, 
  or when they communicate through dreams and 
  perform great miracles. This makes belief in a god 
  and its teachings a much easier proposal when there is 
  tangible evidence regularly available on demand.
  Given such proof, however, faith becomes less 
  important than belief and dedication as summoned 
  creatures, healing spells, and a community benefitting 
  from a deity’s incantations all demonstrate. A 
  character devoted to a god in a fantasy setting, who 
  regularly exults the god, does so knowing there is a 
  power behind the proclamation. Players wishing to 
  express this in both a mechanical and roleplaying 
  manner might take the following feat: 
  DEIFIC REVERENCE (GENERAL)
  PREREQUISITE 1 rank Knowledge (religion), must 
  have a patron deity, may be taken at 1st level
  My faith is strong, and my gifts come as a reward 
  for my faith.
  BENEFIT 
  Once every (8 minus character level, minimum 
  1) days, you may gain the benefit of a god’s deific 
  obedience. You must still perform the necessary act of 
  obedience every day, but only receive the benefit after 
  the appropriate number of performances. Thus, a 3rd 
  level character could gain the benefit of a god’s deific 
  obedience once every 5 days, as (8-3=5). This feat 
  stacks with the benefits of the Deific Obedience feat, 
  allowing the god’s benefit to be used twice each day.
  This feat, and the Deific Obedience feat from 
  Campaign Options – Feat Reference Document, 
  provide a regular opportunity for characters to 
  demonstrate their piety. To this end, we included 
  options for characters to be able to interact with their 
  deity, even if they are not a divine caster. As one of 
  our patrons mentioned during brainstorming, “the idea 
  of a regular devotional is appealing; this is, after all, 
  the basis of all religions.” For the Celtic and Norse 
  mythologies, the text establishes obediences for the 
  major gods, but obediences weren’t appropriate for the 
  mortal knights of the Arthurian mythology.
  However, in a setting where the Knights of the 
  Round Table occupy a position like the saints of many 
  religions, where they might intercede on behalf of a 
  believer, a character that practices an Obedience-like 
  act and invokes the sigil of a knight’s name or coat of 
  arms could also benefit from these feats. For examples 
  of such invocations, consider the Obedience-like act 
  and invokes the sigil of a knight’s name or coat of 
  arms could also benefit from these feats. For examples 
  of such invocations, consider the Obediences for 
  three well-known knights of the Arthurian tales: 
  Arthur, Gawain, and Lancelot. Other knights could 
  be given Obediences to allow a character to glorify 
  the individual’s defining characteristic, and the whole 
  catalog of knightly Obediences would be acceptable 
  as possible actions; in this case, the “god” would be 
  the concept of Chivalry, and each Knight of the Round 
  Table would represent an aspect of it.
  OBEDIENCE OF ARTHUR, INVOCATION OF 
  LEADERSHIP
  To be able to invoke the Obedience of Arthur, 
  the character must spend a half-hour administering 
  and directing individuals in the completion of some 
  task, and then must spend a half-hour in service to 
  those same individuals, providing them aid in some 
  way (such as serving food, repairing equipment, or 
  tending to their wounds). The GM has final say as to 
  what kind of action counts as service. These people 
  must recognize and accept the character’s direction 
  
  THE CELESTIAL HOST: VOLUME ONE
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  and service, or the time does not count for the obedience. 
  Successfully completing this obedience grants a +2 sacred 
  bonus to saving throws for a number of allies within 30 feet, 
  equal to the character’s level. Activating the benefit is a free 
  action, which does not provoke attacks of opportunity, and 
  the benefit lasts 12 hours. Reducing the number of allies 
  who benefit by 1, down to a minimum of 3, increases the 
  total duration by 2 hours, up to a maximum of 24 hours. 
  Thus, the number of allies cannot be reduced to increase 
  duration until the obedient character is at least 4th level. 
  Alternatively, the character can choose not to receive the 
  saving throw benefit, and instead treat their Leadership 
  score as 1 higher.
  OBEDIENCE OF GAWAIN, INVOCATION OF 
  PURITY OF SPIRIT
  An obedient who seeks to invoke the Obedience of 
  Gawain must spend an hour before dawn in meditation 
  and, when they are done, go aid a poor or female individual 
  through a donation of funds, labor, or alternate assistance 
  as accepted by the GM. This needs to be a donation worth 
  at least 2 gp per character level, and a half hour of time. If 
  the aided individual is a child, the necessary cost is halved. 
  Successfully completing this obedience on a daily basis 
  provides a +2 sacred bonus to Willpower saving throws. 
  Activating the benefit is a free action, which does not 
  provoke attacks of opportunity, and the benefit lasts 24 
  hours. If the character fails a Will save, the benefit may 
  be expended to re-roll instead. The second roll must be 
  accepted, regardless of the results.
  OBEDIENCE OF LANCELOT, INVOCATION OF 
  PASSION
  Someone completing the Obedience of Lancelot spends 
  an hour in the presence of their muse, an individual of love 
  and inspiration (or a prized token provided to the character 
  by the muse), and either meditating on the nature of the 
  emotion inspired by the muse or crafting poetry dedicated 
  to the muse. When it is done, the obedient must make a 
  loud, verbal declaration of their emotions, or read the poetry 
  aloud to the muse (if possible). The muse must accept these 
  attentions willingly, and if the muse does not, the obedient 
  only gains half the benefit bonus. Successfully completing 
  this obedience provides a +4 sacred bonus to saving throws 
  against enchantment, charm, fear, or other mind-affecting 
  effects. Activating the benefit is a free action, which does 
  not provoke attacks of opportunity, and the benefit lasts 24 
  hours. If the character has just failed a save versus one of 
  the listed effects, the benefit may be expended to re-roll the 
  save with a +2 bonus. The second roll must be accepted, 
  regardless of the results.
  THE DIVINE RIGHT TO RULE
  The ancient world is filled with stories of heroic 
  chieftains, brave generals, tribal kings, and bejeweled 
  emperors who – through their brazen influence and 
  unabashed ambition – carved out kingdoms for themselves. 
  While their paths to power are as diverse as the cultures 
  they came to rule, these leaders often built their domains on 
  the backs of hopeful denizens who unquestionably bought 
  their claims of divine right or otherworldly lineage. While 
  not every leader who ascends to the throne is a horrible 
  despot, plenty are uncaring monsters weaving blankets of 
  lies. The truth is, those making divine claims to rule are 
  often men and women of base desires with only a single 
  objective: power for its own sake.
  Still, a few individuals exist whom, through the 
  judicious use of their own special power, manage to mimic 
  this divine influence – creating their own domains as a 
  result. These mythic heroes conquer smaller demesnes 
  and, while therein, can use their own power (represented 
  as regency pools) to directly affect those territories in 
  unnatural and miraculous ways. 
  Although many of these leaders wear this mythic power 
  as a badge of proof to their claims, the gods themselves 
  remain silent on the issue.
  SPENDING REGENCY
  When a player gains a territory (normally by gaining 
  the Territory mythic feat, listed on the right), they also gain 
  a pool of regency points equal to 3 plus their Charisma 
  modifier. These points may be traded for an untyped bonus 
  equal to twice the value of the regency point(s) spent.  
  For instance, if you spent 2 regency points on a skill, 
  
  THE CELESTIAL HOST: VOLUME ONE
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  you would gain a +4 untyped bonus to that skill check. 
  A character cannot spend more regency points in a round 
  than they have levels. It is important to note that while a 
  character with regency points in their regency pools can 
  expend uses of their mythic power to perform specific acts 
  of power, they can generally only do so inside their territory 
  (unless these acts are otherwise approved by the GM).
  Although a player character’s pool of regency points 
  refreshes each day (after the character has had eight hours 
  of uninterrupted rest), GMs may grant a player character 
  additional points of regency for taking actions that directly 
  impact their territory in a positive way. Likewise, GMs 
  may penalize characters who ignore their territories or who 
  otherwise abandon those they now champion (namely, the 
  denizens of said territory).
  EXTRA REGENCY (MYTHIC)
  Although your territory is no larger than normal, the 
  influence you wield within it is unquestionable.
  BENEFIT 
  You gain three additional regency points. You make take 
  this feat multiple times. Each time you do, its effects stack.
  TERRITORY (MYTHIC)
  You’ve stalked the perimeter and staked your claim.
  BENEFIT
  You claim a small parcel of land as your territory. This 
  territory is 30 square miles, plus an additional 30 miles per 
  mythic tier you possess beyond the first. Additionally, you 
  gain a pool of regency points equal to 3 plus your Charisma 
  modifier (minimum 4).
  MASTER OF THE DREAD DOMAIN (MYTHIC)
  PREREQUISITE Cha 13, Territory (mythic) feat
  By tapping into your inner darkness, you can alter the 
  environment in your domain.
  BENEFIT
  While dealing with the denizens of your territory, you 
  gain a +2 profane bonus to all Charisma-based skill checks. 
  If you choose to Intimidate any of your denizens, this bonus 
  doubles. As long as you have at least three points of regency 
  in your pool and expend one use of mythic power, you may 
  cause a mist to surround you (as per the spell fog cloud) that 
  bestows the shaken condition on anyone within 30 ft. of you 
  if they fail a Will save (DC 10 + 1 per mythic tier + your 
  Charisma modifier). Unless otherwise noted, you use your 
  character level as your caster level when you use this ability.
  DREAD LORD (MYTHIC)
  PREREQUISITE 3rd level, Master of the Dread 
  Domain feat
  You have learned to wrap yourself in a mantle of dark 
  power.
  BENEFIT
  You gain a bonus on Intimidate skill checks equal to the 
  number of regency points you currently have in your pool 
  (minimum 1). Once per day, by expending a single use of 
  mythic power, you may target one or more of your denizens 
  with the spell scare. Unless otherwise noted, you use your 
  character level as your caster level when you use this ability.
  MANTLE OF THE TRICKSTER GOD (MYTHIC)
  PREREQUISITE CHARISMA 15, TERRITORY 
  (MYTHIC) FEAT
  Your right to rule carries the weight of a local spirit, 
  genus loci, or another powerful entity otherwise bound to 
  your territory.
  BENEFIT
  When dealing with the denizens of your territory, you 
  gain a +2 sacred (or profane, if evil) bonus to all Charisma-
  based skill checks; if you choose to use the Bluff skill 
  against any of your denizens, this bonus doubles. As long 
  as you have at least one point of regency in your pool and 
  expend one use of mythic power, you may cast the spell 
  command on any single denizen of your territory within 30 
  feet. Unless otherwise noted, you treat your character level 
  as your caster level when you use this ability.
  CHAMPION OF THE LAND (MYTHIC)
  PREREQUISITE 3rd level, Mantle of 
  the Trickster God feat
  At your discretion, you can draw on the land’s power to 
  gain additional prowess in combat.
  BENEFIT
  You may, as a swift action, spend a number of regency 
  points to gain the following combat abilities. Unless 
  otherwise noted, each of these abilities lasts for one round:
  1 regency point: You gain +1 luck bonus to attack and 
  damage rolls in melee combat.
  2 regency points: You gain a +1 
  dodge bonus to AC.
  3 regency points: You gain a +2 
  sacred bonus to all saves and a +2 dodge 
  bonus to AC.
  You may, by expending a single use 
  
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  of mythic power, double both the bonus and duration of an 
  active ability.
  SACRED BODY, SACRED LAND (MYTHIC)
  PREREQUISITE Charisma 13, Territory (mythic) 
  feat
  The connection you have with your territory is a two-
  way street. You can feel the warm rain on the ground like 
  it’s your skin.
  BENEFIT
  You gain a +2 bonus to all Perception skill checks while 
  inside your territory. Additionally, as long as you have the 
  required regency points in your pool, you may freely trade 
  2 points of regency for an additional use of mythic power 
  each day (at the same rate of exchange). You may do this 
  until your regency pool is empty.
  WHEN SOMEONE ASKS…
  Divine ascension is another element of mythology 
  which occasionally happens to characters within said 
  myth, albeit infrequently. A hero, king, or devoted servant 
  is transformed, becoming a divine being or god. There are 
  many ways one might experience this ascension, which 
  include the following:
  MORTAL ELEVATION TO GOD
  By tying oneself to the land, or through constant 
  glorification in song and tale, a mortal might transition into 
  a demigod or gain mythic powers. Likewise, if one were to 
  gain worshipers and priests, eventually spreading the faith 
  of their divinity and prowess across the land, one might 
  manage to transition from a demigod or mythic character 
  into a god by sheer force of will and accomplishment. 
  A similar path from mortal directly to god might also be 
  possible, but in any of these cases, the GM should require 
  construction of churches, the creation of a religious 
  structure, the completion of magnificent projects and nigh-
  impossible tasks, and victory over countless foes. This is 
  a campaign where the actions of the characters should be 
  crafting their very own mythology, which will shape the 
  face of the world for hundreds of generations to come. This 
  isn’t a campaign which knows restraint, or which accepts 
  limitations. This is a campaign which aims for the stars, 
  RITUAL MAGIC
  The idea of a ritual granting godhood is a trope nearly 
  as old as fantasy fiction. For roleplaying games utilizing 
  incantations, such a spell could be a driving element 
  of the campaign, as groups either work to acquire the 
  components necessary or prevent an antagonist from doing 
  the same. Incantations providing ascension to divinity 
  almost always have very stringent requirements, if only to 
  ensure the world isn’t littered with unqualified godlings. 
  They need unique components, like the blood of a dragon 
  goddess or humanity’s first sacrificial dagger, and have 
  impossible location and time restrictions, like a temple on 
  the moon during the first full moon of a new millennium. 
  These demands work to create a series of adventure arcs 
  culminating in a dramatic showdown against the very same 
  enemies the heroes have either been trying to stop, or have 
  sought to outrun the whole time. Even merely acquiring the 
  ascension incantation would be an outrageous task; it should 
  be a rare occurance that a book just exists somewhere, 
  holding such a spell for any fool wizard to stumble upon… 
  or, if the book does exist, you can almost be certain it is a 
  trap.
  HIGHLANDER OPTION
  Like the cataclysmic events in many popular fantasy 
  RPG settings, a character might attain godhood by killing 
  the previous incarnation of a god and subsuming or 
  inheriting the god’s responsibilities. Clearly, this isn’t 
  an option that should be common, and may require the 
  characters to find a specific weapon or bring the god to a 
  specific locale. For instance, a character that lures Thor to 
  the vast plain of Vigrid and kills him using a spear fashioned 
  from one of the fangs of the World Serpent has technically 
  managed to slay the god in the place and manner where 
  his death is foretold, but the rest of Ragnarök has yet to 
  occur. The reality of that world might adjust for this series 
  of events by having Thor’s killer ascend as a new Thor, 
  transitioning from a mortal to an immortal Æsir who has 
  the previous memories of their past life, but also gains the 
  memories and immense powers of the recently slain Thor. 
  CONTEST METHOD
  This option exists in many fantasy campaign settings, 
  rips them from the crystal sphere 
  unabashedly, and places them at the 
  altar of temples crafted on the bones of 
  its enemies.
  often symbolized as tests that take place 
  around magic meteors, in remote monestaries, 
  or in the hidden recesses of sorcerous towers. 
  
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  This contest might also include battling a sentient monster 
  or artifact, as well. Of all the options, the contest method 
  is one of the most troublesome for a GM or a campaign, 
  because it can serve as a constant temptation unless there 
  are specific requirements built into the method. If there is 
  always a deathtrap dungeon beckoning from somewhere in 
  the world, and the prize at its delicious center is to become 
  a god, you can be certain there will be players willing to 
  throw character after character down its hungry maw in 
  an effort to learn any secrets they can. This can create a 
  distraction you may not want to entertain; alternatively, you 
  might dive into that wave and design a vicious, byzantine 
  meat grinder which would make even Grimtooth and 
  Acererak proud. What you need to be ready for, however, 
  is the player who finds the unconventional solution to the 
  puzzle and achieves godhood.
  A WORTHY LIFE AND DEATH
  Within the Christian and Greek mythological models, 
  there exists an option where a worthy life and worthy death 
  can make you into a divine being or god after you die. For 
  example, Galahad was raised directly to Heaven upon his 
  discovery of the Holy Grail, becoming an angelic servant of 
  God. Heracles achieved apotheosis after being poisoned by 
  the blood of the Lernaean Hydra, burning away his mortal 
  half in a funeral pyre before being elevated as a god by Zeus 
  as a reward for his many accomplishments and adventures. 
  This option, of all the ones listed, is the most contingent 
  on the completion of some task or divine whim, as it 
  involves death and enlistment as a god; quite specifically, it 
  eliminates a character from a campaign.
  A GOD...MORE OR LESS
  So, what is a god in an RPG game anyway? Though 
  that depends greatly on rules and setting material, deities do 
  share some common facets. For example, they are generally 
  immortal except for certain cases like god-killing weapons, 
  powerful rituals, or combat with other deities. Of all the 
  factors describing gods, there is one that is shared across 
  virtually all RPGs. 
  GODS CAN BREAK THE RULES.
  You could also say that gods are not beholden to the 
  most RPGs shy away from allowing PCs to become gods - 
  the power curve is so extreme that you might as well throw 
  the rulebook out the window. Now we know some of you 
  are thinking about specific RPGs that, in fact, do allow for 
  playable gods. In those games, the rules actually cover what 
  gods can or can’t do. Are they really gods though, if they are 
  bound by rules? Opinions vary and, in truth, as long as the 
  game is enjoyed then the answer does not matter.
  ON THE NATURE OF GODS
  During the early days of Design Camp, we asked the 
  patrons to brainstorm the nature of the gods. What are they? 
  What could they be? These questions and answers produced 
  such rich idea fodder we felt they should be included. What 
  follows are brief musings on the nature of the gods.
  INDIVIDUAL ENTITIES
  In this model, the gods are distinct beings, perhaps 
  linked by mutual pantheons or location. They have feelings, 
  thoughts, emotions, and agendas (though they may not be 
  obvious), which are understandable by their followers. This 
  is the traditional model of pantheons seen in the Greek, 
  rules, but that amounts to the same thing. 
  Where other PCs and NPCs are bound by the 
  specific rules of the game, gods are not. Rules 
  are for lesser creatures. This is partially why 
  
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  Norse, or Celtic mythologies. These are “knowable” gods: 
  they make mistakes, they love and hate, and they can be 
  killed. The gods in this model can have a direct impact on 
  their followers. They can walk side by side with mortals, 
  affecting the world with their subtle or heavy hands. 
  Conversely, they may be more like the deities in newer 
  campaign setting, and be distant objects of veneration, 
  praise and emulation – but seldom, if ever, appear 
  physically.  
  FACETED MASKS 
  An offshoot of the individual entities model is the 
  faceted masks model. The world may seem to be filled with 
  a multitude of gods, hundreds or thousands of named deities 
  covering all aspects of life. However, this is an illusion. 
  Though they may act as if they are separate entities, the 
  different gods are only masks worn by hidden beings (or 
  perhaps archetypes, explained later in this chapter). This 
  model explains how the Greeks might worship Zeus and the 
  Romans venerate Jupiter, but they are same god. What is 
  left up to the GM and players is how these masks operate. In 
  some campaign settings, masked gods are individuals who 
  do not even realize they are masks, and in others they are 
  the hidden deity acting in a sort of elaborate disguise. The 
  Midgard Campaign Setting uses masked gods extensively. 
  ASCENDED MORTALS
  In this model, the gods may pretend to be all-knowing 
  creators of reality, but in truth they are simply mortals who 
  have ascended to a higher level of being. Perhaps by a 
  ritual, a test, or a virtuous life, these people have become 
  gods. They may be tied to specific portfolios because of 
  the nature of their ascension, or they may have just chosen 
  what they wanted to be gods of. In most respects, ascended 
  mortals behave like individual entity gods. They retain 
  their mortal behaviors, issues and drives. One question this 
  model brings up is if the ascended mortals did not create the 
  universe, who did? Are there “real gods” waiting unseen in 
  the background, ready to judge the worth of these ascended 
  beings? 
  ARCHETYPES
  With this model, the nature of the 
  gods is tied explicitly to the various 
  beliefs of mortals. Here, faith and 
  belief both create and sustain gods who 
  are directly linked to the desire behind their own creation. 
  For example, a primitive people who yearn for good crops 
  might create a Harvest God, with powers covering both 
  good and bad harvests. These gods could have names like 
  War, Weather, Birth, Art, Ocean, Harvest, Destiny, or Death. 
  Neil Gaiman’s Endless in the Sandman graphic novels are 
  good examples of archetype gods. Like the faceted masks 
  model, an archetype god may have specific local names 
  but all of them describe the same being. Above all else, 
  archetype gods depend on their followers’ belief for life and 
  power; the more followers, the stronger the god. Perhaps 
  stronger archetype gods can absorb lesser gods of the same 
  portfolios, becoming the recipient of the defeated god’s 
  followers’ prayers and faith. 
  ALIENS
  In this model, the “gods” are actually from another 
  star, time frame, or dimension who bask in the veneration 
  of mortals. These beings may have strange and mysterious 
  powers of their own, or they may simply possess incredibly 
  advanced technology that makes them powerful. Either way, 
  these alien gods haven’t traveled across the vast distance 
  of space, plunged through the time-stream, or pierced the 
  dimensional veil on a whim: they have an agenda or a 
  mission that they must complete. The mortals who worship 
  them can either be a convenient perk, which the aliens take 
  advantage of, or they can be integral to the alien’s long-term 
  goals. Because they are effectively pretending to be deities, 
  the alien gods are not usually bound or sustained by mortal 
  faith… unless, of course, they are using mortal faith as a 
  facet of their goal – perhaps using technological collectors 
  to gather faith as a power-source or eldritch component. 
  One aspect of this model to consider from a RPG design 
  standpoint is the question of technology. Can the PCs get a 
  hold of some of the alien tech? If they do, will this reveal 
  the true nature of the “gods”? If that is the case, any creature 
  masquerading as a god, be they alien, alien, devil, or a 
  strange tentacled elder being, risks being exposed.
  CAMPAIGN SEEDS
  While the metaphysics of each pantheon is often left 
  by the wayside in most games, the topic does arise in some 
  campaigns. When we first discussed the possibility in the 
  project, several awesome themes emerged, although we did 
  not implement any of them. Still, we’re fond 
  of these ideas and decided to leave you all 
  with some fun campaign seeds!
  
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  ALIEN GODS
  Using this cosmological model, the gods the various 
  sentient races worship (and receive powers from) are beings 
  of immense, but natural power. Originating from far beyond 
  our space and time, these races are so advanced that their 
  every act appears divine or otherwise magical, especially 
  to primitive peoples in early history. While many of these 
  advanced beings occupy roles as protective or concerned 
  parents, minorities of these beings take on crueler, darker 
  roles.
  CLASH OF THE VISITORS
  Two powerful beings of pure energy - one light, one 
  dark - choose a planet in a small yellow sun star system 
  as the site of the next confrontation in their endless war. 
  Each inhabits the body of a native organism, granting the 
  creatures known as “Merlin” and “Morgan le Fey” powers 
  undreamed of. Due to the rules of their kind, they must fight 
  using local tools, though powerful items are also seeded 
  upon the planet. Each side gathers allies and trains their 
  forces, all the while seeking to undermine and disrupt the 
  activities of the other. Where the being inside Merlin gains 
  strength from order, honor, chivalry and mercy, the creature 
  within Morgan le Fey feeds on chaos, fear, dishonor, 
  betrayal and death. The entire scope of the Arthurian 
  Legends plays out as these two ancient beings manipulate 
  the “Earthlings” for their own ends. 
  CHILDREN OF THE TRIBE
  Born as colonists on a distant planet similar to Earth, 
  these metahumans were returning home when they were 
  awakened shortly before asteroids riddled their ship and 
  forced it to plummet to Earth. Although nearly all of their 
  technology was incinerated upon re-entry, a handful of 
  them survived the fall, becoming religious relics of note. 
  Shrouded in nanotechnology so advanced it appears to be 
  magic, these metahumans are stranded on Earth, eventually 
  adopting the roles of gods – either out of need, greed, or 
  an honest desire to leave the world a better place. Using 
  this campaign seed, the Tutha Dé Danann are the Tribe 
  of Dana – or those who survived alongside Captain Dana 
  (Captain Dana becomes the default leader of their “tribe”). 
  Engineered on their homeworld to survive the “long sleep,” 
  these beings age at an extremely slow 
  rate, surviving generations beyond that of 
  common men. Because of this enhancement 
  and their advanced technology, the Tribe of Dana live 
  several centuries on Earth, becoming gods among these 
  primitive tribes – giving a logical rise to their early power, 
  and explaining their eventual silence (their natural death).
  OUT OF ASGARD
  This potential variant of the pantheon is fairly easy 
  with the proliferation of the Marvel Cinematic Universe 
  and its depiction of Thor, Loki, and Odin. Here, the Æsir 
  become interested in the growing power of the mortal realm 
  and its magically capable people, looking to manipulate, 
  cultivate, and harvest that power by masquerading as gods. 
  In this situation, Loki might become the renegade liberator, 
  trying to reveal the truth to the worshipping population 
  and bring about Fimbulwinter in order to prevent the 
  Æsir and Vanir from completing a large-scale ritual 
  sacrifice of the mortal world to fuel their own 
  civilization. Adventures would include discovering 
  the initial hints of what the “gods” do with their 
  magic on an accidental visit to restricted parts of 
  Asgard, perhaps utilizing a story about Odin’s 
  throne, finding and engaging Loki while avoiding 
  Heimdall’s watchful eye and without creating 
  suspicion, and then potentially assisting with 
  the Jötnars’ plans to free Loki and bring about 
  Fimbulwinter.
  THE GOD KINGS
  With this as the backbone to your narrative, the gods are 
  ascended beings, called from among the mass of humanity 
  and uplifted – often through heroic journeys – into gods. 
  A common coming-of-age trope for teenage hero movies, 
  this background offers heroes a natural role in society, and 
  especially suits primitive campaign settings where God-
  Kings rule entire city-states or make wars that change the 
  face of the known world.
  DEEDS MAKETH A GOD
  In this campaign, the Knights of the Round Table are 
  perhaps not yet formed, but the eventual 
  darkness and evil of Morgan le Fey and 
  Mordred looms in the future. Merlin 
  has divined that only heroes greater 
  than men can hope to combat this dark 
  destiny. Characters take on the role 
  
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  of young knights (either named knights or ones of their 
  own devising) and must grow in strength and honor by 
  completing fantastic quests and great deeds of arms, spirit, 
  and chivalry. Guided by Merlin, each task helps to combat 
  the rising darkness or improve the mythic power of the PCs. 
  Fighting side by side with the Knights of the Round Table, 
  the characters help to guide the fate of Camelot and the 
  kingdom.
  GODS AMONG MEN
  With each boast and each battle, the Tuatha Dé Danann 
  grow stronger and build their terrestrial kingdom, carving 
  up ancient Eíre like the spoils of any divine war. Oscillating 
  between battles with the Firbolg and the Formorians, the 
  Children of Dana start out as mythical, heroic chieftains 
  who gain divine power through their mythic adventures 
  – creating numerous relics, treasures, and dominating the 
  landscape with their forts. In the twilight of their reign, 
  these divine figures – waning in power for mysterious 
  reasons – eventually go into hiding (descending into their 
  Sidhs under a great rolling mist). Using this model, the 
  PCs could start out as mortals and eventually gain mythic 
  powers themselves, stepping into similar roles as they retire. 
  As God Kings, the Tuatha Dé Danann serve as warchiefs, 
  heroes, advisors, and local gods – demanding respect and 
  worship as ultra-powerful NPCs that can bestow great boons 
  to the PCs.
  AESIR ASCENDENT
  One theory suggests the Norse gods may have roots in a 
  tribe arriving from the Balkan or Hellenic lands and pushing 
  into the Norse lands. In a fantasy setting, we supplement 
  the new arrivals’ chariots and spears with more magic as the 
  children of the Greek Gods. They are intent on carving their 
  own demesnes to become new divinities across Sweden, 
  Norway, Denmark, Gotland, and northwestern Germany. 
  With the resulting worship and power drawn from the living 
  land and driving out both the giants and Loki, they become 
  the pantheon and strive to prevent the prophecy of Ragnarök 
  from coming to pass. The characters might play through the 
  campaign as the mythic demigods themselves, ascending 
  as gods as they conquer enough territory and gain enough 
  followers, supplanting whatever local faith you place 
  there; alternately, they may play as the demigod’s chosen 
  companions and elite troops, completing the tasks necessary 
  to bring about such ascension and guaranteeing their place 
  as divine servants.
  IT’S THE END OF THE WORLD
  With this cosmological model, the cycle of the gods is 
  not questioned, but is rather a natural progression of their 
  divine narrative – the story of their arrival, their conquest, 
  and their eventual destruction at the end of the world. Born 
  in harsh, often unforgiving realms, the gods, as sentient 
  beings, are more likely to be from anywhere, but now 
  serve as symbols of origin and hope. The people in this 
  setting know they may survive to live in a post-apocalyptic 
  nightmare, but hold fast to the stories of old, hoping and 
  wishing on them. With this setting, the PCs who can (or 
  do) manifest divine miracles are likely to be held as special 
  treasures – or as forbidden transgressions demanding 
  destruction.
  STAND AGAINST DARKNESS
  In this campaign seed, Arthur has fallen, most of the 
  Knights of the Round Table are dead or in hiding, and the 
  warlords gathered by Morded spread cruelty, fear, and 
  shadows across the land. Those GMs wishing to include 
  more fantasy elements may choose to unleash hordes of 
  monsters to reflect the broken bond between King and the 
  land. With evil abroad, and no single force ready to push it 
  back, the characters must choo 
   
   
   
  se their positions carefully. Perhaps they are minor Knights 
  of Camelot who must hurry to secure the various relics and 
  treasures of the court before they are stolen away. Perhaps 
  they are adventurers who honor the example King Arthur 
  set and are still trying to do good; these individuals aim 
  to become solitary points of light in a tide of darkness. Or 
  perhaps they struggle to defend one community, one town or 
  city or church, from the hordes who wish to bring it to ruin. 
  This is a dark campaign where goodness is fleeting, misery 
  and fear flourish, and the light of hope gutters in the wind.
  FIELDS OF BLOOD
  In this campaign, the Tuatha Dé Danann have gathered 
  for a great, final battle. Battalions of bloodied 
  war maidens, screaming out war chants to 
  Morrígan, stand shoulder to shoulder with 
  
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  the wild, coastal Sisters of Sinann who battle in honor of 
  their patron, Manannán Mac Lir. Using this narrative, the 
  gods continue to bring strength and honor to their followers, 
  but their ultimate goal is to win the day, and their aims are 
  turned toward those ends. In this campaign, the Tuatha 
  Dé Danann are fulfilling their destinies, but doing so as 
  idealists – as gods who honestly believe they will win the 
  day, and that things will continue as they always imagined 
  they would. A largely war-centric campaign, Fields of 
  Blood focuses on the PCs as divine servants, or eventually 
  as divine heroes (if you opt to use the mythic rules) … or 
  more.
  RAGNARÖK RISING
  Conveniently incorporated as an aspect of 
  Norse mythology, Ragnarök and its aftermath 
  are described with reasonable detail. A campaign 
  looking to explore this period in the mythology 
  could easily begin in the last days of Asgard as the 
  war for Ragnarök rages towards its conclusion. 
  Characters might race to acquire a safe haven from 
  rampaging giants, men, and werewolves while 
  trying to rescue as many people as possible before 
  the final battles. Then, as the smoke clears and the 
  waters recede, their band of survivors must rebuild 
  while dealing with competition from groups like 
  the Cult of Magni and Modi presented in the Norse 
  chapter. The game becomes focused on the long 
  struggle to forge a new future in the wreckage left 
  by the end of the world and the enemies – both old 
  and new - who emerge out of the darkness.
  
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  CHAPTER 2
  ARTHUR’S KNIGHTS
  
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  Despite their epic tales, King Arthur and the Knights of 
  the Round Table are not a “pantheon” as such. However, 
  their inclusion in the original Deities & Demigods speaks to 
  the power of these enduring tales.
  BACKGROUND
  A young boy places his hand upon the sword that 
  none but the true king can pull from the stone. A knight 
  lowers his lance to charge across the field. A chair waits 
  for the one who is destined to sit upon it, for all others 
  perish if they dare to try. An aged wizard curses his 
  younger lover as she encases him in a cavern of crystal.
  The Arthurian legends are chiefly found in the 
  Matter of Britain, a collection of medieval literature 
  and legendary accounts revolving around the British 
  Isles from the 6th to the 14th centuries. The stories 
  were continued, embellished, and even changed by 
  other tales originating both in Britain and beyond. In 
  the earliest of stories, Arthur began as an unnamed 
  war-leader of the early Britons resisting Anglo-Saxon 
  encroachment. Fuelled by troubadours, jongleurs, 
  and minstrels (not to mention the appropriation of the 
  legend to validate the royal claims of later kings), the 
  image of Arthur grew until he became the steel clad, 
  chivalric King familiar to a modern audience. 
  Despite their mythological nature, King Arthur and 
  the other characters in the tales are always portrayed 
  as possessing very human flaws and failings. Arthur, 
  while brave, generous, and often wise is nonetheless 
  occasionally stubborn, indecisive, and even petulant. 
  Queen Guinevere, though beautiful and seemingly 
  devoted to her king, still falls in love with another man. 
  Despite being dedicated to the tenets of Chivalry, the 
  Knights of the Round Table have moments of jealousy, 
  vengeance, stupidity, selfishness, hatred, and betrayal. 
  These human failings bring the Arthurian legends to 
  life; they are more than just a historical account, and 
  these tales resonate with us.
  But is any of it true? 
  That is unclear. Certainly no definitive historical 
  evidence of King Arthur has been found to prove that 
  he really existed. In truth, this does not matter. The 
  Arthurian legends transport us to the days of knights, 
  ladies, and monsters, where a band of companions 
  brought about a golden age centered on a shining city 
  of hope… only to fall due to their very human failings. 
  The themes of these tales simultaneously represent the 
  struggle of good against evil, the triumph or disaster 
  of love, the desire to achieve greatness, the quest for 
  holiness, and the chivalric virtues that all should strive 
  for in their lives. The virtues appeal to audiences both 
  past and present because mankind has an inherent need 
  to aspire to them. That is why the power and enduring 
  legacy of the Arthurian legends continue to inspire 
  almost 1,500 years after they began. 
  THE CORE LEGEND
  What follows is a summary of the basic legend of 
  King Arthur. 
  King Uther Pendragon lusted after Igraine, the 
  wife of the Duke of Cornwall. With the help of the 
  wizard Merlin, Uther defeated the Duke and took the 
  lady as his wife – but the price for the mage’s aid was 
  their first-born child, Arthur. Merlin took the baby to 
  be raised in the household of a minor lord, Sir Ector. 
  Once Uther died, the country fell into squabbling over 
  who should be king, so Merlin enchanted a sword 
  plunged into an iron anvil in a churchyard in London. 
  This blade bore the inscription, “Whoso Pulleth Out 
  This Sword of this Stone and Anvil, is Rightwise King 
  Born of All England”. Many tried to remove the sword 
  but all failed until a teenage Arthur succeeded and was 
  proclaimed King.
  Arthur battled detractors and Saxon invaders until 
  the whole of Britain fell under his reign. Then he 
  gathered the greatest knights of his age to join him at 
  his castle of Camelot where they met at a Round Table, 
  so that none would be more worthy than any other. 
  These Knights of the Round Table swore great oaths 
  
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  to God and chivalry, and performed great deeds such 
  as battling strange beasts, rescuing damsels in distress, 
  and continually proving their own worthiness. 
  Many mystical characters are woven around the 
  legends. His chief advisor was the wizard Merlin, 
  who was said to be half-demon. He provided magical 
  aid and wisdom to the Round Table until his young 
  lover Nimune magically imprisoned him. 
  The mysterious Lady of the Lake 
  gave Arthur the magical sword 
  Excalibur. Arthur’s half-sister 
  Morgan le Fey both hindered 
  and helped Camelot; she was 
  one of Arthur’s greatest 
  foes but reconciled with 
  him before the end. 
  Of the 150 knights 
  that were said to make 
  up the Round Table, a 
  few rose above the others. 
  Lancelot du Lac was the 
  mightiest warrior of his age, 
  and though he was Arthur’s most 
  trusted companion, he betrayed his 
  friend and king by falling into an adulterous 
  relationship with Arthur’s wife, Queen Guinevere. 
  Another knight, Sir Gawain, was equally known 
  for his honorable chivalry as he was for his lapses 
  in judgement and his mistakes. Lancelot’s son, Sir 
  Gawain’s purity of spirit allowed him to succeed in 
  finding the most holy of all artifacts.
  The knights had many adventures as they sought 
  to uphold the chivalric code. Their greatest quest was 
  searching for the Holy Grail. The cup that the Christ 
  used at the Last Supper, the Grail was said to have the 
  power to cure all the world’s ills, but it could only be 
  found by the most worthy. Virtually all of the Knights 
  of the Round Table attempted to find the Grail at 
  By the end of the Arthurian Cycle, betrayal and war 
  brought down Camelot. Arthur discovered the affair 
  between his beloved queen, Guinevere, and his best 
  knight, Lancelot. The pair fled to Brittany, so Arthur 
  gathered his army and followed. While he was gone 
  he appointed Mordred, the product of inadvertent 
  incest between Arthur and his half-sister Morgause (an 
  event orchestrated by Morgan le Fey), to care for the 
  kingdom. However, Mordred declared himself to be 
  king while Arthur was gone. Hurrying back 
  to Camelot, Arthur fought a bitter civil 
  war against his own son. The final 
  battle of this struggle occurred upon 
  the Fields of Camlann, where both 
  father and son mortally wounded 
  each other. As he lay dying, 
  Arthur commanded one of his 
  knights to throw Excalibur back 
  into the water from which it 
  came. Three mysterious maidens 
  (including Morgan le Fey, in 
  some accounts) carried Arthur 
  away on a boat to the magical Isle 
  of Avalon, where he is said to sleep 
  until he is needed to save his country 
  again.
  CAMPAIGN ADAPTATION
  Unlike the other mythologies presented in this volume, 
  King Arthur and the other Arthurian characters are not 
  gods. With two exceptions, they do not have worshippers, 
  grant spells, or answer prayers. They are legendary Mythic 
  Heroes: greater than normal men, in much the same way 
  as Greek Heroes like Perseus or Odysseus, but certainly 
  not deities. GMs wishing to use the Arthurian host in their 
  campaigns should view them as powerful NPCs, allies, or 
  foes rather than supernatural entities. 
  Whether GMs choose to set all of their adventures 
  in a historical era or decide to bring King Arthur and his 
  companions into a fantasy setting, the Arthurian characters 
  will fit well into almost any campaign. 
  various points of the Legend but only 
  Sir Gawain was worthy enough to 
  complete the quest.
    M = mythic ability, Feat, or spell.
  
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    M = mythic ability, Feat, or spell.
  DESIGN NOTE: MYTHIC OR NOT
  King Arthur, the knights, Merlin, Guinevere, 
  and the rest always appear more than just simple 
  The Arthurian legends contain themes that function on a 
  subtextual level and resonate with those familiar with these 
  tales. Understanding these themes makes it much easier 
  to adapt this material to other campaign settings. The core 
  Arthurian themes include:
  HOPE
  Struggling to make the world/land/city better and 
  believing it can be done.
  FAITH
  Yearning for something greater than oneself. 
  COURAGE
  Facing danger either alone or with allies.
  LOYALTY
  Remaining true to beliefs despite trials.
  CHIVALRY
  Defending the weak, opposing evil.
  Thus, applying this is simply a matter of finding 
  some aspect of a setting that embodies one of themes 
  and plugging in the Arthurian character. For example, a 
  GM wishes to bring the Knights of the Round Table into 
  Rhune: Dawn of Twilight. Looking at the setting material 
  she decides that the deity Dægr, as a god of protectors and 
  guardians, fits with the Arthurian virtues of chivalry, loyalty, 
  and courage; she then carves out a small kingdom and 
  makes the Round Table an offshoot of the Vigilant Order of 
  the Silver Sun.
  Even a campaign setting without a tradition of 
  knighthood may still benefit from the Arthurian characters. 
  If there is a land beset by invaders, perhaps King Arthur 
  forms his band of warriors to defend the kingdom. In a city 
  ruled by a tyrannical overlord, the Round Table could be 
  a guild of thieves and warriors who target those allied to 
  the despot. For a campaign set in a post-apocalyptic world, 
  Arthur can easily become a man yearning to bring back the 
  wonders of the past who must gather others to keep the last 
  light of civilization burning, lest it be extinguished by the 
  hordes of mutantkind.
  The ease or difficulty of adapting this material to 
  specific settings depend greatly upon the needs and tone of 
  each campaign. More extensive alterations to mechanical 
  stat blocks as well as themes, goals and personalities must 
  be made if King Arthur was a member of, say...the Knights 
  of Orcus or Asmodeus. In any event, any nation or cause, 
  regardless of focus or alignment, would be well served by 
  such a band of knights. 
  ON CHRISTIANITY
  Many RPGs shy away from using the Christian god 
  in their campaigns, mostly to avoid offending anyone. 
  However, Christianity is such a cornerstone of the Arthurian 
  Cycle that any book would be remiss not to include rules for 
  incorporating that religion into a campaign. However, this is 
  just an option, and you do not have to use Christianity in a 
  campaign involving King Arthur. Similar to the discussion 
  regarding settings, any god can fill the role but should a GM 
  wish to use the Christian God in a campaign, they can use 
  the entry in the Deities in the Arthurian Legends section 
  later in the chapter.
  ARTHURIAN CHARACTERS
  Over the centuries, the Arthurian Legends have been 
  cast in various eras: Early Roman, Celtic, Medieval, 
  Renaissance, and beyond. Of course, GMs may choose to 
  use this material in any time-period they wish but, for the 
  purposes of design and consistency, a high medieval fantasy 
  setting was chosen for this chapter of The Celestial Host. 
  These are the most common perceptions of King Arthur: 
  towering castles, knights in full steel armor, the pageantry 
  of the court. Below are the most notable 
  knights and personages of the Arthurian 
  Legends.
  characters. To bring a legendary feel to the adaptation 
  of the Arthurian material, options from Paizo’s Mythic 
  Adventures have been liberally applied to the various 
  characters presented in this chapter. 
  Those who do not wish to use mythic options are 
  recommended to use the various class levels alone. The 
  mythic abilities of the various characters can be treated 
  as supernatural or extraordinary abilities or else simply 
  be removed. As a general rule, every 2 Mythic levels 
  removed decreases the CR by 1.
  
  THE CELESTIAL HOST: VOLUME ONE
  20
  KING ARTHUR, THE ANOINTED KING
  As the fearsome giant bellows in fury and thunder, the 
  bearded king grins boyishly and charges toward the peril, 
  his mighty blade shedding a pearly light across the fields of 
  Mont Saint Michel.
  ARTHUR PENDRAGON, KING OF ENGLAND 
  Human aristocrat 5/cavalier 10/fighter 1/
  Mythic Marshal 4  
   CR 17/MR 4
  LN Medium humanoid (human) 
  Init +5; Senses Perception +15 
  DEFENSE
  AC 30, touch 14, flat-footed 29 (+12 armor, 
  +3 deflection, +1 Dex, +4 shield) 
  Hit Points 202 (16 HD; 5d8+11d10+122) 
  Fort +15, Ref +5, Will +11 
  Defensive Abilities Hard to Kill, immunity to one 
  damage type (King’s Scabbard), Fast Heal 5 (King’s 
  Scabbard) 
  OFFENSE
  Speed 30 ft. (20 ft. in armor) 
  Melee Excalibur +26/+21/+16 (2d10+8/17-20/×3) or 
  Unbreakable Lance +22/+17/+12 (1d8+9/×3)
  Space 5 ft.; Reach 5 ft. (10 ft. with Unbreakable Lance) 
  Special Attacks banner +3, cavalier’s charge, challenge 
  4/day (+12 damage,  allies gain +3 to hit), greater 
  tactician 3/day (Coordinated Defense or Distracting 
  Charge, swift action, 8 rds), mythic power (11/day, 
  surge +1d8). 
  TACTICS
  During Combat Arthur begins by calling out orders to 
  his loyal knights, then he issues a Challenge on the 
  apparent leader of his foe. If mounted, he will attack 
  with a single Cavalier’s Charge before drawing 
  Excalibur and closing to melee.
  Morale Either through arrogance or foolishness, Arthur 
  refuses to flee and trusts in his King’s Scabbard to 
  protect himself. However, as a member of the Order of 
  the Dragon, if his men begin to fall, Arthur will call a 
  retreat in order to protect them.
  STATISTICS
  STR 20, DEX 12, CON 20, INT 13, WIS 14, CHA 18 
  Base Atk +14; CMB +19; CMD 33 
  Feats Cavalry Formation, Cleave, Coordinated Defense, 
  Steadfast Personality, Toughness, Weapon Focus 
  (bastard sword), Weapon Focus (lance) 
  Skills Acrobatics +6 (+2 to jump), Bluff +15, 
  Diplomacy +23, Handle Animal +11, Intimidate +14, 
  Knowledge (nobility) +10, Knowledge (all others) +5, 
  Perception +15, Perform (oratory) +11, Profession 
  (knight) +9, Ride +13, Sense Motive +6, Survival +10 
  (+15 to provide food and water for allies or to protect 
  allies from harsh weather) 
  Languages Common, Sylvan 
  SQ aid allies, amazing initiative, confidence, dispel 
  fear, expert trainer +5, legendary item (Excalibur), 
  legendary power, legendary surge, loyalty, mount (horse 
  named Passelande), mythic bond, order of the dragon, 
  rally, recuperation, returning, strategy, unyielding 
  Combat Gear Excalibur (major artifact), 
  King’s Scabbard (major artifact), vambraces of the 
  tactician.
  Other Gear +3 mithral full plate, +2 mithral heavy 
  steel shield, White-Hilt Dagger (see below), 
  Unbreakable Lance (see below), ring of protection +3 
  – Given time, Arthur has access to almost any minor 
  or medium level magic item through Merlin and his own 
  position as king.  
  SPECIAL ABILITIES
  Wielder of Excalibur (Ex) As the rightful wielder of 
  the mighty Excalibur, Arthur has access to its full range 
  of powers. See the detailed description below.
  HISTORY
  The son of King Uther Pendragon, Arthur was spirited 
  away by the wizard Merlin while just a newborn. Trained 
  in the art of war and chivalry, Arthur proved himself to be 
  the rightful king by being the only one who could pull a 
  sword from an enchanted stone and anvil. As King, Arthur 
  gathered a cadre of the bravest knights in all the lands, and 
  pushed back all who sought to invade his lands. He was 
  gifted mighty Excalibur by the Lady of the Lake as a sign of 
  Arthur’s bond to the land. He married his queen, Guinevere, 
  and for a time ruled over a golden age. Arthur’s realm began 
  to fall apart when his most trusted friend Lancelot had an 
  adulterous affair with Queen Guinevere, and it ended with a 
  civil war fought against his own illegitimate son, Mordred. 
  King Arthur defeated Mordred in the Battle of Camlann, but 
  was mortally wounded in the process. He was taken by ship 
  Distracting Charge, Exotic Weapon 
  Proficiency (bastard sword), Improved 
  Critical (bastard sword), Mounted 
  Combat, Power Attack, Ride-by Attack, 
  to the magical Isle of Avalon to sleep until his 
  land needs him once more.
  
  THE CELESTIAL HOST: VOLUME ONE
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  21
  Appearance Arthur is a tall, well-muscled man with 
  streaks of gray in his curly brown hair and neatly trimmed 
  beard. His gray eyes are uncommon, and though he is 
  handsome in a rather plain way, he nonetheless has a 
  presence of royalty (or perhaps destiny) that cannot help 
  but touch all who behold him. While at court at he typically 
  wears a cloak of the deepest blue emblazoned with golden 
  crowns over a tunic of rich damas; on the field he wears a 
  full set of steel armor. 
  Heraldry Three golden crowns upon a blue 
  field to symbolize the three regions he controlled 
  (Logres, Cambria, and Albion).
  Personality Kind, generous, often wise, 
  and certainly powerful, Arthur also at times 
  displays jealousy, doubt, and the inability 
  to back down from a challenge. His faith in 
  his companions and what is right sometimes 
  blinds him to the intrigues around him. Despite his 
  flaws, he personifies the ideal of the chivalric code. 
  Goals, Desires, and Motivations Arthur is driven to 
  uphold the tenets of the Chivalric Code and to safeguard 
  his realm from any threat. He believes deeply in protecting 
  the weak, courage in love or honor, and in acting as a true 
  king should. 
  Flaws/Secrets Arthur fears failure, for to fail at being 
  King will doom his kingdom. This fear powers his drives 
  and motivations. Arthur’s deepest secret is ordering the 
  drowning of all children born on a certain May Day because 
  Merlin prophesied that a child born on that day would doom 
  Camelot. 
  Quirks His belief in himself and in chivalry often 
  makes him act rashly or take the direct path when better 
  plans exist.
  Boon Arthur will sometimes lend one of Excalibur’s 
  shades (see Items of the Round Table section for an 
  explanation) to a worthy warrior on a noble quest.
  DESCRIPTION
  Crafted from worldspine metal, this beautiful bastard 
  sword is engraved with powerful magical runes; one side 
  of the blade reads “Take Me Up” and the other, “Cast Me 
  Away”. The four-foot blade of shining steel meets a hilt 
  richly adorned with diamond, topaz, and jacinth, where two 
  draconic serpents twine around the pommel stone. 
  Excalibur functions as a +2 worldspine bastard 
  sword in the hands of anyone but its destined 
  wielder. However, it bestows a curse (as per the 
  spell, no save) on anyone holding the weapon 
  who is not willingly chosen by the rightful wielder.
  In the hands of a mythic character who is also its 
  destined wielder, Excalibur becomes a +5 worldspine 
  bastard sword. This mystical blade bonds the land itself 
  to its wielder and is virtually unbreakable. 
  Excalibur also grants the following abilities, each 
  tied to one of the Arthurian themes:
  Edge of Righteousness (faith) – Supernaturally 
  sharp, Excalibur does twice the normal damage for 
  a bastard sword and bypasses non-living matter as 
  if it possessed the brilliant energy enhancement, 
  but unlike that ability, it also affects undead and 
  constructs. 
  Defense of the Defenseless (chivalry) – 
  Excalibur’s critical hit range doubles if it is used 
  to 
  defend someone weaker than its wielder. This 
  bonus stacks with abilities and feats that increase 
  critical hit range.
  Victory’s Promise (hope) – Excalibur instantly adapts 
  itself to bypass any DR.
  Bravery’s Brilliance (courage) - As a standard action, 
  the wielder can expend one use of mythic power to 
  cause Excalibur to shine with a holy radiance. This light 
  illuminates a radius of 100 feet per level of the wielder, and 
  foes with evil alignments within this area must make a DC 
  25 Will save or be blinded for 1d4+1 rounds. This has no 
  effect on those who cannot see.
  Warleader’s Oath (loyalty) – By 
  expending two uses of mythic power as 
  a swift action, the wielder can choose 
  Excalibur 
  (Major Artifact)
  Aura overwhelming abjuration and transmutation; 
  CL 35th; Slot none; Weight 3 lbs.
  
  THE CELESTIAL HOST: VOLUME ONE
  22
  a willing creature within line of sight as the target of this 
  ability. While within sight of Excalibur the target gains a 
  sacred bonus on saving throws and Armor Class equal to 
  the wearer’s Charisma bonus. Warleader’s Oath lasts for 1 
  minute. During that time, if the target is struck by an enemy 
  who is adjacent to the wielder of Excalibur, the wielder 
  may, as an immediate action, make a single melee attack 
  against that enemy. This ends the effects of the Warleader’s 
  Oath. 
  Should Excalibur be used to strike down a surrendered 
  or defenseless foe, the blade will break in half. This sunders 
  the blade’s link to the land and triggers an augmented 
  mythic earthquake. Afterwards the bearer suffers the effects 
  of a greater bestow curse (no save) until he atones for his 
  misdeed. Only the Lady of Lake has the power to restore the 
  blade but she will no doubt enact a most terrible punishment 
  if Excalibur is misused.  
  DESTRUCTION
  Excalibur can be broken (as described above), but this 
  does not destroy the weapon. To truly destroy the sword, 
  Excalibur must be taken to Avalon and cast back into the 
  forges that created it.
  DESCRIPTION
  Decorated with images of knotwork vines interwoven 
  through golden crowns, this leather wrapped scabbard has 
  been imbued with powerful protective enchantments by the 
  Lady of the Lake. Each morning, the wielder can indicate 
  one damage type (bludgeoning, piercing, cold, fire, etc.) and 
  be completely immune to that type of damage for 24 hours. 
  This immunity applies only to damage caused by melee or 
  ranged weapon attacks. 
  In the case of magical damage types (evil, fire, etc.), 
  only the magical bonus damage is negated by the King’s 
  Scabbard. For example, the extra 1d6 fire damage from a 
  +1 flaming sword would be negated 
  by this ability. As a move action, the 
  wielder can expend one use of mythic 
  power to change the type of immunity 
  during the 24 hour duration.  
  The scabbard also sustains its owner with strong healing 
  magics. While wearing the King’s Scabbard the wielder 
  gains fast healing 5.
  DESTRUCTION
  The King’s Scabbard can be destroyed by crushing it 
  beneath a blessed anvil within the boundaries of the Isle of 
  Avalon.
  DESCRIPTION
  Also called Rhon or Rhongowennan, this +2 lance has 
  been enchanted by the wizard Merlin to be completely 
  unbreakable by any physical means. For the purposes of 
  this item, a physical attempt also includes those that are 
  magically altered or enhanced.
  Any magical attempt to break the lance (such as 
  disintegration or disjunction) must overcome a caster level 
  check against Merlin himself (CR 23). 
  DESTRUCTION
  Smashing the lance against one of the menhirs of 
  Stonehenge or sundering it with another item created by 
  Merlin will destroy the Unbreakable Lance.
  DESCRIPTION 
  Also called Carnwennan, this +1 cold iron dagger can, 
  as a standard action, shroud the wielder in shadows (as if 
  affected by a shield of darkness spell) when the wielder 
  speaks a command word. This ability can be used 3 times 
  King’s Scabbard
  (Major Artifact)
  Aura overwhelming conjuration [healing] and 
  transmutation; CL 20th; Slot none; Weight 1 lb.
  Unbreakable Lance
  (Minor Artifact)
  Aura moderate abjuration; CL 11th; Slot none;
  Weight 10 lbs.
  White-Hilt Dagger
  Aura moderate evocation [darkness,
  shadow]; CL 5th; 
  Price 20,830 gp
  per day and lasts for a number of rounds 
  equal to 1 plus the wielder’s Charisma bonus 
  (minimum 1).
  
  THE CELESTIAL HOST: VOLUME ONE
  23
  23
  CONSTRUCTION REQUIREMENTS
  Craft Magic Arms and Armor, 
  shield of shadow; Cost 10,415 gp
  Merlin, the Half-Demon Wizard
  Eyes glinting mischievously, the crimson-skinned 
  wizard gestures with his long staff, and the fearsome 
  dragon bows his mighty head before his better.
  MERLIN EMRYS
  Male old half-fiend human arcanist 18/Mythic  
  Archmage 5 
  CR 23/MR 5
  NG Medium outsider (humanoid, human, native) 
  Init +7; Senses darkvision 60 ft.; Perception 
  +22 
  DEFENSE
  Armor Class 21, touch 12, flat-footed 19
   (+8 armor, +2 Dex, +1 natural) 
  Hit Points 144 (18d6+87); Regeneration 1 
  Fort +9, Ref +8, Will +15 
  Defensive Abilities hard to kill, mythic
   saving throws; 
  DR 10/magic; Immune bleed, poison; 
  Resist acid 10, cold 10, electricity 10, fire 
  10; SR 34 
  OFFENSE
  Speed 30 ft., fly 60 ft. (good) 
  Melee dagger of a thousand bites +11/+6
   (1d4+2/17-20)  
  Special Attacks arcane reservoir (21/day), 
  arcanist exploits (arcane barrier, counterspell, 
  dancing electricity, dimensional slide, lightning 
  lance, metamixing, potent magic, quick study, 
  swift consume), consume spells, mythic power 
  (13/day, surge +1d8), smite good, wild arcana 
  Spell-Like Abilities (CL 18th; concentration +23) 
   3/day— darkness, poison, unholy aura. 
   1/day— blasphemy, contagion, desecrate, horrid 
  wilting, summon monster ix (fiends only), unhal
  low, unholy blight. 
  Arcanist Spells Prepared (Per Day) - (CL 18th; 
  concentration +27) 
  9th (3/day) — time stop. 
  8th (5/day)  — horrid wilting (DC 27), form of 
  the dragon III.M
  7th (5/day) — control weather, limited wishM, spell 
  turning. 
  6th (5/day) — chain lightning (DC 25), geas/quest, 
  globe of invulnerability.
  5th (6/day) — baleful polymorph (DC 
  24), dominate person (DC 24), sending, 
  teleport. 
  4th (6/day) — dragon’s breath (DC 23), 
  greater invisibility, scrying (DC 23), terrible remorse 
  (DC 23). 
  3rd (6/day) — draconic reservoirM, dispel magic, hold 
  
  THE CELESTIAL HOST: VOLUME ONE
  24
  person (DC 22), major image (DC 22). 
  2nd (6/day) — alter self, detect thoughts (DC 21), knock,
  scorching rayM, shatter (DC 21). 
  1st (7/day) — magic missileM, obscuring mist, ray of 
  enfeeblement (DC 20), silent image (DC 20), 
  sleep (DC 20) 
  0 (at will) — daze (DC 19), detect magic, detect 
  poison, ghost sound (DC 19), light, mage hand, 
  message, prestidigitation, read magic 
  Arcanist Spells Known
  Merlin knows all available spells from the 
  wizard/sorcerer spell list.
  TACTICS
  During Combat — If given time to prepare, Merlin 
  casts several protective spells (spell turning, globe of 
  invulnerability, etc.) upon himself. He prefers to start 
  combat by controlling his foes with dominate person or 
  baleful polymorph. If the enemy is foolish enough to 
  continue, Merlin triggers time stop and gets really nasty.
  Morale — It has been some time since Merlin faced a 
  threat he could not defeat. He is chiefly concerned with 
  protecting Arthur and his knights so if a battle begins 
  going poorly for them, he will trigger his teleport spell 
  to whisk them to safety. 
  STATISTICS
  STR 12, DEX 14, CON 17, INT 28, WIS 18, CHA 20 
  Base Atk +9; CMB +10; CMD 22 
  Feats Brew Potion, Craft Wand, Craft Wondrous Item, 
  Extend Spell, Extra Path AbilityM, Greater Spell 
  Penetration, Maximize Spell, Mythic Spell LoreM 
  (x2), Quicken Spell, Scribe Scroll, Selective Spell, Spell 
  Penetration 
  Skills Acrobatics +15, Appraise +15, Bluff +15, Craft 
  (alchemy) +15, Diplomacy +15, Disguise +15, Escape 
  Artist +15, Fly +15, Heal +15, Intimidate +23, 
  Knowledge (all) +15, Linguistics +13, Perception +22, 
  Profession (astronomer) +8, Profession (fortune-teller) 
  +8, Profession (librarian) +8, Profession (soothsayer) 
  +8, Sense Motive +10, Spellcraft +30, Stealth +15, 
  Survival +15, Use Magic Device +26 
  Languages Abyssal, Celestial, Common, Draconic, 
  Dwarven, Elder Thing, Elven, Giant, 
  Infernal, Protean, Sylvan 
  SQ amazing initiative, arcane
  metamastery, competent caster,
  SPECIAL ABILITIES
  Prophesies of the Redeemed Soul (Su) Merlin 
  possesses two natures; one demonic and one blessed; 
  as a result, he has the gift of prophecy. A number of 
  times per day equal to 1 plus his Charisma bonus, he 
  can enter a trance for a glimpse of the future. This trance 
  lasts for 1 minute, must be uninterrupted, and during 
  which he can take no other action. Merlin can choose to 
  receive the benefits of an augury or divination spell 
  (each with 90% effectiveness) or he can gain knowledge 
  equivalent to a commune spell. None of these spell 
  effects require material components.
  HISTORY
  Born of a plot by a demon to beget a new antichrist 
  upon an innocent virgin, Merlin’s fate was altered by the 
  intervention of a cleric and perhaps one or more deities. With 
  his destiny now his own, Merlin grew up to possess a variety 
  of magical and prophetic powers. As a young man he was 
  brought before King Vortigern to solve the riddle of why the 
  King’s new keep kept collapsing. Discovering the problem 
  was two warring dragons, Merlin drove the monsters away; he
  also announced many prophecies (mostly alluding to fighting 
  between Saxons and Britons). 
  When Vortigern’s brother Uther took the throne, Merlin 
  orchestrated Arthur’s birth and created the sword in the 
  stone to prove Arthur’s divine right to be king. As mentor 
  and advisor, Merlin guided King Arthur in most things: the 
  creation of Camelot, the Round Table, and myriad quests 
  and adventures. In his later years, Merlin fell in love with 
  Nimune, one of the Ladies of the Lake, after she seduced 
  him into teaching her all of his magics. So besotted with her 
  was Merlin that he was blind to the plots of Mordred and 
  Morgan le Fey. Finally realizing that Arthur’s plight, Merlin 
  tried to rush to his aid but found himself trapped by his own 
  magics by the wiley Nimune. Inside a stone (or in some 
  versions, a cave or a tree or a tower) in the dolorous forest of 
  Broceliande, Merlin remains until his King awakens. 
   enduring armor, longevity, mythic 
  spellcasting, mythic spellpower (2/
  day), recuperation. 
  .Combat Gear runestone of power (9th)
  Other Gear dagger of a thousand bites, mantle of spell 
  resistance, ring of energy dampening, ring of 
  regeneration, robe of useful items. Note – Merlin has
  a vast trove of magical objects and GMs can assume 
  he can acquire most items in a short notice.. 
  Additionally, Merlin can create virtually any item he 
  needs given time.
  
  THE CELESTIAL HOST: VOLUME ONE
  25
  25
  Appearance Typically, Merlin appears to be a tall, 
  silver-haired old man with a wild beard, dressed in 
  threadbare robes better suited to a traveling beggar than the 
  advisor to a king. As one who delights in shapeshifting and 
  illusion, Merlin can appear in many forms. 
  Heraldry — Though he does not have a specific 
  heraldry, Merlin’s sigil has long been a black triskelion on a 
  field of white.
  Personality — Possessing a wicked humor and a fierce 
  intelligence, Merlin has a driving force of will and little 
  tolerance for those who do not heed his sage advice. He 
  maintains a dark and aloof countenance but his bonds to 
  those he loves reveals a caring nature. 
  Goals, Desires, and Motivations — Loyal to Arthur 
  and the dream they share, Merlin is perfectly willing to do 
  horrible things to keep that dream on track. Through his 
  prophetic abilities, he has seen what the future could hold 
  and is driven to prevent the darkness from covering the 
  land. 
  Flaws/Secrets — Merlin does not have much patience 
  for idiots or those he considers to be foolish. He arrogantly 
  excels in misleading and manipulating people for his own 
  goals. Unfortunately, this same overconfidence blinds him 
  to when he is the one being manipulated. Merlin’s hidden 
  secret is his need for someone to love him, a fact that 
  Nimune used to eventually defeat the old wizard.
  Quirks —Merlin has gazed far into the future and the 
  past with his powers, and occasionally will make references 
  to things that have yet to be or once were.
  Boon — To someone who proves himself by either 
  intent or deed, Merlin will use his prophetic powers to 
  foretell the future or create a magical item with a 20% 
  discount on the normal price. 
  Guinevere, Love’s Choice
  Her red hair tightly braided behind her head, the Queen 
  trails one languid hand across the throne as she watches, 
  through coy eyes, the courtiers dancing to her tune. 
  
  THE CELESTIAL HOST: VOLUME ONE
  26
  GUINEVERE, QUEEN OF ENGLAND
  Female human aristocrat 8/expert 5
  /Mythic Trickster 3      CR 13/MR 3
  CG Medium humanoid (human) 
  Init +13; Senses Perception +12 
  DEFENSE
  Armor Class 21, touch 14, flat-footed 17 (+4 
  armor, +3 Dex, +1 dodge, +3 natural) 
  Hit Points 102 (13d8+46) 
  Fort +5, Ref +8, Will +11 (+6 bonus vs. 
  mind-affecting effects) 
  Defensive Abilities evasion, hard to kill 
  OFFENSE
  Speed 30 ft. 
  Melee +3 defending guardian cold iron dagger 
  +13/+8 (1d4+4/19-20) 
  Special Attacks mythic power (9/day, 
  surge +1d6) 
  TACTICS
  During Combat – While Guinevere does not 
  ever expect to don armor and enter the lists, 
  she can defend herself if necessary. She 
  begins by drawing her defending dagger to 
  boost her armor class. Then she will use her 
  social skills (sardonic wit, perfect lie, etc.) to 
  mislead her foe before triggering a surprise 
  strike. 
  Morale – Combat is the last resort for 
  Guinevere so if possible, she will flee from 
  battle.  
  STATISTICS 
  STR 12, DEX 17, CON 14, INT 14, WIS 12, CHA 24 
  Base Atk +9; CMB +10; CMD 24 
  Feats Amateur Swashbuckler, Cosmopolitan, 
  DeceitfulM, Dodge, Improved InitiativeM, 
  Lightning Reflexes, Steadfast Personality, True 
  Love (Lancelot)
  Skills Acrobatics +8, Bluff +28, Diplomacy 
  +23 (+28 to make requests if creature’s starting 
  attitude) is helpful), Disguise +26, Heal +22, Intimidate 
  +7 (+12 to make requests if creature’s starting attitude is 
  helpful), Knowledge (geography) +10, Knowledge 
  (local) +10, Knowledge (nature) +10, Knowledge 
  (nobility) +10, Perception +12, Profession (monarch) 
  +10, Ride +8, Sense Motive +20. 
  Languages Common, Draconic, 
  Elven, Goblin, Sylvan 
  SQ amazing initiative, 
  dodging panache, perfect lie, 
  persuasive countenance, recuperation, sardonic wit, 
  surprise strike.
  Other Gear +3 defending guardian cold iron dagger, 
  amulet of natural armor +3, bracers of armor +4, cat’s 
  eye crown, healer’s gloves, ring of evasion, ring of mind 
  shielding.
    M = mythic ability, Feat, or spell.
  HISTORY 
  The daughter of King Leodegrance, Guinevere was 
  instructed in the proper skills for a noblewoman. Early in 
  his reign, King Arthur admired the lovely young woman and 
  married her despite the misgivings of Merlin. For a time, 
  the couple lived in married bliss as they created the golden 
  city of Camelot. Then Lancelot arrived in court… and 
  Guinevere fell in love with the knight. Their love bloomed 
  quickly, and they hid their relationship for a long time. Once 
  Mordred exposed the affair, Guinevere and Lancelot fled 
  to France with Arthur in pursuit, but the King was forced 
  to return home to stop Mordred’s coup. After hearing of 
  Arthur’s death, Guinevere regretted her infidelity, spurned 
  Lancelot, and entered a monastery. She reached the post of 
  Abbess before dying, having never allowed Lancelot to look 
  upon her face again. 
  Appearance — A beautiful woman of strong lines and 
  high cheekbones, with deep green eyes and hair of tumbling 
  red tangles. Typically, Guinevere wears courtly garb, long 
  dresses with buttons on the sleeves worn beneath a surcoat 
  of richer material. 
  Heraldry — Though lacking a personal coat of arms, 
  Guinevere often bore the golden dragon of Camelot as her 
  personal device.
  Personality — Passionate and intelligent, Guinevere 
  is a woman of deep feelings and moods. She always tries 
  to act how a Queen should: noble and just, demanding 
  justice and dispensing mercy to those who deserve it. Yet 
  she can also be petty, selfish and jealous, especially when 
  she perceives something she considers to be hers has been 
  interfered with. 
  Goals, Desires, and Motivations — Most of the time, 
  Guinevere has the best interests of Camelot in the forefront 
  of her mind. Possessing a better grasp of politics and 
  intrigues than Arthur or his knights, Guinevere is well 
  versed in manipulating the royal court, making changes by 
  
  THE CELESTIAL HOST: VOLUME ONE
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  influence, counsel and merciful intercession. However, she 
  cannot help but be guided by her heart. She yearns for love, 
  Arthur’s in the beginning and then later, Lancelot’s. She will 
  often listen to her heart despite anything her head tells her. 
  Flaws/Secrets — Guinevere’s greatest secret, of course, 
  is her illicit relationship with Lancelot. Feelings of jealousy, 
  guilt, and betrayal weigh heavy upon her, making some of 
  her actions seem petty at times.
  Quirks — The Queen delights in courtly 
  games whether they are games of sport, chance, 
  or intrigue. She also takes great pain to carefully 
  braid her long red hair in complicated patterns, 
  proud that she has yet to repeat the same 
  Lancelot, the Valiant 
  Betrayer
  Dispatching the last of the five attackers with ease, the 
  armored knight pulls off his helm and flashes a brilliant 
  smile for all to see.
  SIR LANCELOT DU LAC, 
  LORD OF JOYOUS GUARD
  Human cavalier 7/fighter (weapon master) 7/Mythic  
  Champion 3 
   
  CR 15/MR 3 
  LN Medium humanoid (human)
  Init +9; Senses Perception +11
  DEFENSE
  Armor Class 31, touch 14, flat-footed 28 (+13 armor, 
  +1 deflection, +3 Dex, +4 shield)
  Hit Points 163 (14d10+88)
  Fort +17, Ref +8, Will +6; +2 bonus vs. effects 
  targeting his held weapon
  Defensive Abilities hard to kill, reactive counterspell 
  (3/day, The Lady’s Ring); Immune fear
  OFFENSE
  Speed 30 ft. (20 ft. in armor)
  Melee Secace (Sequence) +24/+24/+24/+24 
  (2d4+9/19-20) or shieldsplitter lance +20/+20/+20 
  (1d8+9/19-20/×3)
  Space 5 ft.; Reach 5 ft. (10 ft. with shieldsplitter lance)
  Special Attacks banner +2, cavalier’s charge, challenge 
  3/day (+7 damage, +2 to hit while riding mount), mythic 
  power (9/day, surge +1d6+1), reliable strike, Secace 
  additional damage (see below), tactician 2/day 
  (Coordinated Defense, 6 rds), weapon training
  Spell-Like Abilities (from The Lady’s Ring - CL 20th; 
  concentration +20) 
  At-will – detect magic
  TACTICS
  During Combat – Lancelot leaps to be the first to 
  engage the enemy. If attacking mounted foes, he 
  will 
  begin by charging with his lance before 
  drawing Secace. 
  Lancelot will always meet his foes on equal ground, 
  whether mounted or on foot.  
  Morale – Justifiably brave and supremely confident in 
  his own abilities, Lancelot will fight to his last breath to 
  arrangement twice.
  Boon — To those in 
  need of aid, especially 
  to young lovers or 
  those acting in 
  defense of 
  love, Queen 
  Guinevere 
  will relate 
  any court 
  gossip of 
  note. 
  
  THE CELESTIAL HOST: VOLUME ONE
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  prove his martial superiority. Only when others’ lives
  are in jeopardy will he consent to retreat.
  STATISTICS
  STR 18, DEX 16, CON 18, INT 14, WIS 12, CHA 22
  Base Atk +14; CMB +18 (+20 bull rush); CMD 32 
  (34 vs. bull rush, 34 vs. disarm, 34 vs. sunder)
  Feats Coordinated Defense, Critical Focus, Exotic 
  Weapon Proficiency (bastard sword), Impaling Critical, 
  Improved Bull Rush, Improved Critical (lance), 
  Mounted Combat, Mythic Paragon, Mythic Weapon 
  Focus (bastard sword), Power Attack, Ride-by Attack, 
  Spirited Charge, Unseat, Weapon Focus (bastard sword), 
  Weapon Focus (lance), Weapon Specialization (lance)
  Skills Acrobatics +8 (+4 to jump), Appraise +3, Bluff 
  +18, Climb +8, Diplomacy +12, Disguise +7, Escape 
  Artist +1, Fly +1, Handle Animal +12, Heal +2, 
  Intimidate +24, Knowledge (dungeoneering) +7, 
  Knowledge (nobility) +8, Perception +11, Perform 
  (sing) +12, Ride +18, Sense Motive +11 (+14 when op
  posing a Bluff check), Stealth +1, Survival +13, 
  Swim +8
  Languages Aquan, Common, Elven
  SQ amazing initiative, expert trainer +3, fearless, mount 
  (horse named Arondight), order of the sword, precision, 
  recuperation, sudden attack, weapon guard
  Combat Gear vambraces of defense
  Other Gear +4 mithral full plate, +2 mithral heavy 
  steel shield, Secace (see below), shieldsplitter lance, 
  boots of the battle herald, periapt of wound closure, 
  Lancelot’s Ring (see below), ring of mind shielding, 
  stone of good luck (luckstone).
  HISTORY
  The son of King Ban of Benwick, Lancelot was fostered 
  and raised by the Lady of the Lake, from which his surname 
  “du Lac” derives. When he came of age, the Lady sent him 
  to King Arthur’s court where he was made a knight; it was 
  there he fell in love with Queen Guinevere. Lancelot was 
  the greatest fighter and jouster of his age. He defeated over 
  fifty knights to gain lordship of the castle Joyous Gard. A 
  man of uncommon attractiveness, he was seduced by the 
  Fisher King’s daughter Elaine after she disguised herself 
  as Queen Guinevere. The resulting pregnancy produced 
  Lancelot’s son Galahad. Returning to Camelot, Lancelot 
  took part in the Grail Quest but was allowed only a 
  glimpse of the relic because he was an adulterer. When his 
  affair with the Queen was discovered, Lancelot fled with 
  Guinevere and fought against Arthur until Mordred’s civil 
  war erupted. After Arthur’s death, the Queen blamed them 
  both for the fall of Camelot. Lancelot retired to a hermitage 
  to live a life in penitence. He died as a priest, six weeks 
  after Guinevere’s own death. 
  Appearance — A tall, beautiful man of perfect 
  proportions, Lancelot has black hair, blue eyes, and a 
  flashing white smile. When not in armor, he often wears 
  clothing in shades of blue to reflect his time with the Lady 
  of the Lake.
  Heraldry — Three red lines on a white field.
  Personality — Lancelot is considered by some to 
  be uniquely perfect. He tries very hard to never fail in 
  gentleness, courtesy, or courage. He is supremely sure of 
  himself given his own formidable abilities and this does 
  lead him to be overconfident at times.
  Goals, Desires, and Motivations — Sir Lancelot takes 
  being the Queen’s knight very seriously and feels that only 
  by being the best knight can he do proper honor to the 
  woman he loves. He constantly seeks ways to prove his own 
  abilities, whether that be by contest, joust, or adventure.
   
  Flaws/Secrets — The conflict between his loyalty for 
  Arthur and his love for Guinevere is Lancelot’s tragic flaw. 
  His secret, of course, is his affair with the Queen, and he 
  will do almost anything to keep it from Arthur.
  Quirks — While fighting, Lancelot has the unfortunate 
  habit of critiquing his foes and their weapon techniques, 
  prowess, or goals. These criticisms are said with a friendly 
  tone and a grin no matter how dire the situation.
  Boon — Lancelot will appoint 1d4 minor knights to 
  accompany those he finds deserving on a specific quest, or 
  will teach a fighting technique of his own devising, granting 
  access to a feat or fighting style (with the GM’s permission). 
  
  THE CELESTIAL HOST: VOLUME ONE
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  DESCRIPTION
  Also known as Sequence, this +2 sword of speed was 
  given to Lancelot by the Lady of the Lake before he left 
  to join Arthur’s court. Though it superficially resembles 
  a bastard sword, Secace has a narrower blade, resulting 
  in a damage score of 2d4 rather than 1d10. However, it is 
  considered a bastard sword for the purposes of qualifying 
  for feats or abilities. Sequence has the unique ability to 
  multiply the damage it deals to those it strikes. When 
  damage is rolled, if either of the two d4s results in a 
  natural 4, that die is rolled again and both results are added 
  to the damage total. This increase continues every time 
  the maximum value is rolled. The bonus damage is not 
  multiplied on critical hits.
  DESTRUCTION
  Secace can be destroyed by quenching the blade in the 
  blood of the Lady of the Lake.
  DESCRIPTION
  Constructed from silver and gold twisted into celtic 
  knotwork patterns and woven around three sapphires, this 
  beautiful ring was created by the Lady of the Lake and 
  given to Sir Lancelot as a token of their bond.
  The powerful enchantments on The Lady’s Ring allows 
  the wearer to cast detect magic at will. Additionally, when 
  the ring’s wearer is struck by a hostile spell that specifically 
  targets him (not an area effect, for example), that spell 
  is immediately countered, requiring no action (or even 
  knowledge) on the wearer’s part. This effect functions like a 
  dispel magic counterspell action with the ring’s CL used as 
  part of the dispel check and can be used 3 times per day.
  Alternatively, the wearer can choose to spend one of the 
  daily uses, as a standard action, to cast break enchantment 
  using the ring’s CL as normal for that spell.
  Once per month, the wearer can gaze into calm water 
  and gain information directly from the Lady of the Lake as 
  if he had cast commune.
  DESTRUCTION
  The Lady’s Ring will dissolve into foam if submerged in 
  a silver cup filled with the tears of the Lady of the Lake.
  Morgan le Fey, 
  the Adversary
  While the captive knight watches helplessly, the 
  hard-eyed woman reads words of power from an 
  ancient tome as she pets the raven on her arm.
  SECACE
  (Minor Artifact)
  Aura strong transmutation; CL 7th;
  Slot none; Weight 6 lbs.
  THE LADY’S RING
  (Major Artifact)
  Aura strong transmutation; CL 18th; 
  Slot ring; Weight --
  
  THE CELESTIAL HOST: VOLUME ONE
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  MORGAN LE FEY, 
  SORCERESS AND QUEEN OF GORE  
   
  Female human aristocrat 2/sorcerer 16/
  Mythic Archmage 4  
  CR 19/MR 4
  NE Medium humanoid (human) 
  Init +6; Senses Perception +23 
  DEFENSE
  Armor Class 26, touch 16, flat-footed 23 
  (+7 armor, +3 deflection, +2 Dex, +1 dodge, +3 natural)
  Hit Points 141 (18 HD; 16d6+2d8+82)
  Fort +10, Ref +12, Will +18 (+6 bonus vs. 
  mind-affecting effects)
  Defensive Abilities hard to kill; DR 10/cold iron; 
  Immune poison; SR 21
  OFFENSE
  Speed 30 ft.
  Melee +1 returning wounding dagger +11/+6 
  (1d4+2/19-20 plus 1 bleed)
  Special Attacks mythic power (11/day, surge +1d8)
  Fey Bloodline Spell-Like Abilities (CL 16th; 
  concentration +24)
  At-will — fleeting glance (20 rounds/day).
  11/day — laughing touch.
  1/day — shadow walk (DC 25).
  Sorcerer Spells Known (CL 16th; concentration +22) 
  8th (4/day) — horrid wilting (DC 24), mind blank. 
  7th (6/day) — finger of deathM (DC 23), phase door, 
  resonating word (DC 23), spell turning. 
  6th (7/day) — chain lightningM (DC 22), disintegrate 
  (DC 22), globe of invulnerabilityM, mislead (DC 22), 
  repulsion (DC 22). 
  5th (7/day)— baleful polymorph (DC 21), dominate 
  personM (DC 23), lightning arc (DC 21), possess object, 
  telekinesis, tree stride. 
  4th (8/day) — black tentacles, confusion (DC 22), 
  dimension door, poison (DC 20), scrying (DC 20) 
  3rd (8/day) — deep slumber (DC 21), hold person 
  (DC 21), lightning bolt (DC 19), mad monkeys, 
  unadulterated loathing (DC 21). 
  2nd (14/day) — alter self, blindness/deafness 
  (DC 18), detect thoughts (DC 18), hideous laughter 
  (DC 20), scorching ray, unnatural lust (DC 20). 
  1st (8/day) — cause fear (DC 17), charm person 
  (DC 17), entangle (DC 17), expeditious retreat, 
  interrogation (DC 17), magic missile. 
  0 (at-will)— bleed (DC 16), daze (DC 18), detect 
  magic, flare (DC 16), ghost sound (DC 16), light, mage 
  hand, message, prestidigitation.  
  TACTICS
  During Combat — Adept at manipulating and turning 
  the minds of her enemies, Morgan will cast dominate 
  person spell on the strongest warrior and then keep foes 
  at bay with repulsion or telekinesis while unleashing her 
  strongest offensive powers on any spellcasters.
  Morale — Ever the pragmatist, Morgan will quickly 
  flee a confrontation if the tides of battle turn against her.
  STATISTICS
  STR 12, DEX 14, CON 14, INT 16, WIS 14, CHA 26 
  Base Atk +9; CMB +10; CMD 23 
  Feats Craft Wondrous Items, Eschew Materials, 
  Expanded Arcana (x4), Extra Path AbilityM, Greater 
  Spell Penetration, Lightning Reflexes, Maximize Spell, 
  Mythic Spell LoreM, Quicken Spell, Spell Penetration, 
  Steadfast Personality, Toughness 
  Skills Acrobatics +7, Bluff +16, Disguise +16, 
  Intimidate +29, Knowledge (all) +8, Perception +23, 
  Sense Motive +10, Spellcraft +24, Use Magic Device 
  +29 
  Languages Common, Draconic, Elven, Sylvan 
  SQ amazing initiative, arcane metamastery (x4), arcane 
  surge, enduring armor, fey magic, healing touch, 
  Merlin’s gift, recuperation, woodland stride 
  Combat Gear potion of barkskin +4, potion of blur; 
  Other Gear +1 returning wounding dagger, amulet of 
  natural armor +3, cloak of resistance +3, headband of 
  seduction, ring of protection +3, ring of wizardry II, 
  robe of arcane heritage, rod of splendor
  SPECIAL ABILITIES
  Healing Touch (Su) As one of the chosen of the Lady 
  of the Lake, Morgan has access to powerful healing 
  magics as spell-like abilities. By spending one use of 
  mythic power Morgan can cast cure serious wounds or 
  restoration as a spell-like ability. If she spends two uses 
  of mythic power she can cast heal. These spells function 
  in all other respects like arcane spells.
  Merlin’s Gift (Su) — While still a young woman, 
  Morgan seduced Merlin to learn some of his magic. 
  Though their affair did not last long, Merlin gifted her 
  with a natural spell resistance (as if she wore a mantle of 
  spell resistance). 
  
  THE CELESTIAL HOST: VOLUME ONE
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  HISTORY
  The legitimate daughter of Igraine and Gorlois, Duke of 
  Cornwall, Morgan soon found herself with a new stepfather 
  after Uther Pendragon married her mother. As a proper 
  noblewoman, she was sent to a convent to be educated, 
  and there she first dabbled in the magical arts. While still a 
  young woman, she seduced the wizard Merlin to gain more 
  power and was his lover for a time. Sometimes helpful to 
  the knights and other times a trickster-like foe, she fooled 
  Arthur into sleeping with their other sister Morgause. But 
  the real animosity between Morgan and Arthur began after 
  her illicit relationship with Guinevere’s cousin Guiomar was 
  forcibly ended by the Queen’s order. Morgan was married 
  off to King Urien of distant Gore, and so she swore enmity 
  against Arthur and Guinevere from that point onward. 
  She delighted in trying to bring down various knights on 
  their quests, and even sent the Green Knight to Camelot 
  in an attempt to frighten Guinevere to death. She worked 
  closely with her nephew Mordred on various schemes for a 
  time. Her plotting culminated in convincing her lover, Sir 
  Accolon, to steal Excalibur and the throne. After Arthur 
  defeated Accolon, Morgan stole the King’s Scabbard and 
  threw it into a lake. Forced to flee back to Gore and her 
  castle of Tauroc, Morgan spent a great deal of time in 
  seclusion during which she repented her past evils. She 
  eventually reconciled with Arthur and moved to the Isle of 
  Avalon as one of the chosen of the Lady of the Lake. When 
  Arthur was mortally wounded in the Battle of Camlann, 
  Morgan and her sister avatars took him away to Avalon.  
  Appearance — A slim, handsome woman with pale 
  white skin and long raven hair, Morgan has the same gray 
  eyes as her mother Igraine, her half-brother Arthur, and her 
  nephew Mordred. Thanks to the spell alter self, though, she 
  can appear however she wants. A queen in her own right, 
  Morgan typically wears rich courtly garb and favors red, 
  deep green and black fabrics.
  Heraldry —Morgan’s symbol is typically the coat 
  of arms of her husband King Urien, three black crows 
  separated by a black line on a white field.
  Personality — A passionate woman of cruelty, ambition 
  and kindness in equal measure, Morgan is perhaps one of 
  the most complex characters in the Legends. She is fiercely 
  intelligent and is obsessed with a need to be in control of 
  people and situations.
  Goals, Desires, and Motivations — Morgan wants 
  freedom: freedom to love who she chooses, and freedom to 
  be who she wants to be. She hates Guinevere for denying 
  her a chance for love, and despises her half-brother for 
  his chivalry and the opportunities she never had. After 
  reconciling with Arthur and accepting the mantle of Lady of 
  the Lake, Morgan seeks to atone for her past misdeeds.
  Flaws/Secrets — Perhaps overly passionate, Morgan 
  often does not realize the collateral damage from her plots 
  and schemes. Her deepest secret is her unrequited love for 
  Sir Lancelot, though whether her passion for the knight 
  was born out of spite or genuine feelings even she does not 
  know.
  Quirks — Morgan refuses to behave like a simpering, 
  demure court lady. She holds herself to be the equal of 
  Merlin himself and acts like it. 
  Boon — If convinced to help, Morgan can offer any of 
  the great number of enchantments at her disposal as well as 
  many contacts in the shadowy world of the Fey Courts.
  
  THE CELESTIAL HOST: VOLUME ONE
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  SIR MORDRED D’ORKNEY
  Human antipaladin 4/rogue 10/
  Mythic Trickster 3  
  CR 15/MR 3
  LE Medium humanoid (human)
  Init +5; Senses Perception +19
  Aura cowardice (10 ft.)
  DEFENSE
  Armor Class 29, touch 14, flat-footed 27 
  (+12 armor, +2 deflection, +2 Dex, +3 shield)
  Hit Points 142 (14 HD; 10d8+4d10+78)
  Fort +12, Ref +13, Will +12; 
  +1 bonus vs. King Arthur and his minions.
  Defensive Abilities hard to kill, improved uncanny 
  dodge, trap sense +3; Immune disease
  OFFENSE
  Speed 30 ft. (20 ft. in armor)
  Melee Clarent +17/+17/+17 (1d8+5/17-20 
  plus 1d6 acid)
  Special Attacks battle/wrath variant channeling 2/
  day (DC 15, 2d6 plus 1 channel bonus), mythic power 
  (9/day, surge +1d6), smite good 2/day (+3 attack and 
  AC, +4 damage), sneak attack +5d6 plus 5 bleed
  Antipaladin Spell-Like Abilities (CL 4th;
  concentration +7)
  At-will — detect good
  Antipaladin Spells Prepared (CL 1st; concentration +4)
  1st — murderous command (DC 14)
  TACTICS
  During Combat — Mordred prefers dishonesty to 
  an upfront fight. He will use one of his abilities or his 
  equipment to force a foe into being flat-footed, and then 
  move in to deal extra damage with his sneak attack.
  Morale — Brave when surrounded by his own men or 
  when he has the upper hand, Mordred will retreat if the 
  tide seem to be turning against him.
  STATISTICS
  STR 17, DEX 14, CON 14, INT 18, WIS 14, CHA 16
  Base Atk +11; CMB +14; CMD 28
  Feats Channel Smite, Combat Expertise, Combat 
  Reflexes, Dastardly Finish, Dual PathM, Improved 
  Critical (longsword), Improved Feint, Power Attack, 
  ToughnessM, Vengeance, Weapon Focus (longsword)
  Skills Acrobatics +15 (+11 to jump), Bluff +20, Climb 
  +6, Diplomacy +10, Disable Device +7, Disguise +10, 
  Escape Artist +12, Handle Animal +10, Intimidate 
  +24, Knowledge (arcana) +5, Knowledge 
  (dungeoneering) +8, Knowledge (engineering) 
  +5, Knowledge (local) +8, Knowledge (nobility) +10, 
  Knowledge (planes) +5, Perception +19, Perform ]
  (oratory) +10, Ride +9, Sense Motive +15, Sleight of 
  Hand +7, Spellcraft +8, Stealth +7, Survival +10, Swim 
  +6, Use Magic Device +20
  Languages Abyssal, Common, Elven, Infernal, Sylvan
  SQ amazing initiative, cruelty (shaken), fickle attack, 
  precision (x2), recuperation, rogue talents (bleeding 
  attack +5, combat trick, evasion, unwitting ally, weapon 
  training), sudden attack, surprise strike, touch of 
  corruption 5/day (2d6), trapfinding +5
  Combat Gear boots of escape, crown of conquest, 
  potion of barkskin +5 (x2)
  Other Gear +3 dastard mithral full plate, +1 blinding 
  resonating heavy steel shield, Clarent (corrupted sword 
  of peace), drinking horn of the panacea, ring of mind 
  shielding, ring of protection +2.
  Mordred, the Traitorous Son
  The wolfish gray eyes on the face of this darkly 
  handsome knight light with glee as he digs the poisoned 
  blade into his foe’s back.
  
  THE CELESTIAL HOST: VOLUME ONE
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  HISTORY
  While still a young king, Arthur was tricked by Morgan 
  le Fay into sleeping with his own half-sister Morgause. 
  Arthur’s incesteous mistake resuted in the birth of his 
  illegitimate son Mordred. Merlin advised the king that a 
  child born on May-day would bring ruin to Camelot and so, 
  to his later shame, Arthur ordered all children born on that 
  day to be cast out to sea. All perished but Mordred. Raised 
  by the Lord of Orkney, he grew to manhood and journeyed 
  to Camelot where he used his relationship to his half-brother 
  Gawain to be made a knight. Sir Mordred had torrid affairs 
  with married ladies, and was accused of rape and murder; 
  every time, however, he used his wiles to get himself out 
  of trouble. Working from within to bring himself power, 
  Mordred conspired with Morgan le Fay and orchestrated the 
  exposure of the Queen’s affair with Lancelot. After he was 
  made regent during the King’s absence, Mordred announced 
  that Arthur had been killed. He declared himself king by 
  right of blood. When Arthur finally returned, the two fought 
  a bitter civil war. Mordred was killed by his father at the 
  Battle of Camlann. 
  Appearance — Mordred is tall with a slight frame, 
  sallow face and dark hair. Handsome, if dark and brooding, 
  his thin nose and deep-set gray eyes give him a somewhat 
  wicked demeanor. His thin mouth seems cocked into a 
  perpetual sneer. He typically wears armor or black courtly 
  garb.
  Heraldry — Before turning traitor, Mordred bore the 
  Orkney heraldry: a golden two-headed eagle on a field 
  of royal purple with a red bar indicating his position as 
  an adopted child. After he rebelled against King Arthur, 
  Mordred took a new coat of arms: a black dragon on a red 
  field.
  Personality — Sly and scheming, Mordred keeps the 
  outward appearance of a chivalric knight, but that is just 
  part of his facade. He is dishonest and disloyal to anyone 
  but himself.  
  Goals, Desires, and Motivations — Ambition and 
  vengeance drive Mordred in all things. He seeks nothing 
  short of ultimate power for himself and to destroy all that 
  Arthur loves. Mordred believes that if he cannot have 
  Camelot, it is better to burn it to the ground. 
  Flaws/Secrets — Mordred’s greatest secret is his 
  alliance with Morgan le Fay. She continually aids him 
  during his time as a knight and conspires with him to take 
  over the kingdom. Mordred has many flaws, but his cunning 
  overcomes any serious shortcomings.
  Quirks — Not good at sharing, Mordred covets what he 
  cannot have. Whether someone’s sword, wife, or kingdom, 
  he will try to steal it away or ruin it if he cannot.
  Boon — Mordred will appear very generous, offering 
  gold, items, assistance to all who ask. These “gifts” come 
  with a price of a favor owed that he will call in at a time of 
  his choosing.
  DESCRIPTION
  This long, slender blade appears to be defaced with 
  crude runes, inscriptions and symbols. Once called the 
  Sword of Peace, the ceremonial longsword was handed 
  down to King Arthur from the Court of his father, Uther 
  Pendragon, as one of a number of royal regalia and used 
  in rituals such as dubbing new knights or crowning lesser 
  nobility. Stolen and corrupted by Mordred, the Sword of 
  Peace became the Corrupted Sword of Deceit.
  Clarent is a +2 corrosive grayflame longsword, and 
  in the hands of a mythic character, the Sword of Cruelty 
  inflicts the shaken condition for 1d4 rounds on a successful 
  critical hit. If a shaken target is struck with another 
  successful critical hit during this time, he instead gains the 
  sickened condition. The duration of the initial condition 
  is not changed, replaced, or lengthened by the second 
  condition.
  DESTRUCTION
  If Clarent is placed upon a blessed anvil in the forges 
  of Avalon and struck with a rune-carved hammer, it will 
  shatter.
  CLARENT, THE CORRUPTED 
  SWORD OF DECEIT
  (Minor Artifact)
  Aura strong necromancy; CL 18th 
  Slot none; Weight 4 lbs.
  
  THE CELESTIAL HOST: VOLUME ONE
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  SIR GALAHAD
  Human cavalier 5/paladin 8/
  Mythic Hierophant 2    CR 13/MR 2
  LG Medium humanoid (human) 
  Init +4; Senses Perception +15 
  Aura courage (10 ft.), resolve (10 ft.) 
  DEFENSE 
  Armor Class  27, touch 12, flat-footed 25 
  (+11 armor, +2 Dex, +4 shield) 
  Hit Points 125 (13d10+55) 
  Fort +16, Ref +8, Will +15; +4 sacred bonus vs. 
  poison 
  Defensive Abilities hard to kill; 
  Immune charm, disease, fear 
  OFFENSE 
  Speed 30 ft. (20 ft. in armor) 
  Melee Sword with the Red Hilt +22/+17/+12 
  (1d10+8/19-20 plus 2d6 vs. evil) 
  Special Attacks banner +2, cavalier’s charge, 
  challenge 2/day (+5 damage, free bull rush or trip 
  when make full attack vs. target), channel positive 
  energy 3/day (DC 17, 4d6), inspired spell, mythic 
  power (7/day, surge +1d6+1), smite evil 3/day 
  (+3 attack and AC, +8 damage), tactician 2/day 
  (Coordinated Defense, 5 rds).
  Paladin Spell-Like Abilities (CL 8th; 
  concentration +11) 
  At-will — detect evil 
  Paladin Spells Prepared (CL 5th; 
  concentration +8) 
    2nd — aura of greater courage (DC 15), 
  light lance 
    1st — bless, knight’s calling (DC 14) 
  TACTICS
  During Combat— Always mindful to act 
  honorably, Galahad begins combat by 
  calling upon his foes to surrender. If they 
  Galahad, The Destined Knight
   
  The fervor of faith burning in his eyes, the young 
  knight shines with a celestial radiance as he holds his 
  blade up to the sky.
  do not, he will use his radiant 
  charge to close to melee.
  Morale — Filled 
  with divine faith, 
  Galahad believes 
  that his purity of 
  
  THE CELESTIAL HOST: VOLUME ONE
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  spirit protects him and cannot fathom losing to evil or 
  even retreating from it.
  STATISTICS
  STR 17, DEX 14, CON 16, INT 14, WIS 20, CHA 16 
  Base Atk +13; CMB +16; CMD 28 
  Feats Coordinated Defense, Divine Protection, Exotic 
  Weapon Proficiency (bastard sword), Mounted Combat, 
  Potent Surge, Power Attack, Pure Faith, Radiant Charge, 
  Weapon Focus (bastard sword), Word Of Healing 
  Skills Acrobatics -2 (-6 to jump), Bluff +3 (+5 to 
  conceal information about his sworn charge), Diplomacy 
  +15, Disable Device +1, Handle Animal +10, Heal 
  +10, Intimidate +10, Knowledge (nature) +4, 
  Knowledge (nobility) +10, Knowledge (planes) +4, 
  Knowledge (religion) +10, Perception +15, Ride +6, 
  Sense Motive +18, Spellcraft +15, Survival +10 
  Languages Celestial, Common, Elven 
  SQ amazing initiative, divine bond (weapon +2, 1/day), 
  expert trainer +2, keeper, lay on hands 7/day (4d6), 
  mercies (diseased, shaken), mount, order of the seal, 
  overflowing grace, sustained by faith 
  Other Gear — +2 champion mithral full plate, Shield 
  of Evalach, Sword with the Red Hilt.
  HISTORY
  Galahad was born from the union between Sir Lancelot 
  and Elaine, the daughter of the Fisher King, who used 
  a magical potion to fool the knight into believing she 
  was Guinevere. Fostered in a nunnery, Galahad grew 
  to adulthood and eventually traveled to Camelot where 
  Lancelot promptly knighted him. Portents and omens 
  abounded, declaring that Galahad was chosen for a destiny. 
  From a stone in a river, he pulled the Sword with the Red 
  Hilt that none could retrieve save the “best knight in the 
  world.” He also sat in the Siege Perilous, a chair at the 
  Round Table that would slay any but the knight who would 
  retrieve the Grail. Galahad had many adventures where 
  he continually proved his chivalry and purity; he defeated 
  demons, fought giants, and even recovered the Shield of 
  Evalach. In time, he arrived in the domain of King Pelles of 
  Corbenic, the Fisher King and his own grandfather. There 
  he healed Pelles of his ancient injury and was finally able to 
  reach the Grail. He worshiped the artifact for a year and and 
  day before ascending to be one with his deity.
  Appearance — Galahad has a perfect beauty that is as 
  breathtaking as it is unsettling: slightly curly black hair, pale 
  blue eyes, and a smooth face that is almost boyish. When 
  not in his armor he wears the simplest of white garments, 
  without adornment or decoration.
  Heraldry — A red cross on a white field.
  Personality —With pale eyes that seem to burn into the 
  soul, Galahad seems almost otherworldly. His reputation 
  for perfection in courage, gentleness, and chivalry is well 
  deserved. He burns with purpose and the absolute certainty 
  of faith. Galahad truly believes that his strength is that of 
  ten men because his heart is pure.
  Goals, Desires, and Motivations — Galahad knows 
  that his destiny is to find and recover the Grail, and his 
  whole life has been dedicated to living up to that future. He 
  will not waver or be distracted from that destiny. 
  Flaws/Secrets — None. Truly, Galahad is more angel 
  than man. The purity of spirit, deed, and thought that allows 
  him to eventually reach the Grail prohibit any flaw. 
  Quirks — Galahad does not drink alcohol, have sex, or 
  engage in anything that could sully his spirit.  
  Boon — To any who ask, Galahad will give his 
  blessing. This grants the recipient uncommon good luck 
  in the form of one free reroll of an attack, damage, saving 
  throw or skill check within the next 48 hours. 
  DESCRIPTION
  Superb in its crafting and beauty, this cold iron bastard 
  sword bears inlaid letters of gold that reads on one side, 
  “None Shall Take Me Hence But He At Whose Side I Am 
  To Hang” and on the other “And He Shall Be The Most 
  Worthy Knight In The World.”
  SWORD WITH THE RED HILT
  (Major Artifact)
  Aura strong abjuration; Slot none; 
  CL 20th; Weight 4 lbs; 
  
  THE CELESTIAL HOST: VOLUME ONE
  36
  In the hands of a paladin or a lawful good Mythic 
  character, the Sword with the Red Hilt becomes a +5 holy, 
  defiant cold iron bastard sword. If the wielder is a paladin 
  with mythic tiers, he can also grant the weapon the brilliant 
  energy special ability on command by sacrificing a daily 
  use of his channel positive energy ability for each round the 
  ability is active. Dismissing the brilliant energy ability is a 
  free action.
  The red gemstone acting as the pommel of this weapon 
  is in truth a rare ioun stone called the Bloodrose Orb. When 
  carried by a paladin or a lawful good Mythic creature, the 
  orb can, upon command, turn the next nine levels of spells 
  cast at the wielder (as a modified ring of spell turning). 
  Each use of this ability costs one use of mythic power and 
  can only be used 2 times per day.
  While not intelligent, the Sword with the Red Hilt 
  possesses a formidable defense against being wielded by the 
  unworthy. When drawn by a new owner, the sword judges 
  the wielder’s soul and past actions. At the GM’s discretion, 
  if the wielder is lawful good and has been true to the edicts 
  of courage, gentleness, courtesy and chivalry, the Sword 
  with the Red Hilt will serve. In the hands of those of neutral 
  alignment or the innocent, the weapon functions only as 
  a nonmagical cold iron bastard sword. Finally, should the 
  sword be held by evil, the blade casts a death clutch spell 
  (CL 15, DC 25) upon the wielder.
  DESTRUCTION
  First the Bloodrose Orb must be crushed between two 
  immovable rods. Then the sword must be placed on a slab of 
  red marble set in a stream or river and left there untouched 
  for 40 days. At the 
  end of this time, if 
  the blade is brought 
  down upon the 
  red marble with 
  significant force, it 
  will crumble to dust.
  SHIELD OF EVALACH
  Aura moderate conjuration (healing); 
  CL 7th; Weight 7 lbs; Price 13,000gp
  DESCRIPTION
  Named for a Saracen king who converted to the faith, 
  this white shield bears upon it a crimson cross, painted with 
  the blood of Joseph of Arimathea.
  The Shield of Evalach is a +2 steel shield. Additionally, 
  if the bearer has the channel positive energy class feature, he 
  may expend one use of channel positive energy to gain fast 
  healing 5 for a number of rounds equal to half his Charisma 
  modifier (minimum of 1).
  CONSTRUCTION REQUIREMENTS
  Craft Magic Arms and Armor, celestial healing; 
  Cost 6,500 gp
  Gawain, the Compassionate
  Sitting tall on his faithful steed, the golden-haired knight 
  salutes his foes with his flashing sword and a wide smile 
  before charging into the fray.
  SIR GAWAIN OF ORKNEY
  Human cavalier 6/fighter (dragoon) 7/
  Mythic Champion 3        CR 14/MR 3
  NG Medium humanoid (human)
  Init +5; Senses Perception +5
  DEFENSE
  Armor Class 27, touch 12, flat-footed 25 
  (+10 armor, +2 Dex, +5 shield)
  Hit Points 157 (13d10+87)
  Fort +15, Ref +7, Will +6 (+2 vs. fear, +3 bonus vs. 
  mind-affecting effects, +5 bonus vs magic)
  Defensive Abilities hard to kill, kinetic rebound (1/day, 
  Red Eagle Shield); Immune fire
  OFFENSE
  Speed 40 ft.
  Melee Galatine (at Midday) +22/+22/+17 (1d8+10+2d6 
  holy/17-20) or Galatine (Morning/Afternoon)
  +20/+20/+15 (1d8+8+1d6 holy/17-20) or 
  Galatine (Night) +19/+19/+14 
  (1d8+7/17-20); or masterwork lance 
  +20/+20/+15 (1d8+10/x3); or heavy ]
  
  THE CELESTIAL HOST: VOLUME ONE
  37
  37
  shield bash +17/+17/+12 (1d4+4).
  Special Attacks banner +3, cavalier’s charge, challenge 
  2/day (+6 damage, gain +2 AC), mythic power (11/day, 
  surge +1d6), spear training, tactician 2/day (Coordinated 
  Defense, 6 rds)
  TACTICS
  During Combat — Gawain prefers to fight his foes on 
  equal footing and will parlay to assure this, even if he is 
  the one to lower his defenses to meet that of an enemy. 
  He will enter a large melee using his spinning lance 
  ability to attack as many as possible. Then, if near 
  midday, will use his sword Galatine to finish off his 
  foes.
  Morale — Gawain does not like to retreat but will do so 
  if he is near death. He considers this an affront to his 
  honor and will strive to defeat that same foe as soon as  
  possible to atone.
  STATISTICS
  STR 18, DEX 14, CON 18, INT 12, WIS 10, CHA 17
  Base Atk +13; CMB +17; CMD 29
  Feats Coordinated Defense, Extra Mythic PowerM,
  Improved Critical (longsword), Improved Shield Bash, 
  Mounted CombatM, Mounted Shield, Ride-by Attack, 
  Saving Shield, Shield Focus, Skill Focus (Ride), 
  Steadfast Personality, Toughness, Weapon Focus (lance), 
  Weapon Focus (longsword), Weapon Specialization 
  (lance), Weapon Specialization (longsword)
  Skills Acrobatics +0 (+4 to jump), Bluff +10, Climb 
  +6, Diplomacy +8, Handle Animal +11, Intimidate +15, 
  Knowledge (local) +9, Knowledge (nobility) +9 (+12 
  on checks involving his sovereign), Perception +5, 
  Perform (string instruments) +4, Ride +22 (+25 to 
  checks to negate a hit on mount with Mounted Combat), 
  Sense Motive +5, Survival +15
  Languages Common, Elven
  SQ amazing initiative, armor training 1, clean blade, 
  expert trainer +3, flash of rage, fleet charge, lion’s call, 
  mount, order of the lion, precision, recuperation, 
  spinning lance
  Other Gear +1 champion mithral full plate, +2 
  darkwood heavy wooden shield, Galatine (see below), 
  Stone of Giramphiel (see below), boots of striding and 
  springing, bracers of the avenging knight, cape of free 
  will +1/+2, masterwork lance.
  HISTORY
  The son of King Lot of Orkney and his Queen Anna, 
  Gawain was sent to Rome as a young boy to be trained as 
  a page, squire, and later a knight. He returned to Britain 
  as Sir Gawain and joined the court of his uncle, King 
  Arthur. He had many adventures and misadventures (the 
  incident with the Green Knight, for example) but each time 
  his nobility, compassion, and dedication to the defense of 
  women carried him through the conflict as much as his skill 
  at arms. The Lady of the Lake herself gave Gawain the 
  mighty sword Galatine and the Stone of Giramphiel because 
  of his worthiness. He took part in the Grail Quest; though 
  he was afforded a glimpse of the relic, his worldliness and 
  pride prevented him from accomplishing the quest. When 
  Mordred exposed the Queen’s adulterous affair, Gawain’s 
  brothers (Gareth and Gaheris) were slain by Lancelot 
  during his escape from Camelot. Swearing vengeance, 
  Gawain persuaded Arthur to go to war against Lancelot and 
  personally led many of the battles. Gawain fought several 
  one-on-one battles with Lancelot, and in the final bout he 
  was mortally wounded. On his deathbed, he forgave his old 
  friend and begged Lancelot to ride to Arthur’s aid against 
  Mordred.
  Appearance — An attractive, blond haired man, 
  Gawain is usually clean shaven and wears a golden circlet 
  upon his brow. When not in armor, Gawain dresses in rich 
  but comfortable clothing to better take his ease. 
  Heraldry — A golden two-headed eagle on a field of 
  royal purple.
  Personality — Gawain is a proud and worldly knight 
  who is always courteous and friendly, especially to women. 
  Of all the knights, he seems to enjoy himself the most, 
  whether that be fighting or leisure activities. 
  Goals, Desires, and Motivations — Sir Gawain tries 
  his best to be noble, honest, valiant and compassionate. 
  He does not always succeed, sometimes succumbing to 
  avarice, lust, vainglory, or vengeance, but he does his best to 
  overcome his own shortcomings. He is very loyal to family 
  and Camelot.
  
  THE CELESTIAL HOST: VOLUME ONE
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  Flaws/Secrets — Despite not being as comely as 
  Lancelot, Gawain’s flashing smile and charm gives him a 
  way with women that often gets him in trouble. Gawain’s 
  biggest secret is that he has a hidden lover, the fey 
  Blancemal (CN female Leanan Sidhe).
  Quirks — Gawain enjoys his merriment as much as he 
  does fighting. When not questing, he is the first to arrive at a 
  feast or fete. 
  Boon — A gift from Blancemal, Gawain can give a 
  fey trinket to those he favors. When activated as a standard 
  action, the wielder can choose one of the following benefits:
    
  •  It acts like a pearl of power (any level), except it 
  works for spellcasters of any class.
  •  It bestows a +3 natural armor bonus for 1 hour. 
  The fey trinket functions only once, and only for the one 
  Gawain gives it to. It cannot be sold.
  GALATINE 
  (Major Artifact)
  Aura strong abjuration; CL 18th; 
  Slot none; Weight 4 lbs
  DESCRIPTION
  Crafted by the smiths of Avalon, this magical 
  adamantine longsword has a wavelike pattern etched into 
  the metal of the blade. Galatine’s power ebbs and flows with 
  the daylight. The sword is weakest at night, and grows in 
  power during the morning until it peaks at midday. Then it 
  declines in power during the afternoon until it returns to its 
  weakest state at night. For the purposes of this item, midday 
  is considered to be between 11:00am and 1:00pm. Galatine 
  functions normally even if it is underground or otherwise 
  blocked from the sun.
  At the various stages of the day, Galatine has the 
  following powers:
  Night +1 enhancement bonus
  Morning +2 enhancement bonus plus 1d6 holy damage
  Midday +4 enhancement bonus plus 
  2d6 holy damage
  Afternoon +2 enhancement bonus 
  plus 1d6 holy damage
  DESTRUCTION
  Galatine can be destroyed by placing it upon a blessed 
  anvil on the Isle of Avalon at night and striking it with any 
  bludgeoning weapon with a +3 or better enchantment.
  RED EAGLE SHIELD
  Aura moderate abjuration [force]; CL 13th;
  Weight 10 lbs; Price 40,557gp
  DESCRIPTION
  Also called the Shield of Judas Maccabee, this +2 heavy 
  wooden shield is emblazoned with a faint outline of a red 
  eagle that shines through whatever heraldry is painted upon 
  it. Once per day, when a melee attack on the shield’s bearer 
  misses by 5 or more, the bearer can deflect the attack back 
  at its source or another nearby foe as an immediate action. 
  The new target is chosen by the bearer and must be adjacent 
  to him. This kinetic rebound effect uses the original attack 
  roll to determine whether it hits its new target. 
  Mythic characters can expend one use of mythic power 
  to activate another use of the shield’s kinetic rebound.
  CONSTRUCTION REQUIREMENTS
  Craft Magic Arms and Armor, deflection;
  Cost 20,279 gp
  DESCRIPTION
  Crafted by the Lady of the Lake herself, this small rune-
  carved stone has powerful protective powers but the benefits 
  change depending on who possesses it.
  A spellcaster gains a +4 Strength bonus and +2 
  resistance bonus on saving throws made against mind-
  affecting and fear effects.
  STONE OF GIRAMPHIEL 
  (Minor Artifact)
  Aura moderate abjuration and 
  transmutation;
  CL 9th; Slot None; Weight —
  A non-spellcaster gains fire resistance 10 
  and +5 sacred bonus on saving throws against 
  spells and spell-like abilities. 
  
  THE CELESTIAL HOST: VOLUME ONE
  39
  39
  Should the possessor have levels in both a casting class 
  and a non-casting class, she must choose either the caster or 
  the non-caster benefits. Once this choice is made, it cannot 
  be changed.
  DESTRUCTION
  A mythic character of 4th tier or higher can destroy the 
  Stone of Gramphiel by crushing it in his left hand.   
  Fisher King, the Maimed Guardian
  Wearing rich but simple attire, the older man stands at 
  the top of the stairs, his leg wrapped in bandages and the 
  faintest of halos encircling his head.
  KING PELLES OF CORBENIC, 
  PROTECTOR OF THE GRAIL 
  Male old human aristocrat 8/paladin 5/
  Mythic Guardian 10  
      CR 17/MR 10
  LG Medium humanoid (human) 
  Init +15; Senses Perception +21 
  Aura courage (10 ft.), mythic presence (30 ft., DC 25) 
  DEFENSE
  Armor Class 31, touch 11, flat-footed 30 
  (+16 armor, +1 Dex, +4 shield) 
  Hit Points 185 (13 HD; 8d8+5d10+123) 
  Fort +16, Ref +11, Will +20 
  Defensive Abilities fortification 50%, hard to kill,
  mythic saving throws, unstoppable; DR 10/bludgeoning 
  or piercing; Immune disease, fear, compulsion, curse, 
  fear; Resist acid 5, cold 5, electricity 5, fire 5, sonic 5 
  Weaknesses weapon weakness (spear)
  OFFENSE
  Speed 20 ft. (10 ft. in armor) 
  Melee sun blade +18/+13/+8 (1d10+5/17-20/×3) 
  Special Attacks channel positive energy 3/day (DC 17, 
  3d6), mythic power (23/day, surge +1d12), smite evil 2/
  day (+5 attack and AC, +5 damage) 
  Paladin Spell-Like Abilities (CL 5th;concentration +10) 
  At-will — detect evil 
  Paladin Spells Prepared (CL 2nd; concentration +7) 
  1st — challenge evil (DC 16), cure light woundsM,
  protection from evilM 
  Divine Source Spell-Like Abilities (CL 13th; 
  concentration +10; may cast 1 spell per day from each 
  level, chosen from the list below)
  1st — cure light wounds, protection from 
  evil/chaos, sanctuary.
  2nd — align weapon (good), castigate, 
  cure moderate wounds, shield other
  3rd — cure serious wounds, magic circle against evil/
  chaos, protection from energy
  4th — cure critical wounds, holy smite, rebuke, 
  spell immunity
  5th — atonement, mark of justice, raise dead, spell 
  resistance
  6th— blade barrier, heal, hold monster, antimagic field
  7th — dictum, holy word, regenerate, repulsion
  8th — cure critical wounds (mass), holy aura, mind 
  blank, shield of law
  9th — heal (mass), prismatic sphere, summon monster IX 
  (good/law only)    
  TACTICS
  During Combat — Though now older and surrounded 
  by loyal guards, Pelles will raise his blade to defend the 
  Grail if need be. He will use his challenge evil spell and 
  lay into a foe with his magical weapons and his 
  paladin’s smite. Should this fail, he will begin using his 
  divine source spell-like abilities. 
  Morale — The Fisher King is sustained by the Grail 
  and has complete faith in it. Thus, he does not fear 
  death. He will fight to the end to keep the relic out of the 
  hands of evil.
  STATISTICS
  STR 16, DEX 12, CON 17, INT 14, WIS 20, CHA 20 
  Base Atk +11; CMB +14; CMD 25 
  Feats Exotic Weapon Proficiency (bastard sword), 
  Extra Path AbilityM, Great Fortitude, Improved 
  CriticalM, Improved Initiative, Lightning Reflexes, 
  Mythic Spell LoreM, Radiant ChargeUM, ToughnessM, 
  Weapon Focus (bastard sword)M
  Flaws weapon weakness (spear)
  Skills Acrobatics -3 (-7 to jump), Bluff +10, Diplomacy 
  +21, Disguise +10, Handle Animal +10, Intimidate +21, 
  Knowledge (all) +6, Perception +21, Ride +6, Sense 
  Motive +21, Spellcraft +10, Survival +10 
  Languages Common, Celestial, Gælic
  SQ absorb blow, amazing initiative, armored might, 
  divine bond (weapon +1, 1/day), divine source [Good, 
  Law], divine source [Protection], divine source 
  [Healing], fearless, force of will, immortal, indomitable, 
  invincible stand, lay on hands 7/day (2d6), legendary 
  hero, longevity, mercy (fatigued), mythic 
  presence (30 ft., DC 25), mythic resolve, 
  pure destiny, recuperation, true defender. 
  Other Gear invincible armor, celestial 
  
  THE CELESTIAL HOST: VOLUME ONE
  40
  shield, sun 
  blade, noble’s outfit. 
  SPECIAL ABILITIES
  Divine Conduit (Su) The Fisher King acts as an avatar 
  of the Grail itself for those who worship the relic. 
  Clerics who select the Fisher King as a deity may 
  choose from the Good, Healing, Law, or Protection 
  domains.
  Maiming Injury (Ex) Suffering from a nonhealing 
  wound to his leg, the Fisher King finds even basic 
  movement painful. His speed is reduced to 20 ft and 
  he can only take one action per round unless he chooses 
  to take 2d6 damage. Accepting the damage allows 
  him to take normal actions on his turn but his speed 
  never improves. The wound cannot be healed unless the 
  “one destined to complete the Grail Quest” heals him.
  Weakness to Spears (Ex) A result of his maiming 
  injury, the Fisher King can be more easily injured by 
  spears and lances. Weapons from the spears group 
  gain a +4 bonus to attack and damage against him, 
  bypass any damage reduction, and if they inflict a 
  critical hit, the damage multiplier increases by 1. 
  HISTORY
  A direct descendant of Joseph of Arimathea, King Pelles 
  of Corbenic is the latest in a long line of guardians of the 
  Grail. Each generation, the eldest child assumes the role 
  of guardian while other siblings stay to assist. The Grail 
  grants its Guardian many powers, including longevity, but 
  demands obedience. While still new to his guardianship, 
  Pelles dared to take a wife, a prohibited act, and was cursed 
  with a nonhealing wound in his leg. Knowing by prophesy 
  that the one destined to find the Grail could heal him, Pelles 
  arranged for the birth of this destined one by providing the 
  potion his daughter Elaine used to trick Sir Lancelot. This 
  sinful act slowly spread a corruption across his domain. 
  During the Grail Quest, Pelles tested the knights who 
  came searching for the grail; many died as a result. Finally, 
  though, Sir Galahad came to Corbenic. He healed Pelles and 
  the land before completing the Grail Quest.
  Appearance — A tall, thin older man with silver hair 
  and aquiline features. He walks with difficulty, often leaning 
  on one or two of his guards for support. 
  Heraldry — Crossed green thorn branches flanked by a 
  pair of golden pitchers on a white field.
  Personality — Focused and unyielding, Pelles’s 
  obsession about guarding the Grail and testing any seeker’s 
  worthiness makes him seem harsh and even cruel at times. 
  On other matters, Pelles is generous, kind and a bit sad 
  about the choices he has had to make. 
  Goals, Desires, and Motivations — Though his 
  family’s whole purpose is to guard the Grail, Pelles wants 
  the chosen one to come and heal his land by finding the 
  Grail. He feels conflicted about the corruption of his lands, 
  guilty for causing it but hopeful that he might be healed at 
  long last. 
  Flaws/Secrets — Despite his near divinity, Pelles is 
  selfish. He wants to be healed and be free from the pain that 
  has plagued most of his life.  
  Quirks — Called the Fisher King, Pelles enjoys fishing 
  and has become quite obsessive about it.
  Boon — To those he finds worthy, Pelles will call up an 
  image of the Grail and grant his blessing. This imparts the 
  holy magical enhancement to the recipient’s weapons for 
  1d6 days.
  
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  Morien, the Moorish Knight
  Standing almost seven feet in height, the knight in the 
  black plate throws back his visor, revealing a handsome face 
  and laughs deeply.
  SIR MORIEN OF ZAGWE
  Human fighter (unbreakable) 12/
  Mythic Champion 2 CR 12/MR 2
  LN Medium humanoid (human)
  Init +2; Senses Perception +8
  DEFENSE
  Armor Class 24, touch 10, flat-footed 24 
  (+10 armor, +4 shield)
  Hit Points 159 (12d10+94)
  Fort +15, Ref +8, Will +8 (+3 vs. 
  mind-affecting effects)
  Defensive Abilities hard to kill, unflinching +3
  OFFENSE
  Speed 30 ft.
  Melee +1 dismembering mithral scimitar +22/
  +17/+12 (1d6+12/15-20)
  Special Attacks mythic power (7/day, surge +1d6)
  TACTICS
  During Combat — Sir Morien has a direct and 
  unflinching attitude toward combat, and he wades in to 
  strike his foes until they fall. He will use his 
  dismembering weapon, cleave, sunder, and vital strikes 
  to drop as many opponents as possible.
  Morale —Morien’s great size and prowess makes him 
  feel invincible, and it is unlikely that he would flee from 
  combat.
  STATISTICS
  STR 25, DEX 10, CON 20, INT 12, WIS 14, CHA 12
  Base Atk +12; CMB +19 (+21 sunder); 
  CMD 29 (31 vs. sunder).
  Feats Cleave, Diehard, Endurance, Great Cleave, 
  Greater Weapon Focus (scimitar), Greater Weapon 
  Specialization (scimitar), Heroic Defiance, Heroic 
  Recovery, Improved Critical (scimitar), Improved 
  Sunder, Improved Vital Strike, Lightning 
  Reflexes, Power Attack, Toughness, Vital 
  StrikeM, Weapon Focus (scimitar), 
  Weapon Specialization (scimitar)
  Skills Climb +15, Handle Animal +9, 
  Intimidate +10, Knowledge 
  (dungeoneering) +5, Knowledge 
  (engineering) +5, Knowledge (nobility) +5, 
  Perception +8, Ride +8, Sense Motive +5, 
  Survival +10, Swim +13
  Languages Common, Terran
  SQ amazing initiative, armor training 2, burst through, 
  quick recovery, sudden attack, sunder storm
  Other Gear +2 mithral agile half-plate, +2 mithral 
  heavy steel shield, +1 dismembering mithral 
  scimitar, belt of mighty constitution +2, 
  cloak of resistance +2.
  
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  HISTORY
  While searching for Sir Lancelot, Aglovale (brother to 
  Percival) fell in love with a Moorish princess. Though they 
  pledged their betrothal, the knight was unwilling to abandon 
  the search for Lancelot and departed before they could be 
  married. Nine months later, Sir Morien was born. Due to the 
  laws of his land, Morien and his mother were disinherited 
  and shamed. Driven to right this wrong, Morien was 
  trained by the Order of Saint Anthony and later knighted 
  in the courts of Catalonia. Oath-bound to find his father 
  and make him honor his pledge of marriage (or punish 
  him if he would not), Morien traveled to Britain where he 
  soon encountered Sir Lancelot and Sir Gawain. At first 
  confrontational, he fought Lancelot for so long that Gawain 
  begged them to halt. Upon telling the two knights his story, 
  they pledged mutual friendship and joined together to seek 
  out Aglovale. The three knights had many adventures where 
  Morien proved his mighty prowess and knightly attributes 
  again and again. Eventually, Morien found his father who 
  lay ill in a hermitage. Father and son were reunited and 
  together returned to the land of the Moors where they 
  punished those who had disinherited Morien and his mother. 
  Aglovale married the lady and together they ruled over the 
  Kingdom of the Moors.
  Appearance — Standing nearly seven feet in height, 
  Morien is a huge, well-proportioned man with ebony skin 
  and close-cut curly black hair. He has a wide smile and 
  shows it often. His armor, weapons, and clothing are of 
  Moorish design. 
  Heraldry — A gold lion on a black field.
  Personality — Morien is brash, direct, and often 
  violent. He tends to let his great strength and skill decide 
  matters rather than his head. He strives to live by the 
  Chivalric virtues and the examples of Lancelot and Gawain.
  Goals, Desires, and Motivations — For most of 
  Morien’s life, his goal was to find his father. Once that quest 
  is completed, Morien journeys to have adventures and be a 
  worthy knight.
  Flaws/Secrets — Morien’s feelings of frustration and 
  anger about his father’s abandonment often makes him 
  quick to anger, more prone to violence, and harder to stop 
  once he begins to fight.
  Quirks — Of all the knights of the Round Table, 
  Morien is quickest to anger, quickest to forgive, and 
  quickest to laugh.
  Boon — To those who pledge their aid or who do good 
  service to him, Morien will pass on some Moorish fighting 
  styles. This results in a +1 damage bonus while wielding 
  curved slashing weapons.
  OTHER KNIGHTS 
  OF THE ROUND TABLE
  Listed below are other important 
  knights of Camelot. They all have 
  some combination of levels in cavalier and/or 
  fighter classes. GMs wishing to use them in their 
  campaigns can either create their own versions or 
  reskin the Sir Morien entry, keeping or removing the 
  mythic tiers as appropriate for their campaigns.
  PERCIVAL
  KAY
  BEDIVERE
  TRISTAN
  BORS
  LAMORAK
  GARETH
  GAHERIS
  AGLOVALE
  CARADOC
  CONSTANTINE
  ECTOR
  MALEAGANT
  SAGRAMORE
  YWAIN
  THE ARTHURIAN STABLES
  Certainly, all the Arthurian knights had horses, though 
  only some of them are named in the legends. Even Arthur’s 
  horse is mentioned by name only in a few places. In the 
  Mabinogion the mare is named Llamrei, and the in Lay of 
  Tristian it bears the French name Passelande. Lancelot’s 
  mount has the name Berring, and Tristan’s is Bel Joeor. Of 
  
  THE CELESTIAL HOST: VOLUME ONE
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  all the knights, Gawain’s horse Gringalet is appears by name 
  the most. Named or not, the mount of a mythic cavalier has 
  amazing abilities far beyond those of a normal horse.
  Hooves pounding the earth, the destrier thunders down 
  the length of the tilt fence, muscles bunching in preparation 
  for the clash. 
  ROYAL COURSIER
  N Large animal (horse)
  Init +4; Senses low-light vision, scent; Perception +6
  DEFENSE
  Armor Class 31, touch 14, flat-footed 26 
  (+5 armor, +4 Dex, +1 dodge, +12 natural, -1 size)
  Hit Points 112 (12d8+60)
  Fort +14, Ref +14, Will +7 
  (+4 morale bonus vs. Enchantment spells and effects)
  Defensive Abilities evasion
  OFFENSE
  Speed 50 ft.
  Melee bite +14 
  (1d4+6), 
  2 hooves +12 
  (1d6+3)
  Space 10 ft.; 
  Reach 5 ft.
  STATISTICS
  STR 23, DEX 18, 
  CON 18, INT 2, 
  WIS 12, CHA 6
  Base Atk +9; 
  CMB +16; 
  CMD 31 (35 vs. 
  trip)
  Feats Dodge, Great 
  Fortitude, Iron Will, 
  Lightning Reflexes, Run, Toughness
  Tricks Attack, Attack Any Target, 
  Combat Riding, Come, Defend, Down, 
  Guard, Heel, Other Trick, Seek, Stay, 
  Work 
  Skills Acrobatics +11 (, +15 to jump, +19 to 
  jump with a running start), Perception +6, 
  Stealth +3, Survival +5
  SQ attack any target, combat riding, devotion, 
  multiattack/extra attack, other trick, seek, stay, work
  Other Gear +1 chain barding
  DEITIES IN THE ARTHURIAN LEGENDS
  Adapting other gods, religions, or settings to use with 
  the Round Table material might appear challenging since 
  many of the themes and morals of the Arthurian legends are 
  closely tied to Christian lore. However, there is no reason 
  why the Knights of the Round Table couldn’t be used in 
  conjunction with any fantasy god, or even a pantheon. Just 
  as in adapting setting material, the key is to use the list of 
  Arthurian themes presented at the beginning of the chapter 
  to match with elements of the published campaign setting 
  or deity.
  Within the legends themselves there are three potential 
  sources of divinity appropriate to venerate: the Lady of the 
  Lake, the Christian God and the Grail itself. 
  
  THE CELESTIAL HOST: VOLUME ONE
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  Ruler of Avalon, Guardian of Excalibur
  Alignment Chaotic Good
  Domains Good, Healing, Magic, Water
  Symbol An island rising from a still lake
  Garb Blue or silver robes
  Favored Weapons Longsword
  Form of Worship and Holidays Ceremonies 
  usually involve praying before bodies of fresh 
  water or vessels containing fresh water, fasting, 
  ritual wine, and communion wafers as well as 
  formal Latin mass. The most important holidays 
  are Pentecost, Candlemas, Easter, and Christmas 
  as well as various Saints Days.
  Typical Worshipers Humans
  Legends say that the Lady of the Lake was an ancient 
  water goddess long before the first of the Britons set foot 
  on their island nation. The Lady is an odd deity in that 
  she prefers to inhabit or meld with chosen human avatars. 
  This union allows her to experience the mortal world and 
  guide events through her chosen. The mortals, always 
  women, gain unusually long lives and deity-level magical 
  powers. In the Legends, the Lady of the Lake appears as 
  a tall, majestically beautiful woman with an otherworldly 
  countenance. She appears throughout the tales of the Round 
  Table, providing healing, aid in the form of power magical 
  items like Excalibur, and even taking part in the rearing of a 
  few of the knights such as Sir Lancelot. 
  Her home, the isle of Avalon, resides in an extraplanar 
  Otherworld that overlaps the mortal realm. There mortal, 
  fey, and supernatural coexist in peace. It is said that there 
  are nine chosen of the Lady of the Lake in Avalon -  Enid, 
  Kundry, Dindraine, Ragnell, Nyneve, Elaine, Viviane, 
  Nimune and Morgan le Fey – and they handle the day-to-
  day affairs of the island until they are called by the goddess. 
  These nine tend to come and go, some leaving for good 
  and others returning as they are needed. When the goddess 
  inhabits one of the nine, the mortal personality is suppressed 
  in favor of the Lady’s mind.
  The clergy of the Lady are usually women, but a 
  LADY OF THE LAKE
  CHRISTIAN GOD (GOD OF ABRAHAM)
  few men have heard her calling, no doubt 
  bolstered by the rumors that Merlin both 
  taught and learned from the Lady. Priests 
  of either sex are expected to wear blue or 
  silver garb of some sort and to use still water 
  in their ceremonies. Those who worship good and seek 
  supernatural aid are sure to come to the shores of the lake to 
  appeal to the Lady.
  God of Gods, The Father, Most High
  Alignment Lawful Good
  Domains Good, Healing, Law, War
  Symbol Cross
  Garb Embroidered cappa clausa (hooded 
  cassock) over a long white tunic called an Alb.
  Favored Weapons Spear, Lance
  Form of Worship and Holidays Ceremonies 
  usually involve prayer, fasting, ritual wine, 
  and communion wafers as well as formal Latin 
  mass. The most important holidays are 
  Pentecost, Candlemas, Easter, and Christmas as 
  well as various Saints Days.
  Typical Worshipers Humans
  Having made the world in seven days, God is both 
  creator and destroyer, savior and judge. God requires 
  faith and dedication from his followers and tolerates no 
  competition with other deities. Though usually depicted 
  as an old male human, God seldom, if ever, appears in 
  person on the mortal plane. Instead He works through 
  intermediaries such as angels and saints. 
  Sangreal, Cup of Light
  Alignment Neutral Good
  Domains Glory, Good, Healing, Protection 
  Symbol A stylized golden chalice
  Garb Followers or seekers for the Grail 
  typically wear the symbol of the Grail on some 
  part of their raiment or as a badge worn over the 
  heart.
  Favored Weapons Any
  Form of Worship and Holidays White Sunday 
  (Pentecost). While there is no set ceremony for 
  worshippers, those who quest for the Grail 
  typically pray holding up their weapon or before 
  a cup filled with holy water.
  Typical Worshipers Any
  THE HOLY GRAIL
    M = mythic ability, Feat, or spell.
  
  THE CELESTIAL HOST: VOLUME ONE
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  Said to be linked directly to the land itself, the Grail can 
  heal the sick, provide happiness, bestow eternal youth, and 
  even allow divine ascension. In terms of direct mechanics, 
  the Grail should be considered to have deific powers and 
  sentience much like any other god.
  In many ways, worshipping the Cup of Light functions 
  like being a follower of a concept. Characters of any race, 
  class or alignment can become a Follower of the Grail, or 
  “Seekers” as they are often called, for the act of worshiping 
  the Grail chiefly involves questing to find it. This journey 
  tests the seeker, for only the most worthy can reach the 
  Grail. The cup demands its seekers be pure of spirit, action, 
  and intent – and they must embody the chivalric virtues. 
  The tests the seekers endure often take the form of direct 
  moral challenges and choices, all of which are orchestrated 
  by the Grail itself. The Sangreal even wills itself to move 
  about, sometimes appearing in many places at the same 
  time, so that each seeker’s quest is unique. Those who 
  fail to overcome the obstacles on the journey often face 
  punishment, as the Grail has ways to bring down its wrath 
  on those who fail to live up to its standards. For clerics, 
  paladins, and others who channel the Grail’s power, this 
  punishment first takes the form of the removal of the 
  blessing of its powers, and later (if the seeker refuses to 
  repent and atone) inflicts an effect similar to the penalties of 
  Geas-Quest.
   
  THE ORDER OF THE ROUND TABLE
   
  The knights of the Round Table are bound in a feudal 
  fellowship of chivalry and honor, defending the kingdom 
  from threats both within and without. The Round Table as 
  presented here can be adapted to be used in any campaign 
  as a band of cavaliers, knights, and paladins pledged to a 
  common cause. 
  Symbol A circle of swords aimed point-first toward the 
  center, with a circular border formed from a knight’s 
  belt. 
  Motto Courage, Loyalty, Faith, Chivalry, Hope
  Alignment Any good
  Prominence Strong
  Size 500 members (250 knights, 100 other martial 
  classes, 100 spellcasters, 50 other)
  Key Members King Arthur, Merlin, Lancelot, Gawain
  Values — The Round Table looks for those honoring the 
  chivalric code.
  Public Goals — The Order of the Round Table was 
  created for a dual purpose: to defend the people and the 
  land from evil, and to demonstrate the prowess of the Order 
  through great deeds of arms and adventure.
  Private Goals — The knights seek the Grail.
  Enemies and Allies — The knights, and the attendants 
  who aid them, maintain friendly relationships with other 
  chivalric organizations and major churches. The Round 
  Table is plagued by ongoing conflicts with the Seelie and 
  Unseelie courts as well as with the infernal forces of the 
  demon lord Asmodeus. 
  Mysteries — When you achieve the rank of Knight you 
  will receive a vision of the latest resting place of the Grail.
  Membership Requirements — Joining the Order of 
  the Round Table is as simple as finding a current knight to 
  pledge that you are worthy. The method of impressing that 
  knight can vary widely. Occasionally, the Order will accept 
  recruits based on recommendations from other chivalric 
  organizations or powerful nobility.
  Member Types — Those who sit at the Round Table 
  are usually cavaliers, paladins and fighters; many members 
  often multiclass with some combination of the three. The 
  Order accepts all classes, however, if the applicants be 
  of good character. Spellcasters who join the Round Table 
  tend to be of the more martially minded classes such as 
  cleric, inquisitor, or magus. Mortality is high among the 
  membership, and they are always recruiting new members.
  Duties — A member of the Order is expected to uphold 
  the five tenets of honor (as stated in their motto), behave 
  courteously to all, and to defend those who cannot defend 
  themselves. 
  Dues and Benefits — All recruits must donate an entry 
  price of 100 gp per character level (or a magic item of 
  equivalent value), and active members are expected to tithe 
  the Order a similar amount each year. Members of Armsman 
  rank or higher are occasionally assigned tasks or quests to 
  accomplish for the Order. In return, a member of the Order 
  gains access to the Order’s Chapterhouse (which includes 
  training facilities, libraries, forges and 
  stables). In addition, members can request, 
  and expect to receive, hospitality in the 
  castles and homes of noble families for at 
  
  least 1 night per character level.
  MEMBERSHIP INFLUENCE SCORE
  This value, established by the character’s aspects (class, race, alignment, etc.) and the character’s actions (deeds, 
  quests completed, etc.), determines the member’s title in the Order and the awards they gain. This system is intended to be 
  compatible with the Influence system as presented in the Pathfinder® Roleplaying Game: Ultimate Intrigue™.
  TABLE 1: ASPECTS & ACTIONS
  ASPECT & ACTION
  MEMBERSHIP INFLUENCE MODIFIER
  Character level
  + 1/2 PC’s level
  Base attack bonus +5 or higher
  +1
  Paladin of cavalier
  +2
  Fighter or cleric
  +1
  10 ranks or more in Ride
  +1
  For each joust or tournament you win
  +1
  Successful mission for the Order
  +2 per mission
  Neutral alignment
  -5
  Evil alignment
  -25
  Behaved cowardly
  -5
  Failed to defend the helpless
  -5
  Display unchialrous behavior
  -2 each incident
  TITLES, AWARDS AND HONORS
  As you advance in prestige and reputation in the Order of the Round Table you learn greater martial techniques and 
  gain access to important magical artifacts.
  TABLE 2: TITLES, AWARDS, AND HONOR
  INFLUENCE SCORE
  TITLE, AWARD, OR HONOR
  4 or lower
  Aspirant — A junior member with little influence and no benefits.
  5-10
  Armsman — Gain a +2 bonus to Diplomacy and Ride skill checks; occasionally called 
  upon to perform simple or routine tasts.
  11-15
  Squire — Gain proficiency with a single martial or exotic weapon. You are also paired 
  with a single knight, to whom you report for your missions.
  16-24
  Knight — You are dubbed a knight. You gain a free teamwork feat and can requisition a 
  sword shade (or wquivalent item) for up to one month. You also gain a single squire, who you 
  are expected to train.
  25-29
  Lord Marshal — As a senior member of the Order, you gain a free combat feat and a 
  personal guard of four armsmen. Finally, the Lady of the Lake gifts you with a unique magical 
  weapon worth no more than 20,000 gp. 
        30+
  Grand Master of the Order — You command the Order. Your personal guard includes 10 
  1st level fighters, three 4th level clerics, a 6th level paladin, and a single, 7th level wizard (one of 
  Merlin’s apprentices, no doubt). Finally, you gain SR 21 as magical gift from Merlin himself.
  EVIL IN AN ARTHURIAN CAMPAIGN
  Readers will note that there are no 
  “evil” gods listed in this section. The 
  reason for this is twofold. The Arthurian legends are 
  wrapped up in Christian lore, so there is no place for 
  an evil god. Demons and evil creatures abound but 
  they are not to be worshipped, just defeated in the 
  name of God. Additionally, for the writers of these 
  epics, the absence of the knightly virtues or the 
  failure to live by them was considered the greatest 
  “evil”. Those GMs adapting this material to their 
  own campaigns can, of course, use any evil deity 
  who opposes what the Knights of the Round Table 
  stand for. 
  
  THE CELESTIAL HOST: VOLUME ONE
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  TOURNAMENTS AND THE JOUST
  A classic element of medieval era, the joust was a war 
  game, a sporting event, and a social conflict all rolled into 
  one. Reputations were won and lost on the lists - as were 
  many fortunes, as the winners could take the horse or armor 
  of their defeated opponents. 
  In the Arthurian Cycle, jousts allowed the knights 
  to demonstrate their skills and served various functions 
  of the narrative, from cases of mistaken identity to evil 
  machinations. For an RPG campaign, the tournament can 
  be an opportunity to allow a player to shine individually as 
  well as a fantastic backdrop to whatever quest the whole 
  party is currently undertaking
  Here are some basic rules for running a tournament/
  joust. For a historical reference, see The Medieval 
  Tournament by R. Clephan, or for a popular culture 
  adaptation watch the film A Knight’s Tale.
  JOUSTING (TOURNAMENT RULES)
  1. To initiate the challenge, both PCs make Ride checks 
  to see who goes first; anyone using Feats the improve their 
  initiative rolls (such as Improved Initiative) may apply these 
  bonuses to this check as well. Whoever rolls highest goes 
  first; a tie equals simultaneous action.
  2. Both riders automatically charge, incurring the usual 
  charge bonuses and penalties as normal.
  3. Jouster who goes first attempts a bull rush check to 
  unseat his opponent. These bull rush attempts do NOT incur 
  attacks of opportunity.
  4. If the first jouster fails to unseat his foe, the second 
  jouster can attempt a bull rush against the first.
  5. If neither jouster is unseated, they replace their lances 
  and shields (tournament lances and shields are designed to 
  shatter dramatically) and line up for another attempt.
  6. Attacks against a foe’s horse are grounds for 
  immediate disqualification!
  TOURNAMENT ADVENTURE HOOKS
  •  The Queen has offered a prize (in gold or magic 
  items) to whosoever wins her May Tournament, but the 
  local guild of thieves has brought in a ringer in the form of 
  the famed and vicious jouster Sir Henric Thoonmark.
  •  Part festival, part contest, Morgan le Fey’s 
  Tournament of Pleasure offers great merriment until the 
  unseelie court takes over. Forced into endless and dangerous 
  pursuits, the spectators and contestants alike find themselves 
  in need of a band of heroes. 
  •  Merlin has announced a Mage’s Tournament where 
  mounted casters will use spells instead of lances as they 
  charge down the lists. The prize is a boon from the famed 
  wizard himself!
  ITEMS OF THE ROUND TABLE
  One of the hallmarks of the Arthurian Legends are the pow-
  erful magical artifacts the Knights of the Round Table used 
  against their foes. Some of these items have been explored 
  in RPG books dating all the way back to 1st edition of the 
  world’s most popular roleplaying game. The material pre-
  sented below is Design Camp’s reimagining of Arthurian 
  magic items.
  WORLDSPINE METAL (NEW SPECIAL MATERIAL)
  HP/inch — (weapon and armor made from worldspine are 
  unbreakable); Hardness 100; Cost varies
  Worldspine is perhaps the rarest of all metals so all 
  weapons and armor made from it are always of masterwork 
  quality; the masterwork cost is included in the prices given. 
  Because of its near supernatural hardness, only those who 
  carry mythic blood can work this rare metal.
  TYPE OF ITEM  
  ITEM COST MODIFIER
  Ammunition  
  +180 gp per missile
  Weapon 
   
  +9,000 gp
  Light Armor  
  +15,000 gp
  Medium Armor 
  +30,000 gp
  Heavy Armor  
  +45,000 gp
  Said to be the primal metal from 
  which all others descend, worldspine is 
  harvested from the heart of the world and 
  possesses a sympathetic link to the planet 
  itself. As such, items made from this 
  
  THE CELESTIAL HOST: VOLUME ONE
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  metal can only be broken by a force great enough to break 
  the world and are immune to sundering.
  Weapons fashioned from worldspine have a natural 
  ability to bypass all types of damage reduction and can 
  ignore hardness less than 40.
  Armor made from worldspine grants its wearer 
  immunity to critical hits and damage reduction of 5/- if it’s 
  light armor, 10/- if it’s medium armor, and 20/- if it’s heavy 
  armor.
  Items without metal parts cannot be made from 
  worldspine metal.
  DESCRIPTION
  A lesser known version of the famed vorpal enhancment, 
  dismembering allows the weapon to lop off the arms or legs 
  of those it strikes.
  Upon a roll of natural 19 or natural 20 (followed by a 
  successful roll to confirm the critical hit), the weapon severs 
  one of the opponent’s arms or legs. Wings count as arms for 
  the purpose of this enhancement ability. The wielder may 
  choose which limb is removed at the time of the strike. Only 
  one dismembering strike can be used as part of a full attack 
  action (though other attacks that round continue to deal 
  normal damage). 
  The loss of a limb is a major injury and, as such, the 
  target suffers 5 points of bleed damage per round until he 
  receives a successful DC 15 Heal check or some form of 
  magical healing to stop the bleeding. Anyone casting a 
  regeneration (or similar spell) can regrow or reattach the 
  severed limb. The dismembering ability cannot be used to 
  remove the head of a target. Some creatures have no arms 
  or legs and are not affected by this ability. A dismembering 
  CONSTRUCTION REQUIREMENTS
  Craft Magic Arms and Armor, circle of death, keen edge; 
  Cost +3 bonus
  SWORD SHADES
  Inspired by the deeds and stories of the Round Table, 
  replicas of the knight’s famous blades have been created by 
  smiths and arcane crafters across the realms. Though these 
  weapons are but pale copies of the originals, they remain 
  powerful items.
  DESCRIPTION
  Crafted by fey smiths and the forges of Avalon, these 
  five blades are not made from worldspine metal; however, 
  the sliver of worldspine embedded in their pommels does 
  render these blades unbreakable.
  CLEDFYD, THE SWORD OF FAITH
  This +2 adamantine bastard sword possesses a blessed 
  edge that deals an additional +1d4 of sacred damage on a 
  successful hit. This bonus increases to +1d6 against evil or 
  the undead.
  SIFALRI, THE SWORD OF CHIVALRY
  The critical hit range of this +2 adamantine bastard 
  sword doubles whenever Sifalri is used in defense of 
  someone weaker than its bearer. This bonus does not stack 
  with abilities or feats that increase critical hit range.
  TEYRNGARWCH, 
  THE SWORD OF LOYALTY
  During combat, the bearer of this +2 adamantine 
  bastard sword can mark a willing creature he can see. Once 
  marked, as long as this individual remains adjacent to the 
  bearer, they receive a +2 sacred bonus on saving throws 
  and Armor Class. These bonuses last 1 minute, or until 
  DISMEMBERING
  (New Magic Weapon Special Ability)
  Price +3; Aura moderate necromancy 
  and transmutation; CL 11th; Weight —
  weapon must be a slashing melee 
  weapon.
  SHADES OF EXCALIBUR
  Aura moderate abjuration and 
  transmutation; 
  CL 9th; Weight 6 lbs; Price 14,600 gp
  dismissed as a free action. The bearer may use 
  this ability a number of times per day equal to 
  half his Charisma modifier (minimum 1).
  
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  DEWRDER, THE SWORD OF COURAGE
  As a standard action, the bearer of this +2 adamantine 
  bastard sword can cast blinding ray (CL 3, as per the spell) 
  at a single foe within range. If the target fails their save they 
  are blinded for 1 round. Creatures sensitive to light may 
  be subject to longer blindness as well as physical damage. 
  Targets blinded by this ability shed light as a sunrod for the 
  duration of their blindness. The bearer may use this ability a 
  number of times per day equal to half his Charisma modifier 
  (minimum 1).
  AROBAITH, THE SWORD OF HOPE
  This +2 adamantine bastard sword has the unique 
  ability to ignore half the damage reduction of foes it strikes. 
  This reduction only applies to attacks made by Arobaith 
  itself. 
  CONSTRUCTION REQUIREMENTS
  Craft Magic Arms and Armor, bless, keen edge, shield, 
  blinding ray, spiritual weapon; Cost 7,300 gp
  DESCRIPTION
  Typically found as a bastard sword or longsword, this 
  +1 sword has been copied into many forms. All of them, 
  however, have a unique damage multiplying ability. When 
  the maximum result on a damage die is rolled, you may 
  roll that die again and add both results to the damage total. 
  If you roll the maximum result again, you may continue to 
  roll adding the results as you go. Only the base damage dice 
  of the weapon may be re-rolled. This bonus damage is not 
  multiplied on critical hits.
  CONSTRUCTION REQUIREMENTS
  Craft Magic Arms and Armor, haste, wrathful weapon;
  Cost 15,150 gp
   
  DESCRIPTION
  This magical adamantine longsword has a wavelike 
  pattern etched into the metal of the blade. The power of 
  Galatine’s Shade grows in power during the morning, 
  peaks at midday, and then declines in power until it returns 
  to its weakest state at night. For the purposes of this 
  item, midday is considered to be between 11:00am and 
  1:00pm. Galatine’s Shade functions normally even if it is 
  underground or otherwise blocked from the sun.
  At the various stages of the day, Galatine’s Shade has 
  the following powers:
  NIGHT  
   
  MASTERWORK
  Morning  
   
  +1 enhancement bonus
  Midday  
   
  +3 enhancement bonus
  Afternoon  
   
  +1 enhancement bonus
  CONSTRUCTION REQUIREMENTS
  Craft Magic Arms and Armor, greater magic weapon; 
  Cost 4,157 gp
  DESCRIPTION
  Though resembling a piece of flat granite, a charnstone 
  is actually a fragment of the rock that held the Excaliber in 
  the stone. Once per day, a character who spends 10 minutes 
  sharpening a sword with a charnstone gains a +2 bonus 
  to attacks and damage attacks made with that weapon for 
  the next 12 attacks. These enhanced attacks must be made 
  within 12 hours of the sharpening.
  After 12 uses, the charnstone becomes an ordinary (but 
  SEQUENCE’S SHADE
  Aura moderate transmutation; CL 7th; 
  Weight 6 lbs; Price 30,300 gp
  GALATINE’S SHADE
  Aura moderate transmutation; 
  CL 12th; Weight 6 lbs;
  Price 8,315gp
  CHARNSTONE 
  Aura strong transmutation; CL 12th; 
  Slot none; Weight 1 lb; Price 3,000 gp
  still functional) whetstone. Only swords can 
  benefit from a charnstone’s magic. Other 
  bladed weapons (such as daggers and knives) 
  
  THE CELESTIAL HOST: VOLUME ONE
  50
  do not gain any bonuses from a charnstone. 
  CONSTRUCTION REQUIREMENTS
  Craft Wondrous Item, greater magic weapon;
  Cost 1,500 gp
  DESCRIPTION
  Of an archaic design, this +3 returning spear always 
  seems to be streaked with blood, and it slowly drips crimson 
  droplets from the spearpoint during combat. This blood is 
  an incredibly toxic substance to some and a healing balm 
  to others. Those who possess an evil alignment suffer 2d6 
  points of holy damage per round as long as they are in 
  contact with the blood. This damage is inflicted during a 
  successful hit against an evil opponent. Those who have a 
  good alignment heal 2d6 points of damage for each cup of 
  this blood that they drink. It takes 2d4 hours to fill a single 
  cup, but the blood remains potent for 24 hours. 
  When used as a ranged weapon, the Bleeding Spear has 
  triple the range of a normal spear, and can strike multiple 
  foes with a single throw if the wielder has multiple attacks 
  from a high base attack bonus. Should the first ranged 
  attack with the Bleeding Spear hit, it rebounds off the first 
  target to strike at a second target and so on for each of the 
  wielder’s additional attacks. The distance to each target 
  adds to the total range of the weapon, but there are no range 
  penalties. The spear can only ricochet if it successfully hits 
  a target; if it misses it stops and returns as normal for a 
  magical returning weapon. The ricochet attacks count as the 
  wielder’s additional attacks for that round. 
  Once per day the Bleeding Spear can create one of the 
  following effects:
  •  Far Target — The spear can attack any foe that the 
  wielder can see as if that foe was adjacent. 
  •  Soulrending — Creates a line of death as per the spell 
  •  Restore Life — Can cast heal, 
  greater restoration, or true resurrection spell (with no 
  material component cost) upon a target within 30 feet. 
  Wielder must choose one of the three upon activating 
  this ability.
  Mythic characters can expend a use of mythic power to 
  gain another use of one of these abilities (up to 3/day per 
  ability).
  DESTRUCTION
  First the Bleeding Spear must be submerged in a basin 
  filled with unholy water (created by a 18th level caster) for 
  one week. Then it must be heated white hot in a forge fueled 
  with the bones of celestial beings and kept burning with 
  dragonsfire. Finally, if this has been done, the spear must 
  be quenched in the heart of an innocent. Only then can the 
  Bleeding Spear be destroyed. 
  DESCRIPTION
  Adorned with gold and jewels and shining with a 
  celestial radiance, the wood of this simple, hand-carved 
  vessel can barely be seen. Imbued with more power than 
  some deities, the Grail possesses qualities of both an artifact 
  and a god. Sentient and aware, the Grail either cannot speak 
  or does not care to. However, it makes its will known via 
  dreams, visions, or other sendings.
  The Grail only functions for those it considers “worthy”. 
  For the unworthy, the cup is not only nonfunctional, but it 
  cannot even be moved (treat as an immovable rod). Those 
  foolish enough to continue to try are smote by a mythic 
  bestow curse or death clutch (DC 30 save for either).
  To be found to be worthy, most prove themselves 
  by overcoming the obstacles on a Grail Quest. The cup 
  can magically evaluate those who search for it, creating 
  obstacles and trials to test the searcher. The specifics of 
  these trials are left to individual GMs to decide, but they 
  BLEEDING SPEAR (Major Artifact)
  Aura overwhelming conjuration, 
  evocation, necromancy and transmutation; 
  CL 20th; Slot none; Weight 6 lb
  massacre (Fort DC 23 negates).
  •  Earthsurge — Triggers a wave 
  of earth that crashes onto foes (as 
  the tsunami spell, but on land instead 
  of water).
  THE GRAIL (Major Artifact)
  Aura overwhelming conjuration, divination, 
  evocation and transmutation; CL 30th; 
  Slot none; Weight 1 lb
  should test all the knightly virtues (courage, 
  loyalty, hope, compassion and chivalry). 
  From a mechanical standpoint, the cup’s 
  
  THE CELESTIAL HOST: VOLUME ONE
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  51
  ability to alter and manipulate reality is the power of a god 
  and cannot be quantified. The Grail does not allow this 
  power to be used by those who come to possess it. 
  Once a worthy searcher attains the Grail the cup grants 
  its new bearer a host of powers, including the following:
  •  1/day — Can cast any healing spell of any level upon 
  any target that you can see. This does not include spells 
  to restore life to the dead.
  •  1/day — Can cast any divine spell that targets 
  yourself or an ally. It can never be used to damage, 
  hinder, or obstruct a foe.
  •  1/day — Any liquid poured into the Grail becomes 
  a single dose that bestows the effects of the spell true 
  resurrection if it is spread upon physical remains.
  •  Immunity to disease, negative energy, and ability 
  damage (while holding the Grail).
  •  At all times, the Grail radiates a 10 ft radius aura of 
  positive energy that functions as the spell repulsion (DC 
  30), but only against the undead or evil aligned 
  outsiders.
  If the bearer attempts to use the Grail’s powers in a way 
  the Grail deems unsuitable, the ability will not function and 
  that use per day is wasted. The GM is the final judge on 
  what the cup will decide is unsuitable. Mythic characters 
  can use two uses of mythic power to power another use of 
  one of these abilities. However, each subsequent attempt 
  costs another use of mythic power; the third attempt cost 3 
  uses, the fourth costs 4, and so on.
  How long the Grail remains with a bearer is random. 
  For some it remains for days or weeks, for others it is 
  only the duration of a single encounter or adventure. The 
  length the Grail remains is determined by the GM. Of 
  course, should the bearer perform an evil act or behave 
  dishonorably, the Grail will vanish immediately. When the 
  Grail decides that its time is done, it will transport itself 
  away to await its next seeker. Only something powerful 
  enough to restrain a god can prevent the it from moving 
  where it wills.  
  DESTRUCTION
  If the Grail is sundered by a weapon that has been used 
  to kill a god it will explode, unleashing 30d10 points of 
  damage to everything within 100 feet.
  Merlin and other spellcasters in Camelot have created 
  several spells for Arthur’s court and army.  
  Retributory Heraldry
  School illusion; Level paladin 2, cleric/oracle 3, 
  inquisitor 3, magus 3, paladin 2, wizard/sorcerer 3
  Casting Time 1 standard action
  Components V, S, M (a shield)
  Range close (25 ft + 5 ft./2 level)
  Targets 1 shield
  Duration 1 round/level
  Saving Throw Will negates; Spell Resistance yes
  When cast upon a shield, this spell creates a powerful 
  illusion that causes mental distress and pain when the 
  wielder of that shield is stuck by a foe. Once per round, 
  when the wielder suffers a successful melee attack, the 
  heraldry emblazoned on the shield comes to life, lashing out 
  at the attacker and dealing 2d6 points of nonlethal damage. 
  Toppling Shield
  School transmutation; Level cleric/oracle 4, magus 4, 
  paladin 3
  Casting Time 1 standard action
  Components V, S, M (a shield)
  Range personal
  Targets you
  Duration instantaneous
  Saving Throw Reflex negates; Spell Resistance no
  When cast upon your shield, it grows to huge size (20 
  feet high by 15 feet wide) and falls in a direction you select. 
  Foes caught beneath the falling shield with room to flee 
  may do so by making successful Reflex saves. Any Large or 
  smaller sized creature that fails takes 5d6 points of damage 
  when the shield falls upon them. The shield cannot crush 
  Huge and larger creatures. You lose the shield’s bonus to AC 
  until the beginning of your next turn, whereupon the shield 
  returns to your arm back in its normal size.
  Spells of the Round Table
  
  THE CELESTIAL HOST: VOLUME ONE
  52
  Meteoric Lance
  School transmutation; Level cleric/oracle 6, magus 4, 
  paladin 3
  Casting Time 1 standard action
  Components V, S, M
  Range touch
  Targets 1 lance 
  Duration instantaneous
  Saving Throw none; Spell Resistance no
  When cast upon a lance that is your active weapon, 
  the lance hurls toward a target of your choice as if it were 
  fired from a heavy crossbow (range 120 feet). The ranged 
  attack roll uses your caster level in place of your base 
  attack bonus and your Charisma, Intelligence, or Wisdom 
  modifier (whichever is higher) in place of your Dexterity 
  modifier. Range increments and proficiency penalties 
  apply as normal. The attack has an effective Strength 
  bonus, if applicable, equal to the higher of your Charisma, 
  Intelligence or Wisdom modifier. A successful hit deals 
  triple damage and a critical hit deals x4 damage. 
  Merlin’s Window
  School divination (scrying); Level druid 6, magus 5, 
  sorcerer/wizard 6
  Casting Time 1 standard action
  Components V, S, M (see description)
  Range touch
  Target two or more non-magical tokens 
  (no more than 1 lb in weight each)
  Duration one lunar month
  Saving Throw none; Spell Resistance no
  The wizard Merlin created this spell to grant King 
  Arthur a way to contact his knights while they were 
  questing. Upon casting, this divination enchantment creates 
  a magical link between small, non-magical tokens. 
  Three times a day, for the next lunar month, when the 
  holder of one token speaks the command word the other 
  linked token pulses, vibrates, or signals in some other 
  subtle fashion. The command word and alert signal are 
  both chosen at the initial casting of Merlin’s Window. If 
  both holders then use a standard action to trace a circular 
  pattern in the air with their tokens (they need not do this at 
  the same time), a three-foot circular window of shimmering 
  silvered glass opens in the air before each of them. Should 
  the contacted person fail to respond after five minutes, the 
  alert signal ceases, and the failed attempt counts as one of 
  the daily uses.
  Once materialized, the mirror lasts for 5 minutes. 
  Anyone standing before one of the mirrors may see out of 
  the other mirror as if it were a window. They may also speak 
  through the mirror. Local conditions such as light levels 
  and noise may obscure the image or sound. Nothing other 
  than light and sound can pass through the mirror, including 
  spells. However, certain spell-like abilities or attacks that 
  are based on sight or sound may have effects that “carry 
  through” (at the GM’s discretion). 
  At the time of the initial casting of the spell, one token 
  can be linked to several tokens. In such a case, one token 
  must be declared as the primary token and the others as 
  secondary. When activated, the primary could contact each 
  secondary one at a time, or the primary could open windows 
  to all the secondary windows simultaneously. Either way, 
  the secondary windows are only able to establish a mirror 
  (and communicate) with the primary window, and never to 
  each other.  
  Tourney
  School conjuration (teleportation); Level magus 5, 
  sorcerer/wizard 6, summoner 5, witch 6
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft + 5 ft./2level)
  Target one creature
  Duration see text
  Saving Throw Will negates; Spell Resistance yes
  If the target of this spell fails its will save, it is cast into 
  an extra-dimensional plane (similar to the spell maze) just 
  large enough to contain a single fenced tournament field, 
  complete with flying pennants and faceless fans cheering 
  silently. A Black Knight appears when the target does, and it 
  attacks immediately.
  
  THE CELESTIAL HOST: VOLUME ONE
  53
  53
  The Black Knight’s abilities are tied to those of 
  the target. Though a product of the spell, the Knight is 
  considered to be a construct with the following statistics:
  •  Armor Class: 15 + the HD of the target.
  •  Attacks and Saving Throws: 4 + the HD of the 
  target. 
  •  The Knight gains secondary attacks as normal for a 
  fighter.  
  •  Hit Points: 15 + (5 x HD of the target)
  •  Wields a longsword that deals damage equal 
  to the target’s primary attack (including any magical 
  enhancements and strength bonus, regardless if it is a 
  weapon or a natural attack).
  •  Construct traits.
  The Black Knight acts right before the target’s turn in 
  the initiative order and fights to the death.
  If the Black Knight is slain, the target reappears where 
  it had been when the spell was cast. If this location is filled 
  with a solid object, the target appears in the nearest open 
  space. Spells and abilities that move a creature within a 
  plane, such as teleport and dimension door, do not help a 
  creature escape a tourney spell, although a plane shift spell 
  allows it to exit to whatever plane is designated in that spell. 
  Should the Black Knight be victorious, the target is 
  instantly slain and his body reappears as indicated above.
  ARTHURIAN CULTS
  Using the mechanics introduced in Paizo’s Pathfinder® 
  Roleplaying Game: Ultimate Intrigue™, Design Camp 
  patrons created a new cult centered around the Arthurian 
  legends. 
  CHILDREN OF LOGRES
   
  Market day. The square buzzed with merchants, 
  tinkers, shoppers, and travelers. The Dragon waited until 
  the two guardsmen passed by before signaling Nim and the 
  others. 
   
  “Knights, to the canvas,” Dragon said softly. “Nim, 
  you’re on the guardsmen. Wart, keep watch.”
  “Awwww,” muttered Wart. The Dragon laughed and 
  ruffled the hair of the youngest member of the group. 
  As one, the knights scampered forward, weaving 
  between the legs of horses and the rumbling wheels of mail 
  carriages. Breathless and grinning, they reached Black 
  Tom’s tent, drew their blades and cut the side of the canvas, 
  revealing the crates and barrels within.
  “Hey! Guardsmen! Over here!” Nim’s young voice cried 
  out. The Dragon kicked two crates over, spilling vials of 
  crimson powder across the ground. 
  “Away, my knights!” The Dragon yelled. The Children 
  of Logres vanished into the crowd, leaving Black Tom to 
  explain the presence of so much Red Death to the town 
  guard.
  
  THE CELESTIAL HOST: VOLUME ONE
  54
  THE CHILDREN OF LOGRES
  “By strength of spirit and Camelot’s code, will all 
  obstacles be undone.”
  Located in mostly urban areas and usually drawing 
  members from the more economically depressed population, 
  the Children of Logres cults fervently follow the stories and 
  songs of the Knights of the Round Table and model their 
  goals and activities after the tales. These small groups are 
  not part of an organized whole, however. With members 
  numbering from 10 to around 150, each individual cult 
  forms independently of one another. They often have 
  different goals and requirements, and usually have little to 
  no contact with each other. The name “Children of Logres” 
  is merely the common title given to these cult-like groups. 
  Children of Logres
  Symbol — A black handprint on a white field within a 
  gold circle bisected by a silver sword 
  Alignment and Prominence — NG, weak
  Size — 5-100 individual groups of 10-150 members 
  each
  Key Members — The Old Man/Woman, Dragon, Nim, 
  Wart
  Values — Loyalty, Observation, Chivalry, Play 
  Public Goals — To live up to the example of the 
  Knights of the Round Table in order to make things better.
  Private Goals — Each group has their own private 
  goals, with some in line with the public goals while others 
  are in opposition.
  Allies — The Children consider noble adventurers and 
  knights as their natural allies.
  Enemies — Varies; most official law enforcement 
  organizations take a dim view of the Children of Logres.
  Membership Requirements — Be under 16 years of 
  age or perform a great service for one of the individual 
  groups.
  Influence Limitations — Each time the PCs wish to 
  gain a new rank they must perform some deed worthy of 
  Arthur’s knights and have that deed witnessed by members 
  of the cult. Each deed must be more spectacular than the 
  last. 
  Benefits — See the Benefits section.
  What the Children of Logres groups do have in common 
  is the inspiration they draw from the tales of King Arthur 
  and his knights. It is unclear when the first of these groups 
  developed, but the knowledge of the cult movement as a 
  whole spread quickly by word-of-mouth, often within areas 
  of the poor and disenfranchised where children were left 
  unsupervised. 
  For the most part, the Children of Logres work to 
  better their village, town, or city. They perform community 
  services, aid or protect who they can, and gather 
  information. Stopping short of interfering with the thieves’ 
  guilds or dangerous criminals, they will even work to 
  uncover minor wrongdoings or provide the authorities with 
  new evidence or leads. 
  Formation —Forming a Children of Logres Cult
  Something about hearing the legends of Arthur and his 
  knights affects these young people and instills in them a 
  burning desire to emulate the heroes of the tales. There are 
  scholars who believe that some spirit or mischievous fey 
  entity channeling itself through the stories influences the 
  children, but these speculations have never been proven. 
  What is known is that these cult groups begin with one 
  or two children who possess a natural charisma or aura of 
  leadership. They spread the tales of Arthur and other young 
  people are drawn to them. The children band together and 
  follow the Chivalric code to combat some trouble, issue, 
  or lack in their community. After the cult group forms, the 
  Old Man or Woman arrives. This adult provides shelter, 
  advice, material support or some other aspect the children 
  are missing. In return, the children pass on information they 
  gather or act to protect the Old Man’s property. In many 
  cases, the adult was the one who first began telling the 
  Arthurian stories to the children. From time to time, the Old 
  Man in some groups has been known to beguile the children 
  into stealing or committing crimes on his behalf… but it 
  takes a skillful manipulator to make the Children of Logres 
  
  THE CELESTIAL HOST: VOLUME ONE
  55
  55
  believe that this does not break the Chivalric code.  
  Membership Duties and Titles — Members of the 
  Children of Logres are expected to maintain honorable 
  behavior consistent with the idealized concepts of knightly 
  conduct and brotherhood presented by legends of the 
  Knights of the Round. This includes keeping one’s word, 
  defending the weak, honorable combat, faithful execution 
  of duties, and discretion in regard to the doings of the cult 
  and its members. Regular retelling of Arthurian legend is 
  expected, as is discussion about the triumphs and failings of 
  the characters. 
  On a weekly or monthly basis, the Dragon holds a 
  formal “court” in the current main hideout for the cult. In 
  this ceremony, the Arthurian stories are told and role-played 
  by attendees with the business of the cult worked into the 
  performance. Additionally, the court functions to bestow 
  rewards for successful quests, and to dub new Knights. 
  Though independent and mostly unaware of each other, 
  most Children of Logres cults are organized in similar ways. 
  •  Dragon — This is usually the oldest child in the 
  group or the most charismatic. The Dragon leads the cult 
  group, designates their targets, and plans their 
  escapades. 
  •  Nim — The smartest child, or one who possesses 
  some ability (magical or mundane) that is important to 
  the group. The Nim advises the Dragon and often acts as 
  teacher, healer, and mediator. 
  •  Wart — This title is given to the youngest member 
  of the group. The Wart often has lesser roles to play in 
  the group’s activities.
  •  Knights — Most of the children in the cult group 
  are given this title. The Knights undertake the missions 
  as assigned by the Dragon or Nim.
  •  Squires — Children too young to be knights are 
  called this title. They are responsible for supporting the 
  knights and maintaining the cult’s hideout.
  •  The Old Man/Woman — Most, if not all, of the 
  Children of Logres have some adult who aids or 
  supports them. These individuals often do not wish their 
  involvement with the cult to be public and so the 
  children simply call them by this title.
  PC Benefits — From information, material support, or 
  even followers, the cult can provide important support 
  for a party of adventuring PCs. If the group has been 
  around for a lengthy period, they may have access to 
  a wide variety of odd and obscure lore or even magical 
  resources gleaned from those “defeated” by the knights 
  during their quests.
  By performing favors for the Children of Logres, PCs 
  can increase their influence with the group and thus gain 
  information, access to goods and equipment, followers, etc. 
  A typical favor (see below) earns the PCs 2 to 5 influence 
  points, depending on the difficulty of the task. The PCs can 
  also accrue influence points by taking actions that coincide 
  with the cult’s interests. These actions earn the PCs 1 to 
  2 influence points. Acting in opposition to the cult can 
  also impose an influence penalty. Some typical favors and 
  actions include:
  •  Deliver a message for the cult
  •  Donate supplies, money, or services
  •  Intervene on a cult member’s behalf
  •  Provide training or spellcasting services
  •  Investigate and/or solve an issue for the cult
  •  Rescue a cult member from a dangerous situation
  •  Plan and undertake a mission for the cult
  When the PCs gain an influence rank, they unlock the 
  benefits listed below. At the GM’s discretion, some benefits 
  may require the PCs to spend influence points; this reduces 
  their influence rank.
  Rank 1 (1-5 points) pass on rumors, +5 to 
  Diplomacy skill checks (to gather information), run 
  minor errands
  Rank 2 (3-8 points) borrow resources (100 gp/month), 
  +10 to Diplomacy skill checks (to gather information), 
  shelter, spy/track a target for the PCs
  Rank 3 (7-12 points) black market 
  contacts, +15 to Diplomacy skill 
  checks (to gather information).
  Rank 4 (11-16 points) Loyal followers (1d4 NPCs 
  of 1st level), +20 to Diplomacy skill checks (to gather 
  information), hidden knowledge (1/week as divination 
  or commune, CL 15th) 
  
  THE CELESTIAL HOST: VOLUME ONE
  56
  ARTHURIAN LOCATIONS
  There are certainly many famous locations in the 
  Arthurian legends. Many of these have been detailed in 
  the primary sources... and Design Camp adds to these by 
  inventing one of our own!
  THE FRACTURED COURT 
  In an abandoned draconic lair, deep beneath Dinas 
  Emrys, twisted effigies of Arthur and his knights sit 
  at a cracked “Round Table” while redcaps, gremlins 
  and unseelie fey dance mystical patterns around them. 
  Gluttonous amounts of food and drink, conjured by the 
  dancers, lies rotting while illusionary courtiers sing insulting 
  ballads scorning the chivalric code and the deeds of heroes 
  alike. 
  The effigies themselves are malicious representations of 
  the Knights of the Round Table:
  Arthur — A tiny, faceless marionette with a tin crown 
  and sword, his strings held by his wife.
  Guinevere — A slatternly, monstrous woman with 
  huge, grasping claws and no heart. 
  Lancelot — An empty suit of armor that can only be 
  viewed in shards of broken mirrors. 
  Galahad — An effeminate dandy emasculated by his 
  own purity.
  Gawain — a tyrannical boor with a bottle in one hand 
  and a woman in the other.
  Other knights are depicted similarly. No effigy of Merlin 
  exists as even the Fey fear that just constructing one will 
  alert the old wizard to their scheme.
  The Fractured Court is a major arcane ceremony, the 
  culmination of the alliance between Mordred and the 
  Unseelie, designed to bring fell luck and mischance to 
  Camelot and all who dwell there. The mechanics of the 
  incantation remain a closely guarded secret by the King of 
  the Unseelie, but once begun the Fractured Court generates 
  its misfortune as long as the dancers continue to perform. 
  While the effect is passive and difficult to detect, the 
  Fractured Court can be directed at any of the effigies seated 
  at the cracked table. To accomplish this, the dancers begin 
  by smearing one of the figures with the rotting food and then 
  carry it around the table widdershins (counterclockwise) 
  before returning it to its place. For 24 hours afterwards the 
  aura of misfortune on Camelot fades, but an effect similar to 
  greater bestow curse falls on the individual targeted. 
  The old draconic lair rests in the hill below Dinas 
  Emrys, at the center of a trapped and guarded labyrinth of 
  twisting tunnels and fell guardians. As part of the bargain 
  with the fey, Mordred comes to the Fractured Court once 
  per month, sacrificing his own blood to bond himself to the 
  working so that he may direct it as he chooses.
  CAMPAIGN OR LINKED STORY SEEDS 
  Arthurian adventures typically feature battles between 
  good and evil, or where honor is at the heart of the conflict. 
  Listed below are three possible adventures.
  • 
  Merlin calls upon the heroes to help combat a rising 
  menace: the giants of old rise across the country, 
  murdering and plundering as they go. PCs must 
  conduct specific rituals at scattered ancient standing 
  stones to send the giants back into slumber.
  • 
  The Queen has fallen into an enchanted slumber. 
  The cause: an apple of eternal sleep. While the 
  court frets and grieves, Lancelot orders the PCs to 
  track down the person who bewitched the Queen 
  and deliver swift justice. However, while the trail 
  of the culprit leads to the Castle of Morgan le Fey, 
  evidence suggests she is innocent. Who could be 
  trying to place blame upon the wrong person?
  • 
  A band of Black Knights guard a crossroads, 
  slaying all who fail to meet them in individual 
  combats (joust, long-blade, dagger, bow and spell). 
  The King bids the PCs to defeat these rogue knights 
  to secure their place as a Knight of the Round Table.
  
  THE CELESTIAL HOST: VOLUME ONE
  57
  CHAPTER 3
  THE TUATHA DÉ DANANN
  
  THE CELESTIAL HOST: VOLUME ONE
  58
  THE TUATHA DÉ DANANN – A BRIEF HISTORY 
  The Tuatha Dé Danann, also known as the Children of 
  Danu or Tribe of Danu, are one of many attempts to invade 
  and settle what we know as modern Ireland. Like the people 
  of Partholon and later Nemed’s, the Children of Danu 
  landed on the island and made war with its inhabitants, 
  defeating, subjugating, or otherwise laying waste to the 
  indigenous peoples who previously ruled the island and 
  surrounding areas – namely the Fir Bolg, and later on, the 
  Fomorians. Like the coasts of beautiful Érie (ancient Ireland 
  is named after the goddess Érie, which is sometimes spelled 
  Ériu), the origin of Danu’s children is shrouded in mystery. 
  Some scholars acknowledge this as the direct byproduct 
  of their strong oral history, a fact that makes determining 
  the facts of their stories much more complicated. In fact, 
  since much of what we know of Danu’s tribe comes from 
  records penned much later in history by Christian monks in 
  different locations, a great deal of conflicting information 
  exists. In some instances, there are facts confirmed by one 
  set of stories that are later countered or outright changed 
  by another. This, when coupled with their mythical origins 
  and the fact that historical, very human figures bore some 
  of the same names (likely the byproduct of their views on 
  the sacredness of kingship), further muddies what little we 
  know of them. 
  That said, several origin stories have developed that 
  identify them as having arrived in boats from the West 
  (which means that nearby Iceland and Greenland could be 
  points of origin, as could parts of southern Europe by way 
  of the Mediterranean Sea), burning their boats on the coast 
  as soon as they landed. In some stories, they descended 
  from the clouds, landing in the mountains and destroying 
  their ships upon arrival. In many of these stories, their 
  arrival blocks out the sun for three days and three nights, 
  sometimes suggesting a supernatural origin (which some 
  fans of the “ancient alien” theory have embraced). While the 
  academic nature of the Tuatha Dé Danann’s history is best 
  left to historians and archeologists, it is important for GMs 
  to understand this before using the pantheon. In short, they 
  are encouraged to select the best origin story that best fits 
  their game.
  Like many of the ancient tribes of gods, nearly all the 
  several of Danu’s tribe marries into the Fomorian lineage 
  too. Like many other myths, there are cases of fractured 
  lineage, especially between fathers and daughters. In some 
  stories, a particular goddess might be a given god’s wife, 
  while in another story she might instead be his daughter. 
  While these incongruities are addressed in some of the 
  entries (especially where they are prominent), they are not 
  addressed in every single one. Instead, the focus remains on 
  the god or goddess itself, especially where that information 
  would be relevant to the player.
  One of the most unique, and arguably the most 
  challenging, aspects about the Tuatha Dé Danann is the 
  fact that so many of the individual gods inside the tribe 
  share similar roles or even names (Danu is often equated 
  with Anu, for instance). In fact, only a very few gods have 
  central focuses that set them apart – gods like Dian Cécht 
  (the god of healing and medicine) is one example, but even 
  he shares that role with both his offspring. The gods of 
  crafting, Goibniu, Credne, and Luchta - known as the Tri 
  Dée Dána (the three gods of art) - are another example of 
  these specific roles, but in their own way point out another 
  particular aspect of the Celtic gods of old: the importance of 
  the number three. This is especially true among the Furies 
  or the tripartite goddess Morrígna (more commonly known 
  the Morrigan in modern times), and in many other stories as 
  well (there are plenty of instances where adventuring bands 
  number three, for example). While this isn’t essential for the 
  GM to communicate to the players, offering up omens or 
  other cultural elements – especially when done in triplet – 
  can go a long way in communicating the finer subtleties of 
  this pantheon and the culture from which it is sprung.
  Finally, it’s important to point out that all the major 
  gods of the Tuatha Dé Danann had warlike tendencies. 
  While these tendencies aren’t focused on in every individual 
  entry (the war domain is not shared universally among all 
  of Danu’s children, but any GM could easily be justified 
  in doing so, if she chose to do so), it is a very common 
  thread throughout their stories. In short, it’s easy to see that 
  the ancient Celts embraced and reveled in war, and they 
  assumed their gods did as well. 
  THE OTHERWORLD – THE CELESTIAL REALMS 
  OF THE TUATHA DÉ DANANN 
    M = mythic ability, Feat, or spell.
  Children of Danu are related, sometimes 
  marrying into the local populations as well 
  as commonly marrying back into their 
  own tribe. In some of the later stories, 
  The Otherworld (also known as the Other 
  World) is an important place in Celtic myth. 
  As the home of the Tuatha Dé Danann, it is 
  
  THE CELESTIAL HOST: VOLUME ONE
  59
  commonly accepted as the place from which Danu’s tribe 
  originated, depending on the time period and region. 
  Although the Otherworld has many names – including Tír 
  Tairngire (“The Land of Promise”), Tír fo Thuinn (“Land 
  Under the Waves”), Ildathach (“Place of Many Colors”), 
  and Emain Ablach (“The Isle of Apple Trees”) – it is most 
  commonly divided into three main locations in Celtic myth. 
  These places are Mag Mell, Tír na nÓg, and Tech Duinn.
  Mag Mell is known as the “Plain of Joy” in Celtic myth, 
  identified as a pleasant island to the west of Érie, and often 
  ruled by the Tuatha Dé Danann. In most cases, Mag Mell 
  was described as a paradise, a literal ‘Heaven on Earth’ 
  ruled by Danu’s tribe. In some stories, this mystical island 
  is submerged below the sea and is ruled by Manannán Mac 
  Lir. In other stories, the Fomorian King Tethra rules the 
  island. Although Mag Mell was one of the places the dead 
  might visit in the afterlife, it was also a place the living 
  might discover on their travels as well (this is especially 
  true of adventurers). Finding Mag Mell, of course, was a 
  completely different story.
  Tír na nÓg is the second, and arguably best 
  documented, of three places in the Celtic Otherworld. 
  Known as the “Land of the Young” (alternately, as Tír 
  nah Óige, the “Land of Youth”), Tír na nÓg is the primary 
  dwelling of the gods, the timeless place where visitors never 
  age. Hailed as a place of eternal youth, beauty, vigor, health, 
  and abundance, Tír nan Óg is the location many heroes visit, 
  and in some of the older stories, is also the place the Tuatha 
  Dé Danann return to when they leave ancient Ireland. In 
  some stories, the various gods’ sidhs are linked to the Land 
  of the Young. In later stories, especially where the fairies 
  are connected to Arthurian legends, visitors can directly 
  access the Otherworld by visiting these fairy-mounds and 
  interacting with the older gods there. 
  Tech Duinn is known as “the House of Donn” or 
  “the House of the Dark God.” As the House of Donn, it is 
  believed to be the place the souls of the dead gather before 
  moving on to their final destination, be that in another part 
  of the Otherworld or their return to Earth as a reincarnated 
  soul, reborn once again in Érie. Situated on the western 
  horizon, Tech Duinn is commonly associated with rocky 
  THE DURDLE DOORWAY
  Along the southern coast of England, in the county 
  of Dorset, a ridge of rock extends into the ocean. At the 
  seaward end, it appears that both time and tide have created 
  a circular hole roughly 100 feet across in the 200 foot 
  tall ridge. While local residents swear this was nature’s 
  handiwork, others know the truth: carved at the behest of a 
  Færie King, Dor’Eld – a tireless stone carver – spent over 
  a decade working on the doorway. As she worked, the king 
  appeared at sunrise and sunset to study her progress and 
  bathe her works in his fey essences.
  When Dor’Eld finally finished her work, the Færie 
  King appeared at her side. The moon, rising in the distance, 
  bathed the arch in silver mist and the king stepped through, 
  disappearing beyond. On the following morning, as the 
  first of the sun’s rays appeared, he returned. Since its 
  completion, the Door of Dor’Eld, known by most as the 
  Durdle Doorway, shimmers with magic when either the sun 
  or moon shines through the opening. When this happens, it 
  is said that one may step through, either in the light of the 
  new moon or first rays of dawn, and be transported to the 
  Faerie realms that overlap Albion, separated by a magic step 
  into day or night. 
  LESSER GODS 
  Celtic myths are filled with countless gods, many of 
  whom share names (and in some instances, hereditary lines) 
  with the Tuatha Dé Danann. These gods are commonly 
  regional ones, or play only minor roles in the myths – 
  serving as guardians, foes, or even kings or queens. The 
  following gods could easily appear in a game set in or 
  around ancient Érie.
  Balor (NE) – The King of the Fomorians, Balor is 
  known by many names: Balor Béimnech (“Balor the 
  Smiter”), Balor Balcbéimnech (“Balor the Strong Smiter”), 
  Balor Birugderc (“Balor of the Piercing Eye”), and most 
  commonly as Balor of the Evil Eye. A cyclopean solar 
  god, Balor was responsible for many of the ills that befell 
  Érie, which he threatened to burn under his destructive eye. 
  Balor was associated with drought, destruction, death, and 
  plagues. Although a Fomorian, Balor 
  ruled the Tuatha Dé Danann for a while, 
  until he was slain by Lugh at the Battle 
  of Mag Tuired after turning his Fomorian 
    M = mythic ability, Feat, or spell.
  islands, barren landscapes, and due to its 
  location west of Ireland – the setting sun. 
  
  THE CELESTIAL HOST: VOLUME ONE
  60
  army against Danu’s tribe. Balor was oft used as an example 
  of bad leadership. 
  Cernunnos (CN) – Although he’s not a member of 
  the Tuatha Dé Danann, Cernunnos was a popular god in 
  ancient Ireland, especially around the first century. Known 
  as the Horned God, Cernunnos was the gods of herdsmen, 
  the hunt, agriculture, and fertility, and was commonly 
  associated with the wild secrets espoused by the druids. 
  Cernunnos was always depicted with antlers and was 
  generally in the company of animals, and was sometimes 
  associated with rams and other horned animals. In some 
  instances, he was accompanied by a ram-headed serpent. In 
  other tales, Cernunnos is known as the Lord of the Hunt, the 
  Green God, and is directly credited for the fertility of the 
  sacred kings of ancient Ireland.
  Credne (NG) – One of the Three Gods of Art (the 
  Trí Dée Dána), Credne is also known as Creidhne. Like 
  Goibniu and Luchtainé, Credne is the son of Brigid and 
  Tuireann. A master of metals, Credne was the Tuatha Dé 
  Danann’s official goldsmith. Known for working with 
  precious metals, Credne also worked with bronze and brass. 
  In addition to crafting weapons of war with his two brothers 
  (which Danu’s tribe would use against the Fomorians), 
  Credne helped to fashion Nuada’s Silver Hand. 
  Donn (LE) – Known as the Dark Lord or Lord of the 
  Dead, Donn plays a minor role in ancient Celtic myth as an 
  ancestral god of the modern Irish (and commonly associated 
  with the Milesians, who drove the Tuatha Dé Danann under 
  Ireland). His name literally means “brown” and as a result, 
  he is also known as “the Brown One.” He is associated with 
  Dá Derga in some stories, marking him as “The Red God” 
  of Irish myth, sending out his riders (all of whom ride red 
  horses) to meet the dead. In later periods, Donn is associated 
  with Donn Fírinne, the fairie king who lives in the hill of 
  Cnoc Fírinne.
  Ériu (CN) – Alternately known as Érie, Ériu is the 
  goddess from which Ireland takes her name. Her name 
  also means “regular traveler,” suggesting she commonly 
  visited different parts of the great island (and implying 
  she may have originally been a solar deity). As the literal 
  and ancestral guardian of Ireland, she is 
  charged with its sacred protection, a duty she 
  acquired from the invading Milesians long 
  after the Tuatha Dé Danann fled the island 
  for their secret homes under the hills and 
  waves. Ériu has two sisters, Fódla and Banba, with whom 
  she shares her duties.
  Luchtainé (NG) – One of the Trí Dée Dána (the 
  “Three Gods of Art”), and one of the three sons of Brigid 
  and Tuireann, Luchtainé was the official carpenter of the 
  Tuatha Dé Danann. Working beside his brothers Credne and 
  Goibniu, Luchtainé prepared the wooden components of the 
  weapons used in the various battles against the Fomorians. 
  A master engineer, he was also responsible for the design 
  of many of the sacred forts used by his kin, as well as those 
  High Kings who honored him.
  Medb (CN) – A goddess made popular in Ulster Cycle, 
  Medb is the divine Queen of Connacht. Known as “the 
  One Who Intoxicates,” Medb is associated with mead, 
  marriages, and infidelity. She is responsible for the Cattle 
  Raid of Cooley, an early Irish tale featuring the teenage hero 
  Cú Chulainn. Although Medb is sometimes portrayed as a 
  mortal woman, many of her features mark her as a divine 
  figure, especially in her role as the divine queen who pairs 
  off with one of the High Kings of Érie. Medb is sometimes 
  associated with Medb Lethderg, the sovereign goddess of 
  Tara.
  Mongán Mac Fiachna (CG) – A minor member of the 
  Tuatha Dé Danann, Mongán is the son of Manannán Mac 
  Lir, the God of the Sea. Mongán is a versatile god who can 
  change shape into any known beast, be it on land or in the 
  sea. Raised in Tír Tairngire (“The Land of Promise”) from 
  very early on, Mongán is one of the many gods who shares 
  a human parent through divine infidelity, the result of a 
  bargain between Cáintigern (Fiachnae mac Báetáin’s wife) 
  and the Sea God, with the former seeking to safeguard her 
  husband’s life during his time away in Scotland. 
  Néit (CN) – The husband of Nemain (although in some 
  stories, he is also wed to Badb) and grandfather of Balor, 
  Néit one of Ireland’s earlier war gods. Néit is notable for 
  several reasons, including his specific role as a war god, a 
  role traditionally held by the goddesses of the Tuatha Dé 
  Danann. Néit’s name is often associated with fighting and 
  passion. He’s also associated with man-made weapons, 
  although he is not a crafting god like 
  Luchtainé or Credne. Néit reportedly died at 
  the Second Battle of Moytura, although such 
  stories may refer to a mortal with the same 
  name
  
  THE CELESTIAL HOST: VOLUME ONE
  61
  Óengus (CG) – Commonly known as “The Young One,” 
  Óengus (also known as Aengus or Oengus mac Óc) is the 
  son of Boann and Dagda. Born of one of Dagda’s moments 
  of divine infidelity, Óengus is the god born at its inception, 
  the result of Dagda halting the sun’s journey through the sky 
  for a full nine months. The god of love, music, and harpers, 
  Óengus plays an important role as the friend of bards 
  and poets, whom he is known to inspire. Óengus is also 
  associated with swans, especially after transforming into 
  one to escape with his lover Cáer to Brug na Bóinne. 
  STORY SEED - THE GREAT HUNT
  In the original Deities & Demigods, whenever 
  there was great evil in the land – represented 
  by either the rise of a powerful evil cleric (12th 
  level or higher), the construction of an evil temple, 
  or a particularly heinous act – the druids of the land 
  would gather together and summon the punishing 
  aspect of the life force of the land itself, sending it out 
  to destroy this evil. This force would normally manifest 
  as a powerful human, his skin dyed the colors of night. 
  This figure, which the druids called Cernunnos the 
  Black, is accompanied by a full pack of abyssal wolves  
  (who can easily be heard for miles around). Although 
  both Cernunnos the Black and his abyssal wolves are 
  technically evil in this form, they only exist to hunt their 
  original prey or those whose alignment matches their own.
  THE DOZEN IDOLS OF CROM CRUACH
  On the bleakest hill of Mag Sleact stands a stone 
  approximately ten feet high known as Crom Cruach. He 
  stands as a sinister, jealous earth god. To those he favors, 
  he gives gifts in the form of good harvests, wealth, and 
  healthy animals, but exacts a terrible price – the sacrifice of 
  the innocent. Slaked with blood, Crom Cruach releases the 
  earth’s bounty; deprived of it, Crom Cruach opens the doors 
  to starvation, pestilence, and death.
  Surrounding Crom Cruach are twelve small stones. 
  Sometimes they take the form of statues of men – the 
  pagan king Tigernmus and eleven of his hetmen, who were 
  changed to stone by the power of Crom Cruach 
  – but othertimes they seem like smaller versions 
  of the same sarsen that comprises the larger 
  middle stone.  
  On the evening of Samhain, those that live on the Mag 
  Sleact must pay tribute to Crom Cruach in the form of 
  sacrifice. Prisoners, thralls, slaves, or worse – the innocent 
  if no slaves are available, – Crom Cruach demands they 
  be dashed against the stones that surround him, their blood 
  soaking the soil below. Devotees claim that soil contains 
  the power, when sprinkled across a farmstead, to bring rich 
  harvests, full milkpails, and healthy animals the following 
  spring. In the capricious lands to the north, many believed 
  the benefit was worth the horrible price. 
  To deny the twelve their blood could bring even greater 
  woe. If a resident of the Mag Sleact failed to provide a 
  sacrifice, the stone followers of Tigernmus would return to 
  life, visiting the reluctant farmsteads and sprinkling dry soil 
  from the circle across them. Farmsteads touched by this soil 
  would be barren, their crops blighted, their water poisoned, 
  and their animals covered in boils. 
  Those who regularly sacrifice to Crom Cruach also gain 
  other benefits. The twelve idols are arrayed in a circle and 
  serve those people as a 
  solar clock and calendar, 
  giving insights regarding 
  when to plan and harvest, 
  and the times of heavenly 
  events. Other sacrifices, 
  always in blood, could 
  bring one of the stones to 
  life to exact revenge on an 
  enemy or assist in some 
  horrible deed. 
   
  Some whisper, 
  however, that if one partakes 
  of the power of the stones 
  too often, Tigernmus and his 
  men will be released, and 
  the greedy man be turned 
  to stone in Crom Cruach’s 
  service and take his place 
  on the circle. 
  
  THE CELESTIAL HOST: VOLUME ONE
  62
  Treasures of the Tuatha Dé Danann
  The gods of the old green have all sorts of magical 
  treasures, although none stand out as much as these four 
  do. While some consider these the true treasures of Eíre, 
  Nuada’s Silver Hand is a new addition to the list, replacing 
  the more traditional Stone of Fál (located at the Hill of 
  Tara). 
  DESCRIPTION
  Its rim inlaid with gold colored Orgham, this massive 
  bronze cauldron rests on three legs, each of which is cast 
  to appear as the roots of the great tree Crann Bethadh. 
  Standing nearly as tall as a man, this cauldron never empties 
  and always provides nourishment (as if the individual had 
  consumed a mythic heroes’ feast ) to those who consume 
  at least a full cup of its sacred contents, although no single 
  individual can benefit from its nourishment more than 
  once per day. This cauldron has restorative properties of 
  truly legendary proportions. First, whenever any type of 
  cure potion is mixed into the contents of the cauldron, the 
  healing that cure potion would normally provide is applied 
  to anyone consuming its contents for up to a full hour, 
  although no single individual can gain this type of healing 
  more than once per hour. Additionally, if the contents of this 
  cauldron are placed in the mouth of the newly dead (a full 
  round action that provokes attacks of opportunity) within 
  an hour of their passing, treat the individual as if they had 
  been subject to the breath of life spell (and had only been 
  dead for 1 round). Finally, if a mythic character expends two 
  uses of mythic power, they may target anyone (or anyone’s 
  remains) inside the cauldron with the spell true resurrection 
  (ignoring any costly material components). When used in 
  such a way, the contents of the cauldron must be emptied 
  and recharged with new ingredients equaling no less than 
  THE DAGDA’S CAULDRON
  (Major Artifact)
  Aura strong conjuration; CL 20th 
  Slot none; Weight 23 lbs.
  250 gp per hit die of those individuals 
  resurrected. Once the cauldron has been 
  used to heal or resurrect 999 hit die worth of 
  individuals, it disappears and reappears 7d100 miles away 
  in a random direction.
  DESTRUCTION
  Dadga’s Cauldron can only be destroyed by immersing 
  it into the shadow of seven hundred and seventy dead 
  firbolg warriors, their banners awash in flames.
  DESCRIPTION
  Easily nine feet in length, this long, dark spear is 
  capped at the spear end with a single, razor-sharp mithral 
  blade that is said to glow with a soft, pale yellow light. 
  When held aloft in the sunlight (or when in the presence of 
  the spell daylight), this spear’s aura shifts to a wild, fiery 
  orange glow that deals an additional 2d6 fire damage to 
  any target it successfully strikes. On a critical hit (17-20/
  x4), this weapon instead does 5d6 fire damage (2d6 which 
  bypasses all damage resistance), as the spell mythic flame 
  arrow. Anyone who attempts to use this weapon who 
  does not possess mythic tiers and who does not honor the 
  Master of Many Arts soon finds his blessing withheld and 
  the spear a bane, suffering 1d6 points of damage (which 
  always bypasses any damage resistance) each round it 
  remains on their person. The Spear of Lugh always bathes 
  its owner in divine light, granting whoever holds the spear 
  a +8 morale bonus on all socially based skill checks (any 
  Charisma-based skills). Finally, if you expend at least 
  one use of mythic power as a swift action while attacking 
  with the Spear of Lugh, it automatically benefits from the 
  spell mythic true strike (as if you had previously cast it on 
  yourself), although only until the end of your turn.
  DESTRUCTION
  THE SPEAR OF LUGH
  (Major Artifact)
  Aura strong evocation; CL 20th 
  Slot none; Weight 3 lbs.
  Destroying the Spear of Lugh is no small 
  matter. To destroy it, you must bathe it in the 
  blood of a score of fallen mythic rune giants 
  , and immediately expend at least two uses of 
  your mythic ability to sunder it (hardness 15, 90 
  hit points), destroying it forever.
  
  THE CELESTIAL HOST: VOLUME ONE
  63
  DESCRIPTION
  Although many a Celtic chieftain has heard the 
  warnings, Nuada’s Silver Hand is a wonder too good 
  for many to pass up, even if it demands a sacrifice at the 
  fore. When first discovered, Nuada’s Silver Hand must be 
  willingly worn for 24 hours while the wearer attunes to it. 
  After 24 hours, the wearer must make a single Fortitude 
  saving throw (DC 30). If they succeed, they may remove 
  the silver hand, at which point it immediately disappears, 
  reappearing 2d4 x 100 miles away. Anyone who fails the 
  saving throw (willingly or otherwise) immediately bonds 
  with the newly attuned Nuada’s Silver Hand, gaining a +6 
  enhancement bonus to either their Strength and Constitution 
  scores. Nuada’s Silver Hand also grants the wielder a +6 
  armor bonus, as if under the continual effects of the spell 
  mythic mage armor. Additionally, anyone who expends 
  two uses of mythic power (as a swift action) while wearing 
  Nuada’s Silver Hand in combat temporarily manifests a +5 
  holy ghost touch shocking warhammer (18-20/x4) for one 
  minute. Each additional use of mythic power extends this 
  time by one more minute. 
  While being bound and attuned to Nuada’s Silver Hand 
  is a great boon to many, this relic also carries its own curse. 
  If Nuada’s Silver Hand is ever removed from your arm, you 
  permanently lose that arm (although spells like regeneration 
  will allow you to grow it back). Most people who choose to 
  wear Nuada’s Silver Hand normally do so for at least 1d6 
  years, although some have worn it for shorter periods of 
  time (often by angering Nuada or one of his senior clerics, 
  both of who can remove it with a touch).
  DESTRUCTION
  NUADA’S SILVER HAND
  (Major Artifact)
  Aura strong transmutation; CL 20th 
  Slot wrist, hand; Weight 4 lbs.
  Although Nuada, his champions, or any of 
  his senior clerics (a senior cleric is defined as 
  one able to cast 7th level spells) can remove the 
  arm with a touch, only the god Dian Cécht can 
  destroy Nuada’s Silver Hand. Anyone wishing 
  to destroy Nuada’s Silver Hand must deal at least 100 hit 
  points of damage (hardness 20, 300 hit points), before it 
  automatically teleports 1d4 rounds later (taking its owner’s 
  arm with it). When it teleports, it travels 7d100 miles, 
  appearing in an abandoned area, buried. It remains hidden 
  for 1d6+1 months before manifesting in the world once 
  again.
  THE SWORD OF LIGHT
  (Major Artifact)
  Aura strong conjuration; CL 20th 
  Slot none; Weight 6 lbs.
  DESCRIPTION
  Frequently known as The White Glaive or The Glaive 
  of Light, this fantastic bastard sword is forged from the 
  finest metals and inlaid with silver and moon-shaped 
  stones, all of which is wrapped around a single mithral 
  blade. An unrivalled treasure of the Tuatha Dé Danann, The 
  White Glaive is always a potent weapon against an enemy, 
  instantly gaining the bane property whenever it is wielded 
  against a particular foe. When wielded against normal 
  (non-mythic) opponents, The White Glaive functions as a 
  +5 silver mithral bane bastard sword with a threat range of 
  15-20. On a confirmed critical hit, this blade automatically 
  subjects the target of the strike to the spell mythic slay 
  living spell (DC 30).
  Although it is seen as a noble weapon of renown, The 
  Sword of Light is also a symbol of dignity and authority, 
  granting its wielder an additional +4 morale bonus on 
  all socially based (or Charisma-based) skill checks. This 
  bonus lasts only as long as the wielder openly displays the 
  weapon.
  DESTRUCTION
  The only way to utterly destroy The Sword of Light is 
  to stab it into the heart of a dying star (or similarly, a black 
  hole), destroying it forever. Without the proper precautions, 
  this act would likely kill anyone wielding the blade. Nuada 
  automatically teleports The Sword of Light anytime it 
  comes within 1 mile of a dying star (or 
  black hole), although it only teleports 1d4 
  minutes after said exposure.
  
  THE CELESTIAL HOST: VOLUME ONE
  64
  DESCRIPTION
  The Golden Gwyddbwyll, also known as the Game of 
  the Fates, is a board of wood and oxyx with twenty-six 
  ornate pieces of gold and silver. The game is never found 
  intact, as its board and pieces are typically spread across the 
  land, making finding and assembling the set a quest onto 
  itself. In some tales, it is said that entire armies, nations, and 
  worlds can rise and fall during the course of a single game. 
  In other tales, it is also said that when a game is played with 
  the Golden Gwyddbwyll the gods taken personal interest in 
  the players and the game.
  The Golden Gwyddbwyll is used to play two powerful, 
  reality-altering games: the Game of Seeing or the Game 
  of Fate. Each game has specific victory conditions and 
  penalties for losing or forfeiting (see below). Upon 
  beginning the game, a small bubble universe forms around 
  the players, preventing any physical or magical interference 
  with the players or the game board. Time flows as normal 
  in this magical bubble - players still need to eat and sleep, 
  and they can see what is going on around them - but for all 
  other intents and purposes they are cut off from the rest of 
  the multiverse except by the strongest of divine or mythic 
  magical effects. Once the game has begun each player can 
  take as long as they want between moves, but they cannot 
  leave the pocket universe they are in until the game ends, or 
  a player forfeits.
  THE GOLDEN GWYDDBWYLL
  (Major Artifact)
  Aura strong divination and transmutation;
  CL 20th; Slot none; Weight 20 lbs.
  The Game of Seeing
  The Game of Seeing is a single player game. When the 
  game is set up, the player chooses to focus on one person 
  or location, which will be the subject of the divination. The 
  game lasts until the player succeeds at a DC 35 Wisdom 
  check. One check can be made each hour of the game. 
  Upon a successful check, the game ends 
  and the player gains the benefits of one 
  of the following (player’s choice) spells: 
  discern location, find the path, foresight, greater prying 
  eyes, greater arcane sight, greater scrying, true seeing, or 
  vision. If the check exceeds 35 by ten or more, the chosen 
  spell effect is mythic (but not augmented). Once a spell 
  effect is chosen, it lasts 24 hours and is treated as if it were 
  cast by a 20th level caster.
  If the check fails, the player suffers 1 point of Charisma 
  damage (this cannot be avoided and even affects those with 
  immunity or resistance to ability damage or drain) as they 
  are drawn deeper into the gameplay. However, each time the 
  player takes a point of Charisma damage, the DC needed to 
  win decreases by 1. If the player’s Charisma score reaches 0 
  they become catatonic, the game ends, and the player must 
  immediately make a DC 20 Will save or suffer half as much 
  Charisma damage as Wisdom drain.
  If the player loses the game, the game set disappears, 
  magically spreading itself against across the land. The 
  original player cannot locate the game for at least a year and 
  a day.
  Forfeit If the player quits the game, all Charisma 
  damage they have taken becomes permanent drain and 
  suffers the same amount of permanent Wisdom drain 
  (although a player who makes a DC 35 Will saving throw 
  only suffers half as much Charisma and Wisdom drain). 
  The Game of Fate
  The Game of Fate is a two-player game that can only 
  be played once in a lifetime by each player, each of whom 
  must join the game of his or her own free will (they cannot 
  be compelled by any magic to play). At the beginning 
  of the game, each player reveals what fate they wish to 
  alter; once stated (written in secret and passed to the GM 
  before gameplay officially begins), this alteration cannot be 
  changed. The game is played as a contest of ability checks, 
  pitting each player against the other. At the beginning of 
  each game turn, the GM rolls 1d6 to determine which ability 
  score the current challenge is based on (1 = Str, 2 = Dex, 
  3 = Con, 4 = Int, 5 = Wis, 6 = Cha). Once declared, each 
  player rolls an ability score check, with the higher of the 
  two winning the challenge and the loser taking a 
  single point of damage to any other ability score 
  of the winner’s choice. If a player has no score in 
  the rolled attribute their check is a single d20 roll 
  
  THE CELESTIAL HOST: VOLUME ONE
  65
  STORY SEED:
  THE ONCE AND FUTURE KING
  The player characters are summoned 
  to the Hill of Tara to witness the Sacred 
  Rite of Kingship, where a future king 
  is to be anointed and blessed by Medb 
  herself. When Medb’s priestesses fail to call her 
  forth from the mists, the future king accuses them 
  of treachery and orders them rounded up and 
  arrested (or worse, burned). The PCs must quickly 
  figure out precisely why the ritual failed and get 
  to the bottom of it – before the new king does 
  something rash.
  STORY SEED: HEAD HUNTING
  There is little debate that the ancient Celts 
  kept the heads of their enemies as trophies, a 
  practice that continued up until their Roman 
  overlords put a stop to it. An ancient practice, 
  the Celts believed keeping the heads of their 
  enemies gave them power over them, as the head was 
  often seen as the seat of the soul. In some instances, 
  ancient Celtic warriors would attach these heads to 
  other objects, including staves, markers, and some even 
  say the necks of their prior owner’s horses. Some of 
  these warriors would preserve these heads, oiling them 
  and offering them as trophies or, in some instances, as 
  objects of value.
  STORY SEED:
  THE LIAR’S HEAD
  Nolen, a young wizard, is seeking to 
  increase his renown in the land through 
  creative treachery. Using the head of one 
  of his enemies (which he has preserved 
  using the spell gentle repose), he has been 
  traveling the land and having the head 
  (using the spell magic mouth) recount 
  stories of his exploits. While Nolen 
  believes his actions are harmless, his 
  enemy’s family has caught wind of his 
  shenanigans and seeks out the PCs to put 
  an end to it.
  with no modifier. The first player to reach 0 in any ability 
  score loses the game and the game ends.
  Once the game ends all ability scores return to their 
  normal values, and the winner of the game gains a single 
  powerful wish-like effect that fulfills the player’s chosen 
  fate. The loser, however, has the opposite effect (ruled by 
  the GM) of what they originally wanted, although 
  how this manifests is subject to the GM’s 
  discretion. These wish effects are more powerful 
  than the usual wish spell, and may exceed the 
  normally limitations placed on the caster, but are 
  still subject to the GM’s discretion. Additionally, 
  the gods themselves automatically take notice when the 
  Game of Fate is played, and may alter or adjust results as 
  needed (to preserve reality).
  Once the game ends and the effects of the game are 
  adjudicated, the game disappears and cannot be found again 
  by either player again in their lifetime.
  Forfeit Either or both players may choose the forfeit the 
  Game of Fate. Those forfeiting immediately suffer as if they 
  had lost the game and any ability damage they have suffered 
  remains, but can be healed normally. If both players forfeit, 
  this damage is halved for both players. The remaining 
  player (who did not forfeit) suffers no ill effects and 
  immediately heals any ability damage they have suffered 
  from the game.
  Cheating It is impossible to cheat at Golden 
  Gwyddbwyll, and all attempts to do so automatically result 
  in the game penalizing the offending player by dealing a 
  single point of permanent drain to an ability score of the 
  GM’s (with the Game of Seeing) or the other player’s (with 
  the Game of Fates) choice.
  DESTRUCTION
  To utterly destroy The Golden Gwyddbwyll, the Tuatha 
  Dé Danann would need to lose the game 
  to a single mortal, who could then destroy 
  the game by immersing it in their collective 
  tears.
  
  THE CELESTIAL HOST: VOLUME ONE
  66
  CELTIC TRADITIONS, RITUALS, 
  & CUSTOMS
  The ancient Celts had several customs that set them 
  apart from surrounding lands and cultures, some of which 
  continued on until they were dominated by Rome and later 
  Christianized. While the authenticity of some of these 
  customs has been challenged, archeological evidence 
  (where available) continues to support some of these claims.
  HUMAN SACRIFICE
  There is some debate as to whether the ancient Celts 
  practiced this horrific custom, but several Greco-Roman 
  writers – including Cicero, Julius Ceasar, Pliny the Elder, 
  and several other writers – describe the druids of keeping 
  this rite in both Ireland, and in some instances, throughout 
  Gaul. Although there are only a few archeological accounts 
  supporting these theories, the ancient druids were believed 
  to conduct these rites on Samhain eve, taking criminals (or 
  thralls taken in raids) and placing them inside a giant wicker 
  man, which was set alight and offered to their gods. When 
  possible, cattle or other animals were sacrificed first, with 
  humans as the last resort (often to end draughts, plagues, 
  and similar calamities).
  POETRY
  Poetry is an important part of ancient Celtic practice, 
  and most of the magic the ancient Celts wove came in the 
  form of the spoken word as epic poems, raunchy tales, 
  boisterous songs, and even curse-laden satire. Principles 
  among these poets were the fili – the visionary poets who 
  were believed to have magical powers and whose very 
  words could enchant the world around them. Bards also 
  practiced this art, but were often more concerned with the 
  fine art of lore keeping, as well as memorizing and sharing 
  the tales of their patrons, whose regard they hoped to win - 
  and in most cases, spread.
  SACRED GROVES AND WELLS
  The ancient Celts placed a lot of emphasis on natural 
  places, especially deep wells, natural springs, and groves 
  of sacred trees. Much of this emphasis is rooted in their 
  worship of the Tuatha Dé Danann, but 
  especially of the various goddesses, all of 
  who represented the wild forces of nature. 
  In many of their ancient myths, heroes and 
  kings would travel to these holy places to commune with 
  their gods, often leaving votive offerings of carved wooden 
  images. These offerings were often thrown into these 
  springs, rivers, bogs, and deep wells, where the ancient 
  Celts expected their gods would recover them.
  SACRED MARRIAGES
  Long before Ireland was Christianized, the ancient 
  Celts practiced the custom of the sacred wedding, an 
  event that legitimatized the High King’s right to rule. This 
  religious rite was held between the newly crowned king 
  and the goddess Medb (“She Who Intoxicates”), focusing 
  on two important aspects. The first aspect of this rite was 
  the blessed grail or cup, which the goddess would offer to 
  the new king. The second, far more adult element was their 
  romantic union – which was said to transform the goddess 
  (who often appeared as an old hag) into a younger, fertile 
  version of herself. This union was a necessary act, one that 
  was demanded by the goddess, and brought health and vigor 
  to the land. This practice continued into the 7th century of 
  the current era.
  
  THE CELESTIAL HOST: VOLUME ONE
  67
  STORY SEED:
  THE BLACK PROCESSION
  While traveling through the local 
  countryside, the PCs come across a somber, 
  silent procession, its celebrants dressed all 
  in black. A pair of stern priestesses of Morrígan lead 
  the procession, their eyes never leaving a young girl 
  named Arlana, who is to be their new acolyte. The 
  young Arlana, however, wants nothing to do with 
  the procession, the goddess, or the village so readily 
  willing to give her up…
  CELTIC TRAITS
  The following traits are designed for Celtic-themed 
  characters. 
  BLESSED DOMAIN SPELL [RELIGION TRAIT]
  With unwavering faith and constant vigilance, you 
  have learned to channel some of your inner faith into a 
  single prayer. When you select this trait, also select a single 
  domain spell you can cast; whenever you cast this spell, its 
  effects manifest at +1 caster level. 
  BATTLE CRIER [SOCIAL TRAIT]
  Once a day, as a free action that does not provoke 
  attacks of opportunity, you may scream out a challenge to 
  your enemies, granting all your allies (within 30 ft.) a small 
  morale bonus for that round. These allies gain a +1 morale 
  bonus to a single melee attack. This bonus lasts until the 
  end of your turn.
  BLOOD SOAKED BROTHER [RELIGION TRAIT]
  Once per day, after taking melee damage in battle, you 
  may (as a free action) call on your patron or matron deity 
  for strength, gaining a +1 sacred (or profane) bonus to hit 
  and damage. This bonus lasts until the end of your turn.
  OBEDIENT SERVANT [RELIGION TRAIT]
  Your daily observance grants you a sacred insight 
  into the world around you. Once per day, as a free action, 
  you may double the bonus gained by observing a specific 
  religious observance, or by completing the obedience. This 
  bonus lasts until the end of your turn.
  
  THE CELESTIAL HOST: VOLUME ONE
  68
  THE TUATHA DÉ DANANN
  THE TRIBE OF DANU
  Áine
  The Lady of the Long Summer
  Alignment Chaotic Good
  Domains Chaos, Charm, Nobility, Summer , Sun 
  Favored Weapons Quarterstaff (carved from Hazelwood)
  Centers of Worship Áine is venerated throughout Ireland, but is believed to have the most influence in 
  and around southern Ireland. She was said to dwell with the faeries in Drom Collchoille. She is sometimes 
  worshipped in other areas as well, taking on different names (like Grian or Anu), depending on who is 
  addressing her.
  Hailed as the Goddess of the Long Summer, Áine is 
  one of the many sisters of the Tuatha Dé Danann. She is the 
  Queen of Summer and rules over sovereignty, wealth, and 
  the growing power of the sun. Like many of the goddesses, 
  she is seen as a force of nature and is clearly associated with 
  the sun, acquiring (and distributing) her power wherever the 
  sun shines; she is especially holy on the summer solstice, 
  where she is honored as the Midsummer Queen. She is 
  sometimes worshipped as one of the queens of the faeries, 
  and this is principally true around ancient Munster, where 
  she once served as its beloved queen – before biting off the 
  King of Munster’s ear in retaliation for assaulting her. 
  The daughter (and in some myths, wife) of Manannán 
  mac Lir, Áine is sometimes associated with love, romance, 
  and even harmony. She is also associated with Eochiad 
  (the horse of the heavens), a male sun god that predates the 
  Children of Danu. In both cases, she is viewed a young, 
  desirable woman who has strong connections to fertility, 
  sexual desire, romance, and the land itself. Like many of 
  the ancient Irish goddesses, Áine is occassionally associated 
  with other goddesses who share her domains, and in many 
  ways, is seen as the duality of the goddess Grian. She is also 
  associated with Anu and Macha.
  Customs, Shrines, Objects, and Holy Texts – Áine’s 
  followers generally do not build her physical structures, 
  choosing instead to worship her under the open sky, with the 
  full majesty of the sun shining down on them. When they 
  Yellow Books, which are books of personal prayers to 
  the goddess, as well as lists of their accomplishments, 
  deeds, oaths, and other important notes. The Yellow 
  Book of Lecan is rumored to have once been one of 
  these Little Yellow Books.
  Mystery Cults –  Áine is frequently associated 
  with the færie folk and is sometimes regarded as one 
  of their queens. Although her mystery cults are far 
  and few between, the Sisters of Summer’s Secret are 
  whispered to venerate her.
  Natural Manifestation – Áine often appears as 
  a younger, lithe woman with bright red hair, but she 
  can also appear as a red mare. In either of these cases, 
  she almost always radiates sunlight (treat as the spell 
  daylight in a 120ft. range), which she can control 
  with but a thought (dimming it to a candle, or even 
  broadening it to double its normal range).
  Omens – Áine often causes objects to be bathed 
  in light when the days are dim, or causes these objects 
  to radiate more brightly than objects around them, 
  with some even giving off a little heat. She enjoys 
  delivering her omens on the summer solstice as well, 
  when the day is long and she is in the fullness of her 
  power.
  Obedience – Wash and prepare yourself for the 
  day as the sun crests over the horizon. At the height 
  do build shrines to her, they often include 
  bits of stained glass or yellow symbols of 
  the sun. Áine has no dedicated holy book; 
  instead, some of her followers keep Little 
  of the day, announce yourself to the fairies and 
  openly pray to Áine. While praying, visualize the 
  sun transforming into a divine woman cloaked 
  in a halo of bright, yellow light. Then, visualize 
  
  THE CELESTIAL HOST: VOLUME ONE
  69
  that light enfolding you and meshing with your aura, 
  bringing you into union with the goddess. Complete the 
  obedience with the sun in view. You gain a +1 sacred bonus 
  to Perception skill checks for 24 hours.
  The Priest’s Role – A cleric of Áine is likely to have 
  many duties, but they are first and foremost concerned with 
  safeguarding Áine’s worshippers wherever they pray. Priests 
  also concern themselves with those who are in power, 
  working to make sure that their right to rule is fulfilled - 
  even if those rulers aren’t always fair, honorable, or just. 
  This sometimes places them at odds with the peasantry, 
  who lack a clear understanding of all that is thrust upon 
  those who rule. When Midsummer comes around, Áine’s 
  priestesses are expected to gather up her followers and lead 
  the festivities, which often run late into the night.
  Holidays and Festivals – Áine is 
  worshipped throughout the year, but holds the 
  sway at Midsummer, where she is queen. Fires 
  are lit throughout her lands, and both the young 
  and the old bring bundles of dried wood and 
  hay, tied in yellow cloth, and add them to 
  these fires, which burn bright into the 
  night. Dancing around these fires is 
  said to bring 
  good luck, 
  although her 
  worshippers 
  need to 
  mind 
  their 
  step, as the 
  fairie folk 
  sometimes 
  disguise 
  themselves and join 
  in the festivities… 
  going so far as to charm 
  humans and steal them 
  away.
  Divine Realm – Áine’s sidh is a splendid 
  place of Celtic beauty. Those who 
  have visited the far-off place say it 
  is always summer in her realm, and 
  the hazelwood trees that dominate 
  her home continually bloom. 
  Planar Allies and Religious Heroes – The Lady of the 
  Long Summer has many servants, but none are as faithful as 
  Oilill (NG male solar bard 11), who was once a mortal man. 
  The father of the Eóghanachta, Oilill was a charming man 
  the goddess seduced and bedded atop Drom Collchoille. 
  Upon his death, the goddess granted him a small portion of 
  her divine essence, transforming him into the celestial he is 
  today. 
  Earl Desmond (LN human male wizard 11/archmage 
  7), more commonly known simply as “The Magician,” 
  serves Áine faithfully as both her lover and her champion. 
  Although she was forced to divorce him and banished him 
  from Tir na Nog, he has maintained a constant loyalty to the 
  Lady of the Long Summer. 
  STORY SEED:
  SHADES OF CHIFFON
  While exploring an older crypt 
  deep in the countryside, the PCs 
  discover a subterranean library 
  filled with hundreds of burnt scrolls, rotting 
  books, broken quills, and dried inkwells. 
  The whole room, save a single sealed glass 
  case, is in utter disarray. Inside that glass 
  case is a perfectly 
  preserved book, 
  bound in iron with 
  silver 
  and gold inlay. The case 
  is locked and resists every effort 
  to open it, its glass completely 
  impenetrable. A single rune 
  marks a place for an iron key…
  
  THE CELESTIAL HOST: VOLUME ONE
  70
  The daughter of Dadga and beloved wife of Bres, the 
  son of the Fomorian King Elathan, Brigid is a goddess 
  of the highest order, a proud and shining member of the 
  Tuatha Dé Danann. Although she has many divine duties, 
  Brigid carefully watches over new mothers and childbirth in 
  general; many of those who call out to the goddess do so in 
  hopes for good health for themselves and for their children. 
  While Brigid is popular throughout the countryside, she is 
  also favored in the cities, especially among artists. Bards 
  often claim her as a matron of the arts, whispering how she 
  has touched or otherwise inspired them.
  A goddess with strong ties to the sun, Brigid is 
  frequently associated with dawn, and by association, 
  is sometimes seen as the matron of new relationships 
  (especially romantic ones). While Brigid has historically 
  been known to take lovers from among Irish men, some 
  whisper she does so in accordance with her will, not their 
  own (or their wives’). As a result, she is also associated with 
  passionate conflicts. In either case, jealousy is not courted 
  long, as Brigid is often credited with mending old wounds. 
  Because of this, Brigid is also seen as a goddess of healing.
  When not watching over new births or blessing the 
  hearths of her followers, Brigid is said to seek out her own 
  inspirations so she can continue to practice and perfect her 
  own art – weaving new spells, songs, and magic into the 
  world, if for no other reason than to satisfy her own sense of 
  beauty and purpose. 
  Customs, Shrines, Objects, and Holy Texts – While 
  her followers might worship her in any number of places, 
  many chose to honor Brigid atop hills, and in many cases, 
  close to sacred pools with which she was often associated (a 
  trait she shares with Dian Cécht). As a friend to the fairies, 
  however, Brigid is also associated with wild places, and 
  Tuatha Dé Danann, Brigid is arguably the most persistent 
  of the bunch, as she has frequently been embraced by other 
  cultures and even adopted by other faiths. As a result, she 
  might be found in any number of churches, either in her old 
  pagan vestige or as a saint. 
  Although no single holy text is dedicated to Brigid, 
  her tales are found throughout Irish history and persist 
  into Christianity, where she is honored as a saint. Brigid is 
  frequently featured in the Lebor Gabála Érenn, a collection 
  of poems and prose from the 11th century.
  Mystery Cults – Brigid is a popular deity with 
  numerous cults throughout the world. While many of 
  these cults persist in hiding, the Sisters of the Arrow are 
  an excellent example of her empowered followers, who 
  venerate her as archers without peer. 
  Natural Manifestation – Brigid may appear in any 
  number of forms, but she frequently adopts the form 
  of a beautiful maiden with shining hair and an aura of 
  welcoming warmth (treat everyone as if they were affected 
  by the spell calm emotions, DC 50). She sometimes appears 
  as a snake, a swan, a vulture, or a wolf. When delivering 
  bad news, she might appear as an older woman dressed in 
  pallid, dawn-colored robes.
  Omens – Events that happen at dawn are sometimes 
  seen as omens of the Shining One. Brigid may also deliver 
  her messages in the form of poetry, lightly whispered on 
  the wind. She has been known to deliver her omens atop 
  the still water of sacred wells as well. Swans are sometimes 
  believed to be her messengers.
  Obedience – At dawn, seek out a hill and ascend it 
  BRIGID
  The Fiery Arrow, The High One, The Exalted Queen
  Alignment Chaotic Good
  Domains Chaos, Charm, Fire, Healing, Sun 
  Favored Weapons Longbow, shortbow
  Centers of Worship Brigid is worshipped throughout Ireland. She is traditionally associated 
  with County Kildare, and many of her ancient shrines can be found hidden in the countryside.
  she is sometimes believed to meet young 
  men atop or around these places (where 
  she might take them as lovers). Of all the 
  halfway, but stop no later than its midpoint. 
  Once there, spend 15 minutes keening, and then 
  recite poetry to the goddess hidden in the hill 
  for another 15 minutes. If other followers of 
  
  THE CELESTIAL HOST: VOLUME ONE
  71
  DEIFIC OBEDIENCES 
  For those interested in seeing the mechanics upon which 
  we based this idea, please see the Feat Reference Document 
  by Rogue Genius Games.
  It requires three ranks of Knowledge (religion) and 
  worship of a deity. It allows the devout to practice an act of 
  obedience, which takes roughly an hour and provides some 
  benefit. Unless a specific duration or number of uses per day 
  is listed, an obedience’s effects are constant for 24 hours, 
  until the next act of obedience is performed.
  Brigid are present, invite them to join you in worship. If you 
  possess them, you should leave a small offering of cheese or 
  milk to the fairies of the hill. Gain a +1 sacred bonus to one 
  of your saving throws (your choice) for the next 24 hours.
  The Priest’s Role – Brigid’s priesthood is frequently 
  female, although there are no restrictions on men serving 
  her. Her clergy often serve important roles in a community, 
  from acting as wet nurses to leading their communities 
  as agriculturists, or simply acting as community leaders 
  or advisors. When available, Brigid’s priestesses are 
  sometimes called upon to wail (keen) at funerals.
  Holidays and Festivals –  Of all the holy days, Brigid 
  lays claim to Imbolc, which traditionally falls on February 
  1st or 2nd, and is often celebrated with bonfires, candles, and 
  open fires, which her followers dance around. Marking the 
  official beginning of spring, this is an important holiday 
  to many of the followers of both Brigid and the rest of the 
  Children of Danu. Those who worship Brigid often hold 
  this day in the highest regard, dressing in all white and 
  presenting the goddess with offerings of ewe’s milk, cheese, 
  and other items. 
  Divine Realm – Brigid’s sidh is a simple but beautiful 
  clearing, surrounded by an endless forest of oak trees. 
  A small hill stands next to a natural well with a spring, 
  and those who visit it are said to gain wisdom and health 
  whenever they paint their lips with its divine waters.  
  Planar Allies and Religious Heroes – Torc Triath 
  (CG male human aristocrat 5/ranger 11/guardian 4), the 
  King of the Boars, serves Brigid both on Érie and in Tir 
  na Nog. This massive magical dire boar has a wicked coat 
  of poisonous spines, which it turns against the goddess’s 
  enemies. Ruadán (CN human male ghost aristocrat 5/
  THE FIERY ARROW
  © Kimberly A. Murphy 2018. Used with permission
  I look for her before the forge fires at dawn
  And hear the clangor of her hammer
  Echo my own heart’s rhythm
  I seek her in moonlit waters of deep wells
  And I see my own face
  Looking back at me
  She is the cold certainty of night
  When twilight falls
  And the promise of the new day at dawn
  She is the silence between one heartbeat and the next
  The calm gathering of clouds
  Before the tempest
  Thrust me in the fire
  That I may know suppleness
  Quench me in the water
  That I may know strength
  I walk through her doorway of change
  And dance along the knife-edge of transition
  To Become that which lies silent, hidden
  Unknown within the stillness
  Waiting to be unleashed
  Like a lightning strike
  I feel her in the darkness
  With me always, since before time began
  She is me, as I am she
  I am the catalyst
  And the nexus where worlds converge
  I am the breaker and the maker
  I am the undoing and the becoming
  The healer and inspirer
  The forger and transformer
  Behold! I am the Fiery Arrow
  And I do not miss my mark
  
  THE CELESTIAL HOST: VOLUME ONE
  72
  DADGA
  The Good God, Lord of Perfect Knowledge, The Father of All, Fer Benn (“man of the peak”)
  Alignment Neutral Good
  Domains Good, Knowledge, Law, Magic, Plant
  Favored Weapons Greatclub 
  Areas of Worship Dadga is worshiped throughout ancient Ireland, but his house is often 
  associated with Brú na Bóinne, which is sometimes called the Mansion of the Boyne. Like 
  many of the Tuatha Dé Danann, Dadga is often worshipped outside, atop hills.
  The father and chief of the Tuatha Dé Danann, Dadga 
  is the father of Aengus, Áine, Bodb Derg, Brigid, Cermait, 
  and Midir, as well as the brother of Ogma. As one of the 
  primary gods of Danu’s children, he occupies an important 
  position in their pantheon, often acting as their chief, while 
  other times sharing the duty with others. Dadga is powerful 
  member of their family and frequently manifests on Eriu as 
  a large, cloaked man carrying a staff or dragging a massive, 
  eight-spiked war club. Although he’s not a true giant, he 
  always towers over others, whether friend or foe. Dadga 
  is sometimes called the Great Lord or Eochaidh Ollathair, 
  which translates into the “Father of All.” He is also known 
  as Samildánach, which means “many-skilled.” These 
  titles are intended to display his great strength, power, and 
  prowess, both in peace and war.
  Dadga is a green god and is always associated with 
  druids, as well as the oak tree, from which he sprang. Some 
  of his followers honor him as an earth god, although he is 
  far less concerned with the element of earth itself compared 
  to everything that dwells on or beneath it. In that sense, he 
  shares connections with other Father-Gods and others of his 
  kind, including such celestial beings as Odin, Jupiter, and 
  even Perun.
  Dadga has many skills and numerous artifacts that aid 
  him and the rest of the Tuatha Dé Danann. He wields a 
  powerful war club named Lorg Mór (legends say takes eight 
  normal men to carry), which can raise the dead or kill the 
  living. He alsow owns a harp of living oak called Uaithne, 
  and when he plays it, he can change the seasons or entertain 
  those who he favors (although he can easily charm listeners 
  with it as well). Finally, he possesses Undry, a cauldron with 
  great power that can feed armies. 
  guidance of the druids who maintain them. Some of his 
  worshippers establish stone shrines to honor him, placing 
  these on the tops of hills, in secret clearings, and under 
  hills dedicated to the Good God. Some of his followers 
  also make journeys into the north, seeking out Grianan of 
  Aileach (sometimes known as Greenan Fort) in Northern 
  Éiru, where Dadga is said to have once ruled. 
  Dagda has no official holy books, although his druids 
  do keep extensive verbal records in their own secret 
  tongue. These records are normally associated with certain 
  groves (or other sacred locations), specific peoples, or even 
  particular events. Later in Ireland’s history, some of these 
  stories are written down, the books taking such names as 
  The Book of Fir Domnann or The Book of Dún Áilinne. 
  Mystery Cults – When it comes to Dadga , there are far too 
  many cults to list. He is, of course, most commonly known 
  as the father of the druids, who honor him as the first of 
  their kind. As such, most of the mysteries kept by the druids 
  are also considered his mysteries, and the druids could easi-
  ly be seen as the largest of his cults.
  Natural Manifestation – Dadga normally manifests as a 
  large, towering man in a simple brown tunic and grey cloak. 
  He carries a staff or a wickedly spiked club; he drags the 
  latter to mark boundaries or scare his enemies. When he 
  manifests, he always does so with a visible aura (which he 
  can suppress if he sees fit) that sheds light (as per the spell 
  daylight in a 30ft. radius). He can change the color of this 
  light to suit his will.
  Omens – Dagda generally delivers his omens personally, 
  often delivering them through dreams or divina-
  tions. When he sends them through one of his fa-
  vored servants, those omens are carved into large 
  sticks (using the Ogham), bundled and sealed in 
  golden colored wax.
  Customs, Shrines, Objects, and Holy 
  Texts – Dagda’s followers worship him 
  throughout ancient Ireland, often doing 
  so in hallowed groves under the careful 
  
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  Obedience – Early in the morning, while the mist still hugs 
  the earth, you must seek out an oak tree by a river, which 
  you must then meditate under for no less than nine minutes. 
  Once you have finished, you whisper a simple prayer to 
  Dadga, and then select a small acorn which you must swal-
  low whole, without chewing or choking (doing so requires 
  a DC 12 Fortitude saving throw). If you succeed, you gain a 
  +4 sacred bonus to a number of Wisdom-based skill checks 
  (equal to your Charisma modifier, minimum 1) over the next 
  twenty-four hours. You must apply the bonus before making 
  these checks.
  The Priest’s Role – Like the followers of other gods, Dag-
  da’s clergy serve in many official roles, officiating weddings 
  or sacred unions, funerals, and other events important to the 
  local community. As keepers of wisdom, they often record 
  notable events, draw up contracts, and even punish those 
  who have trespassed against their neighbors – sacrificing the 
  worst offenders on ancient bloodstained altars.
  Holidays and Festivals – Dagda is celebrated through-
  out the year. He is generally honored during all the high 
  holidays, but is also sometimes celebrated during lesser 
  holidays. He is honored at Samhain, when he meets with 
  Morrígan. 
  Divine Realm – While Dagda’s terrestrial home is 
  rumored to be Brú na Bóinne, his sidh is a domain of 
  unrivaled wild nature with sweeping hills, deep val-
  leys, and oak-filled forests. Dire boars, magical 
  deer, and loyal hounds patrol his borders, 
  turning away any he has not welcomed. 
  This vibrant realm is believed to lie at 
  the heart of the Tír na nÓg.
  Planar Allies and Religious Heroes – 
  Those who serve Dagda are almost too 
  numerous to list. When Dagda wants to 
  make his presence known without traveling 
  himself, he sometimes sends Dáire Oak-
  master (NG male half-celestial firbolg druid 12/hi-
  erophant 10) to act in his stead. Dagda also has several 
  immortal champions that he dispatches to do his 
  bidding from among the druids 
  who follow him, including the 
  ancient druid Tlachtga (LN 
  human female bard 4/druid 
  13/hierophant 3), the daughter of 
  Mug Ruith (LN human male druid 12/hierophant 2). She 
  openly serves Dagda throughout Érie (and beyond), collect-
  ing foreign secrets and seeking honor for the Good God on 
  her travels. 
  
  THE CELESTIAL HOST: VOLUME ONE
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  DANU
  The Great Mother of the Tuatha Dé Danann
  Alignment Neutral Good
  Domains Community, Earth, Good, Protection, Strength
  Favored Weapons Dagger
  Areas of Worship Danu is worshipped throughout ancient Ireland, and is often venerated as Ana or Anu as well. 
  She is often venerated as a western goddess, and in some respects, is worshipped in Britain as well as Ireland. The 
  Paps of Anu in County Kerry are sometimes associated with her. 
  Danu is known by several names, but is most commonly 
  associated with Ana or Anu. In fact, her children bear her 
  role in their very name; the Tuatha Dé Danann literally 
  translates to “the children of Danu” or “the people of the 
  Goddess Anu.” While there are slight differences, Danu 
  and Anu are commonly considered to be a single mother 
  goddess figure. In some stories, Danu is the lover and 
  consort of Bilé, who is associated with the Ash Tree, further 
  solidifying her place as an ancient Earth goddess from 
  which all life springs.
  As an ancient crone figure, Danu is often responsible 
  for sending her children out on new adventures; in many 
  ways, she represents the wise woman as an initiator, 
  sending her children (as well as her followers) on geas or 
  quests that force them to face specific challenges, which 
  in turn provides new magical tools, wisdom, or hidden 
  understanding. In fact, some of her priestesses report that 
  the original stories of Danu’s children, including their initial 
  quest to conquer Éire (the lands now known as Ireland) are 
  such a quest. 
  As the mother of the Tuatha Dé Danann, Danu often 
  acts as the divine matron of earthly mothers, guarding over 
  childbirth, midwives, doctors, and other healers (a role she 
  shares with Brigid). She also watches over young children, 
  guarding them against accidents and serious injuries. 
  Finally, she is sometimes honored as she who bestows 
  magical gifts, a parable associated with the gifts she granted 
  her children when they set out to defeat the Fir Bolg and 
  take ancient Ireland for themselves.
  Customs, Shrines, Objects, and Holy Texts – Danu 
  has no formal church, instead preferring a loose collection 
  of wise women who act as her priestesses. In many of these 
  cases, she chooses mothers first from her 
  worshippers, focusing on the act of giving 
  life as her sacred bond with them. When her 
  clergy does choose to organize, they often do so under a 
  single high priestess that acts as the goddess’s mouthpiece 
  for a full season.
  Like most of her tribe, Danu has few official temples. 
  Her shrines populate most of Ireland, although these 
  are often constructed on or under hills, representing the 
  darkness of her divine womb. These shrines usually include 
  candles, and in some instances, might bear the image of a 
  particular priestess’s family, carved from small stones or out 
  of ash or oak.
  While Danu has no official religious texts, a collection 
  of her stories is rumored to exist. The Book of the Sacred 
  Mother is believed to hold these stories. Cauldrons are also 
  sacrosanct to Danu, furthering her priestesses’ reputation as 
  witches.
  Mystery Cults – Cults to the Mother Goddess prevail 
  throughout ancient Ireland, and Danu enjoys an abundance 
  of them. While many of these cults vary in both form and 
  function, the Ash Sisters (who are notable for covering their 
  skin in ash) honor her as the Secret Ash Mother, pointing 
  to her wedding to Bilé as a sacred rite, binding her and her 
  priestesses forever to Érie. 
   
  Natural Manifestation – Danu usually manifests as an 
  older woman, shrouded in a glimmering, mist-like cloak and 
  carrying either a birthing dagger or a stave of Ash (a symbol 
  of her authority). She sometimes appears as a swan, and in 
  some stories, as a snow-white auroch. When she manifests 
  in a human form, she often does so while shrouded in mist 
  (treat as a maximized mythic version of the spell obscuring 
  mist, CL 40).
  Omens – Danu delivers her omens through 
  her servants, selecting wise women from around 
  Ireland to act as her mouthpieces. She frequently 
  
  THE CELESTIAL HOST: VOLUME ONE
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  selects her priestesses, but sometimes chooses those who 
  don’t honor her, including the occasional witch. On rare 
  occasions, she will also gift young children with her 
  wisdom, whispering it to them early in the dawn so they can 
  share her wisdom with their communities. 
  Obedience – Seek out a midwife or other wise woman 
  and offer up your services to her, refusing payment. While 
  serving these women, you should silently pray to Danu 
  to deliver you into wisdom. You must pray for at least an 
  hour like this, stopping only to complete assigned tasks 
  that require you to speak. On the occasion that you serve 
  as or with a midwife, you whisper Danu’s name into the 
  newborn’s ear, so that it is the first thing it hears. When you 
  have completed your obedience, you gain a +3 sacred bonus 
  to saves against attacks with the sonic descriptor (such as 
  the wail of a banshee or a bard’s song) for 24 hours. 
  The Priest’s Role – Priests (and far more priestesses) of 
  Danu act in a variety of roles, but mostly focus on the care 
  of their communities, as well as the birthing and upbringing 
  of children. In some cases, Danu’s clergy also act as 
  celestial stewards, giving out quests to those who seek to 
  honor the gods or otherwise attract their attention.
  Holidays and Festivals – Danu’s followers honor 
  her throughout the year, but make a point to celebrate her 
  alongside Brigid at Imbolc, paying homage to the return 
  of the spring and the vitality that it represents (which is 
  often associated with motherhood). Likewise, Danu is 
  also worshipped at midsummer alongside Áine, when her 
  followers celebrate the Tuatha Dé Danann’s victory over the 
  Fir Bolg.
  Divine Realm – Danu, unlike her children, does not 
  maintain a sidh. Instead, she maintains her secret domain 
  far to the west, in the Otherworld. Some people, of course, 
  consider all the various sidhs her domain.
  Planar Allies and Religious Heroes – Danu can call on 
  any of the fey to serve her, and considers both the Seelie and 
  Unseelie courts her steadfast allies. As a result, she has no 
  particular servants. Instead, she often calls on her children 
  to serve her needs, sending them on her quests, 
  or when needed, she will call on the kings and 
  queens of the fairie instead.
  
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  DIAN CÉCHT
  The God of Healing, The Leech, The God of Medicine, the Divine Physician
  Alignment Neutral Good
  Domains Artifice, Healing, Magic, Repose, Water
  Favored Weapons Quarterstaff
  Centers of Worship Dian Cécht is worshipped throughout Ireland.
  Dian Cécht, who is also known as Cainte or Canta, is 
  an important member of the Tuatha Dé Danann, serving 
  as their royal physician and principal healer. Unlike many 
  of his kin, Dian Cécht is one of the few Celtic gods with a 
  specific function inside the pantheon, focusing on healing, 
  crafting, and magic; during the various conflicts against 
  the Fir Bolg and Fomorians, Dian Cécht resurrects Celtic 
  warriors, as well as his allies. During these major battles, 
  he attends a healing pool with both his son Miach and 
  his daughter Airmid (both of whom are master herbalists 
  in their own right), immersing the wounded in this pool, 
  healing and restoring them for battle the very next day.
  Dian Cécht also shares an interesting connection to the 
  concept of sacred pools, which in Celtic myth are almost 
  universally regarded as providing health and wisdom, and 
  in many instances are also connected to cauldrons. In this 
  regard, Dian Cécht serves as a divine link between the 
  masculine and feminine mysteries, working as a guide to 
  provide those who require healing to those who administer 
  it. 
  As one of the primary chieftains of the Tribe of Danu, 
  Dian Cécht is also responsible for declaring war against the 
  tribe’s enemies. While he is no war god (a feature common 
  with many of his kin), he is no stranger to violence. In 
  fact, when Miach heals Nuada’s arm (regenerating it and 
  replacing the silver arm that Dian Cécht crafted for his 
  beloved leader), Dian Cécht strikes his son four times with 
  his sword, killing him. When his daughter Airmid tries 
  to heal her brother, Dian Cécht angrily scatters Miach’s 
  remains, preventing his resurrection. In some versions of 
  this story, however, Airmid presumably succeeds, as Miach 
  returns to heal the fallen alongside his father and sister in 
  later battles. 
  Dian Cécht also serves as one of the tribe’s main 
  incantations to raise the dead, heal the sick, and to restore 
  severed limbs. 
  Customs, Shrines, Objects, and Holy Texts – Shrines 
  to Dian Cécht are normally located outside, especially 
  around wells, springs, and natural pools of water. These 
  shrines often include small herb gardens, and when 
  carefully tended, may also include a small stone altar to the 
  God of Medicine. While there are shrines to Dian Cécht 
  throughout Érie, it is customary for Dian Cécht’s followers 
  to make a pilgrimage to the Cairn of Octriallach in Northern 
  Ireland, where a portion of Dian Cécht’s spirit is said to 
  bestow them with healing properties. Those who cannot 
  make the pilgrimage often go to Slane, next to the River 
  Boyne, instead.
  Followers of Dian Cécht don’t follow a single religious 
  text, choosing to study all of the healing arts instead, 
  including herbalism, alchemy, and when their skill allows, 
  artifice. Much like their beloved god, these followers are 
  very protective of their secrets, only sharing them between 
  their trusted allies. Most of these followers keep their own 
  medical journals, recording everything from their herbal 
  remedies to their favorite incantations.
  Mystery Cults – The Children of the Sacred Well honor 
  Dian Cécht not only as the royal physician of the Tuatha 
  Dé Danann, but also as the sacred link between the healing 
  waters of Érie and her children; they seek secret wells and 
  still pools, which they believe contain the essence of the 
  noble god.
  Natural Manifestation – Dian Cécht manifests as a 
  handsome man bedecked in white, carrying a quarterstaff 
  that radiates with a soft, golden light. When he 
  manifests, healing herbs frequently spring into 
  existance at his feet, radiating around him in a 
  perfect circle. While most of his followers point 
  to this as proof of his perfect, divine knowledge, 
  magicians. In many of the stories that 
  feature him, he stands over a pool chanting 
  
  THE CELESTIAL HOST: VOLUME ONE
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  some believe this is a secret curse – a reminder of Dian 
  Cécht’s murderous temper and his fallen son, Miach. 
  Omens – When Dian Cécht elects to deliver an omen, 
  he often does so through one of his clerics, sending them out 
  to speak his will to those he’d influence. He is also known 
  to cause springs to appear in completely new places, or 
  when angered, to dry said springs up completely. When he 
  wants to gain a mortal servant, he sometimes causes those 
  who are bathing to be miraculously healed, immediately 
  bestowing strange, prophetic dreams that follow these 
  awesome events.
  Obedience – Seek out a pool or spring, strip naked, and 
  bathe in its waters early in the morning, chanting prayers 
  and hymns to the God of Healing. Once you have finished, 
  seek out someone (preferably an ally) 
  who 
  requires healing and tend to his or her 
  wounds to the best of your ability. Once you 
  have completed this, you gain a +2 sacred bonus 
  to Heal skill checks for the next 24 hours.
  The Priest’s Role – While the roles of other clergy may 
  be complex, Dian Cécht’s clergy enjoys a fairly simple and 
  direct role – they are physicians, healers, and magicians first 
  and foremost. As such, their duties are always to serve their 
  allies in that capacity: tending to their wounds, gathering 
  herbs for healing, and producing potions and tinctures used 
  to heal. While these priests are not required to abstain from 
  violence, they are expected to master the healing arts above 
  all else.
  Holidays and Festivals – Dian Cécht is worshipped 
  throughout the year, although he is most often venerated 
  in the spring and fall, especially when festivals focus on 
  resurrection, regeneration, or healing. As a result, he is often 
  worshiped at Yule (when the sun is reborn), and sometimes 
  at Midsummer, when the sun is in its full glory. 
  Divine Realm – Dian Cécht’s sidh is a place of vibrant 
  colors and lush vegetation, and is filled with pools of cool 
  healing waters. At the heart of his realm is a lone white 
  hall, where the god keeps a single cauldron that is 
  capable of healing any ailment or illness. 
  His daughter Airmid shares this realm 
  with him, taking in visitors and 
  healing the sick when her 
  father is away tending to other affairs.
  Planar Allies and Religious Heroes – Unlike many of 
  his kin, Dian Cécht employs few celestial servants (although 
  he can easily call on them as needed), choosing to instead 
  send out his clerics and priests to tend to his affairs on Érie. 
  When he does require an immortal champion, he sometimes 
  sends the poet Étan (CG human male bard 11/cleric 5/
  trickster 5) to work his will.
  
  THE CELESTIAL HOST: VOLUME ONE
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  One of the Tuatha Dé Danann’s three sacred smiths (a 
  role he shares with Credne and Luchta), Goibniu crafts iron 
  heads for weapons that are said to never miss, and that no 
  mortal wounded by those weapons can survive. Working 
  in tandem with Luchtainé (who made the wooden shafts 
  of these weapons) and Credne (who makes the rivets that 
  hold them together), Goibniu was said to run an assembly 
  line so fierce and fast that he could, alongside his kin, repair 
  weapons as soon as they were presented to him. Together, 
  these three gods provided spears, axes, lances, and other 
  weapons with which the Children of Danu did battle.
  Born to Esarg and Danu (although his parents change 
  in some myths), Goibniu is one of the principal figures of 
  the Tuatha Dé Danann’s war against both the Fir Bolg and 
  the Fomorians. As the stories go, Ruadán, son of Bres, was 
  ordered to spy on the Children of Danu and discover their 
  martial strengths so they, the Children of Domnu, could win 
  the battle of Magh Tuireadh (also known as the Plain of 
  Towers). After doing so successfully, Bres ordered Ruadán 
  to kill Goibniu. Although Ruadán made a valiant attempt, 
  he was unable to fell him, and with a single swift swing 
  Goibniu ended Ruadán’s life.
  Goibniu, in addition to serving as the war smith for 
  Danu’s tribe, also serves as their master of hospitality, 
  ensuring that all the Children of Danu are nourished against 
  the ravishes of time and decay. Goibniu blesses his kin 
  through an otherworldly feast known as Fledh Goibnenn, 
  which literally translates to “the feast of Goibniu.” It is said 
  that whoever participates in this feast and drinks Goibniu’s 
  blessed elixir is guarded against decay and age, remaining 
  forever healthy and young.
  Customs, Shrines, Objects, and Holy Texts –  
  Goibniu’s followers are far more organized than many of the 
  other gods’ clergies, and many keep longstanding religious 
  traditions hidden as part of their culture of craftsmanship. 
  In fact, some believe that the associations between 
  craftsmanship, terrestrial mysteries, and the esoteric truth 
  they are said to represent are a greater part of Goibniu’s 
  sacred lessons. 
  Although Goibniu’s priesthood rarely builds traditional 
  temples, they are very fond of building shrines – nearly 
  all of which include a forge – to the Axe Smith. In fact, 
  some of his priesthood whispers that Goibniu and those he 
  favors (normally his clerics and oracles, but the occasional 
  craftsman might also receive this gift) can scry on any forge 
  in Ireland, treating each as locations well known to them. 
  Goibniu lacks a central religious text, but his numerous 
  followers – many of whom are methodical and very precise 
  – often etch his prayers into their forges, and in some 
  instances, the weapons they forge in his name. As a result, a 
  lot of his stories, legends, and even his magic are preserved 
  in their works.
  Mystery Cults – The Aes Dána (which translates 
  roughly into “men of art”) honor Goibniu in subterranean 
  chambers, lit only by the coal-stoked fires of forges. These 
  smiths seek to replicate Goibniu’s divine calling, focusing 
  solely on the crafting of magical weapons of great power.
  Natural Manifestation – When he so wishes, Goibniu 
  manifests as a massive man with a bushy red beard, wild 
  hair, and a wicked scar in his side (sometimes as a weeping 
  wound when he’s angry or sad). When he manifests, the air 
  around him fills with thick, black smoke and intense heat. 
  Omens – When Goibniu delivers an omen to those 
  who follow him, he often does so in the smoke and heat 
  of the forge, preferring to let the smoke coalesce into his 
  holy symbol, simple phrases, or even objects familiar to the 
  viewer.
  Obedience – Those seeking to honor the Axe Smith 
  best do so at the forge, where the pure joy of hammering 
  away at new arms and armor, or repairing those pieces 
  damaged in battle, pleases the old god. Those seeking 
  to mimic Goibniu’s actions do so by timing all of their 
  strikes in patterns of three for no less than an hour. While 
  hammering, these individuals should work through meals 
  and other worldly distractions. At the end of this obedience, 
  you gain a +1 sacred bonus to your Fortitude saves for the 
  next 24 hours.
  The Priest’s Role – Priests of Goibniu serve many 
  
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  roles, but are almost always craftsman of some sort. His 
  most accomplished priests often become mentors to other 
  would-be smiths, encouraging their development and 
  overlooking their work. To a great degree, this is part of 
  their central function, ensuring that those they serve make 
  the best crafts, and when needed, the best weapons for war. 
  Holidays and Festivals – Goibniu, like many of 
  the Children of Danu, is worshipped throughout the 
  year. Although he has no dedicated festival, he is often 
  worshipped at Imbolc, where the fires of the new spring are 
  associated with his sacred forge fires. 
  Divine Realm – Goibniu’s sidh is a place of industry 
  and labor, a large hall filled with forge-fires, bellows, and 
  anvils - all of which are driven by those lucky faithful he 
  invites to join him. Studying under him, these rare smiths 
  learn to forge celestial weapons.
  Planar Allies and Religious Heroes 
  – Much to the dismay of many of the fey 
  who live in and around his sidh, Goibniu 
  keeps a small circle of forlarren  in his 
  great hall. Although these fey are not as 
  evil as their kin, they make up for that 
  with chaos and mischief, tormenting 
  any who make mistakes while 
  working Goibniu’s forges. Goibniu 
  sometimes sends these servants to 
  torment his enemies, or those who break 
  oaths with him.
  When it comes to terrestrial affairs, Gobán 
  Saor (LN human male druid 11/expert 8/
  hierophant 2) dutifully handles all of them, acting 
  on behalf of Goibniu in all but word. He’s a master smith 
  and engineer, known for building the best formations and 
  crafting weapons of truly divine power.
  
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  LUGH
  The Master of Many Arts, The Long Arm, The Youthful Hero
  Alignment Lawful Neutral
  Domains Community, Death, Law, Plant, Sun
  Favored Weapons Sling-staff
  Centers of Worship Lugh is worshipped throughout Ireland, as well as in Wales as Lleu 
  Llaw Gyffes. He was also held sacred at the bardic colleges at Clogher, Armagh, Lismore, 
  and Tamar. He is popular in Northern Ireland, especially in Counties Meath and Sligo. 
  Born to Cian and Ethniu, Lugh is one of the many gods 
  who bears blood from multiple lines – his grandfather being 
  Balor (on his mother’s side) and his father a descendant of 
  Danu. His lineage varies in some stories, but in most he is 
  the father of Cú Chulainn. Although he dies in some stories, 
  his success in the Otherworld earns him the role of Lord of 
  the Harvest (the harvest festival Lughnasadh is named after 
  him).
  Like many of the Tuatha Dé Danann, Lugh has many 
  names and titles, all of which detail the various roles he 
  fills: warrior, king, craftsman, master of the harvest, and a 
  purveyor of secrets and wisdom. He is sometimes known 
  as Lámfada, which means “the long handed one” or “the 
  long arm.” While he is sometimes called Macnia (which 
  means “youthful hero”) or Lonnbéimnech (which means 
  “fierce striker”), he most famously known as Lugh Ildánach, 
  which translates to “skilled in many things;” this directly 
  references his role as an outsider who joined the Tuatha Dé 
  Danann to help fight the Fomorians. 
  Lugh is unique to the tribe in many ways, although most 
  notable among these is the sole fact that as a young man 
  he traveled to Tara and petitioned King Nuada to join the 
  Tuatha Dé Danann’s fight against the Fomorians (who at 
  the time oppressed them). Although every skill he offered 
  was mastered by one of the other gods, he was welcomed 
  into their fold after he proved his mastery on several fronts, 
  challenging and beating many of them, and thus winning 
  the title Chief Ollam of Ireland – making him nearly as 
  prestigious as the king himself.
  Customs, Shrines, Objects, and Holy Texts – Lugh 
  is often venerated by bards and is considered one of their 
  unofficial patrons throughout Érie. He is revered at many 
  of the bardic colleges throughout Ireland, 
  many of who keep shrines to him. Beyond 
  these colleges, shrines to Lugh are found 
  throughout Ireland, Wales, and beyond, 
  maintained by both traveling bards and local druids. These 
  shrines are frequently elaborate in populated areas, but 
  much less so in rural areas. In either case, almost of them 
  bear a golden or yellow harp – a sign of their respect for the 
  Master of Many Arts.
  Mystery Cults – Among the many cults that venerate 
  Lugh, none enjoy more renown that the Sons of Lugh, a 
  band of warriors who have sworn themselves to destroy the 
  Sons of Tuireann, the descendants of those who slew Lugh’s 
  father. 
  Natural Manifestation – Like many of the tribe, Lugh 
  might take any number of forms, including a wide array 
  of magical animals. He is fond of appearing as a skald in 
  colorful clothes, with hair the color of wheat. When he 
  manifests in this form, he does so with a glowing spear that 
  floats gently at his side. 
  Omens – When Lugh manifests his will in the natural 
  world, he causes plants to spring to life and grow green. 
  This is always accompanied by the sound of a harp playing 
  faintly on the horizon, or just beyond the next hill. He 
  uses these two elements to form a path, leading those who 
  witness these miracles to the object or location of his desire.
  Obedience – You must seek out a farmer’s field and 
  quietly meditate – without any distractions – at its center 
  while the sun rises. You must maintain this meditation until 
  the sun is in full view, at which point you must immediately 
  break your fast with a horn of mead, honey, and some 
  bread. To complete your obedience, you should play a 
  harp (or another musical instrument) for fifteen minutes. 
  Once complete, you gain a +1 morale bonus to a single 
  Charisma-based skill of your choice for the next 
  24 hours.
  The Priest’s Role – Priests who serve Lugh 
  directly are often druids or bards, serving in 
  
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  religious roles and dedicated to the perfection of three or more disciplines; these disciplines generally include multiple 
  musical instruments, an understanding of local history and myths, an intimate understanding of the Tuatha Dé Danann, 
  druidic knowledge, and the basics of swordplay and warfare. 
  Holidays and Festivals Lugh is celebrated throughout the year, but is honored almost exclusively at Lughnasadh, the 
  beginning of the harvest season. On this day (generally August 1st), the very first crops are cut and portions of them are 
  often burned in his honor, with the faithful honoring him among the fires late into the evening with drink and song. 
  Divine Realm – Lugh’s sidh is a domain of cultivated, natural gardens, each with a yew tree at their center. In between 
  the gardens are small groves, surrounded by acoustically friendly terrain. Lugh commonly invites those who master his arts 
  to visit these groves, offering them places to master celestial music, knowledge, and wisdom. 
  Planar Allies and Religious Heroes – Lugh has many celestial and terrestrial servants, though Failinis (Lugh’s 
  magical hound) remains his favorite to send into battle against his enemies. Standing nearly seven feet at the shoulder, this 
  mythical wolfhound is immune to mortal weapons, can track through any terrain, and can step over into Lugh’s sidh at 
  will - often with enemies in its jaws. Lugh can also call on the immortal Cú Chulainn (CN human male aristocrat 5/fighter 
  12/marshal 7) to do his will. Seen as the semi-mortal embodiment of Lugh, Cú Chulainn is his official champion. This 
  sometimes brings Lugh into conflict with Morrígan, although this is rare.
  SLING-STAFF
  Price 5 gp
  Type Martial
  Designed to replicate the mythical sling-staff Cloich Tabaill 
  (which is sometimes referred to as Tathlum), the sling-staff is a unique, 
  ethnic weapon that is designed to fire bullets (or stones, in a pinch) at 
  enemies. To those not trained in its use, the sling-staff functions like a 
  normal quarterstaff (a simple weapon), except that it includes a small, 
  removable sling at one end.
  Whenever you use the sling-staff, you add your Strength modifier 
  to damage rolls, just like when you apply it to other thrown weapons. 
  Like all missile weapons, you apply your Dexterity modifier to attack 
  rolls. Loading and firing a sling-staff requires two hands, and loading 
  the weapon is a move action that provokes an attack of opportunity. 
  Otherwise, the sling-staff may be wielded with a single hand (like a 
  quarterstaff).
  Name
  Cost
  Dmg (S)
  Dmg (M)
  Critical
  Range
  Weight
  Type
  Special
  Sling-staff
   5 gp
   1d4
   1d6
   x3
   100 ft.
   5 lbs.
   B/P
   —
  
  THE CELESTIAL HOST: VOLUME ONE
  82
  MACHA
  The Ancient Queen of Ireland, The High Queen
  Alignment Chaotic Neutral
  Domains Air, Destruction, Madness, Nobility, War
  Favored Weapons Spear
  Centers of Worship Throughout Ireland, but especially in Northern Ireland. Macha has ties 
  to the sites Armagh and Eamhain Mhacha, both of which derive their names from her.
  Macha is complex goddess whose titles fill a variety 
  of roles within the Tuatha Dé Danann. As a war goddess, 
  she operates as part of the triple goddess along with 
  Morrígan and Babd. In some stories, she manifests as 
  part of a quintuplet of furies, making war alongside Fea 
  (the Hateful), Nemon (the Venomous), Babd (the Fury), 
  and Morrígu (the Great Queen). Like Morrígan, Macha 
  sometimes manifests as the “Washer at the Ford,” where 
  she washes the armor of those about to die. As such, 
  Macha shares many of the qualities of her sisters, operating 
  as a force of vengeance, even among those who honor 
  her. While she isn’t the full embodiment of chaos that is 
  often attributed to her sisters, she is no less treacherous 
  or unrestrained, especially when she has set her eye on a 
  particular prize. 
  Like many of the goddesses of the tribe, she is 
  promiscuous when it suits her, taking lovers like any queen 
  would, without a care as to who it might harm provided 
  she is sated. In this form, she is the quintessential Queen of 
  Ireland, the driving feminine force of nature unrestrained, 
  her will manifesting regardless of those who might defy her 
  – be they kith or kin. 
  Depending on the myth, Macha is the wife of Nemand 
  or Nuada, operating as one of the primeval queens of 
  Ireland. As the wife of Nemand, Macha is the daughter of 
  Emmas, settling and naming Éiru alongside the Tuatha Dé 
  Danann. In this aspect, she is one of Ireland’s first settlers, 
  but also represents many of the primal forces, representing 
  destruction, war, and violent death. As the wife of Nuada, 
  Macha is the sacred High Queen of Ireland, symbolic of the 
  sacred marriages (which often took place at Tara) between 
  each High King of Ireland and her, the sacred goddess. 
  In this aspect, she represents the royal force of the moon, 
  femininity, and the power of the noble woman.
  Customs, Shrines, Objects, and Holy Texts – Shrines 
  to Macha dot all of Ireland, especially in the north. Many of 
  her followers make pilgrimages to Navan Fort, an ancient 
  ceremonial fort near Armagh. Like Morrígan and Babd, 
  Macha is often worshipped out in the open, often before 
  and after the bloody battles she is said to preside over. It is 
  common for her followers to perform human sacrifices to 
  her, especially after bloody battles, beheading their enemies 
  and placing them on her shrines.
   
  Macha, like many of Danu’s children, has no official 
  religious texts. Instead, her followers study The Great Book 
  of Lecan, which details some of Macha’s stories, as well the 
  myths and legends of the Great Queen of Ireland.
  Mystery Cults – Macha’s worshippers commonly form 
  cults dedicated to her, either as a singular goddess or as part 
  of the tripartite sister-goddesses (although which sisters 
  these cults include changes depending on the region or their 
  individual focus). Some focus on her sisters Morrígan and 
  Babd, while others focus on her as part of the Morrígu. 
  Her most dedicated cult, the Deae Matronae, venerate and 
  worship her as the divine mother aside Mebd and Modron.
  Natural Manifestation – Much like Morrígan, Macha 
  often manifests as a divine animal, frequently taking on the 
  form of a raven, crow, or grey mare with a red mane. She 
  also manifests as a beautiful woman with noble features, 
  dressed in seductive clothing. When she manifests, she often 
  radiates a glowing crimson aura. 
  Omens – Macha often employs birds as omens, 
  especially when a battle is about to happen. She also 
  frequently manifests as a heavy mist or fog, accompanied by 
  weird cries echoing from its unseen depths. When 
  delivering dire news, she sometimes appears as 
  three crow-like hags. 
  
  THE CELESTIAL HOST: VOLUME ONE
  83
  Obedience – Wander through a battlefield, carving 
  Macha’s sign into the foreheads of your enemies. If you 
  delivered the killing blow to one of these enemies, you 
  should behead one of them and offer their head as a 
  sacrifice to the ancient queen, praying to her as you do so. 
  You gain a +1 sacred bonus to hit and damage with spears 
  for marking your enemies, or a +2 sacred bonus to hit and 
  damage if you behead one of your enemies instead. This 
  lasts 24 hours.
  The Priest’s Role – Priestesses of Macha serve their 
  communities as leaders, warriors, wise women, and when 
  need demands, as sorceresses. While these women are often 
  slow to anger, when they do, their violence – be it physical 
  or magical – is nothing short of brutal. Those priestesses 
  who worship Macha as part of the tripartite sister-goddesses 
  Morrígna often serve as warriors, beheading their enemies 
  and enforcing their will through sacred violence.
  Holidays and Festivals – Macha is worshipped at 
  Lughnasadh, as well as the fifteen days preceding and 
  following the Harvest festival. During this time, Macha’s 
  followers race one another, the bravest among them racing 
  horse-drawn chariots. Many believe that both Lugh and 
  Macha blesses children born on Lughnasadh, and those 
  who follow both sometimes plan their romantic encounters 
  so that these births are more frequent.
  Divine Realm – Those who dare enter Macha’s sidh 
  discover a mist-filled realm that resembles an endless plain 
  with gentle, rolling hills on the horizon, peppered with 
  groves of yew and oak trees. Wild horses roam her realm, 
  grazing peacefully. These wild horses often trample those 
  who anger the goddess, only to have their bones picked 
  clean by her ravens. 
  Planar Allies and Religious Heroes – Liatha Macha, 
  the “Grey of Macha,” and Dub Sainglend, “The Black 
  of Saingliu,” are Macha’s beloved divine horses (mythic 
  advanced heavy warhorse ). Both faithfully serve the 
  goddess, driving her chariot both on Earth and in Tir na 
  Nog. 
  When Macha requires an immortal 
  champion, she sometimes calls on the hero 
  Cú Chulainn (CN human male aristocrat 5/
  fighter 12/marshal 7 ) to serve her, although 
  she does so rarely, preferring instead to 
  empower her own champions – notably her 
  beloved priestesses.
  
  THE CELESTIAL HOST: VOLUME ONE
  84
  MANANNÁN MAC LIR
  The God of the Sea, The God of the Headlands
  Alignment Chaotic Neutral
  Domains Air, Chaos, Magic, Travel, Water
  Favored Weapons Trident 
  Centers of Worship Manannán Mac Lir is worshipped throughout Ireland, but legends refer 
  to his original home as the Isle of Man. He keeps a secret palace called Emhain of the Apple 
  Trees on the Isle of Arran. This palace is hidden, and some say guarded by a celestial 
  awakened crane.
  The son of Lir (the ocean), Manannán Mac Lir is one 
  of the more prominent members of the Tuatha Dé Danann. 
  While some of the other gods waned in popularity, he 
  remained a popular deity all the way until the tribe departed 
  Érie for their individual sídhs, which legend says Manannán 
  cloaked in magic to hide them from the eyes of mankind. 
  Indeed, the legends are filled with Manannán’s travels, both 
  to the Otherworld, and to lands well beyond Ireland.
  Manannán Mac Lir is commonly known as the God of 
  the Sea, and is the patron of both sailors and merchants. He 
  is also referred to as the God of the Headlands, referring to 
  that visible portion of the land that projected out into the 
  sea.  As the God of the Sea, Manannán rides the waves on a 
  chariot called Wave Sweeper, which is sometimes pulled by 
  his divine horse, Enbarr of the Splendid Mane; he could as 
  easily travel over the waves with this chariot as he could the 
  land, and in many cases, he ferried the other members of the 
  tribe in and around the Ireland, sometimes even taking them 
  beneath the waves or to the Otherworld.
  A great warrior, Manannán is bedecked in magical 
  armor, which includes a powerful breastplate that legend 
  says will turn aside any blow it’s dealt. He also wears 
  a helm that bears two gems, each one shining like the 
  sun, which Manannán can use to illuminate the dark fog-
  covered coasts of his beloved homeland. He carries several 
  powerful weapons, including his favorite sword Fragarach, 
  sometimes called The Retaliator or The Answerer, which 
  slays men with a single touch. Additionally, he carries two 
  magic spears, one called Gáe Dearg (or The Red Spear) 
  and one called Gáe Buide (or The Yellow Spear), both of 
  which always find their mark. Finally, Manannán wears a 
  multicolored, magical cloak called Féth Fíad, which he can 
  use to twist the destinies of men or to render allies invisible.
  Much like Dagda, Manannán Mac Lir is 
  popular with the druids, who he reportedly 
  taught to weave spells; he also taught them the secret letters 
  and numbers of magic (a role he shares with Ogma), which 
  he kept in a magic bag made from the skin of celestial 
  cranes.
  Customs, Shrines, Objects, and Holy Texts – 
  Manannán Mac Lir is worshipped openly under the stormy 
  skies and along the coast, with his followers chanting 
  eastward, calling out to him on the Isle of Arran. Many of 
  his followers honor him by building him small waterside 
  shrines, both in and outside of port cities. Additionally, 
  many sailors seeking his favor on their journeys will 
  establish very small shrines on their ships.
  Priests of Manannán keep simple tomes filled with their 
  prayers, songs, and rituals. These are sometimes associated 
  with specific ship captains, but are far more commonly 
  associated with specific seagoing vessels instead.
  Mystery Cults – Manannán Mac Lir is popular with 
  the coastal druids of Ireland, who regularly worship him 
  in their groves, as well as in hidden coves along the sea. 
  Additionally, a group calling itself The Brothers of Bran pay 
  homage to the God of the Sea, who they claim still rides the 
  waves, guarding Ireland from its enemies. 
  Natural Manifestation – Manannán Mac Lir usually 
  manifests as a strong chested man with a flowing red beard, 
  wearing a bright helm and polished metal armor, dyed the 
  color of the sea. He sometimes manifests as a crane, a horse, 
  a pig, a salmon, or as any of the countless creatures of the 
  sea. The crack of thunder and the crash of distant waves, 
  along with the smell of the ocean, often precede these 
  manifestations.
  Omens – Manannán Mac Lir often delivers 
  his omen is the mist, forcing an area to become 
  heavily shrouded, which suddenly clears to reveal 
  
  THE CELESTIAL HOST: VOLUME ONE
  85
  an important object, item, or clue.
  Obedience – Seek out a natural body of water (such as a 
  pond, river, or the sea) and bathe in its waters, washing and 
  saying prayers to the God of the Sea. While bathing, watch 
  the sky for cranes or other sea birds. If they are present, dry 
  yourself and cast the Ogham, watching for them to cry out 
  when one of the sacred runes hits the earth. Once you have 
  cast all the sacred runes, gather them up again. You gain a 
  +3 sacred bonus to both Profession (sailor) and Profession 
  (merchant) skill checks for the next 24 hours. 
  The Priest’s Role – Manannán’s priesthoods operate 
  in a variety of roles, but these priests spend most of their 
  time blessing voyages and seagoing vessels, as well as 
  ministering to sailors and merchants. They also serve as 
  guardians for caravans and vessels carrying the dead, 
  especially when danger might threaten the journey.
  Holidays and Festivals – Followers of Manannán 
  Mac Lir hold all the Tuatha Dé Danann’s days sacred, but 
  frequently worship the God of the Sea on the Summer 
  Solstice, when he weds Áine (the Lady of the Long 
  Summer). This wedding often involves a coupling between 
  the respective clergies as well.
  Divine Realm – Manannán’s terrestrial residence is on 
  the Isle of Man, although his sidh is a domain nestled under 
  the waves in the seas to the West. Manannán Mac Lir is 
  sometimes said to rule Mag Mell, the mystical island to the 
  west of Érie. His domain is said to mirror a beautiful forest, 
  save all of it is completely upside down.
  Planar Allies and Religious Heroes – When Manannán 
  wants to directly act in human affairs he sometimes sends 
  one of the Sisters of Sinann (CG female sidh-touched 
  nereid sorcerer 5) to exercise his will. These beautiful 
  and exotic fey always appear as women with bright red 
  hair, ringed with a crown of deep purple seaweed. When 
  Manannán wants to handle things with more delicacy, he 
  sends his son Mongán Mac Fiachna (NG human male 
  aristocrat 6/fighter 9/guardian 4) to act as his immortal 
  champion.
  STORY SEED:
  WATERCOLOR DREAMS
   
  Kelven, a local fisherman, has disappeared. 
  Since his disappearance, the people of Bray have, 
  one person per night, dreamed of him. In every single one 
  of these dreams Kelven appears on his boat, napping in 
  the summer sun while fish jump into his boat. With each 
  passing dream, Kelven’s boat fills while he naps. Now, 
  nearly a year later, the dreams continue, and Kelven’s 
  dreamboat is dangerously close to capsizing. Frantic with 
  fear and loss, Kelven’s wife Maureen seeks out a magician 
  among the PCs, hoping to get her beloved husband back… 
  before he’s lost for good.
  THE SISTERS OF SINANN
  A circle of seven divine servants, these sidh-touched 
  serve Manannán Mac Lir, both on his island kingdom 
  and beyond. Imbued with a bit of his sacred mantle, these 
  Nereid work on all fronts, attending to his will and aiding 
  his faithful. Although they are loathe to fight others’ battles 
  for them, they will aid sailors and merchants against savage 
  sea beasts, as well as innocent worshippers who are under 
  assault. In most cases, however (and this is especially true 
  when warring forces are equally matched), these beings will 
  not step in.
  A stunningly beautiful young woman who appears to be 
  part human, part elven stands before you, her form wrapped 
  in only a faint multihued shimmering mantle. Long, dark 
  red hair hides a good deal of her torso. Of what little you 
  can see, her pale form glows slightly. Imbued with divine 
  mirth of the Thuatha Dé Danann, these fey carry the will of 
  a god with them.
  
  THE CELESTIAL HOST: VOLUME ONE
  86
  SISTER OF SINANN 
   
   
     CR 14
  Sidh-touched Nereid  sorcerer 5
  CN Medium fey (water) outsider (native)
  Init +10; Senses low-light vision; Perception +21
  Aura beguiling aura (DC 24)
  DEFENSE
  Armor Class 28, touch 27, flat-footed 17 
  (+6 deflection, +10 Dex, +1 dodge, +1 natural)
  Hit Points 205 (17d6+141)
  Fort +13, Ref +20, Will +18
  Defensive Abilities transparency; DR 10/cold iron; 
  Immune cold, poison; SR 21
  Weaknesses shawl
  OFFENSE
  Speed 30 ft., swim 60 ft.
  Melee +1 spear +12/+7 (1d8+5/×3)
  Special Attacks dehydrating touch, drowning kiss, 
  poison
  Spell-Like Abilities (CL 12th; concentration +18)
  At-will — control water, suggestion 
  (vs those under beguiling aura) (DC 19)
  1/day — summon monster VI (water elementals only)
  Sorcerer Spells Known (CL 5th; concentration +11)
  2nd (6/day) — invisibility, scare (DC 18), slipstreamAPG 
  (DC 18)
  1st (8/day) — forced quietUM (DC 17), full lungDM, 
  hydraulic pushAPG, magic missile, shield
  0 (at will) — blood tideDM (DC 16), breezeUM, dancing 
  lights, detect magic, disrupt undead, glorious musicDM 
  (DC 16)
  Bloodline Aquatic
  STATISTICS
  STR 17, DEX 30, Con 26, Int 18, Wis 23, Cha 23
  Base Atk +8; CMB +18; CMD 47
  Feats Ability Focus (beguiling aura), Agile Maneuvers, 
  Aquatic Spell, Combat Casting, Combat Reflexes, 
  Defensive Combat Training, Dodge, Eschew Materials, 
  Mobility, Weapon Finesse
  Traits deft dodger, water-touched
  Skills Acrobatics +17, Appraise +11, Bluff +22, 
  Climb +10, Craft (bonework) +12, Craft (mapmaking) 
  +12, Diplomacy +10, Disguise +10, Escape Artist +25, 
  Fly +14, Heal +7, Intimidate +10, Knowledge (arcana) 
  +9, Knowledge (geography) +11, Knowledge (local) 
  +11, Knowledge (nature) +19, Perception +21, Perform 
  (sing) +21, Profession (sailor) +12, Sense Motive +21, 
  Sleight of Hand +17, Spellcraft +11, Stealth +25, Swim 
  +30, Use Magic Device +14
  Languages Aquan, Common, Elven, Gælic, Sylvan
  SQ change shape (medium water elemental; elemental 
  body II), unearthly grace
  Combat Gear potion of blur, potion of bull’s strength;
  Other Gear +1 spear, ring of protection +3, 
  masterwork tool, masterwork tool, 48 gp
  SPECIAL ABILITIES
  Beguiling Aura (Su) – Any creature sexually attracted 
  to women runs the risk of being beguiled by a nereid if it 
  looks upon her beauty from a distance of 30 feet or less. 
  If the creature fails a DC 19 Will save, it is immediately 
  fascinated. A nereid may use her suggestion spell-like 
  ability at will against creatures that are fascinated by her 
  beguiling aura. This is a mind-affecting compulsion effect. 
  The save DC is Charisma-based.
  Circle of Nature’s Grave (Su) – Once per day, as a 
  swift action, a sidh-touched nereid can unleash a 30 ft. 
  circle (centered on the individual sister) of powerful nature 
  magic which directly destroys corporeal undead, dealing 
  1d6 points of bludgeoning damage plus an additional 1d6 
  points of damage every other level (so 2d6 at 3rd level, 3d6 
  at 5th, and so on) to all undead in the area. Living creatures 
  caught in this area are affected as if the spell entanglement 
  had been cast (CL equal to the creature’s Hit Dice) instead. 
  Drowning Kiss (Su) – A nereid can flood the lungs 
  of a willing, helpless, or fascinated creature by touching 
  it (traditionally by kissing the creature on the lips). If the 
  target cannot breathe water, it cannot hold its breath and 
  immediately begins to drown. On its turn, the target can 
  attempt a DC 24 Fortitude save to cough up this water; 
  otherwise it falls unconscious at 0 hp. On the next round, 
  the target must save again or drop to –1 hit points and be 
  dying; on the third round it must save again or die (see 
  Drowning). The save DC is Constitution-based.
  Feast of the Sun (Ex) – Three times per day, as a full 
  round action, the Sister of Sinann can soak in 
  the sun’s rays, healing herself as if she had cast 
  mythic cure critical wounds . In order to do this, 
  the Sister of Sinann must be able to see the sun.
   
  
  THE CELESTIAL HOST: VOLUME ONE
  87
  Manannán’s Rainbow Shawl (Ex) – Manannán’s 
  Rainbow Shawl (hardness 5, hp 12) is a mantle of divine 
  essence, weaving the Sister of Sinann’s lifeforce with that 
  of Manannán, all of it manifesting as a thin, scintillating 
  magical shawl. If the shawl is ever destroyed, the Sister of 
  Sinann takes 1d6 points of Constitution drain per hour until 
  she dies. She can craft a new shawl from water by making a 
  DC 25 Will save.
  Poison (Ex) – Touch or spray (30 ft, DC 24)
  contact - injury; save Fort DC 24; freq 1/rd for 6 rds;
  effect 1d2 Con (plus blindness); cure 2 Fort saves.
  Transparency (Su) – When underwater, a nereid’s body 
  becomes transparent, effectively rendering her invisible. She 
  can become visible or transparent at will as a free action.
  Unearthly Grace (Su) – A nereid adds her Charisma 
  bonus as a deflection bonus to her Armor Class and CMD if 
  she wears no armor.
  SIDH-TOUCHED TEMPLATE
  The sidh–touched are a rare group of fey servants 
  who have woven a piece of their souls into the greater 
  weave of fate, becoming tethered to one of the individual 
  members of the Tuatha Dé Danann. These individuals are 
  bestowed with certain celestial rights, allowing them to act 
  as representatives of a particular deity. Oftentimes, these 
  individuals act solely as messengers, although on occasion 
  they are called to perform more physical tasks, either as 
  servants or as soldiers.
  Creating a Sidh-touched Creature – “Sidh-touched” 
  is an inherited or acquired template that can be added to any 
  living, corporeal creature with an Intelligence score of 17 
  or more. A sidh-touched creature retains the base creature’s 
  statistics and special abilities except as noted here.
  CR – Adjust the creature’s current CR based on its 
  Hit Dice:
  HD 5 or less – Same as base creature + 0
  HD 6–10 – Same as base creature + 1
  HD 11 or more – Same as base creature + 2.
  Alignment Any non-evil.
  Type – The creature’s type changes to outsider (native). 
  Do not recalculate HD, BAB, or saves.
  Armor Class – Natural armor improves by +1.
  Special Abilities – A Sidh-touched gains the following 
  special abilities:
  Circle of Nature’s Grave (Su) – Once per day, as 
  a swift action, sidh-touched can unleash a 30 ft. circle 
  (centered on the individual) of powerful nature magic, 
  which directly destroys corporeal undead, dealing 1d6 
  points of bludgeoning damage plus an additional 1d6 points 
  of damage every other level (so, 2d6 at 3rd level, 3d6 at 
  5th level, and so on) to all the undead in the area. Living 
  creatures caught in this area are affected as if the spell 
  entanglement had been cast (CL equal to the creature’s Hit 
  Dice) instead. 
  Feast of the Sun (Ex) – Three times per day, as a full 
  round action, the sidh-touched creature can soak in the 
  sun’s rays, healing itself as if it had cast mythic cure critical 
  wounds. In order to do this, the creature must be able to 
  see the sun. Its caster level for this ability is equal to the 
  creature’s total Hit Dice.
  STORY SEED:
  AS THE CROW FLIES
  Born slight of stature and pale of skin, 
  Morgandy has long been the smallest of her 
  large family. A lover of birds (especially crows), 
  the young girl has recently taken to extended trips into 
  the woods to follow her favorite crows, collecting their 
  feathers and small shiny objects for her “nest.” Three 
  days ago, Morgandy wandered into the woods and 
  didn’t return. When her family searched her “nest,” they 
  discovered dozens of black, human-sized feathers, none 
  of which match the local avians. Can the PCs locate 
  Morgandy? Or has she finally joined her beloved crows 
  for once and all?
  
  THE CELESTIAL HOST: VOLUME ONE
  88
  MORRIGAN
  The Battle Crow, The Phantom Queen, Washer at the Ford
  Alignment Chaotic Evil
  Domains Air, Chaos, Death, Strength, War
  Favored Weapons Spear
  Centers of Worship Ireland, but especially in and around Glendalough.
  Morrígan, alongside Babd, Nemain, and Macha, is one 
  of the Tuatha Dé Danann’s many goddesses of war. While 
  each of them is terrible in their own way, Morrígan stands 
  out, earning such titles as “Phantom Queen,” “Washer at 
  the Ford,” and “Battle Crow.” She is sometimes worshipped 
  as part of the tripartite sister-goddesses Morrígna, which 
  includes both Babd and Macha (although sometimes Anand 
  or Nemain, as well). 
   
  Even among those who revere her, Morrígan is a 
  dire, violent goddess who is as much a bane as she is 
  the occasional blessing. Capricious, treacherous, and 
  promiscuous to a fault, Morrígan sates her desires before 
  all else, seeking out heroes to enjoy, both in her bed as 
  well as on the field of battle. When she answers the call to 
  battle, she does so in one of her many special forms, which 
  often includes that of a terrible dire wolf, driving herds of 
  maddened cattle into the ranks of the enemy. Other times, 
  she appears as a wicked eel or a flock of terrible black birds. 
  On those rare occurrences when she appears in her human 
  guise, she is cloaked in crimson, riding in a great chariot 
  pulled by a bloodstained nightmare that leaps upon a single 
  leg, which is harnessed to her chariot with a chariot pole 
  driven through its body. 
  Like many of her sisters in the Tuatha Dé Danann, she 
  was seen as a force of nature; she was a furious, storm-like 
  queen who shrieked her way through battlefields, spreading 
  terror and fear among all. In most of her aspects, Morrígan 
  was the embodiment of violent force, and that fact was 
  crystalized in her use of the spear, which represented not 
  only the sovereign power of the kings who secretly honored 
  her, but of her own violent, direct opposition to any who 
  dared tempt death – a reminder that she was always nearby, 
  always waiting. 
  Revered (as well as feared) throughout most of the 
  ancient Celtic lands, her notoriety is geographically linked 
  to Northern Ireland - especially in and around Glendalough, 
  where some scholars claim she resided (although she, like 
  the rest of the tribe, originated from the West).
  Customs, Shrines, Objects, and Holy Texts – 
  Morrígan has no particular holy texts, but many who 
  worship her study the Táin Bo Cuailnge, the story of the 
  hero Cú Chulainn, who Morrígan challenges throughout. 
  Many of her clergy also keep books of kennings and 
  collected wisdom, which they dye crimson and decorate 
  with grimacing images of the Phantom Queen. 
  Those who worship Morrígan do so outside, often on the 
  tops of hills and at the sites of historic battles. Individuals 
  seeking to establish a particular shrine to Morrígan often 
  carve her image into a stone, placing it near the site of a 
  battle. Shrines are also sometimes established atop hills 
  where ravens nest. These shrines are often sanctified 
  through brutal acts of violence, doused in the blood of the 
  fallen.
  Mystery Cults – She is frequently associated with hags 
  and witches, and many covens venerate her as a result. 
  Several war cults are also dedicated to Morrígan, though 
  she keeps no formal church. Like many of who worshipped 
  the Tuatha Dé Danann, those who followed Morrígan did 
  so in private, revering her in dark, hidden places or on the 
  field of battle, shrieking out battle prayers with each thrust 
  of a spear. In more civilized areas, where her cults flourish 
  in secret, she is worshipped as part of the tripartite sister-
  goddesses Morrígna, which includes both Babd and Macha 
  (although sometimes Anand or Nemain appear as well). In 
  most of these instances, she is worshipped as the Terrible 
  Mother, a crone figure who teaches hags, witches, and wild 
  women dark sorceries and war magic.
  
  THE CELESTIAL HOST: VOLUME ONE
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  Natural Manifestation – Morrígan often appears as 
  a snow-white auroch with crimson-tipped ears, a crow, or 
  a raven. She has also appeared as a terrible hag, an eel, a 
  gray-red wolf, and a banshee. Morrígan also takes the form 
  of a hag washing bloody clothing in a stream.
  Omens – Ravens, crows, and black birds of all kinds 
  – especially those appearing on the field of battle – are 
  considered to be her omens. Morrígan is also known to 
  encourage visions on the battlefield, and her followers 
  report learning her mysteries in the heat of battle. Her 
  clerics sometimes engage in hematomancy as well.
  Obedience – Wash the clothes of your slain enemies in 
  a flowing river, shrieking out war cries to Morrígan until 
  they are clean. Once these clothes are clean, dry them and 
  tear them into small pieces so that nearby birds can use 
  them for their nests. Alternately, you may place these torn 
  pieces at the base of a tree that a raven or crow nests in 
  as an offering to the goddess. Gain a +4 sacred bonus to 
  confirm critical hits with spears. This bonus lasts for 24 
  hours.
  The Priest’s Role – Morrígan’s priesthood serve in a 
  wide array of roles, many of which compliment her sacred 
  interests. As a result, many work in areas associated with 
  war - especially those seeking positions as elite soldiers or 
  mercenaries where ruthless, bloody violence outmaneuvers 
  planned tactics. Many also serve auxiliary roles as well. 
  This is especially true of Morrígan’s priestesses, who often 
  work as wise women, diviners, and wet nurses. 
  Holidays and Festivals – Morrígan is openly 
  worshipped on Samhain, when fires are lit throughout the 
  lands to renew Celtic vigor and strength. On this sacred 
  night, the goddess joins Dadga in a holy act of intercourse, 
  their union renewing all of those who honor the Children of 
  Danu. This act is sometimes mirrored by local sovereigns, 
  who take a “Crimson Bride” (often an unmarried but battle-
  tested woman) from among their tribe to act as Morrígan. 
  In tribes with a strong matriarchal leader, these roles are 
  reversed, with male warriors adopting the role of the hero 
  Cú Chulainn. Morrígan also accepts the sacrifice of defeated 
  enemies and criminals to her on this night.
  Divine Realm – A native of Tir na Nog, 
  Morrígan’s sidh is anything but normal. A place 
  of battle and constant challenge, those who 
  cross into her domain rarely realize where they are until 
  they’ve gone deep into its dark heart. Her realm is marked 
  with subtle decay, much of which is shrouded in a heavy 
  mist. This thick mist marks the borders of her realm, as do 
  standing stones carved in her image. 
  Planar Allies and Religious Heroes – Morrígan has 
  many allies, both on Érie and in Tir na Nog. Many of 
  these allies are fairie folk, hailing from both the Seelie and 
  Unseelie Courts. When Morrígan wants to punish those who 
  soil her name or otherwise challenge her authority, she often 
  sends one of her handmaidens. Known as the Maidens 
  of Morrígan (see below), these fairies are the violent 
  embodiment of her will both on Érie and in the Otherworld. 
  When Morrígan wants to handle something with a little 
  more care, she sometimes calls on the immortal hero Cú 
  Chulainn (CN human male aristocrat 5/fighter 12/marshal 
  7), with whom she has a tempestuous history. Whether he 
  heeds her calls, however, is a different story entirely.
  The Maidens of Morrígan is a group of divinely touched 
  (mythic) leanan sidhe who serve Morrígan both on and off 
  the field of battle. As her official wardens, these fierce battle 
  maidens stand watch over Morrígan’s domain, acting as her 
  messengers and - when needed - her armored fist. Bedecked 
  in simple shirts of crimson-stained mail, many onlookers 
  confuse these hardened warriors with Valkyries – often on 
  account of their massive, crow black wings – although they 
  are nothing of the sort. Born from traditional leanan sidhe, 
  the Maidens of Morrígan care not for the traditional arts, 
  instead seeking out the art of battle, which they hold in the 
  highest regard.
  MAIDEN OF MORRÍGAN  
  CR 12/MR 3
  Leanan sidhe bloodrager  4 
  CN Medium fey (mythic)
  Init +12; Senses low-light vision; Perception +22
  DEFENSE
  Armor Class 35, touch 23, flat-footed 29 
  (+6 armor, +7 deflection, +5 Dex, +1 dodge, +6 natural)
  Hit Points 178 (15 HD; 11d6+4d10+112)
  Fort +19, Ref +20, Will +17; +2 bonus vs. spells cast 
  by self or an ally
  Defensive Abilities blood sanctuary, uncanny dodge; 
  THE MAIDENS OF MORRÍGAN
  DR 10/cold iron or mythic
  
  THE CELESTIAL HOST: VOLUME ONE
  90
  OFFENSE
  Speed 40 ft., fly 30 ft. (good)
  Melee +1 handaxe +13/+8 (1d6+4/×3) or 
  touch +7 (1d4 Cha damage)
  Special Attacks blood casting, bloodrage (15 rounds/
  day), confusing critical, leaping charger, life drain, 
  mythic power (3/day, surge +1d6)
  Spell-Like Abilities (CL 10th; concentration +17)
  Constant — tongues
  At-will — calm emotions (DC 20), crushing despair 
  (DC 22), dimension door (self plus 50 lbs. of objects 
  only)
  3/day — animal trance (DC 20), quickened charm 
  person (DC 19)
  Bloodrager Spells Known (CL 4th; concentration +11)
  1st (3/day) — blurred movementACG, true strike
  Bloodline Fey
  STATISTICS
  STR 16, DEX 20, CON 20, INT 14, WIS 14, CHA 24
  Base Atk +9; CMB +12; CMD 35
  Feats Alertness, Combat Casting, Dodge, Eschew 
  Materials, Improved InitiativeM, PersuasiveM, 
  Quicken Spell-Like Ability (charm person), Spell Focus 
  (enchantment), Toughness
  Traits armor expert, unnatural revenge
  Skills Acrobatics +11 (+15 to jump), Bluff +21, Climb 
  +9, Diplomacy +27, Disguise +11, Escape Artist +9, Fly 
  +13, Handle Animal +11, Intimidate +27 (+29 vs. 
  animal, fey, or plant type), Knowledge (arcana) 
  +18, Knowledge (geography) +7, Knowledge (local) 
  +8, Knowledge (nature) +8, Knowledge (nobility) +8, 
  Perception +22, Ride +9, Sense Motive +20, Sleight of 
  Hand +11, Spellcraft +13, Stealth +11, Survival +6, 
  Swim +7, Use Magic Device +11
  Languages Elven, Sylvan; tongues
  SQ change shape (any female humanoid), fast 
  movement, skill blessing, spell blessing, unearthly grace
  Other Gear +2 mithral chain shirt, +1 handaxe, 394 gp
  SPECIAL ABILITIES
  Bloodrage (Su) – (15 rounds/day) Like normal 
  bloodragers, when the Maiden of Morrígan enters a 
  bloodrage, she gains +4 Str, +4 Con, +2 to Will saves, as 
  well as incurs a -2 to AC penalty. While in the bloodrage, 
  she can cast spells as normal.
  that creature. The maiden then heals 5 hit points or gains 5 
  temporary hit points for 1 hour (up to a maximum number 
  of temporary hit points equal to her full normal hit points) 
  each time she uses this ability.
  Morrígan’s Wail (Su) – Once per day, as a full-round 
  action, a Maiden of Morrígan can unleash a wicked 
  wail, which lasts until the beginning of her next turn. All 
  creatures within 40 feet of the maiden when she begins her 
  wail, as well as all creatures that end their turn within that 
  radius, must make a DC 26 Fortitude save; this save is only 
  required once per wail. Creatures under the effects of a fear 
  effect take a –4 penalty on this save. Creatures that make 
  their save are sickened for 1d4 rounds. Those that fail take 
  150 points of damage (as if affected by a CL 15 wail of the 
  banshee). If the Maiden of Morrígan is damaged during her 
  wail, she must make a Will save (DC 15 + damage taken) to 
  maintain it; otherwise it ends. This is a sonic death effect. 
  Morrígan’s wail is supernaturally powerful, and penetrates 
  the effect of any spell of 3rd level or lower that creates 
  silence. The save DC is Charisma-based.
  Skill Blessing (Su) – As a standard action, a Maiden of 
  Morrígan can create a magical token that takes the form of 
  a masterwork artisan’s tool, which she then links to a single 
  Craft or Perform skill. The maiden then grants this to one of 
  Morrígan’s followers, who gains a +4 bonus on skill checks 
  made with the token for that skill. Because of its divine 
  nature, the recipient prefers to use the token, refuses to get 
  rid of it, and finds that it returns if stolen or discarded. The 
  Maiden of Morrígan can destroy the token as a standard 
  action at any range. She can have a number of tokens in 
  existence equal to her mythic rank.
  Spell Blessing (Su) – A Maiden of Morrígan may 
  enhance the magic of a willing humanoid spellcaster by 
  touching him for one full round. The blessing allows the 
  target to recall a number of spell levels each day equal to 
  twice the Maiden of Morrígan’s mythic rank. This recalling 
  works like a pearl of power, except it works for spellcasters 
  of any class (spontaneous casters recover spent spell slots). 
  The maiden can end this blessing as a standard action at any 
  range. The number of blessed creatures she can have at the 
  same time is equal to her mythic rank.
  Life Drain (Ex) – A Maiden of Morrígan 
  immediately knows if a creature uses her skill 
  blessing or spell blessing. As a standard action 
  at any range, she can expend one use of mythic 
  power to drain 1 point of Constitution from 
  Unearthly Grace (Su) – A Maiden of Morrígan 
  adds her Charisma modifier as a racial bonus on 
  all her saving throws and as a deflection bonus to 
  her Armor Class.
   
  
  THE CELESTIAL HOST: VOLUME ONE
  91
  NUADA
  The Silver Handed One, The First King of Ireland
  Alignment Chaotic Good
  Domains Glory, Good, Luck, Nobility, War
  Favored Weapons Greatsword
  Centers of Worship Nuada is worshipped throughout Ireland, but is especially honored in and 
  around Maynooth (in what is the present-day County Kildare). Nuada is also worshipped as 
  Nudd or Lludd Llaw Eraint in Wales, and as Nodens on the British Isles
  Nuada, the first King of Ireland, is one of the most 
  important members of the Tuatha Dé Danann, both as 
  their leader and as their champion in their war against the 
  Fir Bolg. Charged with taking Ireland from the Fir Bolg, 
  he chose diplomacy over war when they first arrived, 
  demanding half of the island from her native inhabitants. 
  When his offer was rebuked, he immediately prepared for 
  war, setting to oust the Fir Bolg from Éiru completely. 
  Although Nuada lost his arm to Sreng in this battle, his kin 
  eventually defeated the superior forces and pushed those 
  who still lived into central western Ireland (Connacht). 
  Lacking an arm, Nuada was replaced by Bres, the 
  half-Fomorian, as King of Ireland until his arm could be 
  replaced. With his silver arm in place (forged by Creidhne 
  and attached by Dian Cecht), Nuada adopted the name 
  Nuada Argetlám – the Silver Handed One. In this aspect, 
  Nuada worked with Lugh and the rest of his kin to establish 
  the tribe’s will throughout Ireland, until the repressive 
  actions of Bres finally forced them to turn against the 
  Fomorians and dethrone Bres. 
  Later, Nuada’s silver arm is removed and regenerated 
  by Miach (who was killed for his actions) and he ascended 
  once again to the throne, ruling the Tuatha Dé Danann as 
  the Twice-Ascended King. In this form, he kept Lugh as his 
  champion and Bres as his master of agriculture. After years 
  of conflict, Nuada eventually stepped down and made way 
  for Lugh to replace him as the High King of Ireland. 
  In many ways, Nuada shares the qualities of a primal 
  war god and as an All-Father figure, sharing qualities with 
  similar gods (like Jupiter or Odin). As one of the primary 
  descendants of Bilé and Dane, Nuada is the brother of both 
  Dadga and Dian Ceecht. He also fathered a number of 
  notable heroes with Macha (although this varies 
  according to which stories or myths one ascribes 
  to).
  Customs, Shrines, Objects, and Holy Texts – 
  Shrines to Nuada persist throughout Éiru, especially 
  in the north and along its eastern borders. While there 
  are no official temples dedicated to Nuada, many of his 
  followers make pilgrimages to Maigh Nuad – the Plane of 
  Nuada – to honor his sacrifice and wisdom. As is the norm 
  with the Celtic gods, Nuada has no official church on Éiru, 
  but is instead worshipped throughout the land as the Silver 
  Handed King as a divine example of how the sacred kings 
  of Ireland should 
  conduct themselves. 
  In this sense, he as 
  much the patron 
  of the Celtic 
  nobility as 
  is Áine or 
  Macha, 
  although 
  with a definitive 
  lean towards the 
  masculine aspects 
  of leadership.
  The Lebor 
  Gabála Érenn 
  (commonly known 
  as The Book of 
  Invasions) serves as 
  the primary source 
  of information 
  about Nuada, his 
  battles, and his 
  commands to 
  both the Tuatha 
  Dé Danann and 
  their followers. 
  
  THE CELESTIAL HOST: VOLUME ONE
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  Although it is not his official religious text (which is rare 
  among the ancient Celtic gods), it often serves that role. 
  Nuada’s priests are expected to keep their own journals and 
  prayer books as well.
  Mystery Cults – A strange cult with noble aspirations, 
  the Brothers of Argetlám honor Nuada as the Imperfect 
  King, citing his ascension to the throne after receiving his 
  silver hand as proof that no High King in Ireland need by 
  physically perfect.
  Natural Manifestation – Like many of his divine kin, 
  Nuada can manifest in a number of animal forms, and he 
  sometimes manifests as a dog. His chosen form, however, is 
  that of a towering warrior with a silver arm and carrying his 
  beloved Claíomh Solais. In this form, he manifests inside of 
  a halo of radiant, silver light that bathes everyone in its soft 
  glow (treat as the spell daylight, CL 45)
  Omens – Nuada often delivers his omens through 
  dreams and visions, many of which include themes of 
  war, success, and great sacrifice. Nuada sometimes causes 
  objects to shine on their own, radiating a silver light to mark 
  them as his portents. When angered, he bathes these same 
  objects in blood. 
  Obedience – Wash and dress yourself in noble 
  clothing, preparing yourself as royalty. When complete, 
  paint your dominant arm silver (this can be accomplished 
  using alchemical dyes or by using cantrips such as 
  prestidigitation), so that it appears to be metal. Ascend to 
  the highest hill in your area, with a greatsword in hand, and 
  pray to Nuada, requesting he bless your weapon and guide 
  you in life – be that in battle or as a leader. You gain a +1 
  sacred bonus to hit and damage rolls with your greatsword. 
  This bonus lasts for 24 hours.
  The Priest’s Role – Nuada’s clergy serve in a number of 
  mundane roles, officiating weddings and funerals, offering 
  advice to local rulers, and planning raids or larger conflicts. 
  As official heralds of the First King of Ireland, many of 
  these priests work towards the domination of Éiru on behalf 
  of the Tuatha Dé Danann, seeking ways to subjugate both 
  the Fomorians and Fir Bolg, their ancient enemies.
  Holidays and Festivals – Nuada is 
  celebrated throughout the year, but enjoys a 
  special place of reverence during Samhain, 
  where his clergy often perform sacrifices (including 
  human sacrifices) in his honor. Although these sacrifices 
  are frequently bloody affairs, they are generally rare and 
  restricted to criminals or conquered enemies.
  Divine Realm – Nuada’s sidh is a vivid realm field 
  filled with groves of silver-hued birch trees, wild hounds, 
  wild horses, flocks of ravens, and roaming aurochs. Nuada 
  dwells inside a great earthen ring fort at the center of this 
  realm, although only those who bear his invitations are able 
  to find its true entrance - its many doors lead into smaller 
  realms populated with Unseelie fey, which exist solely to 
  torment trespassers.
  Planar Allies and Religious Heroes – Nuada enjoys 
  the support of all of Danu’s tribe, including the fey of the 
  Seelie Court, who often honor him as their prince or king 
  (especially on Midsummer, when he might serve as Áine’s 
  consort). A powerful glaistig  named Boann serves as 
  Nuada’s planar servant and lover. When Nuada needs an 
  immortal champion, he often dispatches Nuada “the pure” 
  Necht (LG male human aristocrat 7/fighter 5/marshal 5) to 
  act in his stead. As one of the immortal kings, he can step 
  between Tir na Nog and Érie at will, allowing him to serve 
  the tribe in times and places few would expect.
  Story Seed:
  The Firbolg’s Find
  While in the hills of ancient Érie, the PCs 
  encounter a wounded firbolg (-2 hit points and 
  disabled, but conscious) named Dearg who claims 
  bandits ambushed him, robbed him of an enchanted 
  spear he was bringing to his brother Cuinn, and left 
  him for dead. If questioned, Dearg claims the spear 
  is an ancestral weapon that was taken from his 
  clan by humans long ago, which he’s only just now 
  recovered. If the PCs search the immediate area, 
  they easily find tracks (human and horse) leading 
  north. While Dearg is telling the truth, the group 
  who sprung their attack on him does not consist of 
  bandits, but is instead a group of warriors working 
  for The Brothers in White.
  
  THE CELESTIAL HOST: VOLUME ONE
  93
  OGMA
  The Lord of Eloquence and Literature , Ogma Sun Face
  Alignment Lawful Neutral
  Domains Charm, Knowledge, Law, Magic, Rune 
  Favored Weapons Club
  Centers of Worship Ogma is worshipped throughout Ireland.
  Ogma, who is also known as Cermait, Oghma, or Ogma 
  Sun Face, is the Lord of Eloquence and Literature, as 
  well as the father of the Ogham – the magical language of 
  Danu’s children. As one of the original Tuatha Dé Danann, 
  Ogma also served as a military commander and strongman, 
  serving Nuada when the ancient Celtic gods invaded 
  Ireland. As a devoted servant of the First King of Ireland, 
  he applied his tactical acumen to all their early conflicts, 
  working besides Giobniu, Dadga, Nuada, and Dian Cécht to 
  defeat the Fir Bolg (and later, the Fomorians).
  With the arrival of Lugh at Tara (who seeks his place 
  among the tribe), Ogma came into direct conflict with the 
  Master of Many Arts (who is his half brother), engaging 
  him in a series of challenges to see who would stand beside 
  Nuada as his champion. Lugh, to the surprise of all Ogma’s 
  kin, defeated him and proved his worth. Ogma, for the 
  betterment of all their tribes, embraced Lugh and became 
  his champion, aiding him and Nuada in overthrowing Bres 
  and the Fomorians. 
  From this point onward, Ogma’s future is a little 
  uncertain. In some stories, he falls at the battle of Cath 
  Maige Tuired to Balor’s brother Indech. In other stories, he 
  does not perish and accompanies Lugh and Dagda as they 
  hunt down the remaining Fomorians.
  Ogma, like many of Danu’s tribe, is a complex god 
  that fills a number of divine roles. He is featured in many 
  of the old tales, but often in a supporting role. Of all his 
  accomplishments, however, the Ogham stands out, both as 
  the official language of the ancient Celts and as a magical 
  script; it is said that all the druids learned this language 
  of the trees . From this perspective, it is highly likely that 
  Ogma shared a secret connection to the druids, working 
  in tandem with Dagda to educate the great druids in their 
  magical mysteries.
  Customs, Shrines, Objects, and Holy 
  Texts – Although there are no formal temples to 
  Ogma in ancient Ireland, shrines to him persist 
  throughout the old world. These shrines are normally 
  situated in or around trees, and many are located inside 
  druidic groves. Shrines in civilized areas are often draped in 
  white cloth and topped with both holly and oak. 
  When it comes to holy texts, Ogma aligns with his kin, 
  paying little attention to any singular text, instead focusing 
  on all the written texts, especially those scribed from the 
  Ogham. From this perspective, Ogma can communicate 
  through any of these texts, and every inscription is sacred to 
  him. Ogma and those who follow him have good relations 
  with most of the Tuatha Dé Danann, although his followers 
  sometimes come into conflict with those who venerate 
  Lugh. While these conflicts are rarely violent, they are often 
  the centerpieces of local festivals, with locals talking up 
  both sides throughout the year.
  Mystery Cults – Cults dedicated to Ogma are normally 
  formed from larger groves of druids, with ranking 
  hierophants studying his secrets aside those of Dagda. 
  While these cults are numerous, The Brothers in White are 
  one example of his more educated cultists, sequestering 
  themselves away to study not only Ogma’s mysteries, but 
  also those of foreign gods and regions.
  Natural Manifestation – Ogma might manifest in any 
  number of ways, but generally prefers his human form. 
  When he manifests on Érie, it is often as a strong male 
  figure with a broad chest, dark hair, and a warm smile. He 
  usually wears clean, white robes, and he carries a staff of 
  oak covered in the Ogham (which glows with a soft, golden 
  light). He always speaks firmly, clearly, and intelligently.
  Omens – Ogma shares his secrets through the Ogham, 
  causing the alphabet to manifest or glow in a particular 
  order when he wants to communicate a specific message. 
  Although he normally sends his messages as part of 
  divinations, Ogma is not above causing his sacred runes to 
  appear in the dreams of those he intends to 
  influence.
  
  THE CELESTIAL HOST: VOLUME ONE
  94
  Obedience – You must seek out a place of solitude and 
  study one of the ancient stories, committing its contents 
  to memory [which requires either a DC 15 Knowledge 
  (arcana), Knowledge (religion), or Intelligence check]. Once 
  you start committing a particular story to memory, you 
  must finish that story before moving on to another. You may 
  only commit a number of pages equal to your Intelligence 
  modifier each day. When you complete a story, you gain a 
  +2 sacred bonus to Perform (oratory) skill checks to recite 
  that story for the next 24 hours. You may only memorize a 
  number of stories equal to your Wisdom modifier.
  The Priest’s Role – Although dedicated priests of 
  Ogma are rare, many druids and bards held the Lord of 
  Eloquence in high regard, studying his myths as examples 
  of how to better oneself in the world. Whether druids or not, 
  those who follow Ogma place a high value on literature, 
  education, poetry, law, history, and – when war looms 
  – tactics.  
  Holidays and Festivals – Ogma is celebrated 
  throughout the year, although he is venerated especially 
  during the winter solstice as the Holly King. As this figure, 
  he represents the peak of wisdom, learning, reflection, and 
  refined strength, defeating the eager but inexperienced Oak 
  King. He steps down from this role at Midsummer, when 
  the Oak King (who is often embodied as Lugh) defeats him 
  in battle. 
  Divine Realm – Ogma’s sidh is a pleasant, vibrant hall 
  located in the heart of a deep, dark forest. This forest is 
  filled with all the trees of Ireland, and both the Seelie and 
  Unseelie courts haunt it, carving out their own domains 
  within. Those who cross into Ogma’s domain rarely do so 
  by mistake, as the perimeter of his sidh is marked with trees 
  covered in ornate scripts, all in Ogham.
  Planar Allies and Religious Heroes – While Ogma has 
  countless fey at his beck and call, he has a special servant he 
  sends out against those who anger him. This being, called 
  Dergda Cor, is an Ogham-covered mythic wickerman  with 
  a childlike intelligence. Dergda Cor obediently serves Ogma 
  in Tír na nÓg, and when needed, in Érie. Ogma also has 
  many champions among the druids and bards of Érie. When 
  he’s in need of a mortal servant, Ogma often calls on the 
  mysterious Dáire Drechlethan (CN human male aristocrat 
  5/bard 9/trickster 6) of southern Ireland as his champion. As 
  one of the many Kings of Tara, Dáire Drechlethan enjoys all 
  of the prestige of nobility, making him a fine diplomat. 
  STORY SEED: DÁIRE’S REQUEST
  While traveling along the coast of Érie, the 
  PCs are approached by Dáire Drechlethan, who 
  claims that Ogma gave him a vision of the PCs 
  and an iron key, which they are destined to recover 
  on his behalf. Dáire describes the key as “an intricate iron 
  key, the size of a child’s hand, with an image of a sun 
  burst worked into the face of the key.” 
  While he doesn’t know where it is, he heard reports 
  of the key turning up in a small coastal town called Bray. 
  He offers each of the PCs a minor magical item (worth 
  no more than 2000 gp in value) if they recover it. In 
  addition, he also offers the PCs a Swan Boat Feather 
  Token (which he uses to scry on the PCs) to aid them on 
  their journey. 
  SRENG - SLAYER OF NUADA
  Although we do not spend nearly enough time looking 
  at the firbolg, there is something to be said for envisioning 
  them as primordeal, towering foes whose understanding of 
  the world is far less progressive than most of the PCs they 
  meet. GMs looking to build campaigns around the firbolgs 
  might consinder using Sreng as a primary foe, likely 
  someone serving a greater or darker power – something like 
  one of the Thrall Lords in Rhune: Dawn of Twilight. 
  Sreng lacks the elegance of some of his smaller cousins, 
  but makes up for it in divine strength. A natural fighter who 
  is light on his feet, Sreng dances around the battlefield, 
  carving through warriors as he seeks out his enemy’s leader 
  and plows through their champions. Weilding a massive 
  cleaver of a greatsword, Sreng makes a point of brutally 
  cutting through his foes, dismembering any who challenge 
  him.
  
  THE CELESTIAL HOST: VOLUME ONE
  95
  SRENG 
   
   
    
  CR 12/MR 2
  Male firbolg fighter 5/rogue 4/Champion 2 
  CN Large humanoid (giant)
  Init +11; Senses low-light vision; Perception +11
  DEFENSE
  AC 28, touch 16, flat-footed 23 
  (+7 armor, +2 deflection, +5 Dex, +5 natural, -1 size)
  hp 193 (15 HD; 10d8+5d10+105)
  Fort +13, Ref +14, Will +10 (+1 vs. fear)
  Defensive Abilities evasion, hard to kill, trap sense +1, 
  uncanny dodge; Resist cold 2
  OFFENSE
  Speed 40 ft.
  Melee +2 keen greatsword +19/+14/+9 (3d6+10/17-20) 
  or unarmed strike +16/+11/+6 (1d4+5)
  Ranged rock +12 (2d6+7)
  Space 10 ft.; Reach 10 ft.
  Special Attacks mythic power (7/day, surge +1d6 or 
  +1d10), oversized weapon, rock throwing (120 feet), 
  sneak attack +2d6, tenacious grapple, weapon training 
  (heavy blades +1)
  Spell-Like Abilities (CL 6th; concentration +8)
  At will — reduce person (DC 13)
  1/day —  alter self, confusion (DC 16), detect magic, 
  know direction
  STATISTICS
  STR 21, DEX 20, CON 23, INT 16, WIS 17, CHA 15
  Base Atk +12; CMB +18; CMD 35
  Feats Cleave, Cleaving FinishUC, Combat ReflexesM, 
  Deflect Arrows, Great Cleave, Improved Cleaving 
  FinishUC, Improved Initiative, Improved Unarmed 
  Strike, Lightning Reflexes, Power Attack, Step Up
  Skills Acrobatics +16 (+20 to jump), Appraise +9, Bluff 
  +9, Climb +13, Craft (lost technology) +11, Diplomacy 
  +8, Disable Device +15, Disguise +8, Escape Artist +12, 
  Handle Animal +8, Heal +9, Intimidate +13, Knowledge 
  (local) +10, Knowledge (nature) +11, Linguistics +9, 
  Perception +11, Perform (sing) +8, Ride +9, Sense 
  Motive +11, Sleight of Hand +11, Stealth +11, Survival 
  +12 (+13 to get along in the wild), Swim +12, Use 
  Magic Device +9
  Languages Common, Dwarven, Elven, Giant, Gnome, 
  Infernal, Terran
  SQ amazing initiative, armor masterMA, armor training 
  1, frost-forged steel, mythic weapon training (blades, 
  heavy)MA, rogue talents (obscuring blow, stand up), 
  sudden attackMA, trapfinding +2
  Combat Gear elixir of fire breath, potion of barkskin 
  +4 (2), potion of blur, potion of haste
  Other Gear +3 frost-forged steel chain shirt, +2 
  keen greatsword, belt of mighty constitution +2, ring of 
  protection +2, masterwork tool, 350 gp
  SPECIAL ABILITIES
  Amazing Initiative (Ex) Once per round, as a free 
  action, Sreng may expend one use of his mythic power to 
  gain an extra standard action, although that action can’t be 
  used to cast a spell.
  Hard to Kill (Ex) Sreng automatically stabilizes when 
  dying, and can only die when he reaches double (or more) 
  his Constitution score.
  Sreng’s Surge (Su) Sreng may expend two uses of his 
  mythic power to increase his die to a 1d10, which he can 
  then add to any d20 roll by the listed amount. Otherwise, 
  Sreng gains a 1d6 as normal.
  Sreng’s Tenacious Grapple (Ex) Whenever Sreng 
  grapples a creature smaller than him (the creature must be 
  medium or smaller) with his arms, he does not gain the 
  grappled condition. He may only grapple a single creature at 
  a time like this. 
  
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  THE CELESTIAL HOST: VOLUME ONE
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  CHAPTER 4
  THE NORSE GODS
  The popularly known Norse Pantheon is drawn from 
  the pre-Christian religion once practiced in the German 
  and Scandinavian regions. There are few written records of 
  this faith: most information is drawn from the Younger and 
  Elder Eddas, transcribed by Snorri Sturluson.
  BACKGROUND
  The Norse religion was different from the common 
  depictions of ancient faith. Growing out of the German 
  tribal migration period at the twilight of the Roman Empire, 
  their myths are stark, often grim tales involving very 
  hardy people. In antiquity, just as today, interaction meant 
  cultural exchange, and the Norse borrowed a few ideas from 
  neighboring peoples. This included elements like wearing 
  Thor’s hammer like a Christian cross, building temples of 
  wood and stone, and incorporating the sacrificial habits the 
  tribes of the Russian River Region. 
  According to the Eddas, the world emerged out of the 
  void of Ginnungagap as fiery Muspelheim met icy Niflheim, 
  and the meltwater formed into the great giant Ymir. He fed 
  on the milk of the massive cow, which also emerged from 
  the melt. Humans formed in Ymir’s left armpit, and one of 
  the giant’s legs fathered the first frost giants with the other 
  leg. The third generation born from Ymir was a new race 
  of gods consisting of Odin, Vili, and Ve. They killed the 
  great frost giant, then fashioned the world from his corpse. 
  The massive dome of his skull became the sky, and sparks 
  from Muspelheim became the stars, the sun, and the moon; 
  some sparks were set in place, while others traveled along 
  set paths. Ymir’s hair became the vegetation, his bones 
  the stones and mountains, his flesh the soil, his brains the 
  clouds, and his blood the lakes and oceans.
  Growing throughout them all, supporting them in its 
  branches, and counted in their number, was the mighty ash 
  tree Yggdrasil. Beneath its roots lay Niflheim, connected 
  to the gods’ realm of Gladsheim by the Echoing Bridge. 
  Above Niflheim stood Midgard, the lands of men. This 
  realm was also joined to Gladsheim by a bridge, the Bifrost, 
  or Rainbow Bridge. The mysterious land of Glasisvellir, the 
  land of the Deathless Not Dead, remained in an uncertain 
  and unspecified locale ruled by King Gudmund and his 
  dozen daughters - but accessible through misty forests and 
  sea voyages. Gladsheim was the domain of the gods and 
  included three other regions: Asgard, the home of the Æsir; 
  Alfheim, the home of the elves; and Jotunheim, home of the 
  giants. Yggdrasil was also accessible from Asgard, where 
  Odin’s throne sat, and where the All-Father could watch 
  both the shape of Creation and the possibilities of the future. 
  Its roots extended into the other seven lands as well, from 
  the lair of Nidhogg in Niflheim to the eyrie of the massive, 
  unnamed eagle roosting near its crown. The Norns lived on 
  Yggdrasil, watering the tree from Mimir’s Well, a site where 
  the gods would occasionally meet and hold court. Finally, 
  Muspelheim occupied the topmost layer, fiery and desolate.
  Populating these realms were two races of gods, the 
  Æsir and Vanir, who warred in the past but held to a peace; 
  the giants, or Jötnar (singular, “jötun”), who lived in 
  Jotunheim; and the Vættir, the spirits of the home, land, and 
  water, who included the dwarves and elves.
  And so, their world would abide until the death of the 
  Æsir god Baldur and the coming of Fimbulwinter, the great 
  winter of three winters and no summer. This would result 
  in Ragnarök and the battle of the gods against the giants on 
  the glittering plain of Vigrid, which stretched out a hundred 
  leagues in every direction. In the aftermath, some remnant 
  of the Æsir would survive and humanity 
  would emerge from the trees of Haddmimir’s 
  forest to rebuild a new world.
  This new universe, sprung out of 
  the corpse of Ymir, had nine realms. 
  
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  Creatures which fit this pantheon and already exist in the 
  Pathfinder Roleplaying Game include:
  Draugr           
   
  Bestiary 2
  Ghosts           
   
  Bestiary
  Huldra     
   
  Bestiary 4
  Jötnar (giants) 
   
  Bestiary
  Mythic Ettins 
   
  Mythic Adventures
  Mythic Fire Giants 
  Mythic Adventures
  Mythic Hill Giants 
  Mythic Adventures
  Linnorms  
   
  Bestiary 
  Valkyries  
   
  Bestiary 3
  Winter Wolves 
   
  Bestiary
  Wolves, Dire 
   
  Bestiary
  Vættir (wights) 
   
  Bestiary
  Álfar (elves)  
   
  Bestiary
  Dvergar (dwarves) 
  Bestiary
  Sjövættir  
   
  Bestiary
  Vatnavættir (nixies) 
  Bestiary
  Húsvættir (brownies) 
  Bestiary
  All these creatures figure prominently in Norse 
  mythology and commonly serve roles in the stories drawn 
  from it.
  GAMES, NOT RESEARCH
  This text has its foundation in the 
  mythology of the Norse culture, but 
  we’ve taken some liberties, expanded 
  and/or included some aspects, and created more 
  elements to give you – the GM and player – something 
  to flesh out your settings and your games. 
  This shouldn’t be taken as authority; it’s not 
  historical research, and it’s definitely not a reference 
  for your papers. For those situations, we urge you 
  to reference the bibliography and use those texts. In 
  particular, we liked Norse Mythology: A Guide to Gods, 
  Heroes, Rituals, and Beliefs by J. Lindow for providing 
  a good starting point and detailed overview.
  DEITIES & DEVOTION
  There are only two major texts containing the stories 
  of the Norse, written approximately 200 years after their 
  culture had converted to Christianity. These were the 
  Younger Edda, compiled and written by Snorri Sturluson in 
  the early 13th Century, and the Codex Regius, written by an 
  unknown individual about 50 years later. This means that 
  if we want details beyond these 100 vellum pages, there 
  are a couple of short texts and stone inscriptions we can 
  take a look at, but we must otherwise rely upon historical 
  scholarship and secondhand references. Any religious texts 
  mentioned here will be manufactured for gameplay; they 
  have little or no historical foundation.
  The pantheon itself commonly consists of twenty-four 
  gods, twelve of each gender, although a full list is never 
  completely provided. The known roster of the Æsir and 
  Vanir consists of the males; Balder, Bragi, Freyr, Heimdall, 
  Hœnir, Hodur, Loki, Magni, Modi, Odin, Thor, and Tyr; 
  and the females; Freyja, Frigg, Fulla, Gná, Hlín, Idun, 
  Lofn, Nanna, the Norns, Sif, Sigyn, and Skadi. There 
  are numerous other giants, dragons, and other creatures 
  (including children of Loki) which figure prominently in 
  the mythology as well, but they only appeared in the poems 
  (sometimes appearing only once), and were not venerated.
  The Norse worshipped at small shrines for 
  individual gods in addition to larger temples built of 
  stone and wood. These were tall square or rectangular 
  buildings, usually with large wooden statues of the 
  three most popular gods Odin, Thor, and Freyr, along 
  with smaller representations of the other gods. People 
  visited these structures when petitioning the gods, 
  fulfilling oaths, or leaving votive offerings. Often 
  situated by feasting halls and surrounded by small 
  fences, the shrines were called “horgr.” Other holy sites 
  included modest buildings surrounded by fences called 
  “ve,” where burnt offerings were made, and mystical 
  groves of ash, oak or yew trees on high points near 
  communities or by bogs and marshes, where hanging 
  sacrifices could be left (sometimes to fall away into the 
  water). The term “ve” became incorporated into some 
  place names as well, such as “Lilla Ullevi,” or “Little 
  Ulle’s Ve,” and “Gotavi,” or “God’s 
  Ve, which are both actual shrine sites 
  in Sweden.
  
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  Their priests wore no distinctive dress different from 
  other members of the community; symbols of the individual 
  gods could be worn by anyone who felt devout enough. 
  However, priests might have a larger role or importance 
  when conducting activities at religious sites. Norse priests 
  held more in common with the popular depiction of wizards 
  than the traditional cleric; the culture had no acutal word for 
  “religion,” and considered their faith something more like 
  “customs” which consisted of individual compacts of the 
  gods with believers. Their sacred spaces were places where 
  the gods could be approached, ancestors could be petitioned 
  for insight to the future, and promises to the divine could be 
  fulfilled in exchange for previously granted favors. 
  The concept of an organized religion is more likely 
  a relic of the Viking conversion to Christianity by 
  missionaries; it was easier to supplant and replace one 
  structure with another than it was to reverse many ingrained 
  customs and habits. One example of this entwined culture 
  and faith can be seen in multiple funeral rites used 
  throughout the period. It is thought that (possibly depending 
  on the season or cause of death) a dead viking might have 
  been buried in a barrow, ship, or wagon, burned on a pyre or 
  boat, or hung in the sacred grove until the body fell apart. In 
  fact, it was believed that the cremation provided a way for a 
  dead warrior to ascend to Valhalla on the smoke of the fire.
  Much like Odin’s nine days of hanging on Yggdrasil 
  as a sacrifice to himself, dead members of the community 
  offered one last contribution to family and community 
  through the disintegration of their bodies: these sky burials 
  might be visited by the living, seeking out divination of 
  the future based on the pattern and speed of an ancestor’s 
  decomposition. 
  The dead were not the only thing sacrificed to the gods 
  at sacred locales – the Norse gave both animals and objects 
  to the gods by either hanging them until they fell apart, or 
  in the case of weapons, rendering them unusable as part of 
  the offering.  Ritual sacrifice of prisoners also took place at 
  battlefields and bog sites, with the latter providing us with 
  some of the most spectacularly preserved bodies of that 
  age. Additionally, these sacrifices (or “blot”) often involved 
  killing the doomed prisoners by hand to create a spray of 
  blood, and then reading the spatter of blood stains as spread 
  using a tree branch or mistletoe frond. Sacrifices burned for 
  the gods followed customs similar to viking burials.
  THE GODS’ BLOT
  Incantation of Gods’ Blot
  “I do this to give the gods their due for my favor on the 
  battlefield of life. They have shown me generosity in the 
  past, may they show me generosity in the future, and may I 
  now return that generosity.”
  School abjuration, divination; Effective Level 8th
  Skill Check Knowledge (Religion) DC 21, 6 successes; 
  either Animal Handling DC 21, 2 successes or 
  Diplomacy DC 21, 2 successes or Heal DC 21, 2 
  successes, depending on the material components 
  chosen
  Casting Time 80 minutes
  Components M, S, V
  Material Components An animal with 1 HD per 
  character level, an item worth 500 gp per character level 
  taken from a foe defeated personally, or sentient 
  creatures totalling 1 HD per 3 character levels.
  Other special, see text
  Secondary Casters Up to 10 secondary performers may 
  assist the primary performer
  Range personal
  Target personal
  Duration instantaneous
  Saving Throw none; SR yes
  DESCRIPTION
  Through this incantation, the primary caster completes 
  a petitioning ceremony to the gods, occasionally naming 
  the one god who the character believes may have shown 
  them specific favoritism. Although the secondary casters 
  may assist with some of the skill checks, the primary caster 
  must make the final two skill checks, where the material 
  component is ritually killed or destroyed (depending on 
  whether it is an object or a creature) and is either cast 
  into a bog or an earthen pit and buried; hung from a tree, 
  spear, or post; or cast into a fire. This 
  act of destruction is done with great flair 
  or bloodshed, making a spectacle of the 
  sacrifice. The bloodspray is often then 
  
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  interpreted to answer any questions the primary caster 
  intended to ask.
  As a result, the primary caster may gain one of the 
  following benefits:
  •  Remove the requirements of having sworn a 
  Battlefield Oath.
  •  Gain the benefits of an atonement spell (CL 15th).
  •  Gain the benefits of a commune (use the primary 
  caster’s character level as CL for number of questions).
  •  Gain the benefits of a divination (use the primary 
  caster’s character level+70%), but may ask a number 
  of questions equal to their Wisdom modifier + 1 
  (minimum one). The sacrifice may be replaced with 
  the remains of an ancestor to gain this benefit; use the
  ancestor’s character level at time of death for the HD.
  •  Gain the ability to “Call the Gods’ Favor” as an 
  immediate action which does not provoke attacks of 
  opportunity. This provides a (+1 per 4 character levels 
  of the primary caster, maximum +5) sacred bonus to all 
  character attack, damage, and critical hit confirmation 
  rolls; CMB/CMD or skill checks; or saving throws made 
  until the start of the character’s next turn. Alternatively, 
  it can negate a single confirmed hit, or it can 
  ensure a character does not die from some 
  damage or effect, but stabilizes and remains at 
  -1 hp until healed or 1 hour has passed (at 
  which time they awaken at 1 hp and suffer from 
  a negative level). This ability lasts until the 
  next full moon and is then lost, regardless if it was used.
  BACKLASH
   
  All performers participating in this incantation gain 
  the exhausted condition and one negative level.
  FAILURE
  Failing three skill checks during the 
  incantation causes it to fail completely. The 
  casters suffer backlash and come under 
  the effects of a geas, requiring them to 
  complete this incantation once every full 
  moon for a year. This monthly requirement is in addition 
  to any other necessary rituals or incantations due to sworn 
  oaths. Failing this incantation multiple times could result in 
  needing to perform it several times a month. These required 
  incantations provide no additional benefits.
  THE GODS
  Here are many of the primary and noteworthy gods of 
  the Norse pantheon. Certainly, this list isn’t exhaustive, 
  and GMs are encouraged make more entries as needed. 
  This begins with the three core gods of the Scandinavian 
  people (Odin, Thor, 
  and Freyr), and then discusses the 
  primary villain of 
  the mythology, Loki, before 
  continuing to 
  review other important 
  entities and 
  minor dieties. 
  
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  FREYJA
  Gefn, Hörn, Mardöll, Skjálf, Sýr, Thröng, Thrungva, Valfreyja, Vanadís, Lady of the Slain, 
  Mistress of Seidr, The Giver
  Alignment Chaotic Good
  Domains Community, Lust, Magic, Psychopomp, War
  Favored Weapons Quarterstaff
  Centers of Worship Iceland, Southern Sweden
  The only named Vanir female, Freyja is a goddess of 
  death, fertility, love, magic, poetry and war. She is brother 
  of Freyr, and the daughter of Njord by Skadi. She married 
  Od, but he disappeared on a long journey; Freyja has spent 
  much time abroad searching for him, but also weeping 
  tears of red gold for his presumed loss. Their daughters are 
  Hnoss and the younger Gersemi. She is a great practicioner 
  of seidr magic and its divinations, having taught it to the 
  Æsir, including Odin – who is the only one to surpass her 
  skills. She is known to regularly intercede on behalf of those 
  seeking love.
  Her realm, known as Folkvang, houses the second half 
  of the chosen dead who fall in battle, and they gather each 
  night in her great hall Sessrumnir. The valkyries serve her 
  as well, bringing these einherjar to her lands. They fight 
  eternally in preparation of a great battle, although it is 
  unclear if this is Ragnarök or some other war.
  Freyja possesses several wondrous magical items, 
  including a potent staff which aids her in casting seidr 
  magic, a feathered cloak which allows the wearer to 
  transform into an eagle and fly with amazing swiftness, and 
  the Brisinga men, a glorious necklace she bartered from 
  the dwarves,  which has no equal in beauty (and which 
  both gods and giants alike covet). Odin even sent Loki to 
  steal the Brisinga Men for him (though the All-Father later 
  returned it), and Loki has stolen it again for himself– a deed 
  which fueled an enmity between Loki and Heimdall lasting 
  until Ragnarök. She rides in a chariot drawn by two great 
  lions, and keeps a great golden boar called Hildisvin (also 
  known as Goldbristles), the “Swine of Battle,” as a pet.
  Customs, Shrines, Objects and Holy Texts – Freyja’s 
  holy texts are the Grimnismal and the Heimskringla. 
  Women of substance are called “fruvur” (ladies) in reference 
  to, and in honor, of her. Freyja prefers sacrifices be burned 
  at a ve, and for those sacrifices to be 
  poems engraved on pieces of fir tree 
  (specifically from the heart of the 
  tree), bottles of mead poured upon 
  the red-hot cinders, or well-trained raptors which are slain 
  and then burned in her name. Those hoping to be taken to 
  Folkvang instead of Valhalla will sacrifice black mares to 
  her. Freyja also accepts battlefield sacrifices, but prefers 
  weapons sundered for her rather than the death of enemy 
  combatants. As a goddess of love and lust, many oaths are 
  sworn to her while in pursuit of various objects of affection, 
  and as a result, there are many sacrifices performed in her 
  name.
  Mystery Cults – A cult of warrior maidens venerates 
  Freyja, calling themselves the Shadowmares. These women 
  practice magic, fight shoulder to shoulder as raiders or 
  avengers of some wrong, and generally only begrudgingly 
  accept male rulers. In addition, circles of sorceresses, vitkir, 
  and witches form smaller unaffiliated cults to Freyja; they 
  often include women with no magical ability, but whom 
  participate in ritual incantations to better the situations of all 
  members.
  Natural Manifestation –Freyja usually takes the form 
  of a beautiful woman, clothed in diaphanous robes. She 
  also appears as a spirited black mare who watches battles 
  from afar, and carries the greatest warriors to Folkvang. 
  She has occasionally taken the shape of a great boar, and a 
  great eagle, much like Odin. Unlike his pure golden eagle 
  manifestation, however, Freyja’s form has black feathers 
  with gold trim.
  Omens – A clear night before a battle is an omen 
  of Freyja, generally heralding a difficult fight. An eagle 
  circling before a battle means the battle will go well, 
  while an unattended black horse means defeat is likely. 
  An extremely red sky at sunrise or sunset before a battle 
  indicates heavy losses, with many going to Folkvang and 
  Freyja’s table. Finding an eagle feather on a journey or 
  while wooing an individual is considered a good omen, and 
  meeting an individual one wishes to woo 
  riding upon a dark-colored horse is a bad 
  one.
  
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  Obedience – A faithful individual seeking to complete obedience to Freyja must take an hour reciting the poetry and 
  stories of Grimnismal during a sumptuous meal while wearing a special headdress. The headdress is made with the furs of 
  large cats and the hide of a raptor. As the obedient gains in power (reaches character level 8 or greater) the headdress may 
  be extended into a cloak. The total hit dice of the creatures used to fashion the cloak must equal (2 * Character level) of the 
  faithful. 
   
  The obedient must not consume any of the meal themselves, and instead sacrifices their portion – burning their entire 
  portion in the hearth fire. When the obedience is completed, the faithful gains a +4 sacred bonus to saving throws versus 
  Enchantment or mind-affecting effects. If the obedience was done wearing the headdress, the character may also choose 
  to either gain a +1 CL bonus when casting Enchantment/Charm effects, or gain a reroll for a failed Will save against an 
  Enchantment or mind-affecting effect; any one of these three may be selected.
  Holidays – The Dísablót was the sacrificial holiday held in honor of the female spirits and deities, and was meant to 
  enhance the harvest. It includes a popular fair called the Disting (where merchants brought their best wares), and the event 
  carried through the evenings for nine days. Many sacrifices to Freyja, Frigg, and the Valkyries are completed during this 
  celebration. Many couples are betrothed during the holiday, which is traditionally held on the vernal equinox. There is a 
  grand taboo against committing any crime against a woman during the Dísablót, and punishments for such transgressions 
  are greatly increased.
  One of two Vanir exchanged as hostages and now 
  welcomed members of the Æsir, Freyr is the son of Njord. 
  Gerd, daughter of the giant Gymir, is his wife, and Freya, 
  also a Vanir, is his sister. Fjolnir is his son, but stories claim 
  he bedded a great number of mortals, siring a varied number 
  of descendants known as the Ynglingar, who often possess 
  some spark of his divine power which usually manifests as 
  either sorcerers or vitkir. 
  He owned a magical sword that fought on its own, 
  dancing through the air, but Freyr loaned it to his warrior-
  wizard servant Skirnir to help woo his wife Gerd; according 
  to stories, he failed to retrieve it before Ragnarök. However, 
  the Vanir is a capable warrior, and fights with an elk antler 
  he has used to kill several giants (including the mighty 
  Beli). He rides in a chariot pulled by the gold-bristled boar 
  Gullinbursti, although he sometimes rides the great beast 
  like a horse. Freyr also has the magical ship Skidbladnir; 
  this vessel always finds a favorable wind, carries three times 
  the normal crew of an ordinary longboat, 
  sails without need of a crew, and folds up 
  nicely in Freyr’s pocket like a handkerchief 
  when he no longer needs it. It is considered the finest of any 
  craft in the Æsir’s fleet.
  Freyr’s lands and hall are both called Alfheim, the land 
  of the Elves, and they consider him their god. It is a land 
  of thick forests, where the elves rule their communities 
  with his blessings. Alfheim is rich with cattle, barley, and 
  honeybees.
  Prophecies state Surt and Freyr face each other during 
  Ragnarök, and without his sword, the god will die in battle.
  Customs, Shrines, Objects and Holy Texts – While 
  most of his customs are different, the rites of blot for 
  Freyr are like those for the rest of the pantheon. However, 
  Freyr does prefer the sacrifice of animals versus weapons 
  or captives. Those sacrificing strong, healthy animals or 
  magical beasts with HD equal to their character level gain a 
  +2 sacred bonus to skill checks made 
  as part of the blot. If giants, horses, 
  or oxen are sacrificed, they gain a +4 
  sacred bonus to skill checks made as 
  FREYR
  Ingvnar-frey, Yngvi, Yngvifrey, Lord of the Elves
  Alignment Neutral Good
  Domains Community, Charm, Healing, Nobility, Sun
  Favored Weapons Longsword, War Antler
  Centers of Worship Uppsala, Sweden
  
  THE CELESTIAL HOST: VOLUME ONE
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  part of the blot.
  Those who venerate Freyr above all others do not 
  follow the usual burial rites, but instead intern their dead 
  in mounds, dolmens, and buried ships ringed with standing 
  stones. Great fields hold dozens of these earthbound 
  vessels, and it is said they will rise up and sail alongside 
  Skidbladnir during Ragnarök. Followers also wear small 
  amulets or statuettes shaped like Freyr, and strive to have 
  large families. His holy text is the Skirnismal, the tale of 
  the wooing of Gerd, which can act as a mystery play that 
  unlocks elements of wisdom and philosophy.
  Mystery Cults  – As a fertility god, Freyr has cults 
  among farmers, ranchers, merchants, and those seeking 
  prosperity. These cults plan communal blots to ensure 
  bountiful harvests and full nets. There is also a cult of Freyr 
  which believes elves should rule over men, but it is small 
  and considered a lunatic fringe element. Another cult is 
  dedicated to breeding the most powerful Ynglingar possible, 
  and these faithful followers attempt to arrange marriages, 
  pairings, and liaisons between various individuals who bear 
  some sliver of Freyr’s blood.
  Natural Manifestation – Freyr presents as a tall, 
  lanky, wiry man with flowing, shoulder-length blonde hair 
  and elvish features, but a full, well-trimmed golden beard. 
  Rarely, he is simply a platinum blonde elf or a very large, 
  white bull.
  Omens – The birth of fraternal twins is a good omen 
  for Freyr, as are rains at the first day of Spring. Discovering 
  an unclaimed treasure horde is also good omen for Freyr, 
  unless there are human remains mixed in with the treasure 
  – then it becomes a forboding one. Losing one’s long-term 
  lover or one’s sword is always a bad omen for those who 
  worship Freyr.
  Obedience – An obedience to Freyr involves an hour-
  long leisurely meal held at sunrise, noon, or sunset, and is 
  shared with at least three other people. The faithful must 
  hide a small token of wealth somewhere in the settings or 
  the meal, and allow one of the other individuals to discover 
  it. Once this token is found and the meal complete, the 
  obedient gains a +4 sacred or profane bonus on Charisma 
  checks and Charisma-based skill checks when interacting 
  with an intelligent creature or attempting to influence other 
  individuals. The token must be genuinely hidden, and if it 
  remains undiscovered at the end of the meal, the obedient 
  only gains a +2 bonus that day. This bonus lasts 24 hours.
    M = mythic ability, Feat, or spell.
  THE WAR ANTLER
  Created by a cult of Freyr and adopted by many who like the aesthetic and wished to glorify Freyr’s 
  defeat of Beli the Giant, the war antler is a stylized metal weapon which resembles a cross between a stag’s 
  rack of antlers and a crescent moon. It is a nimble and rare weapon. The War Antler is a two-handed exotic 
  weapon with the disarm and finesse qualities.
  THE WAR ANTLER
  Name
  Cost
  Dmg (S)
  Dmg (M)
  Critical
  Weight
  Type
  Special
  War Antler
  75 gp
  1d6
  1d8
  x3
  6 lbs.
  S
  disarm, finesse
  Holidays – Freyr’s primary holidays include Alfblot, 
  the day honoring the elves and fey, and Lammastide, which 
  marks the harvest and is celebrated halfway between the 
  Summer Solstice and the Autumnal Equinox. Those who 
  make a proper blot sacrifice on Alfblot 
  enjoy a +2 sacred bonus to Charisma and 
  Charisma based checks involving elves and 
  fey creatures until the Autumnal Equinox. 
  Those who bake a loaf of bread from the 
  wheat of the first harvest and have it blessed 
  by the priest of Freyr at Lammastide find 
  it works as an antitoxin for nine days and 
  nights afterwards. The bread may be broken 
  into four pieces, and each piece remains 
  effective.
  
  THE CELESTIAL HOST: VOLUME ONE
  104
  HEIMDALL
  Gullintanni (Gilded-tooth), Hallinskildi, Rig, Vindhler, The Bright God, Guardian of the Gods
  Alignment Lawful Neutral
  Domains Honor, Knowledge, Protection, Psychopomp, Travel
  Favored Weapons Longsword
  Centers of Worship No known locations are dedicated solely to Heimdall
  Born from nine mothers, all sisters hailing from the edge 
  of the world, and claiming Odin as his father, Heimdall 
  enjoys great favor among the populace as a bringer of 
  culture and protector of the Asgardian way of life. While 
  it is quite clear why Heimdall is called “the Guardian,” 
  the reasoning behind his title as the “Bright God” remains 
  unclear, though he wears white armor intended to reflect the 
  sun back at his enemies.
  He lives in the hall known as Himinbjorg, at the Bifrost 
  Bridge, and keeps it well stocked with fine mead. There 
  he stands guard, watching for the coming of the Jotun and 
  their armies. When the enemy approaches, he will sound 
  his great trumpet, Gjallarhorn, to announce the beginning 
  of Ragnarök. Heimdall sacrificed an ear and a portion of his 
  hearing on Yggdrasil, and gained the ability to see not only 
  for 100 leagues, but occasionally into the future. He sleeps 
  less than a bird, and rides his vigilant patrols mounted on 
  his loyal, golden-maned steed Gulltop. He carries a sword 
  called The Fate of Man, and prophecies state Heimdall will 
  face and kill Loki at Ragnarök. It will not be the first time 
  the two face one another: fragments of stories indicate Loki 
  once stole Freyja’s coveted necklace, the Brisinga Men; 
  Heimdall hunted down the Trickster, battled and defeated 
  him, then returned Freyja’s property to her. No love is lost 
  between the two gods for this incident.
  Customs, Shrines, Objects and Holy Texts – The 
  ram is considered Heimdall’s sacred animal, and it is 
  preferred for special sacrifices dedicated to him. One of 
  the important aspects of all religious ceremonies and blots 
  to Heimdall involves playing great curving brass horns 
  called “lurs” (singular ‘lur’), which is meant to represent 
  Gjallarhorn. Shrines to Heimdall are sometimes built at 
  bridges and border markers, reflecting the god’s protection 
  of boundaries.
  Mystery Cults – Not many mystery cults exist which 
  are dedicated to Heimdall, but at least one is known, 
  between, rarely gathering more than two at a time. They call 
  themselves Fatebearers, and take their duties very seriously. 
  Their symbol is a gate inside a rainbow’s arch.
  Natural Manifestation – The Guardian manifests very 
  rarely, as he does not wish to leave his post at Himinbjorg. 
  When he does, he appears as an enormous black ram with 
  curling horns, or a grim warrior with a half-faced helm 
  that also sports curling ram’s horns. The warrior usually 
  stands as a guard on a bridge or at a gate, which is normally 
  unattended, and asks travelers three questions to confirm 
  their peaceful intentions.
  Omens – A clear night with a bright moon is a good 
  omen for prayers and petitions involving Heimdall, as 
  well as the sight of a double rainbow. A collapsed bridge 
  is considered a bad omen from the Guardian, and being 
  ambushed is a definite sign of his disfavor. Depending on 
  whether a pass is being held or traversed, an avalanche is 
  either a good or a bad omen of Heimdall’s favor.
  Obedience – A faithful petitioner who wishes to 
  complete an obedience to Heimdall must stand an hour 
  at either a wall, a bridge, or a gate, watching for and 
  responding to intruders. This must be done in the small 
  hours of the night, disrupting the normal sleep cycle, and 
  prevents the recovery of hit points by resting (unless the 
  character possesses another means of resting which does not 
  require eight hours of rest). The obedient gains a +3 sacred 
  bonus to Perception skill checks for the next 24 hours.
  Holidays – Heimdall has no specific holiday dedicated 
  to him, but the twelfth month, Hrutmanadr (also known 
  as the “Ram Month”), is considered his; blots intended 
  specifically for him are held then. A successful blot 
  dedicated to the Bright God on Yule grants the primary 
  comprised of sentries and border guards who 
  spend their time protecting the frontiers from 
  incursions. These warriors are few and far 
  caster a +2 sacred bonus to 
  stabilization checks for 30 days.
  
  THE CELESTIAL HOST: VOLUME ONE
  105
  LOKI
  The Bound God, The Trickster, Hvedrung, Lopt
  Alignment Chaotic Neutral; Chaotic Evil during Ragnarök
  Domains Animal, Catastrophe, Destruction, Magic, Trickery
  Favored Weapons Dagger, Dart
  Centers of Worship None publicly established.
  Born from his Æsir mother, Laufey, and the giant 
  Farbauti, Loki was blood brother to Odin and counted 
  among the Æsir despite his heritage. He married the Æsir 
  Sigyn and had two sons, Narfi and Nari. With the giantess, 
  Angrboda, he sired the greatest foes the Æsir would face: 
  the three monsters, Fenrir, Hel, and Jormandgr the World 
  Serpent. In the form of a mare, he bore Svadilfari’s colt (and 
  Odin’s great mount) Sleipner. 
  Loki has a silver tongue, practices the secret magics 
  of Seidr, and holds mastery over magics of illusion and 
  shapeshifting. While undeniably clever, his advice and 
  actions regularly cause trouble for the Æsir, resulting in 
  many battles and intrigues with giants. He is intimately 
  familiar with Asgard and the other worlds, aware of nearly 
  every creature’s lair, residence, or other secret places.
  The Trickster occupies a strange place within 
  the mythology, and must be considered in terms of 
  “mythological past, present, and future.” In the past, 
  Loki stood as an enemy of the Æsir. Then, through some 
  mysterious interaction (likely the events which made Loki 
  and Odin blood brothers), he became a member and ally 
  of the Æsir… until his attempted theft of Freyja’s Brisinga 
  men necklace, and the death of Baldur, after which he is 
  bound and punished. While trying to escape this punishment 
  as a salmon, he is captured and wrapped in chains beneath 
  the earth, where a serpent drips venom on his face. Loki’s 
  wife tries to catch the poison with a bowl, but when she 
  goes to empty the bowl, the Bound God struggles, causing 
  the earth to quake.
  In the “mythological future,” Loki will be freed from 
  his chains sometime after Fimbulwinter, and he will return 
  to the giants in Muspelheim. There, he will gather up an 
  enormous army, which will include his sister Hel and her 
  legions. Then he will march on Asgard and face Heimdall 
  in a duel of assured mutual destruction. However, until 
  Fimbulwinter comes to pass, this 
  sequence of events cannot occur, and 
  so most wait for the three winters and 
  no summer which will signify the 
  beginning of the end.
  Customs, Shrines, Objects and Holy Texts – Twisted 
  individuals who seek to overturn the order of things, who 
  actually yearn to bring about Ragnarök, might perform 
  sacrifices in Loki’s name. However, since he is bound 
  beneath the earth, he is unable to respond beyond the basic 
  benefits of completing a blot incantation.
  While he occasionally appears on objects, carvings, or 
  standing stones, Loki does not otherwise have dedicated 
  shrines or sacred objects. Those shrines and items usually 
  refer to the defeat of Loki by Thor or Heimdall, and 
  sometimes Odin, but the Trickster still values them for 
  perpetuating his image and stories. The Lokasenna, the 
  poem dedicated to his various misdeeds, is whispered to 
  serve as a holy text for those who secretly venerate the 
  Trickster, revealing ways to further power through Loki’s 
  acts and commentary.
  Mystery Cults – There was no official cult dedicated 
  to Loki. He is legendary among the giants, and a few lone 
  individuals seek to free him from his prison. If there are 
  groups among the Jötnar dedicated to Loki, they accept no 
  humans.
  Natural Manifestation – When manifestations of 
  Loki appear, they are brief and often bring the attention of 
  valkyries. When Loki shows his form, a handsome man 
  with a horned helm, his arms and legs bound in chains, his 
  is often kneeling. Loki is always smiling, and encourages 
  those who see the Æsir as jailers and tyrants.
  Omens – An enemy’s weapon breaking in combat, a 
  portal being unexpectedly open, a guard asleep at his post - 
  these are good omens for one who worships Loki. Wolves, 
  ravens, chains, and lightning all serve as poor omens, due 
  to their associations with Odin and Thor. Rainbows are 
  considered especially bad omens, for they herald Heimdall’s 
  arrival or attention.
  
  THE CELESTIAL HOST: VOLUME ONE
  106
  Obedience – A devout follower of Loki performs his 
  secret obedience, spending an hour talking to and deceiving 
  nine different people wearing nine different disguises. Once 
  this is complete, the petitioner gains a +4 profane bonus to 
  Charisma and Charisma based checks. This bonus lasts for 
  24 hours.
  Holidays – Loki has no specific holidays. Within Norse 
  culture, he was not a figure to be venerated. He is rumored 
  to have a secret day of veneration, the first day of the new 
  year, representing the change inherent in new beginnings.
  STORY SEED: FIMBULWINTER IS COMING
  In order to free Loki, first his chains must be broken, 
  but before his chains can be broken, the world must 
  be in the throes of Fimbulwinter. A sorcerer bent on 
  surviving and ruling in the new world might seek to 
  unleash the magical Genius Loci spirits of the seven 
  rivers of Fimbulwinter upon Midgard, and thereby use 
  them to begin the process of freeing Loki and bringing 
  about Ragnarök. Such an individual would first want 
  to find connections to Yggdrasil on Midgard, which 
  would allow ritual magics to contact and summon the 
  spirits. Surely, he would not take up an ambitious task 
  like this alone; both werewolves and giants would be 
  happy to assist in order to free Loki and get one step 
  closer to their revenge against the Æsir. Stopping such 
  a madman means tracking him down across the lands 
  and preventing him from completing his spells, while 
  defeating the many allies he has acquired along the way.
  THE NORNS
  Skuld, Urdr, and Verdandi; The Fates, The Matre and Matrons, Those Who Shape Fate
  Alignment True Neutral
  Domains Balance, Death, Fate, Judgement, Knowledge
  Favored Weapons Sickle, Dagger, or Shears
  Centers of Worship None on Midgard, but their Well of Urd is considered sacred by the Æsir.
  The Norns, or Nornir (singular, Norn), live at the Well 
  of Urd at the base of Yggdrasil, at the hall of Urdarbrunn. 
  Each day they draw the water from the well, gather the 
  sand around it, and bathe the base of the three branches 
  of the World Tree and the mighty roots to prevent the tree 
  from dying, healing its wounds. The three who perform 
  this ritual are the foremost of the Nornir, whom nearly all 
  refer to when swearing oaths to the Norns, and others are 
  tasked with observing the births and deaths of the rest of 
  mankind. These three spend their days drawing the threads 
  of destiny for each person, weaving the tapestry of fate. 
  When necessary, they act as judges for the Æsir, holding a 
  sacred court at the Well of Urd.  They are Skuld, Urdr, and 
  Verdandi.
  Skald, whose name means “Necessity,” is the youngest 
  of the three, and occasionally rides with the valkyries to 
  collect the spirits of the battlefield dead. 
  She prefers to ride alongside two valkyries 
  in particular, Gudr and Róta. She spins the 
  threads which determine one’s fate. In matters of judgement, 
  she often offers the harshest opinions, being the Norn who 
  has experienced the least.
  Urdr, whose name means “Fate,” is the oldest. She 
  wields the shears which cut the threads to their measured 
  length and weaves them into the tapestry of all men’s lives. 
  She is the most short-tempered of the Norns, and often the 
  one blamed for the worst events which befall people. In 
  matters of judgement, she brings the greatest experience to 
  court, but also recommends leniency in many cases, having 
  seen so much.
  Verdandi, whose name means “Being,” is the middle 
  Norn. She measures the length of each person’s thread of 
  fate, and marks it upon the pole used calculate the span of 
  a life. She is the lead judge when the 
  Æsir call upon the Norns to mediate, 
  and she tempers the opinions of Skald 
  and Urdr.
  
  THE CELESTIAL HOST: VOLUME ONE
  107
  Customs, Shrines, Objects and Holy Texts – The 
  Norns occupy an odd position in the Norse mythology, 
  serving almost as the referees of the gods’ “Great Golden 
  Game.” They draw the threads of each person’s fate and 
  weave it into the skein of destiny. However, beyond this 
  role, they do not participate in Ragnarök, they do not have 
  holy texts, and they do not have shrines. Those who seek to 
  sacrifice to the Norns utilize sacred bogs, which reflect the 
  Well of Urd, and sacrifice only objects – they never sacrifice 
  creatures, unless the prospective sacrifice is a criminal, and 
  the ritual is intended to provide atonement for the criminal 
  in the afterlife.
  Mystery Cults – Vitkir sometimes create 
  small cults dedicated to balance and Fate, 
  seeking to keep events progressing towards 
  Ragnarök and the completed cycle of reality. 
  These doomsday cults work to help giants 
  and/or the madmen who venerate Loki, 
  aiding in the search for tools which will 
  allow Loki to be freed, Fimbulwinter to 
  commence, and Ragnarök to begin. 
  These same vitkir might also 
  lead heroes to giant outposts, 
  sleeping dragons, and the 
  halls of scheming jarls with 
  instructions to thwart their 
  nefarious plans and keep the 
  balance until Ragnarök.
  Natural Manifestation – 
  The Norns do not appear in any 
  form but their manifestation as 
  a maid, a matron, and a crone. 
  They may speak in riddles, or 
  share their information obliquely, 
  but they always appear as the three 
  women, dressed simply and 
  unassuming.
  Omens – The 
  omens of the Norns 
  are situational, 
  dependent on the 
  their context. 
  These omens include broken rope, torn tapestries, spools 
  of thread, and shears - bent or broken shears are always 
  considered bad omens. If the object of the omen is being 
  destroyed, the omen is usually negative, but if the discovery 
  of such an object seems fortuitous, then the omen is 
  positive.
  Obedience – To complete an obedience to the Norns, 
  one must spend an hour spinning flax into thread, drawing 
  the thread, and preparing the thread to be woven into cloth. 
  This should be done either by a well or a bucket of freshly 
  drawn water, and the obedience should be concluded by 
  plunging the completed spool of thread into the water. When 
  done each day, the faithful gains the ability to reroll one 
  initiative roll, skill check, saving throw, or confirmation of 
  critical hit per day; they must take the results of the second 
  roll, even if it is worse.
  Holidays – There are no holidays dedicated 
  to the Norns themselves, but they are honored 
  during Disting and the Dísablót. People 
  regularly invoke them in times of trouble, 
  battle, and when swearing oaths.
  
  THE CELESTIAL HOST: VOLUME ONE
  108
  ODIN
  Alfodr (All-Father), Baleyg (Flame-eye), Herfodr, Hropta-Tyr, Valfodr, Wise Victory-Tree, Ygg’s Rider
  Alignment Lawful Neutral
  Domains Air, Death, Knowledge, Magic, Nobility
  Favored Weapons Spear, shortspear
  Centers of Worship Ranheim, Norway; Uppsala, Sweden
  Depictions of Odin always show him as an older, 
  bearded man with one eye and a horned helm. He wields 
  Gungnir, his great spear which can unerringly hit whatever 
  target the All-Father aims for on the battlefield, and wears 
  Draupnir, the beautifully crafted golden arm-ring fashioned 
  by the dwarf Eitri, capable of creating nine copies of itself 
  each day. Flanked by two wolves, Freki and Greki, the 
  “ravenous ones,” Odin rides upon the eight-legged horse, 
  Sleipner. This magnificent steed was born from one of 
  Loki’s misadventures with a giant’s potent workhorse 
  known as Svadilfari, and given to the lord of the Æsir as a 
  gift for Loki’s misjudgment. The All-Father’s heralds are 
  a pair of massive ravens known as Huginn and Muninn, or 
  Thought and Memory. They travel the world, sending his 
  messages and bringing back news to Asgard and Odin’s 
  hall; he worries they may not return one day.
  Odin is a god of the underworld and of magic, having 
  hanged on Yggdrasil for nine days while sacrificing his eye 
  to learn the secrets of the runes and their sorcery. The god 
  of kings, he sends his faithful Valkyries (warrior maidens 
  described later in this chapter) to gather an army of brave 
  dead, the Einherjar, to wait in Valhalla and fight for him at 
  Ragnarök. Odin also invented mead after stealing the secret 
  from the dwarves, and through its intoxicating power he 
  shows men and women they can unflinchingly endure the 
  worst offered by fate. He feeds his meals to his wolves and 
  lives on wine alone.
  Customs, Shrines, Objects and Holy Texts
  Odin prefers his devotees to perform battlefield 
  sacrifices (where petitioners behead captives taken from the 
  enemy) or sky sacrifices (hanging their offerings of bears, 
  horses, people, or weapons claimed in combat from trees 
  until the corpses or objects disintegrate). Items which might 
  persist for a very long time are marked with runes for Odin, 
  or are damaged so no one else might use them, and hung 
  body decomposes and the parts are lost beneath the waters. 
  When this is not possible, simply casting such objects into a 
  bog is preferred.
  The kings of Scandinavia regularly claim to be 
  descended from Odin, and hold feasts and sacrifices in 
  his honor. Knowing the All-Father’s favor in politics and 
  war cannot last forever, they usually welcome death when 
  it comes. Stories speak of those who “went to his death 
  laughing,” and more than a few were willingly joined by 
  either their wives or female slaves, who sought to emulate 
  the valkyries with their death on a cremation pyre.
  This act of devotion exemplifies how those who 
  venerate Odin above all others prefer cremation so they 
  might arrive in Valhalla faster, although some make their 
  own bodies a sky sacrifice for their families. As mentioned 
  previously, they hang in death from sacred groves so their 
  rotting remains may be used to divine the future, based on 
  how their form falls apart through exposure.
  Odin is often carved on large runestones to invoke his 
  power, or placed on amulets to help grant knowledge and 
  mystic skill to the wearer. Cult member eschew these as 
  trinkets, believing their symbols to be more powerful.
  The core text for those seekings specific knowledge 
  about Odin is called The Hanging Testament, bound in yew 
  wood and written in ink made with both blood and lightning 
  ash. It is said to be very useful to those seeking to learn the 
  magic of Seidr.
  Mystery Cults – A specific cult dedicated to Odin 
  exists, but it has no official structure. Its core members 
  consist of warriors and priests who regularly sacrifice to him 
  on both the battlefield and within the sacred groves. Called 
  “berserks,” they wear wolf-skins, horned helms, and golden 
  collars marked with the Valknut rune, and they wield either 
  as high as possible in a sacred grove. One 
  method specific to Odin is to impale a spear 
  through a corpse over a sacred bog so the 
  a sword and spear or two short spears. 
  The spears represent Gungnir, and 
  the collars symbolize the replicating 
  Draupnir. While expected to be 
  
  THE CELESTIAL HOST: VOLUME ONE
  109
  fearless, cult members must also be cunning and tricksy.
  Natural Manifestation – Odin prefers to take the form of an old man, usually with one eye either a different color than 
  the other or milky white, and almost always demanding hospitality. He occasionally appears as a golden eagle or a large 
  silver wolf, and sometimes a great roan stallion. He is lecherous and proud, and often taunts those he interacts with, testing 
  their limits.
  Omens – Large ravens nesting in trees or overseeing specific areas are often considered omens of Odin’s attention. A 
  wolf seen in the trees during travels is inauspicious, and means Odin expects failure. Finding a lost or previously unknown 
  sacred grove bearing old sky burials or votive objects dedicated to Odin is always a good omen. Facing a monster with 
  a single eye (who has lost the other eye to injury) is one of the worst omens possible: it means Odin himself seeks to 
  challenge the character on this task, and the character should try to defeat the monster alone. 
  Obedience – For 90 minutes each day, the devout of Odin must hang from a sacred tree in a state of near asphyxiation 
  if possible. If no tree is available, then the devout must hang from a hook or other fixture, and must be barely able to 
  breathe. Performing this devotion leaves a near-constant purple welt around the throat, where the rope or strap pulls on the 
  character’s neck. Pick a school of magic; your character casts spells of that school at either +1 caster level or +2 to DCs. 
  This choice is made each day while hanging, and cannot be changed until the obedience is performed again the next day.
  Holidays – The primary holiday for Odin is Yule (or Yuletide), primarily celebrated on the sunset of the Winter 
  Solstice. It is a rebirth of the sun from the underworld symbolized by the burning of the blessed yule log, where people 
  give gifts as Odin gave copies of Draupnir, drink his sacred mead, and sing songs in reflection of the Einherjar awaiting 
  them in Valhalla. It is a raucous and wild festival involving the whole community for twelve days and thirteen nights.
  
  THE CELESTIAL HOST: VOLUME ONE
  110
  THOR
  Asa-thor, Eindridi (Lone-Rider), Hlorridi, The Giant-slayer, Lightning-bearer
  Alignment Chaotic Good
  Domains Glory, Protection, Strength, War, Weather
  Favored Weapons Warhammer
  Centers of Worship Uppsala, Sweden
  One of Odin’s many sons, and considered foremost 
  among them, Thor is the mighty red-headed god of 
  lightning, war, strength, and glory. He is dedicated to the 
  protection of Asgard and all the Æsir. His mother is Jord, 
  the giantess of the earth, but he is counted as an Æsir; Thor 
  had many brothers, but one sister, Rind. Thor and his wife 
  Sif have two sons, Magni and Modi, and a daughter, Thrud. 
  All three inherited their father’s strength.
  Thor’s lands are in Thrudheim (also known as 
  Thrudvangr), an Asgardian realm adjacent to the elvish 
  lands. His hall, Bilskirnir, boasts over 540 rooms and great 
  arches, standing as the largest and most grand among the 
  Æsir.
  The god of thunder rides a chariot pulled by the 
  regenerating goats, Tanngrisnir and Tanngnjostr, whom 
  he can eat each night and still awaken whole the next day. 
  He wields the hammer Mjolnir (described later in this 
  book) and wears the belt Meginjord and the iron gloves 
  Jarngreipnir, which allow him to easily handle Mjolnir. His 
  staff is named Gridarvoln.
  He detests the World Serpent, and is fated to kill it. He is 
  the Æsir’s greatest deterrent against the giants of Jotunheim, 
  and regularly threatens Loki when the Trickster causes 
  mischief in Asgard. The giants often devise ways to remove 
  Thor when planning trouble for Asgard.
  Customs, Shrines, Objects and Holy Texts – Thor 
  prefers battlefield sacrifices, sky offerings hung in trees 
  or left on spears to crumble into bogs, and weapons made 
  specifically as votive offerings. He is ambivalent towards 
  weapons taken from foes, or animal sacrifices, and does not 
  require live sacrifices to be decapitated. Those using his 
  preferred offerings gain a +2 to skill checks made during a 
  blot incantation.
  Thor holds the rowan tree sacred, as it once protected 
  him during an encounter with a giant; statues and effigies 
  are carved from this wood whenever possible. His devout 
  followers wear hammer-shaped amulets as a sign of their 
  faith, and these are common gifts for those who stood 
  together against great odds and survived.
  Thor has no specific holy text except Words of Sinew 
  and Honor, a book of proverbs associated with strength 
  and perserverence in the face of great odds. It is a short 
  manuscript, and most followers just keep a small piece of 
  rowan wood with their favorite saying etched on it in runes.
  Mystery Cults – Those who venerate Thor above all 
  others seek to commit acts of greater and greater danger 
  and glory. They operate in small groups of two or three, 
  generally a master and an apprentice, with the death of the 
  master usually necessary before the apprentice ventures 
  off on their own. However, in a few cases, the master (or 
  mistress) recognizes an apprentice with such potential 
  that they encourage the apprentice to strike out on their 
  own with a gift of appropriate utility. These apprentices 
  continue to reflect on the master’s reputation among other 
  masters, and so they tend to encourage the apprentices into 
  dangerous endeavors.
  Natural Manifestation – Manifestations of Thor take 
  the form of fir trees struck by lightning, or of great rams 
  with black wool and great curling horns. He rarely takes 
  the form of a middle-aged warrior with red hair and beard, 
  bare-chested but wearing a bronze helm, and always bearing 
  a mighty hammer. In places where he intervenes to defend a 
  community, he takes the form of an enormous dire bear.
  Omens – Good omens associated with Thor include 
  powerful lightning storms, and especially natural lightning 
  strikes near the devout. Unexpected rockfalls are also 
  considered good omens, indicating Thor favors the current 
  
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  course of action. Finally, discovering a cache of mead or finding a masterwork weapon in an unexpected place are good 
  signs associated with the Thunder God. There are few bad omens associated with Thor, but foremost is losing one’s 
  weapon.
  Obedience – The devout of Thor must find an object equal to roughly one-quarter their maximum load, and spend an 
  hour holding it over their head while meditating. Every quarter hour, it must be thrown up into the air, caught, and then 
  smashed down into the ground before being held back up over the petitioner’s head again. If it breaks, a new object must 
  be found to continue. Rocks have 1d2 hp per pound of weight for the purposes of this obedience, and suffer 1d6 hp damage 
  every 10 minutes spent as a focus in this obedience. Once complete, the devout gains a +4 sacred bonus on Strength checks 
  and Strength based skill checks. This bonus lasts for 24 hours. 
  Holidays – While Thor has no specific holidays, he does share a role in Yule since he held one of the most venerated 
  positions within the pantheon. Occasionally, Thor was incorporated into the festivities during the Spring Equinox. His cult 
  celebrates platonic bonds and the well-being of family and community.
  
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  VALKYRIES
  The Choosers of the Slain, The Riders of Odin
  Alignment Lawful Neutral
  Domains The Valkyries do not grant spells, but should be considered to have powers of the Glory domain as a cleric 
  with levels equal to their hit dice.
  Favored Weapons Battleaxe, Longsword, Spear
  Centers of Worship battlefields, cremation ceremonies, some standing stones.
  Over fifty named spirits make up the host of the 
  valkyries, each with a unique name often representative of 
  their personality or demeanor. 
  They possess names like:
  Axe-age, Battle, Battle-weaver, Debt, Future, Killer, 
  Mist, Power, Shaker, Shield-scraper, Silence, Spear-Skögul, 
  Sword-noise, Teeth-grinder, Wand-weilder, War, Brynhild, 
  Etra, Fulla, Geiravör, Göll (Tumult), Göndul, Gunnr, 
  Herfjötur (Host-fetter), Herja, Hildr, Hlin, Hlökk (Battle-
  noise), Hrist, Hrund, Lafn, Sigrun, Skeggöld, Skögul, 
  Svava, Svipul, Syn, Vara, Vjofn, and Vor.
  Their armor gives off an otherworldly glow (said to be 
  the source of the Aurora Borealis lights), and they invisibly 
  watch wars and battles to collect the souls of the dead for 
  Odin and Freyja. Occasionally, a valkyrie will fall in love 
  with a great warrior after watching him on the battlefield. 
  When this happens, the valkyrie takes a visible human form, 
  and lives with him until he dies; then she carries his soul to 
  either Valhalla or Folkvang.
  Customs, Shrines, Objects and Holy Texts – As 
  servants of Freyja and Odin, they do not have their own 
  holy texts. Those who venerate the valkyries wear amulets 
  shaped like spears, or of a woman carrying a spear, and 
  it is customary to give such a necklace to a warrior going 
  off to their first serious battle. Standing stones, tapestries, 
  and engravings on ships, chariots, or furniture also depict 
  valkyries bearing witness to grand battles, shepherding the 
  sleeping, and carrying the dead to the afterlife.
  Mystery Cults – The cult of Odin is the cult of the 
  Valkyries, as they are known to be his specific agents (and 
  to a lesser extent, the servants of Freyja). A splinter cult of 
  Freyja also venerates the valkyries, glorifying her role as 
  receive numerous sacrifices of claimed weapons.
  Natural Manifestation – Valkyries always appear in 
  their true form as woman warriors in shining mail, with 
  winged helmets and bright weapons. Only the dead or the 
  dying are said to see them without magical aid, but those 
  who have hovered at death’s door and managed to survive 
  can spot them any time they are present.
  Omens – Death and battlefields are the surest omens of 
  a valkyrie. An unattended white horse on the battlefield is 
  said to be a valkyrie’s mount, and she is nearby to collect 
  a soul or is waiting for someone to die. Bright beams of 
  sunlight breaking through the clouds during a battle herald 
  the coming of the valkyries. The distant neighing of horses 
  may belong to valkyries watching over warriors about to 
  enter unexpected battles. Finally, those who die with a 
  sudden gasp on the battlefield are said to have their soul 
  pulled from their body and taken up by a Chooser of the 
  Slain.
  Obedience – An obedience to the valkyries is 
  uncommon, but it does exist. The faithful must spend an 
  hour in silence before dawn and, before consuming any food 
  or drink, perform a strenuous series of weapon exercises. 
  In the end, they must inflict a slight cut on themselves, 
  inflicting at least 1 hp of damage and providing a blood 
  sacrifice to the warrior maiden spirits. As long as this wound 
  (and the 1 hit point of damage) remains unhealed, the 
  obedient gains a +4 sacred bonus to confirming critical hits. 
  This bonus lasts for 24 hours.
  Holidays – There are no holidays dedicated to the 
  valkyries alone, but they are honored during Disting and the 
  Dísablót. They also play a small role in Yule celebrations, 
  bringing the light of the Yule log across Midgard.
  Lady of the Slain. No cults exist dedicated to 
  just valkyries, but they are regularly invoked 
  by those swearing on the battlefield, and 
  
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  SIGHT FROM DEATH’S DOOR [MAGIC TRAIT]
   
  You have nearly died more than once, and 
  your fate is tied a little closer to the valkyries and 
  their tasks than the fate of others. After you have been 
  reduced to negative hit points and then brought back to 
  positive hit points, you gain the extraordinary ability 
  to see invisible for a number of rounds equal to your 
  Wisdom modifier +1 (minimum 1). These rounds need 
  not be used consecutively. If there are valkyries within 
  your normal visual range, but otherwise invisible, 
  you see them. If a valkyrie is posing as the wife of a 
  great warrior, you see them for their true nature. This 
  extraordinary ability may be activated as a standard 
  action which does not provoke attacks of opportunity. 
  You maintain this ability until you use it or until a 
  number of days equal to your character level pass since 
  you were reduced to negative hit 
  points. You cannot benefit from this 
  trait more than once per day.
  LESSER GODS 
  These gods and members of the pantheon don’t have a 
  large role in regular worship, or are only featured in some 
  tales. Still, they have definite value in stories and games, 
  and have been included in a short form. They include Baldr, 
  Bragi, Hodir, Njordr, Ullr, Mimir, and Sif.
  AEGIR
  Aegir (also called Gymir) is god of the seas, and the 
  only giant counted among the gods. He often hosts the rest 
  of the Æsir and Vanir, with his wife, Ran, and their nine 
  daughters. Each daughter embodies and personifies a type of 
  wave, reflected in their names: Blodudhadda (Bloody-head), 
  Bylgja (Billow), Drofn (Wave), Dufa (Wave), Hefring 
  (Lifting), Himinglaefa (Transparent on Top), Hronn (Wave), 
  Kara (Powerful), Kolga (Cool-wave), and Unn (Wave). 
  Aegir is a very rich god: his wealth is so great that he lights 
  his halls with gold, not fire. His domains are Travel, Water 
  (including Oceans and Rivers), and Storms.
  FORSETI
  The god of law, Forseti is Odin’s grandson and 
  Baldr’s son. He lives in the grand hall Glitnir, with tall 
  golden pillars and a shining silver ceiling. His sacred 
  island is Heligoland, and the holy spring on that isle 
  marks where Forseti arrived to share law with men. He 
  is claimed to be the greatest of all judges among men, 
  and all who sit in his court leave it satisfied with the 
  decisions. His chosen weapon is a golden battleaxe. His 
  domains are Community, Education, Judgement, Law, 
  and Good.
  FRIGG
  The wife of Odin and the mother of Baldr, Frigg is 
  best known for extracting the promise to not injure Baldr 
  from all living things except Mistletoe - an oversight 
  Loki takes advantage of, and manipulates the blind god 
  Hodor into exploiting. Fensalir is her Hall in Asgard. 
  Stories claim she has a necklace of black opals which 
  allow her to charm any individual, and that she kept the 
  sorcerer Mithothyn as a lover for some time. Frigg is 
  a capable healer, a skilled diviner, and “Queen of the 
  Heavens,” a goddess of weather. Some believe her to merely 
  be a mask of Freyja and not a true goddess of her own. 
  However, Frigg is known to survive Ragnarök. Her chosen 
  weapon is a shortsword, and her domains are Family, Home, 
  Medicine, Knowledge, and Weather.
  GET OF LOKI
  A dream prophecy states the children of Angrboda 
  the giantess and Loki will cause great trouble to the Æsir, 
  possibly helping bring about the end of the world, and so 
  Odin ordered them brought to Asgard for judgement. Thor 
  and Tyr completed this task for the All-Father, and when 
  they captured the children, not even their mother or fellow 
  giants tried to stop the Æsir from taking them. Odin then 
  considered the three carefully, and either bound or banished 
  them from Asgard to ensure the prophecy would never come 
  to pass. However, this act of mercy backfires, and the two 
  foreseen to be the most dangerous will kill both Odin and 
  Thor during Ragnarök.
  FENRIR
  Also called Hrodvitnir or Fenrisulf, 
  this massive wolf eats raw meat, but 
  speaks like a man. He grew quite 
  
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  quickly, going from the size of a puppy to an elk in just 
  a few days. During this time, Tyr alone was unafraid of 
  Fenrir, brought him his meals, and played with him. When 
  the Æsir saw how strong Fenrir was becoming, they tried to 
  bind him with great chains. 
  The first set, called Loeding, were made by the Æsir, 
  and Fenrir broke them easily. The second were forged 
  bigger and heavier, called Dropi, and the wolf shattered 
  these, too. The last binding is called Gleipner, the Entangler, 
  and the dwarves magically fashioned it from cat noise, 
  woman’s beards, mountain roots, bear sinews, fish breath, 
  and bird spittle (which is why none of these things are found 
  in the world today). 
  Fenrir saw no glory in surrendering to the light, ribbon-
  like fetter of Gleipner, and refused to try it on unless an 
  Æsir chose to put their hand in his mouth as a promise Odin 
  would release him. Tyr told his former friend to bite his 
  hand, knowing Odin would not release him. Once bound, 
  Gleipner grew sharper and tighter when Fenrir struggled, 
  and the Æsir then dragged Fenrir deep into the earth, and 
  hammered Gleipner into a massive stone. As they left, 
  Fenrir screamed out, telling them he would have been their 
  friend, but now he would consume them. In a desperate 
  attempt to get free, he made one last attack at the gods, but 
  one of them wedged his jaws open with a sword, such that if 
  Fenrir ever bit down, the tip would pierce the wolf’s skull. 
  And so the massive creature lies in a dark cave, a stream 
  of drool pouring out from his open mouth to make a river 
  underground.
  HEL
  A maid split down the middle, one half of Hel’s form 
  was that a beautiful young woman; the other side offered 
  the frigid, partially decayed form of a lingering corpse, 
  tinged deep blue from the terrible cold. Odin took her 
  deep into the shadows of Niflheim and gave her the hall of 
  Eljudnir (Rain-damp), which lies at the end of the Helveg 
  road and across the Gjallarbru bridge, beneath the second 
  root of Yggdrasil. Eljudnir has high walls and three gates: 
  the Helgrind (Hel Gate), the Nagrind (Corpse Gate), and 
  the Valgrind (Carrion Gate). Her bowl and plate are named 
  “Hunger,” her knife is “Starving,” “Stumblingblock” 
  is her threshold, “Sickbed” is her 
  bed, and her bed-hangings are “Pale 
  Misfortune.” Hel rules over all those 
  who die of illness, old age, and 
  accidents in the nine worlds, and this great host will march 
  out to join Loki at Ragnarök.
  JORMANDGR
  The third of Loki’s children is the Midgard Serpent 
  Jormandgr, a great worm who can speak like a man. When 
  Thor and Tyr came to take it to Asgard, Jormandgr spit 
  black venom at them and fought viciously. To carry it back, 
  the gods had to tie it to a great pine tree trunk, stripped of 
  its bark so the sap would help bind the serpent to the pole. 
  Odin felt that it was but a child, and released it to swim 
  into the sea which encircles Midgard. There, it grew until it 
  wrapped around the whole of the world, and could bite its 
  own tail. Jormandgr suffered an incident with Thor, where 
  the god fished the serpent to the surface and the two battled; 
  this cemented their antagonism. When Ragnarök comes, the 
  great serpent will seek out and kill Thor.
  HORSES OF THE ÆSIR
  Sleipnir is considered the greatest horse of the Æsir, 
  and serves as Odin’s mount; he has eight feet and was sired 
  by a giant’s great horse, Svaldifari, by Loki to save Frejya 
  from being given to the giant in exchange for building 
  a wall around Asgard. Sleipner could fly across the sky 
  and between worlds, and Odin occasionally lent him to 
  worthy petitioners. Other magnificient horses include 
  Blóðughófi, Falhófnir, Gisl, Gladr, Gyllir, Glenr, Gulltoppr 
  (Heimdall’s mount, possessing a brilliant golden mane), 
  Léttfeti, Silfrintoppr, Sinir, and Skeidbrimir. Drawing from 
  Svaldifari’s example, they can haul enormous boulders, 
  work tirelessly, and cover great distances in very short 
  periods.
  IDUN
  This young goddess of the Æsir married the poet god 
  Bragi. She is the keeper of the golden apples of immortality, 
  which all the gods consume to maintain their youth and 
  vigor. The cunning giant Thjazi, a potent shapeshifter who 
  could take the form of a massive eagle, stole Idun to keep 
  her and the apples for himself. As the other Æsir began to 
  grow old and grey, Odin demanded Loki steal Idun back. 
  Utilizing Freyja’s falcon-coat to fly into Thjazi’s lair, the 
  trickster god turned Idun into a nut and carried her back to 
  Asgard. The other Æsir lit great watchfires, 
  which burned the giant’s wings and caused 
  him to crash into the earth. She is celebrated 
  
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  on the Spring Equinox. Idun’s domains include Community, 
  Healing, Purity, Restoration, and Resurrection.
  MAGNI AND MODI
  Sons of Sif and Thor, this pair of brother-gods survive 
  the end of the cosmos and emerge from the aftermath to 
  inherit their father’s legendary hammer, Mjolnir. Magni is 
  immensely strong, throwing off a giant’s corpse which had 
  pinned his father to the ground. Modi, whose name means 
  “Angry One,” is shrouded in mystery. Little is written about 
  him, save that he lives through the events of Ragnarök, 
  and inherits a new world where the war with the Jotun 
  no longer exists; whether this comes by slaying all the 
  giants or brokering a peace is unknown. Their domains are 
  Catastrophe, Family, Loyalty, Strength, and Resurrection.
  NIDHOGG
  Curled about one of the three roots of Yggdrasil in the 
  realm of Niflheim, on the poisonous shore of Nastrond, 
  the foul dragon Nidhogg chews corpses of the murderers, 
  oathbreakers, and traitors. It tears at the roots of the World 
  Tree in anger and loathing as it feeds, causing great wounds 
  that the Norns heal each day. It is a creature of chaos, 
  hatred, venom, and destruction. The dragon detests the 
  eagle which lives at the top of Yggdrasil, and passes back 
  and forth cruel threats and barbs via the squirrel, Ratatosk. 
  Nidhogg is fated to survive Ragnarök, soaring over the 
  devastation and malevolently watching the new world 
  emerge.
  TYR
  The god of fulfilled oaths, Tyr placed his hand in 
  Fenrir’s mouth to ensure the creature would accept the third 
  binding the gods placed upon it. He often fed Fenrir, always 
  remaining unafraid of the ever-growing wolf. Although 
  commonly considered the son of Odin, it is rumored that 
  his father was a giant, and it is believed his mother was an 
  unnamed golden Æsir. Prophecy states Tyr will face Garm, 
  the moon-killing hound, at Ragnarök, and they will slay 
  each other. Occasionally, his priests march out to exhort 
  every warrior to fight tooth and nail, promising glory and 
  riches or a place in Valhalla. Tyr’s domains include Honor, 
  Loyalty, Martyr, Resolve, and War. 
  CHAMPIONS OF JOTUNHEIM
  While neither of these great giants is a god, they (or 
  their mythic replacements) are destined to have immense 
  impacts during Ragnarök. Gamemasters should consider 
  the following entries as the weakest versions of Surtur 
  and Thrym, two future heroes of the Jötnar. As the Norse 
  gods become diminished through Fimbulwinter and then 
  Ragnarök, these two will only gain in power.
  SURTUR, MUSPELHEIM’S WATCHMAN
  Warlord of the Jötnar, Surtur stands guard on the border 
  of Muspelheim, awaiting the battle of Ragnarök. Legends 
  state Surtur will burn down Yggdrasil and the world, 
  leading the giants to battle on the plain of Vigrid against the 
  Æsir and Vanir. He especially hates the rooster, Vidofnir, 
  which lives in the branches of the World Tree. His wife is 
  Sinmara.
   
  He knows he is destined to fight at Ragnarök, having 
  captured a seeress looking for Mimir’s Well; he bartered 
  her freedom for the knowledge. This information makes the 
  giant even more overconfident, believing he cannot die until 
  the world burns.
  
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  SURTUR, 
  GUARDIAN OF MUSPELHEIM’S FRONTIER
  Mythic Exemplar Magma-fused Jotunblood Fire Giant 
  CR 18/MR 4 
   
   
   
  XP 820,000
  LE Huge humanoid 
  (earth, elemental, extraplanar, fire, giant, mythic)
  Init +7; Senses low-light vision, scent 60ft; 
  Perception +35
  Aura fiery aura (15ft., 3d6 fire, Fort DC 42)
  DEFENSE
  AC 40, touch 11, flat-footed 37 
  (+8 armor, +3 Dex, +21 natural, –2 size)
  Hit Points 665 (25d10+375+40); fast healing 5
  Fort +23, Ref +9, Will +23; second save
  Defensive Abilities DR 10/epic, fortification (50%), 
  rock catching; Immune fire; Resist cold 25; SR 42
  Weaknesses enhanced vulnerability to cold
  OFFENSE
  Speed 60 ft. (50 ft. in armor), burrow 60 ft.
  Melee greatsword +39/+34/+29/+24 (3d8+33 plus burn)
  or 2 slams +38 (2d6+33 plus burn)
  Ranged rock +19 (6d6+33 plus 2d4 fire)
  Space 15 ft.; Reach 15 ft.
  Special Attacks Breath of Muspelheim (15d6, DC 42), 
  burn (3d6), engulf (3d6 bludgeon + 6d6 fire), feral 
  savagery (full attack), grab, heated rock, improved 
  rock throwing (6d6+33, 150 ft.), lingering breath 
  (2d8 fire, 4 rounds), mythic power (4/day, surge 
  +1d8+1), trample (3d6+33, Reflex DC 44)
  STATISTICS
  STR 54, DEX 16, CON 40, INT 20, WIS 24, CHA 20
  Base Atk +18; CMB +42; CMD 55
  Feats Awesome Blow, Cleave, Colossal Swing, Combat 
  Reflexes, Combat Reflexes (Mythic), Great Cleave, 
  Improved Initiative, Improved Overrun, Improved 
  Sunder, Iron Will, Martial Weapon Proficiency 
  (greatsword), Mighty Swing, Power Attack, Potent 
  Surge (Mythic), Weapon Focus (greatsword)
  Skills Climb +35, Craft (weaponsmithing) +23, 
  Intimidate +28, Perception +35, Sense Motive +17, 
  Survival +30, Stealth +18
  Languages Celestial, Common, Draconic, Dwarven,
  Elven, Giant, Undercommon
  SQ Earth Mastery, Enhanced Durability, Enhanced 
  Senses, Enhanced Special Abilities, Magma Movement, 
  powerful blows (slam)
  SPECIAL ABILITIES
  Breath of Muspelheim (Su) Once 
  every 1d4 rounds, Surtur can 
  breathe a 60-foot cone of fire that does 15d6 fire damage. A 
  successful Reflex save (DC 42) halves the damage. The save 
  DC is Constitution-based.
  Earth Mastery (Ex) Surtur gains a +1 bonus on attack 
  and damage rolls if both it and its foe are touching the 
  ground. If an opponent is airborne or waterborne, Surtur 
  takes a -4 penalty on attack and damage rolls. These 
  modifiers apply to bull rush and overrun maneuvers whether 
  Surtur is initiating or resisting these kinds of attacks.
  Enhanced Durability (Ex) Surtur does not go 
  unconscious until he reaches -52hp. He does not die until he 
  reaches -65hp.
  Enhanced Senses (Ex) Surtur’s scent ability has a range 
  of 60 feet, 120 feet if downwind.
  Enhanced Special Abilities (Ex) Increase the area, 
  range, duration, damage, bonuses, and effect of any auras 
  and special attacks by 50%. (Applied)
  Enhanced Weakness (Ex) Surtur takes twice as much 
  damage (200%) from cold damage, regardless of whether a 
  saving throw is allowed or if the save is a success or failure.
  Fiery Aura (Ex) Any creature within 15 feet takes 3d6 
  points of fire damage per round that it remains within range. 
  A successful Fortitude save (DC 42) halves the damage 
  for that round. A magma creature can suppress or resume 
  the use of this ability as a free action. The save DC is 
  Constitution-based.
  Heated Rock (Su) Fire giants transfer the heat of their 
  bodies to rocks as part of an attack action when they throw 
  rocks. A heated rock deals 2d4 points of additional fire 
  damage on a hit.
  Improved Rock Throwing (Ex) Surtur has a +1 racial 
  bonus on attack rolls made to throw rocks. This ability 
  stacks with the bonuses from the Rock Throwing ability. 
  Surtur can hurl rocks up to Medium sized.
  A “rock” is any large, bulky, and relatively regularly 
  shaped object made of any material with a hardness of at 
  least 5. Surtur can throw rocks up to five range increments.
  Magma Movement (Ex) Surtur can 
  swim through magma and lava at a speed 
  
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  equal to its burrow speed, as though it were moving through 
  water with a swim speed. This ability does not grant Surtur 
  a swim speed in water.
  Perfect Health (Ex) An exemplar creature always 
  possesses maximum hit points.
  DESCRIPTION
  A hulking cinder of a giant, Surtur 
  has dull grey skin of barely-cool 
  rock, shot throughout with glowing 
  cracks that reveal the seething 
  magma beneath. Each exhalation 
  is a faint puff of sooty dust and 
  sulfur, and his cruel laughter 
  echoes like booming peals 
  of distant thunder. Surtur’s 
  armor is fashioned from 
  heavy black pig iron, 
  and a jagged crown of 
  disconnected obsidian 
  shards floats in a lazy 
  orbit just above his 
  bald brow. Roiling 
  pyroclastic clouds form 
  the giant’s beard, and 
  Surtur’s teeth are wickedly 
  filed dark slate shards which 
  throw sparks when he eats or 
  grinds them in frustration. His 
  massive greatsword stands fully 
  15 feet long and 3 feet across, 
  fashioned from the same dark iron 
  as his armor. It glows bright with 
  heat when wielded, and its finely 
  ragged edge easily carves through 
  armor to leave terrible wounds in 
  the flesh of any foolish opponent. 
  He has no unique weapon, as his 
  burning touch eventually consumes 
  any 
  item Surtur regularly handles.
  THRYM, LORD OF THE FROST GIANTS
  A covetous and lecherous jotun, Thrym lusts after Freyja 
  and secretly desires Thor’s hammer, Mjolnir, for his own. 
  Thrym is the rightful king of Jotunheim, undisputed by 
  his ten brothers and one sister, and he rules his kingdom 
  from a vast hall with a treasury full of gems and a stable 
  full of great livestock. He knows of paths and tunnels that 
  delve deep into Asgard and the surrounding realms, which 
  provide him ample places to hide stolen loot or kidnapped 
  paramours.
  
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  THRYM, 
  JARL OF THE FROST GIANTS OF JOTUNHEIM
  Mythic Advanced Trickery-Runecarved 
  Jotunblood Frost Giant 
   
   
       
  CR 16/MR 8 
   
   
   
  XP 820,000
  CE Huge humanoid (cold, giant, mythic)
  Init +11; Senses low-light vision, mistsight, scent; 
  Perception +31
  DEFENSE
  Armor Class 39, touch 9, flat-footed 36 
  (+4 armor, +1 Dex, +26 natural, –2 size)
  Hit Points 580 (24d8+408+64); fast healing 5
  Fort +25, Ref +9, Will +20; second save
  Defensive Abilities block attacks, rock catching; 
  DR 10/epic; fortification (50%); Immune cold, 
  explosive runes, glyph, symbol spells; Resistance fire 
  20; SR 40
  Weaknesses vulnerability to erase
  OFFENSE
  Speed 50 ft.
  Melee greataxe +38/+33/+28/+23 (3d8+31)
  or 2 slams +38 (2d6+31)
  Ranged rock +18 (6d6+31)
  Space 15 ft.; Reach 15 ft.
  Special Attacks improved rock throwing (150 ft.), feral 
  savagery (rend), mythic power (8/day, surge +1d10), 
  rend (2d6+31), trample (2d6+31, Reflex DC 45 half)
  Spell-like Abilities (CL 24th)
  1/day — disguise self, invisibility, nondetection, 
  confusion (DC 20), false vision, mislead (DC 22), screen 
  (DC 23), invisibility (mass), time stop
  STATISTICS
  STR 42, DEX 12, CON 34, INT 22, WIS 18, CHA 23
  Base Atk +18; CMB +41; CMD 52
  Feats Awesome Blow, Cleave, Cleave (Mythic), Great 
  Cleave, Improved Initiative, Improved Initiative 
  (Mythic), Improved Iron Will, Iron Will, Iron Will 
  (Mythic), Improved Overrun, Improved Sunder, 
  Improved Sunder (Mythic), Martial Weapon Proficiency 
  (greataxe), Power Attack, Skill Focus (Stealth), Weapon 
  Focus (greataxe)
  Skills Bluff +29, Climb +25, Craft (weaponsmithing) 
  +20, Intimidate +32, Knowledge (Arcane) +41, 
  Linguistics +18, Perception +31, Profession (King) +20, 
  Sense Motive +28, Stealth +17 (+21 in snow), Survival 
  +31; Racial Modifiers +4 Stealth 
  in snow, +8 Knowledge (arcana) 
  and Linguistics
  Languages Celestial, Common, 
  Draconic, Dwarven, Elvish, Giant, Goblinoid, Orcish, 
  Undercommon
  SQ powerful blows (rend, slam)
  SPECIAL ABILITIES
  Breath of Niflheim (Su) – Once every 1d4 rounds, 
  Thrym can breathe a 40-foot cone of cold that does 10d6 
  cold damage. A successful Reflex save (DC 39) halves the 
  damage. The save DC is Constitution-based.
  Copycat Rune (Sp) – Thrym can create an illusory 
  double of himself as a move action. This double functions 
  as a single mirror image and lasts for 24 rounds, or until 
  the illusory duplicate is dispelled or destroyed. Thrym may 
  have no more than one copycat at a time. This ability does 
  not stack with the mirror image spell. Thrym can use this 
  ability 7 times per day.
  Improved Rock Throwing (Ex) – Thrym has a +1 
  racial bonus on attack rolls made to throw rocks. This 
  ability stacks with the bonuses from the Rock Throwing 
  ability. Thrym can hurl rocks up to Medium sized. Thrym 
  can throw rocks to up five range increments.
  Master’s Illusory Rune (Sp) – Thrym can create 
  an illusion that hides his appearance and any number of 
  allies within 30 feet for 24 rounds. This ability otherwise 
  functions like the spell veil. The save DC to disbelieve this 
  effect is 28. The rounds do not need to be consecutive.
  Personal Rune (Sp) – Thrym can place his rune upon 
  an item and gain a special connection to that item. The 
  rune is permanent, and henceforth Thrym always knows 
  the item’s location and the name and race of any creature 
  currently touching it; a successful Will save negates (DC 
  30) this effect. Thrym can have 24 personal sigils in effect. 
  Placing a personal rune is a full-round action that provokes 
  an attack of opportunity. Thrym can make this rune function 
  as any symbol spell (CL 24th).
  Runic Complexity (Su) – Strange and arcane symbols 
  appear to float in the air all around Thrym as he attacks. 
  Thrym can require the target of one of his spell or special 
  abilities to modify its saving throw with its Intelligence 
  ability score modifier rather than the standard ability score 
  (Constitution for Fortitude saves, Wisdom for Will Saves, 
  or Dexterity for Reflex saves), because it must deal with the 
  overwhelming complexity of the attack’s intricacy. Thrym 
  can use this ability 9 times per day.
  Vulnerability to Erase (Su) – This spell deals 10 points 
  of damage per caster level to Thrym.
  
  THE CELESTIAL HOST: VOLUME ONE
  120
  DESCRIPTION
  Thrym’s flesh is the deep, translucent crystalline blue of 
  a glacier’s heart, and his laugh is the sharp retort of cracking 
  ice. He has chiseled, angular features with a full beard and 
  mustache comprised of icicles, hoarfrost, and rime. Thrym’s 
  eyes glow like two cinders, but with the bright cerulean 
  hue of the North star. He wears boots fashioned from the 
  living hide of a polar bear, and a crown of diamond clear ice 
  shards slowly dance in a ring in the air above his head. His 
  name means “uproar,” and his voice is the distant rumble 
  of an avalanche not yet seen but will soon bear down 
  upon you. His greataxe is fashioned from cloudy blue ice 
  carved from a vast cliff that marks the boundary between 
  Jotunheim and Asgard, and its haft - wrapped in white 
  dragon’s hide - holds a baker’s dozen worth of skulls of 
  mortals and Æsir who thought they could defeat him.
  THE TWILIGHT SCIONS
  In a culture where death is often welcomed with open 
  arms, and living by the strength of arms is an accepted 
  (even preferred) lifestyle, there are some who purposefully 
  seek out Ragnarök; they look for the opportunity to win 
  glory, settle old grudges, or forge a new order where they 
  may rule. The Twilight Scions are one such organization, 
  dedicated to bringing about Fimbulwinter and freeing Loki 
  from his chains.
  TWILIGHT SCIONS (RØKKR NIÐR)
  “Setting fated stones ensures brotherhood.”
  Name Twilight Scions
  Symbol Twin lightning bolts rising from an ashen cloud
  Alignment NE
  Type Ragnarøkkr Cult
  Modifiers (Honor +1, Morale +2, Lore +3, Society -3)
  Leaders Orb of the Ragnarøkkr and 
  The Ruling Council.
  Membership ~1,500
  Locations Mountain (volcanic) caves, sites built upon 
  prestigious battlefields, meadhalls, carnivals
  Notable Members Seidman (seer), heretical Völva 
  (witch-shaman), Goðis (chieftain), Stivardur (steward), 
  Gestir (mercenaries or spies), Longmathr (lawspeaker), 
  Stallari (marshal), Bryti (overseer), Skutilsveinr 
  (table-men), Thulr (recitor)
  Services Offered Fortune telling, lore 
  telling, political advising, indulgences 
  for survival of the Ragnarøkkr
  Enemies Any who are doomed or prophesized to fall 
  during the Ragnarøkkr.
  DESCRIPTION
  Great prophets and visionaries tell tales of many 
  possible futures, and those who venerate the Norse gods 
  often fear and revere such prophecies. One such story 
  foretells of a great battle between Odin’s Asgardian allies 
  and the fire giant King Surtr’s armies. The battle, known 
  as Ragnarøkkr, or Twilight of the Gods, destroys the old 
  order - and heralds the rise of a new order led by Magni and 
  Móði, the sons of Thor.
   
  The Røkkr Niðr, or Twlight Scions, seek to honor 
  Thor’s sons, but they show the world a façade: a small and 
  reclusive group living for a future not yet born. However, 
  many respected and high-ranking cultists end up secretly 
  placed as luminaries of common society—typically 
  as religious or political advisors to powerful leaders. 
  Furthermore, unknown to all but the highest members 
  of the cult’s leadership, the Røkkr Niðr foment plots and 
  machinations to bring about the prophecies of Ragnarøkkr 
  so that their gods, Magni and Móði, may take their rightful 
  place as leaders in Asgard.
  Despite less than two thousand members, the Twilight 
  Scions maintain influence over kingdoms, tribes, noble 
  households, armies and other powerful organizations. 
  Skilled laborers and other commoners, including street 
  urchins, who prove useful to the cause are often invited 
  to become rank and file members. Local leadership often 
  entices useful initiates with promises of survival and 
  eventual power, but behind the scenes, these local leaders 
  create the situations that push people into their fold.
  Once fully indoctrinated, the Twilight Scions make 
  sure no initiate wants for comfort or support, as long as 
  they remain useful and loyal. A member may always claim 
  room and board, basic armor and weapon maintenance, and 
  basic craft or skilled labor services for free when available. 
  Finally, any population center with a Røkkr Niðr cell 
  will have someone available to perform an augury free of 
  charge once per week. Cities may have stronger divination 
  capabilities as available.
  
  THE CELESTIAL HOST: VOLUME ONE
  121
  JOINING RØKKR NIÐR
  Typically only invitees join The Røkkr Niðr. However, 
  anyone stumbling across or actively rooting out a plot or 
  scheme may be given the choice to join or die. Regardless 
  the reason for invitation, no prospective initiate begins 
  indoctrination without passing a crucible of divination 
  magic. Once approved, an initiate goes through weeks of 
  indoctrination where they learn the Ragnarøkkr prophecy 
  and the birthrights of Magni and Móði.
  CAMPAIGN TRAITS
  Those characters initiated into Røkkr Niðr may take 
  one of the following traits at first level, as part of their 
  background, or anytime they may choose a trait.
  ORB OF RØKKR (TRAIT)
  You have partaken in the rites of prophecy and now have 
  fleeting glimpses of events heralding the Ragnarøkkr.
  Benefit You may roll your Initiative checks twice and 
  take the higher of the two rolls. However, if one of the rolls 
  is a one, you must take that roll instead.
  FIST OF MAGNI (TRAIT)
  You have been initiated into the Order of Magni and 
  have spent long hours honing your might practicing feats of 
  great strength.
  Benefit You gain a +2 trait bonus to Strength checks and 
  your Strength score when  determining how much weight 
  you may lift or drag. This bonus does not otherwise affect 
  your carrying capacity.
  MEIN OF MÓÐI (TRAIT)
  You have been initiated into the Order of Móði and 
  have endured weeks of deprivation, intimidation and fear to 
  ensure bravery in the face of danger and horror.
  Benefit You gain a +2 trait bonus versus fear effects 
  and your Wisdom score to determine the difficulty of being 
  intimidated.
  FOR HIGHER LEVEL CHARACTERS
   
  Characters who prove particularly powerful and 
  subtle, or who manage to discover the hidden agenda of 
  the Røkkr Niðr, might not only be 
  invited to join: they may be offered 
  initiation into the inner circles and 
  given a prominent position with 
  which to create their own plans and schemes for bringing 
  about Ragnarøkkr. Usually, such an invitation starts with a 
  promotion. A powerful luminary will promote a cell leader, 
  testing their discretion and loyalty before revealing their 
  true agenda. Although granted some autonomy in crafting 
  schemes, a character must still maintain unwavering loyalty 
  to the Orb of the Ragnarøkkr and The Ruling Council.
   
  ASPECTS OF MEMBERSHIP
  Members of the Twilight Scions typically live their lives 
  normally, but perform their special duties when their cell 
  leader requests aid. Often, members remain unaware of any 
  other members outside their specific cell. Small villages 
  and hamlets may only have a single cell, while towns and 
  cities often have a cell in every important neighborhood 
  or district. Teams of adventurers often comprise traveling 
  or mobile cells; these cells are assigned to perform tasks 
  related to relaying information or specialized operations 
  specifically suited to adventurers.
   
  Untimely death often results in field promotions to 
  replace lost cell leaders and possibly higher-ranking 
  individuals; however, the hierarchy is largely amorphous 
  and ambiguous at best. Two orders, though, can be found 
  amongst the rank and file: The Order of Magni and 
  the Order of Móði. Both orders recruit members with 
  specialized skills for very specific types of missions. Those 
  who excel at extraordinary feats of strength and athletic 
  prowess in performing physical tasks join the Order of 
  Magni, while the members more suited to duplicitous or 
  cunning roles are recruited by the Order of Móði.
   
  The Røkkr Niðr modify holidays of rebirth and 
  remembrance to fit the aspects of a new order and 
  remembering those about to die in the Ragnarøkkr. As such, 
  the holidays of Ostara and Winternights are the two most 
  associated with the Twilight Scions. Ostara, a spring festival 
  of renewal, rejoicing, and fertility, represents the hope of the 
  new order of Magni and Móði once Ragnarøkkr has been 
  realized. Winternights, a feast of remembrance for ancestors 
  and the dead, becomes an honoring of all those who will 
  sacrifice themselves to realize the success of Magni and 
  Móði during Ragnarøkkr.
  
  THE CELESTIAL HOST: VOLUME ONE
  122
  ORGANIZATIONAL STRUCTURE
  The Twilight Scions have a loosely defined hierarchy. A 
  few generic ranks include:
  Scion – Scions, or general cell members and initiates, 
  comprise the majority of the Røkkr Niðr. Scions often 
  perform mundane tasks or general missions and do not have 
  any hidden knowledge of secret agendas.
  Cell Leader – Essentially middle management, cell 
  leaders command small teams in their territory to complete 
  specific tasks as assigned by their superiors. It is uncommon 
  for cell leaders to know of any secret agendas.
  Benefit Cell leaders may take the Leadership feat 
  without meeting its prerequisites and gain a minimum of 
  two followers.
  Luminary – These are the members who maneuver 
  themselves into high-ranking advisory roles amongst 
  society’s leaders.
  Benefit The Ruling Council grants either amulets of 
  non-detection or hats of disguise to their luminaries.
  Ruling Council – These leaders run the Røkkr Niðr and 
  manipulate their membership ranks (and society as a whole) 
  to further their individual secret agendas as well as create 
  the conditions for Ragnarøkkr.
  Benefit Members of the Ruling Council gain 1d4 
  personal luminaries.
  Orb of the Ragnarøkkr – This member is the highest-
  ranking prophet amongst the cult and generally acts as an 
  advisor to the Ruling Council.
  Fist – Extraordinarily physically gifted and highly 
  valued, these members of the Order of Magni rarely 
  advance in rank despite ostensibly outranking a Scion.
  Benefit They gain access to the Fist of Magni trait.
  Mein – Cunning, manipulative and duplicitous, these 
  members of the Order of Móði often rank among the 
  luminaries and cell leaders (although such an assignment is 
  rare). 
  Benefit They gain access to the Mein of Móði trait.
  PANTHEON MECHANICS
  The following options are specific to characters and 
  settings utilizing the Norse pantheon.
  TRAITS
  OATHTAKER [REGIONAL TRAIT]
  Once a day, as an immediate action which does not 
  provoke attacks of opportunity, you may swear an oath to 
  your ancestors, gaining a +2 circumstance bonus which may 
  be applied to any ability or skill check, saving throw, attack 
  or damage roll, roll to confirm a critical, CMB check or 
  CMD, or as a Dodge bonus to AC. This bonus lasts until the 
  end of your turn, and must be announced prior to knowing 
  the results of a roll.
  TRAINED IN THE WAYS OF SACRIFICE 
  [RELIGION TRAIT]
  Animal Handling, Heal, and Knowledge (religion) are 
  considered class skills for you, and you know the rituals 
  necessary to perform the Incantation of the Gods’ Blot 
  detailed in this chapter.
  BATTLEFIELD OATHS
  A GM might allow Norse characters to swear oaths in 
  the middle of combat, or any other dramatically appropriate 
  moment, as a free or immediate action. These oaths grant 
  a bonus like the Great Conviction feat, or perhaps negate 
  a critical hit, but then demand the oathsworn character to 
  make an appropriate sacrifice (a number of HD worth of 
  prisoners or sacred animals equal to their character level, or 
  appropriate items worth 500gp per character level) within a 
  day of making the Battlefield Oath, presuming they survive. 
  If they survive, but fail to make the sacrifice, they suffer 
  negative effects identical to failing to follow a geas spell 
  until they fulfill their obligation. At the GM’s discretion, this 
  may involve completing the Gods’ blot incantation.
  
  THE CELESTIAL HOST: VOLUME ONE
  123
  STORY SEEDS
  SUBTERFUGE OF SELF-FULFILLMENT
  The characters’ cell leader relays some notable 
  revelations directly from the Orb of the Ragnarøkkr and 
  wants to relocate their current base of operations, but 
  requires legal land procurement from a powerful shipping 
  conglomerate unwilling to sell. The mission assigned tasks 
  the characters in gaining ownership of the land, whether 
  by dashing wit, extortion, or subtle trickery.
  SMASH AND TACKLE
  Assigned a simple smash and grab of a relic deemed 
  important to the survival of Magni and Móði’s followers 
  post-Ragnarøkkr, the characters are stymied by the item 
  itself. The item, seemingly sentient, animates several 
  objects to distract, disturb, and assist in its escape. The 
  characters must navigate through a delicate situation and 
  save innocents while still attempting to capture a self-
  mobile object.
  RAGNARØKKR UNVEILED
  The characters become aware of a duplicitous Stallari 
  or marshal: their convoluted scheme, involving awakened 
  animals, sows confusion as to the intended real end game. 
  The difficulty of discovering the specific details of the 
  marshal’s plot is as much the mission as determining 
  whether to help or stop the hidden agenda.
  FEATS
  GREAT CONVICTION [GENERAL]
  By the gods or your ancestors, you will not fail this day.
  Benefit You may swear an oath twice a day, which 
  stacks with the Oathtaker trait. All oaths you swear provide 
  a +1 bonus per 4 levels (maximum +5) circumstance bonus 
  to any ability or skill check, saving throw, attack or damage 
  roll, roll to confirm a critical, CMB check or CMD, or as a 
  Dodge bonus to AC, and replaces the bonus provided by the 
  Oathtaker trait. This bonus lasts until the end of your next 
  turn, and must be announced prior to 
  knowing the results of a roll. 
  RUNE CHANNELING
  Utilizing the magic of runes, you cast your magical 
  effects as if you were touching the carved runes.
  Prerequisites Channel energy class feature.
  Benefit You may attune to a number of runes equal to 
  1+ your Wisdom modifier plus your channeling class level 
  (minimum 1). As an immediate action, you may expend a 
  channeling attempt and cast an associated spell through an 
  attuned rune within 30 feet as if you were touching the rune. 
  By expending two channeling attempts as part of casting, 
  you may cast through attuned runes within long range, or 
  treat the person or object bearing the rune as a valid target 
  for spells with the target of self.
  Spells which may be cast through attuned runes are 
  detailed in the following below. Adjustments to these lists 
  may be made at the GM’s discretion.
  Attuning a rune is a full round action which provokes 
  attacks of opportunity, and requires you to touch the rune 
  while attuning to it. Runes remain attuned until released. 
  Releasing a rune is a free action and does not require you to 
  touch the rune.
  Algiz (Elk and Reindeer, Evading Danger, Heimdall)
  Associated spells dispel magic, dispel evil, expeditious 
  retreat, guidance, jump, keen senses, resistance, true seeing; 
  spells with ‘protection from’ or ‘magic circle against’ in the 
  title; spells transforming the target into an elk or reindeer.
  Ansuz (Gods and Outsiders)
  Associated spells Spells that commune with the gods; 
  spells which grant divine favor; spells that summon, banish, 
  or control outsiders.
  Berkanan (Birch Tree, Love, New Beginnings)
  Associated spells barkskin, eagle’s splendor, enthral, 
  euphoric tranquillity, good hope, warp wood; any spell with 
  ‘charm’ in the title.
  Dagaz (Day, Laying the Dead to Rest)
  Associated spells continual light, daylight, detect 
  undead, gentle repose, hide from undead, light, searing 
  light, sunbeam, sunray, speak with dead, undeath to death.
  Ehwaz (Horses, Freedom, the Nithing 
  Pole)
  Associated spells bestow curse, 
  expeditious retreat, freedom of movement, 
  
  THE CELESTIAL HOST: VOLUME ONE
  124
  haste, jump, knock, longstrider, mount, phantom steed.
  Eiwaz (Yew Tree, Yggdrasill)
  Associated spells contact outer plane, miracle, speak 
  with dead, shillelagh, tree stride; spells that provide passage 
  to other planes.
  Fehu (Cattle, Livestock, Wealth)
  Associated spells: ant haul, bull’s strength, calm 
  animals; spells used to control a domesticated animal.
  Gebu (Generosity and Hospitality, Gifts)
  Associated spells Spells that create items or food 
  and drink; spells that create a refuge (tiny hut, mage’s 
  magnificent mansion, sanctuary, etc.).
  Hagalaz (Hail, Winter Weather)
  Associated spells endure elements (cold only), hail 
  storm, ice storm; spells which produce wintery weather 
  (snow and ice).
  Ingwaz (Ancestors, Northmen, Odin)
  Associated spells cure wounds spells, divine favor, 
  ethereal jaunt, heroism, greater heroism, rage, righteous 
  might, truestrike.
  Isaz (Ice, Imprisonment, Paralysis, the North Wind)
  Associated spells ghoul touch, hold person, 
  imprisonment; spells that imprison or paralyse; spells that 
  create ice.
  Jéra (Abundant Harvest, Freyr and Freyja)
  Associated spells plant growth, purify food and drink, 
  warp wood; spells that create food or water or enhance 
  plants.
  Jormungandr (Nidhogg, The End of Days, Destruction)
  Associated spells destruction, disintegrate, rage.
  Kaunen (Flaming Torch, Enlightenment, Ulcers)
  Associated spells remove disease; spells that produce 
  fire or light.
  Laukaz (Water, the Sea, Aegir)
  Associated spells: create water, control water, elemental 
  body IV (water only), elemental swarm 
  (water spell only), horrid wilting, summon 
  monster (water elementals only), water 
  breathing.
  Mannaz (Humanoids (humans and dwarves especially))
  Associated spells awaken, bear’s endurance, bull’s 
  strength, calm emotions, cat’s grace, darkvision, eagle’s 
  splendor, fox’s cunning.
  NauĐiz (Necessity, Need)
  Associated spells aid, divine guidance, guidance, 
  protection from energy, repulsion, resistance, sanctuary, 
  stabilize.
  ŌÞalan (Property, Inheritance, Family)
  Associated spells deathwatch, imbue with spell ability, 
  locate object, major creation, minor creation, shield other, 
  telepathic bond, teleport object.
  PerÞø (Things Not What They Seem, Loki)
  Associated spells: disguise self, false vision, 
  hallucinatory terrain, lullaby, major image, minor image, 
  mislead, mass suggestion, screen, suggestion; spells that 
  mislead or create false perceptions.
  Raido (Travel)
  Associated spells ant haul, floating disk, repel vermin; 
  spells that increase speed or assist in overland travel.
  Søwilø (The Sun, Baldr)
  Associated spells eagle’s splendor, suggestion; spells 
  which create (non-prismatic) light; any spell with ‘charm’ in 
  the title.
  Tiwaz (Fearlessness, the Þing, Tyr)
  Associated spells charm animal (wolves only), heroism, 
  remove fear, true strike; any spell with ‘hand’ in the title.
  Þurisaz (Giants, Misogyny, Thunder and Lightning)
  Associated spells spells that enlarge you or grant giant 
  form; spells that create thunder or lightning; any item that 
  requires its creator or user to be a giant.
  Troll Cross (Defense, Protection)
  Associated spells banishment, dispel magic, wall of 
  force, wall of stone.
  Uruz (Wild Ox, Sacrifice to the Gods, Strength)
  Associated spells bull’s strength, 
  remove curse; spells that grant 
  blessings from the gods.
  
  THE CELESTIAL HOST: VOLUME ONE
  125
  Valknut (Overcoming Death, Repose)
  Associated spells death ward, gentle repose, heal, planar 
  ally.
  Web of Urd (Destiny, Luck)
  Associated spells divination, legend lore.
  Wunjø (Happiness, Joy)
  Associated spells any spell that provides a morale 
  bonus.
  Yggdrasil (Creation, Self-discovery, Thought)
  Associated spells contact other plane, discern location, 
  speak with dead.
  THE VITKI (RUNE-CRAFTER) CLERIC 
  ARCHETYPE
  A vitki (plural “vitkir”) is one of the clerics of the 
  Norse pantheon who carve runes and express their magic 
  through those runes. They both serve communities and 
  live as isolated hermits. They often know incantations (see 
  Kobold Press’s Deep Magic or Paizo’s Occult Adventures) 
  or perform meditations (as described in Storm Bunny 
  Studios’ Rhune: Dawn of Twilight, page 237) in addition to 
  their regular spells. The runes they use might be different 
  from those listed in the Rune Channeling feat, at the GM’s 
  discretion. This archetype utilizes a combination of the 
  runes listed in Kobold Press’s Northlands and those found 
  in Rhune: Dawn of Twilight, as described in the Rune 
  Channeling feat.
  WEAPON AND ARMOR PROFICIENCY
  Vitkir are proficient with battleaxes, handaxes, 
  hammers, bastard swords, long swords, short swords, two-
  handed swords, and war hammers. This replaces proficiency 
  with the favored weapons of their deities.
  CLASS MODIFICATIONS
  The following elements of the cleric class are modified:
  Domains of Many Masters Unlike a normal cleric, a 
  vitki selects two domains from the Norse pantheon, one 
  of which may match his base alignment (either good, evil, 
  law, balance, or chaos). Each day, when the vitki selects his 
  deities (at the same time he prepares his spells), he selects 
  domains associated with two deities of the pantheon, which 
  then become his domains. As long as he is venerating those 
  deities, he may use the domain spells and powers associated 
  with those domains.
  This class feature modifies the domains class feature.
  Exercise the Runes (Sp) The vikti gains the Rune 
  Channeling feat as a bonus feat, and may convert prepared 
  spells to level-appropriate spells associated with attuned 
  runes, even if those spells are not prepared. With the Rune 
  Channeling feat, a second level prepared spell may be 
  sacrificed to spontaneously cast a different, unprepared 
  second level spell associated with a particular attuned rune. 
  Spells may not be converted to associated spells for runes 
  which they are not attuned. This modifies the Spontaneous 
  Casting class feature.
  BALANCE DOMAIN
  The balance domain is a new domain that focuses on the 
  natural balance of an ecosystem, be it social or physical.
  GRANTED POWERS
   
  Slip the Skein (Ex) This ability represents the 
  vitki’s ability to wriggle free from magical effects that 
  would otherwise control or compel him. If a vitki with Slip 
  the Skein is affected by an enchantment spell or effect and 
  fails his saving throw, he can attempt it again one round 
  later at the same DC. He gets only this one extra chance 
  to succeed on his saving throw. He may use this ability a 
  number of times per day equal to 1 + his Wisdom modifie 
  (minimum one).
   
  Restore the Balance (Sp) When casting dispel 
  magic, the vitki may add their Wisdom modifier to their 
  caster level check. They may convert any spell into a 
  counterspell of the converted spell’s level as an immediate 
  action.
  Domain Spells 1st— protection from (alignment), 2nd 
  — lesser restoration, 3rd — dispel magic, 4th — freedom of 
  movement, 5th — break enchantment, 6th — antimagic field, 
  7th — banishment, 8th — temporal statis, 9th — 
  major disjunction.
  
  THE CELESTIAL HOST: VOLUME ONE
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  Relics and Miscellanea of the Pantheon
  These elements are both drawn from and inspired by the 
  Norse myths. They are certain to help encourage the tone 
  and mood of a game attempting to emulate a mythical Norse 
  setting.
  FREYJA’S TEAR
  Aura strong varied; CL 12th
  Slot —; Price 11,000 gp; Weight —
  DESCRIPTION
  One of the countless tears shed by Freyja throughout 
  the sagas, this gold teardrop grants the wearer a +2 
  enhancement bonus to Charisma as it orbits around their 
  head, flickering like a shooting star. It may also be activated 
  once, as a standard action which does not provoke attacks 
  of opportunity, to allow the wearer to cast charm monster 
  (DC 16, CL 12th). Once expended, this power is gone, and 
  Freyja’s Tear only provides the Charisma enhancement.
  Freyja’s Tear may be used as a divine focus in 
  spellcasting for those who worship the Norse Pantheon.
  CONSTRUCTION REQUIREMENTS
  Craft Wondrous Item, charm monster, eagle’s splendor; 
  Cost 5,500 gp.
  MJOLNIR
  Aura strong evocation; CL 13th; 
  Weight 12 lbs.; Price 240,000 gp
  DESCRIPTION 
  Sometimes called Mjolnir’s Shadow, as it is not the true 
  artifact of the god Thor, this is a one-handed +3 warhammer 
  which does 2d6 bludgeoning damage and has a x4 critical 
  multiplier. It can be wielded with two hands. It has the 
  impact, shocking burst, thundering, throwing, and returning 
  abilities.
  Additionally, the wielder may activate each of the 
  •  call lightning (CL 13th, DC 15)
  •  lightning bolt (CL 13th, DC 15)
  •  protection from energy (electricity, CL13th)
  CONSTRUCTION REQUIREMENTS
  Craft Magic Arms and Armor, blindness/deafness, 
  lightning bolt, telekinesis; Cost 120,000 gp
  THOR’S MJOLNIR
  (Artifact)
  Aura strong evocation; CL 20th 
  Slot none; Weight special.
  DESCRIPTION
  Called “the Grinder” or “the Grindstone,” each person 
  who sees Mjolnir describes it slightly differently, but always 
  as a short-handled +5 cold iron warhammer inlaid with 
  mithral and silver, which also counts as a silver weapon 
  against creatures with damage reduction. The hammer can 
  be thrown at any target the wielder can see (with no range 
  increment), and returns to the thrower’s hand as a free 
  action. Any target hit by the thrown Mjolnir also suffers 
  the effects of a sound burst spell (CL 20, DC 20). The 
  target cannot be one the wielder is scrying - they must be 
  within visual range. On a successful hit, Mjolnir inflicts 
  10d10+5 damage, and all 1s and 2s rolled are considered 
  3s. Mjolnir has a x4 critical multiplier, and if confirmed, 
  the target suffers the effects of a shout spell (CL 20, DC 22) 
  as a thunderclap is released. Mjolnir may be struck against 
  the ground as a standard action which does not provoke 
  attacks of opportunity, creating the same effect as a greater 
  thunderstomp spell (CL 20, DC 20). The wielder is immune 
  to electrical damage, and any lightning-based spell targeting 
  the wielder is reflected back at the caster. Each day, the 
  wielder may throw up to 100HD worth of lightning bolts, 
  throwing as many bolts in a round as their Wisdom modifier 
  (minimum 1). Thus, they could throw 25 4HD lightning 
  bolts, or a character with a 20 Wisdom could throw 5 20HD 
  lightning bolts in a single round, or a 10HD, 20HD, 30HD, 
  and 8 5HD lightning bolts, or any combination which equals 
  100HD (but never more than five in a round). Those bolts 
  otherwise act as the spell, with an effective caster level of 
  20, and a Reflex DC of 20.
  following powers as a standard action which 
  does not provoke attacks of opportunity once 
  per day:
  
  THE CELESTIAL HOST: VOLUME ONE
  127
  HISTORY
  Fashioned on a bet between Loki and the dwarves Sindri 
  and Brokkr, this fabled weapon of Thor has been sought by 
  many as a means to coerce various valuable things from the 
  Gods of Asgard, including Freyja herself. The legends state 
  Thor will use it to slay the World Serpent during Ragnarök.
  DESTRUCTION
  Mjolnir cannot be destroyed until the World Serpent is 
  first killed. Once Jormangandr is slain, it can be melted in 
  the forges of Jotunheim after being bathed in the blood of an 
  ancient linnorm.
  RAMIFICATIONS
  Anyone other than Thor who wields Mjolnir must wear 
  gauntlets of ogre power or suffer 15 hit points of damage 
  each time they catch the weapon. For each hour, or partial 
  hour, spent wielding Mjolnir, the wielder must spend a day 
  feasting and drinking or gain a negative level until such 
  time is spent.
  Weapon Avatars
  Occasionally, the Norse gods meddle in the affairs of 
  men, and Thor in particular is happy to gift the bold and 
  devout who call out to him in times of need. At the GM’s 
  discretion, a character with the Oathtaker trait and the Great 
  Conviction feat who swears an oath to Thor in the midst 
  of battle has a 1% chance per character level of drawing 
  Thor’s attention. Should the character’s foe be sufficiently 
  fearsome (15+ HD), Thor has been known to transform 
  the character’s weapon into a likeness of Mjolnir for the 
  duration of the combat. The character remains proficient 
  in the weapon, even if they are not usually proficient with 
  a hammer, and understands all momentary powers of their 
  transformed weapon. Such a gift seems to happen just once 
  in character’s lifetime, though a truly legendary hero might 
  benefit from Thor’s gift twice. Some warriors claim to 
  have used Gungnir, Odin’s spear, or Freyr’s dancing sword. 
  This transformation is known as a weapon avatar, as the 
  character’s weapon temporarily takes on the aspects of the 
  god’s signature implement of destruction.
  MUNINN’S FEATHER 
  Aura moderate divination; CL 9th Slot none; 
  Price 2,250 gp; Weight — 
  DESCRIPTION 
  The feathers of Muninn are sometimes given as gifts 
  to Odin’s loyal followers, but some have been known to 
  fall from the raven’s body as he travels the world with 
  his companion, Huginn. One of Muninn’s feathers can be 
  used to cast a commune spell, with the questions being 
  directed to Odin or one of his agents. The user can ask nine 
  questions, and they may be asked in multiple castings—a 
  character may ask three questions now and reserve the other 
  six for a later time, for example. A cleric of Odin who uses 
  one of Muninn’s feathers gets a number of bonus questions 
  equal to his Wisdom ability modifier. Muninn’s feather 
  cannot be used to commune with any gods other than 
  the Norse (although a feather is specifically intended for 
  contacting Odin, the All-Father may decide to have another 
  member of the pantheon respond to the casting). When the 
  final question has been answered, the feather dissipates in a 
  wisp of inky, black smoke.
  CONSTRUCTION REQUIREMENTS
  Craft Wondrous Item, commune; Cost 1,125 gp
  SEIDR STAFF
  Aura moderate conjuration; CL 7th
  Slot none; Price 12,000 gp; Weight 4 lbs.
  DESCRIPTION
  A quarterstaff of ash, carved with all of the runes and 
  capped with iron, a seidr staff serves as a +1 quarterstaff 
  and grants the wielder the Rune Channeling feat. Some are 
  fashioned after Gungnir, Odin’s spear, and act as +1 spear 
  instead. It attunes to the wielder after 24 hours.
  It has five charges a day; each may be expended as an 
  immediate action to serve as the two channeling attempts 
  necessary for the Rune Channeling feat to cast through 
  attuned runes within long range or treat the person or object 
  
  THE CELESTIAL HOST: VOLUME ONE
  128
  bearing the rune as a valid target for spells with the target 
  of self. These charges may not be used for other channeling 
  feats or powers, only Rune Channeling.
  The charges may be restored to the seidr staff if a 
  willing individual engages in an act of intimacy with the 
  wielder and takes on a negative level per charge. The 
  willing individual may take up to five negative levels, but 
  may not take enough negative levels to kill themselves. 
  If the willing individual cannot take a negative level, the 
  wielder must take the level instead. This recharging only 
  works once per day and cannot give the seidr staff more 
  than five charges.
  CONSTRUCTION REQUIREMENTS
  Craft Staff, Rune Channeling, hallow or unhallow, 
  enervation; Cost 6,000 gp.
  YGGDRASIL’S CUTTING
  Aura faint evocation; CL 5th
  Slot none; Price 19,600 gp; Weight 4 lbs.
  DESCRIPTION
  Crafted from a branch of Yggdrasil and fashioned after 
  the original given to Loki’s brother, the blind god Hodor, 
  to aid in his travels, a Yggdrasil’s Cutting has ten leaves 
  sprouting from its length: one for each of its ten charges, 
  and the leaves fall away as the charges are expended. The 
  leaves are restored each day at sunrise; leaves picked from 
  the cutting without expending a charge grow back within 
  an hour. This staff helps sustain the bearer and and quicken 
  travel.
  The staff allows use of the following spells:
  •  create spring (as per the spell create water, 1 charge)
  •  know direction, purify food and drink, calm animals, 
  dream feast, endure elements, feather step, nature’s paths, 
  speak with animals, forest friend, lay of the land, tree shape 
  (all 1 charge) 
  •  campfire wall, hide campsite (3 charges)
  CONSTRUCTION REQUIREMENTS
  Craft Staff, create water, know direction, purify food and 
  drink, calm animals, dream feast, endure elements, feather 
  step, nature’s paths, speak with animals, forest friend, lay 
  of the land, tree shape, campfire wall, hide campsite; Cost 
  9,800 gp.
  YMIR’S FLESH
  Aura strong conjuration; CL 15th
  Slot —; Price 4,000 gp; Weight 1 lb.
  DESCRIPTION
  This lump of pale, cerulean flesh shot through with 
  translucent cloudy grey veins is cool to the touch and 
  allows the possessor to create permanent objects simply 
  by molding the the flesh into an appropriate form. The 
  flesh shifts to the form of the desired object as the artist 
  concentrates on the sculpture. A pound of Ymir’s Flesh is 
  sufficient to create a 3-cubic-foot object, such as a two-
  handed weapon for a Medium creature or a suit of heavy 
  armor. Multiple pounds of Ymir’s Flesh may be combined 
  into a single object.
  Only normal, non-magical, inanimate objects can be 
  created. The flesh must be sculpted by hands; it takes 10 
  minutes and a DC 15 Craft (sculpture) check to sculpt an 
  object. Objects of value depicted by the Ymir’s Flesh—
  precious metals, gems, jewelry, ivory, and so on—are 
  actually what they depict, but cannot cost more than 2,000 
  gp. The user can create weapons, armor, and any other 
  mundane item (including foodstuffs) whose value does not 
  exceed 2,000 gp. If the value permits, this object may be 
  masterwork. Food created with Ymir’s Flesh is edible and 
  provides nourishment as per heroes’ feast. The sculpting 
  effect is instantaneous.
  CONSTRUCTION REQUIREMENTS
  Craft Wondrous Item, major creation; Cost 2,000 gp
  
  THE CELESTIAL HOST: VOLUME ONE
  129
  NEW SPELLS
  The following spell and ritual are intended for your 
  Norse-based adventures.
  OFFERING OF THE RAVEN
  School divination; Level cleric/oracle 1, 
  sorcerer/wizard 1
  Casting Time 10 minutes
  Components V, S
  Range personal
  Target you
  Duration 10 minutes/level
  The caster offers their eye up to the Spirit of the Raven 
  in exchange for its secret knowledge. Select one skill; the 
  caster gains a +3 circumstance bonus to this skill and may 
  make skill checks with it untrained. In exchange, they lose 
  sight in their left eye for the duration of the spell as it is 
  spiritually sacrificed to the Raven. The caster takes a -2 
  penalty to all saving throws and attack rolls, and the range 
  increment on your ranged attacks is halved. These effects 
  last for the duration of the spell; the caster’s vision returns 
  to normal and the effects disappear when the spell ends.
  Creatures with only one eye gain the blinded condition 
  for the duration of this spell.
  INCANTATION OF HADDMIMIR’S FOREST
  “The stories claim that two humans shall walk from the 
  woods after Ragnarök. Let us make sure that it is many sets 
  of Líf and Lífþrasir, that man awakens in a multitude.”
  School necromancy; Effective Level 8th
  Skill Check Knowledge (religion) DC 20, 6 successes; 
  Heal DC 20, 2 successes
  Casting Time 8 hours
  Components M, S, V
  Material Components—A spear or dagger, marked 
  with the rune of Valknut and consecrated.
  Other—Must be cast in the Winter season.
  Secondary Casters— Up to 10 secondary performers 
  may assist the primary performer.
  Range Touch
  Target two individuals and two trees.
  Duration instantaneous (permanent) or until set 
  conditions are met – see text
  Saving Throw Will (harmless); SR none
  DESCRIPTION
  Utilizing a consecrated dagger or spear marked with the 
  Valknut rune, the primary caster stabs both a tree and then 
  a living individual, completing this sequence twice. Each 
  wounded individual is then placed within the tree as a form 
  of suspended animation until a condition, set by the primary 
  caster, is met. This set condition must be possible, or the 
  incantation ends and the primary caster suffers the failure 
  condition. Only one individual may occupy a tree. The spell 
  ends in backlash if the tree is already occupied, and the 
  point where it was stabbed bleeds actual blood for a day 
  afterwards.
  When the condition is met, the tree splits open and the 
  individual is released; the individual has full hit points, 
  undamaged ability scores, and suffers from no conditions, 
  regardless of their state when they entered the tree. The 
  individuals do not age within their tree, they do not suffer 
  from deprivation, and they are not aware of the passage of 
  time within their tree. If an outside force destroys their tree, 
  they are immediately ejected from the destroyed tree. It is 
  possible the individuals may spend a very long time in the 
  tree.
  Backlash – Only the primary performer participating 
  in this incantation gains a negative level and gains the 
  exhausted condition upon successful completion.
  Failure – Failing three skill checks during the 
  incantation causes it to fail completely. The primary caster 
  and the targets must make a DC (23+primary caster’s 
  Wisdom bonus, minimum 0) Will save or be reduced to -1 
  hit points.
  LOCATIONS AND SHRINES 
  The following cults and shrines can serve as antagonists 
  for your northern-inspired campaigns.
  
  THE CELESTIAL HOST: VOLUME ONE
  130
  CULT OF THE WORLD SERPENT
  Alignment CE; Role Center of World Serpent Cult
  Type Dungeon and Wilderness; Danger cultists, 
  mutated wildlife, the Worm (worm-tainted dragon)
  DESCRIPTION
  Years ago an evil dragon made its lair underground 
  below an ancient magical ruin. The strange magical energies 
  in its lair mutated the dragon into a wormtainted dragon, 
  robbing it of its intellect but granting it both immense 
  regenerative capabilities and influence on the surrounding 
  plant and animal life. Nearly impossible to kill, a young 
  warrior took it upon himself to vanquish the beast. The 
  warrior covered his hide armor in blades and confronted the 
  dragon in a river near its lair. The two battled for days, the 
  blades of the warrior’s armor preventing the dragon from 
  fully healing as they battled. Finally, after a fortnight, the 
  warrior struck the killing blow. However, the river washed 
  a piece of the dragon deep underground and from this piece 
  the creature was reborn, believed to be the Worm, an aspect 
  of the World Serpent – but it was trapped deep underground, 
  unable to free itself from its lair.
  Now the land around the Worm’s lair is sick, infecting 
  the land and water with the taint of evil. Corruption twists 
  and befouls the local wildlife. Most concerning, a cult of 
  worshipers grows in the ruins above the worm’s lair, and 
  locals have started to disappear—fed to the worm.
  THE SACRED TEMPLE OF UPPSALA
  Alignment LN; Role Sacrificial and Religious site
  Type Urban; Danger none
  DESCRIPTION
  An enormous timber temple rises up in the center of a 
  valley near Uppsala, Sweden. A golden chain hangs from 
  its gables, catching the sunlight and making it sparkle even 
  at a distance. Constructed as a symbolic representation of 
  Asgard, three grand statues occupy a triple-throne. Clad 
  in gold, these represent Odin, Freyr, and most hallowed 
  Thor, bearing fearsome Mjolnir. Smaller niches surround 
  the thrones and occupy the walls, each holding a small 
  representation of the rest of the Vanir and Æsir. Outside, 
  a spring-fed well serves as the Well of Urd, and a sacred 
  grove of Ash trees surround a mystical tree that remains 
  green in summer and winter, representing Yggdrasil. 
  Three vitkir remain in residence here year-round, 
  but they are often replaced after just a year or two. An 
  exception to this regular replacement, the Devout of Freyr 
  has been there for 17 years, and claims he will remain until 
  he dies. Some believe the sacred tree is in fact a sapling 
  of Yggdrasil, growing here despite the seasons and at the 
  behest of the people. Blots are held outside the temple, and 
  the corpses are strung from the trees until they fall apart. 
  This place has a +4 bonus to skill checks made as a part of 
  incantations.
  THE VE OF GOTAVI
  Alignment LN; Role Sacrificial and Religious site
  Type Rural; Danger none
  DESCRIPTION
  Constructed of stone, turf, and wood, the modest 
  ve of Gotavi sees a great deal of attendance and holds a 
  special place in the hearts of the regional population. It 
  is surrounded by a wooden fence which encloses nine 
  sacrificial fire pits. Here, the the gods watch humanity, 
  occasionally becoming very invested in the rites of worship. 
  The three posts sometimes hold votive offerings, left to rot 
  in the sun so their bones can serve as constant reminders of 
  the demands of sacrifice. Their tops are carved like bowls 
  and plated with silver. 
  Sacrifices and blots held in this space favor Freyr first, 
  then Thor, and then Odin. Sprigs of mistletoe are cut from 
  a nearby set of bushes, and the blood is splattered against 
  the ground to assist in divinations. Three blots may be 
  held simultaneously here, as each post is considered a 
  permanently prepared space for incantations (which offers a 
  +3 circumstance bonus to skill checks made as a part of an 
  incantation). There is usually a vitki here, willing to assist 
  with any blot or spellcasting the party may ask—for a price.
  SMIÐJA AF FORDÆMDA 
  (FORGE OF THE DAMNED)
  
  THE CELESTIAL HOST: VOLUME ONE
  131
  The souls of those who die from old age or sickness are 
  taken to Hel. The most evil souls pass through Hel and go 
  on to Niflheim, the lowest level of the underworld, where 
  they spend eternity wandering in darkness, cold, mist, and 
  ice. Before their arrival in Niflheim, these evil souls pass 
  by Smiðja af Fordæmda, the Forge of the Damned. An 
  unnamed being approaches them, wearing a hooded cloak 
  and carrying a broken shield on its left arm. This being 
  presents the souls with a choice: they can accept their 
  fate and continue on to Niflheim, or they can escape it by 
  choosing oblivion instead, to be had by walking into the 
  forge.
  Smiðja af Fordæmda is a pit lying between Hel and 
  Niflheim, a mile-long trench, 100 yards wide, with countless 
  smaller trenches spreading out from it, the smallest of which 
  are about 20 feet wide. From above, it resembles a stroke 
  of branched lightning. Sickly green flames and noxious 
  fumes constantly erupt from it, forever consuming the souls 
  entering it. Reincarnation, wishes, and even the intervention 
  of the gods cannot bring them back.
  Approaching the forge in physical form is exceptionally 
  dangerous. Anyone standing within 20 feet of even 
  the smallest branch of the pit takes 8d6 points of fire 
  damage per round (no saving throw or spell resistance). 
  In addition, exposure to the forge can burn away thoughts 
  and memories. Upon first exposure to the forge, by coming 
  within 20 feet of it, a creature must make a saving throw 
  (Will DC 25) or be permanently affected with amnesia. 
  If a character is killed by the forge flames, roll a 1d4 to 
  determine their fate:
  1: The character’s soul goes wherever it normally 
  would after death (based on the character’s religion, 
  beliefs, behavior, etc.).
  2: The soul goes to Hel.
  3: The soul goes to Niflheim.
  4: The soul is consumed by the forge.
   
  Named by gnomes, the forge’s mind-destroying effects 
  do not affect that race. On rare occasions, a group of gnome 
  craftsmen bring specially designed smithing tools to the pit. 
  From a safe distance, they use the soul-destroying flames to 
  construct weapons, armor, and magical items. Items created 
  over the flames of Smiðja af Fordæmda are never used 
  for any good purpose; one such example is Skelfing, the 
  warship the gnomes created for a human king.
  King Lygari was a pirate warlord, and his massive 
  fleet was the terror of the North Sea. He had heard tales of 
  Skidbladnir, the vessel the gnomes had created for the gods. 
  Although he longed to capture it and use it as his flagship, 
  he knew he could never get it away from the Æsir. Instead, 
  he abducted the children of the gnomes and threatened 
  to kill them unless they built him a ship even finer than 
  Skidbladnir.
  Unknown to Lygari, the gnomes used the flames of 
  Smiðja af Fordæmda to create his ship, the Skelfing. A 
  massive longship, cunningly shaped like a sea-dragon, 
  it could easily hold 200 men. Its sails looked like wings; 
  carved to look like clawed limbs, its oars rowed by 
  themselves; and the prow sported a fierce dragon’s head 
  capable of breathing fire.
  Pleased with the ship, the warlord returned the captive 
  children. In the very first battle Lygari fought as captain of 
  the Skelfing, the twisted magic from the forge activated, 
  exactly as the gnomes intended. The ship acted with a mind 
  of its own, attacking enemy ships and Lygari’s own fleet 
  with equal ferocity, ramming ships on both sides and setting 
  dozens of them on fire. In desperation, Lygari struck the 
  neck of the dragon’s head with an axe, hoping to sever it 
  and regain control of the ship. Instead, the final trap was 
  sprung: the ship dove beneath the waves, taking King Lygari 
  and all his warriors with him.
  This has led to a Norse version of the “Flying 
  Dutchman” myth. Some believe the Skelfing resurfaced 
  and continues to sail with a crew of the cursed dead and the 
  shade of King Lygari condemned to command it forever.
  STORY SEEDS
  Here are a few additional story seed suggestions to 
  utilize this material and set the tone in a Norse themed 
  campaign.
  
  THE CELESTIAL HOST: VOLUME ONE
  132
  AN APPLE A DAY
  Certainly, the gods protect Idun’s apples, but what about 
  the cores and seeds? Someone has stolen these seeds from 
  Idun’s apples, and plans to grow their own. The characters 
  are charged with hunting down this thief and stopping them 
  from doing so again. The gods demand the stolen apples be 
  returned by sacrificing them in fire, but the characters may 
  keep one fruit each-- what do they do with the seeds? And 
  what fruit will the resulting tree bear?
  DROPNI’S LINKS
  In a previous age, a powerful sorcerer acquired bits 
  of the second chain to hold Fenrir, the fabled Dropni, and 
  bound one of the valkyries with it. That valkyrie knows 
  where a famous warrior died and left their weapon, now lost 
  to time. If the valkyrie could be freed, the weapon might be 
  recovered, and either sacrificed in a blot or used to defeat 
  some new threat. What will the characters to do to sunder 
  her chains? Will they find some magic capable of unforging 
  the legendary fetter, or acquire the services of a sufficiently 
  strong creature to burst them?
  FROM ODIN’S VANTAGE
  After the completion of a terrible crime, raiders from 
  a distant land have retreated across the sea and hidden 
  themselves in mystically concealed fort, holding their 
  hostages and loot. No mortal magics can pierce this veil, 
  requiring a god’s intervention. Unfortunately, Odin has 
  sworn not to interfere in the affairs of these outsiders due 
  to a bargain with their gods. However, nothing prevents 
  the characters from interfering. If the characters can to 
  sneak into Asgard, they could find the culprit’s hiding place 
  from Odin’s magical throne, Hlidskjalf. The power of the 
  All-Father’s seat to peer into all realms would allow the 
  characters to find their targets, and the fact they have done 
  so against Odin’s desires means he cannot be held culpable. 
  Can they do so and remain uncaptured?
  GIANT’S BRIDE
  Sadistic lechers, a vicious giant and his warband have 
  raided the local thane’s hall and made off with his daughter, 
  who is next in line to rule the region. The thane has made 
  a promise of great wealth and lands to the warrior who can 
  rescue her and return her unharmed. However, her boorish 
  reaver cousin stands to take the mantle of leadership if she 
  dies. He and his trusted lieutenants shadow the group, trying 
  to sabotage their rescue attempts and providing “accidental” 
  help to the giants. Can the characters rescue the thane’s heir, 
  foil her cousin’s treachery, and gain the favor of their thane?
  HADDMIMIR’S HOSTAGE
  A group of werewolves and winter wolves have learned 
  of the sleeping place of a vitki and warrior in suspended 
  animation by the Incantation of Haddmimir’s Forest. They 
  have acquired the services of a dark druid, who will cast 
  animate plants and force the trees to march into a terrible 
  fen. There, the two heroes will be placed inside a wicked 
  maze of brambles, undead, and ravenous creatures, all 
  guarded by the lupine culprits and dimensionally locked. 
  They have no desire to kill the trees and free the heroes, or 
  even to kill the heroes, but to keep them sequestered away, 
  and unable aid anyone should Ragnarök come to pass. Can 
  the characters save the trees, destroy the maze, and slay the 
  culprits?
  NINE UPON NINE
  A rival thane’s warriors have stolen a cache of eighty-
  one swords and axes claimed from foes in a recent raid and 
  meant to be sacrificed to Odin. They intend to bring the 
  All-Father’s displeasure upon the thane and his people by 
  denying them this large votive offering. Travelling overland, 
  they plan on casting the weapons into the sea for Gymir 
  at a particularly stormy, wave-wracked rock (said to be 
  the sleeping place of one of Aegir’s daughters), or to trade 
  them to a group of giants in exchange for safe passage. Can 
  the characters recover the weapons before they’ve been 
  destroyed or despoiled?
  THEIR CUP RUNNETH OVER
  Returning home, the characters find their jarl and the 
  people of the town deluded and murderous, euphoric and 
  
  THE CELESTIAL HOST: VOLUME ONE
  133
  lustful. Is it magic, a curse, or perhaps a tricksy fae? The 
  source becomes evident when giant bees are seen lumbering 
  about town, drinking from mead cups, and trying to get into 
  one house in particular. It seems a local brewer managed 
  to steal some royal jelly from the giant bees’ hive, and it 
  had unexpected effects when fermented and served at a 
  celebration. Can the group subdue the town and eliminate 
  the bee threat before their fellow villagers cause serious 
  harm to themselves and others?
  VALKYRIE’S PRICE
  A character is barely rescued from death’s door by 
  quick-acting companions, and it appears the hard-fought 
  battle is over. Not so, as a shining valkyrie appears, upset 
  that the party’s healer has denied her a justly deserved 
  soul for either Odin or Freyja’s hall. She threatens the 
  party and offers them a one-sided deal; she and her sisters 
  will send unexpected threat after unexpected threat after 
  the characters, unless they agree to seek out and slay nine 
  creatures that have cravenly killed brave warriors outside 
  of combat and prevented their souls from ascending to 
  their fellows on the eternal battlefield. If they kill all nine, 
  the balance is restored, and the valkyrie’s anger will be 
  forgotten.
  
  ODE OF THE CRIMSON EAGLE
  134
  ODE OF THE CRIMSON EAGLE
  A PATHFINDER ADVENTURE FOR 7TH LEVEL CHARACTERS BY ANDREW CHRISTIAN
  Revelry rings throughout the Violet Fields as serfs, good folk, Viking and Celtic warriors, Knights 
  and prominent dignitaries celebrate the Grand Moot. Everything falls into place perfectly and peace 
  prevails in Gaul. Or does some unrelated, foreign agenda interfere?
  ADVENTURE BACKGROUND
  Every summer, when the sun reaches its highest point, 
  the leaders of three great peoples – Sir Avon of the Knights 
  of the Round Table, the Viking Thane Fjolmod Ulfhedin, 
  and the Celtic priestess Rhoswen – gather at the Grand 
  Moot. This year, the Langenhulder Clan, sci-ons of both 
  the Vikings and the Celts, are hosting the Grand Moot 
  at their estate on Harold Isle to discuss peace, trade, and 
  cultural ex-change. Harolde Isle resides several miles off 
  the coast of Gaul, a territory long contested between the 
  three great peoples. Accompanying these great leaders at 
  the Grand Moot is the Council of the Wise – a collection of 
  soothsayers, druids, and oracles – who plan on sharing their 
  knowledge, divining the fortunes of their great peoples, and 
  cementing their shared alliance in a sacred ritual deep in the 
  forest.  
  Meanwhile, Iulia Agripa, a retired veteran officer of 
  the Crimson Eagle forces, leads a cohort of compatriots in 
  search of the legendary spear Ascalon – said to possess the 
  strength to slay dragons. Although their search has taken 
  them all over Gaul, recent discoveries have brought them to 
  Harolde Isle, where they have inquired of the honor guard, 
  local merchants, as well as civilians and servants attending 
  the carnival-like Grand Moot. Iulia Agripa hopes Ascalon 
  answers her plea to revive the ancient worship of Mithras in 
  her homeland in lieu of converting to a new and pervasive 
  faith.
  Several generations ago, a stranger arrived on Harolde 
  Isle and befriended the widow matron of the multi-cultural 
  clan. They fell in love but maintained a platonic affair. She 
  agreed to allow him to inter a sacred artifact at a secret 
  location somewhere on Harold Isle. The stranger stayed 
  on the island until death, living in hermetic seclusion, 
  periodically accepting visits from the widow and her 
  grandchil-dren. During his last few years, he carved runes 
  into a chunk of petrified cedar brought from his homeland 
  and broke it into three piec-es—calling it the Cedar 
  Ternarius. The widow’s grandchildren hid the pieces across 
  the island. Through the years the family forgot about Widow 
  Langenhulder’s unrequited love and his mysterious tablet. 
  SAINT GEORGE AND THE DRAGON
  A Roman soldier during the early 4th century 
  Roman Empire, George, son to Grecian Christian 
  parents Gerontius and Polychronia, de-fied his Emperor, 
  Diocletian, choosing his faith over the laws of man. On 
  February 24, 303 CE, George defined himself when 
  he de-clared, despite Diocletian’s edict prohibiting the 
  spread of his faith, his Christianity. Not to be undone 
  by the upstart soldier, Diocletian ordered George’s 
  execution, making him a martyr for the young faith, and 
  years later, ensuring his Sainthood.  Communities that 
  claim him as patron saint celebrate Saint George’s day on 
  April 23rd, the day of his execution.
  A mythical tale tells of the waters of a spring, which 
  cures all diseases, flowing from the altar in the Church 
  of the Blessed Virgin Mary and St. George in fictional 
  Silene, Libya. During his travels Saint George saved 
  the city and princess of Silene from a plague dragon. 
  He wounded it with his spear or lance, which he named 
  Ascalon for the Levantine city Ashkelon. With the help of 
  the princess he brought the living dragon back to the city 
  and offered to kill the dragon if the community and its 
  leaders converted to Christianity. The king and the people 
  of the city became baptized Christians that day and Saint 
  George killed the dragon. The king of Silene built the 
  church on the site where the dragon died.
  
  BY ANDREW CHRISTIAN
  135
  ADVENTURE SUMMARY
  The PCs attend the Grand Moot, a peace and cultural 
  exchange conference, and have a chance to interact with 
  the Viking, Celtic and Knight delegates. While hobnobbing, 
  they may notice some poorly disguised foreign attendees 
  asking strange questions about the location of Ascalon. 
  Soon after this discovery the foreigners attack.
  After dispatching these soldiers, bearing a crimson eagle 
  emblem, the delegates begin to argue.  On the verge of war, 
  the PCs manage to calm the delegates, when a messenger 
  boy arrives with a ransom note. The Crimson Eagle general 
  holds the wise ones hostage and de-mands the PCs find 
  Ascalon within eight hours.  
  The Wise Ones, however, provided the PCs with three 
  riddles — the solution to the location of Ascalon. After 
  deciphering the riddles, the PCs visit three fantastical 
  locations, defeating the denizens within by force, guile or 
  diplomacy. They gather pieces to a puzzle and find Ascalon 
  before defeating the Crimson Eagle general holding their 
  Wise Ones hostage. 
  SCENE 1 – VIOLET FIELDS
  The PCs begin the adventure inside the Langenhulder 
  longhouse at the top of the Violet Fields. They may take 
  this opportunity to interact with the Viking, Celt and 
  Knight delegates or partake of the revelry and celebration 
  throughout the hall or outside on the festival grounds. 
  Criers from all the vendors selling food, drink, and goods 
  ring through the air, while makeshift stages present various 
  performance acts from musicians to one-act plays. Armor 
  and weapons are not discouraged, but weapons must 
  be peace bonded. Any animals not partici-pating in the 
  performances or working as beasts of burden must wait 
  outside in the stables—animals remain prohibited in the 
  longhouse.
  When the PCs enter the longhouse, read or paraphrase 
  the following:
  Packed, the longhouse air permeates with smoke from 
  cook fires and the sounds of jaunty music.
  If the PCs wish to interact with the delegates, please 
  see the Delegates section below. After each PC interacts at 
  least once, they may make a Perception or Sense Motive 
  skill check (DC 15) to notice a few strange people milling 
  about asking, “do you know where Ascalon is?” and similar 
  questions. PCs who succeed on a DC 19 Perception 
  skill check notice several foreigners in exotic makeup 
  (presumably to disguise their foreign ethnicity). Each PC 
  may interact with each delegate as well as the Crimson 
  Eagle Quaestionarius before the morning winds towards 
  a break for the midday feast. PCs who succeed on a DC 
  26 Perception or Sense Motive skill check notice the 
  foreigners have craftily broken the peace bonds securing 
  their weapons. 
  THE DELEGATES   
   
   
  CR 8
  Each of the delegates arrived with a personal agenda; 
  inquisitive characters able to uncover those agendas will 
  have an easier time convincing them to sue for peace, 
  even if war seems inevitable. Each delegate starts as 
  indifferent toward any character they culturally represent 
  and unfriendly towards any other. Two total successful 
  Diplomacy, Bluff, Intimidate or other relevant (as 
  determined below or otherwise by the GM) skill checks 
  against each of the delegates before two total failures causes 
  that delegate to move two categories on the attitude scale 
  (i.e. indifferent becomes helpful and unfriendly becomes 
  friendly). One success before two failures changes each 
  delegate’s attitude by one step. PCs discover each delegate’s 
  agenda after one success with that specific delegate. PCs 
  who pry into the private affairs of the various delegates 
  see them turn cold, although savvy PCs able to weave their 
  inquiries into polite discussion are more likely to succeed in 
  gathering the needed information. They must still succeed, 
  however, at the appropriate skill checks to uncover the truth. 
  The delegate’s relevant skills and agenda are listed in their 
  stat blocks, below:
  FJOLMOD ULFHEDIN
  A Viking thane from the far north, Fjolmod maintains 
  pride in his seamanship and fighting prowess. Intimidating 
  himself, Fjolmod appreciates anyone who can outdo 
  his own presence and fearsome mien, while he remains 
  distrustful of smooth talkers.
  Agenda — He hopes to woo a strong woman and return 
  home with her as wife to run his household while he’s away 
  raiding. If the characters help act as matchmakers, they will 
  immediately improve his attitude toward them by one step.
  Checks — Intimidate (DC 21), Sense 
  Motive +15; Charisma 14 (+2 modifier).
  Alternate Skills — Profession (soldier, sailor).
  
  ODE OF THE CRIMSON EAGLE
  136
  RHOSWEN
  Her intuition and quick wit often present as overly 
  judgmental and a fiery temper. Reminding her that she 
  can catch more flies with honey than vinegar will earn her 
  respect.
  Agenda — As priestess of Áine, Rhoswen seeks to 
  ensure her ruling elite’s place by securing the borders of her 
  home against invasion and firming favorable trade pacts. 
  Assisting her in creating a more favorable deal for the Celts 
  will immediately improve her attitude toward them by one 
  step.
  Checks — Intimidate (DC 27), Sense Motive +18, 
  Diplomacy (-1 modifier to DC—includes Charisma 
  modifier).
  Alternate Skills — Profession (politician), Knowledge 
  (religion).
  SIR AVON
  A knight of the round table, Sir Illigslee du lac Avon 
  shows fealty to Sir Gawain of Orkney with her heraldry 
  including Gawain’s golden two-headed eagle. Sir Avon 
  tends to be a bit naïve and will trust people implicitly and 
  literally until proven otherwise. She does not take kindly, 
  however, to bullies. Helping Sir Avon negotiate the tricky 
  double speak often encountered in political venues will 
  quickly earn her trust.
  Agenda — Ambitious, Sir Avon hopes that returning 
  back to Camelot after successful peace talks will move her 
  one step closer to gaining noble rank. If the PCs succeed 
  at least once on each of the other two named delegates her 
  attitude will improve by one step.
  Checks — Intimidate (DC 23), Sense Motive +11, 
  Charisma 17 (+3 modifier). 
  Alternate Skill — Knowledge (nobility).
  JANUS TAENIUS — 
  A CRIMSON EAGLE QUAESTIONARIUS
  Janus Taenius remains secretive and sketchy. Janus acts 
  friendly—a complete fabrication—towards the PCs but 
  tells them nothing useful. PCs can make Sense Motive skill 
  checks (DC 25) to determine Janus’s seething hatred behind 
  the happy façade. 
  Agenda — Janus wants to find Ascalon and will seek 
  out each PC to specifically ask, “Do you know where 
  Ascalon is?”
  Checks — Sense Motive (DC 25), Diplomacy +15, 
  Intimidate +20; Charisma 11 (+0 modifier). 
  Alternate Skill — Bluff +15
  Once either the PCs notice the broken peace bonds, start 
  focusing on Janus Taenius, or each PC has had a chance to 
  interact with each of the NPCs, the Crimson Eagles attack. 
  If the PCs have not noticed the broken peace bonds, the 
  Crimson Eagles gain a surprise round. If the PCs decide to 
  attach first, before or immediately after noticing the broken 
  peace bonds, they gain a surprise round.
  CRIMSON EAGLE EVOCATUS (4)  
  CR 4
  XP 1,600
  Male or Female old human fighter (phalanx soldier) 6 
  LN Medium humanoid (human)
  Init +0; Senses Perception +3
  DEFENSE
  Armor Class 20, touch 10, flat-footed 20 
  (+6 armor, +4 shield)
  Hit Points 43 (6d10+6)
  Fort +5, Ref +2, Will +4; +2 vs. trample
  OFFENCE
  Speed 30 ft. (20 ft. in armor)
  Melee +1 longspear +10/+5 (1d8+5/×3) or
  mwk gladius +9/+4 (1d6+2/19-20)
  Ranged shortbow +6/+1 (1d6/×3)
  Reach 5 ft. (10 ft. with +1 longspear)
  Special Attacks phalanx fighting, ready pike +1
  TACTICS
  Before Combat Evocatus start combat by drinking their 
  potion of enlarge person.
  During Combat Evocatus maneuver so they take full 
  advantage the Shield Wall feat and gain a +2 to AC if 
  they remain adjacent to any other Evocatus. 
  They attempt to maintain a shield wall to protect the 
  Quaestionari-us.
  Morale All Crimson Eagles understand they live on 
  borrowed time due to age and the number of battles 
  fought. As such they fight to the death with steely 
  resignation.
  STATISTICS
  STR 14, DEX 10, CON 11, INT 10, WIS 15, CHA 12
  Base Atk +6; CMB +11; CMD 21 (23 vs. bull rush, 23 
  vs. drag, 23 vs. overrun, 23 vs. trip)
  Feats Fortified Armor TrainingUC , Power Attack, Shield 
  Focus, Shield SpecializationAPG, Shield WallAPG, Step 
  Up, Weapon Focus (longspear), Weapon Specialization 
  (longspear)
  Skills Acrobatics -4 (-8 to jump), Climb +2, Handle 
  Animal +5, Heal +3, Intimidate +10, Perception +3, 
  Ride +0, Survival +11, Swim +2
  Language Auld English (common), Latin.
  
  BY ANDREW CHRISTIAN
  137
  SQ stand firm +2
  Combat Gear potion of cure light wounds, potion of 
  enlarge person, mwk breastplate, +1 heavy steel 
  shield, +1 longspear, flight arrowsAPG (20), mwk 
  gladiusUC, shortbow, alchemist’s fire (2).
  Other Gear backpack, bedroll, belt pouch, flint and 
  steel, grappling hook, hemp rope (50 ft.), mess kitUE, 
  pot, soap, torch (10), trail rations (5), waterskin, 23 gp.
  CRIMSON EAGLE QUAESTIONARIUS 
  (JANUS TAENIUS)  
   
   
  CR 5
  XP 2,400
  Female venerable human inquisitor (witch hunter) of 
  Mithras 7
  LN Medium humanoid (human)
  Init +4; Senses Perception +9
  DEFENSE
  Armor Class 14, touch 10, flat-footed 14 
  (+4 armor, +1 deflection, -1 Dex)
  Hit Points 42 (7d8+7)
  Fort +4, Ref +1, Will +10 (+2 morale bonus while 
  adjacent to an ally with Scarred Legion)
  OFFENSE
  Speed 30 ft.
  Melee +1 spear +4 (1d8-1/×3)
  Special Attacks bane (7 rounds/day), judgment 3/day
  Spells Known (CL 7th; concentration +12)
  3rd (2/day)— locate object, terrible remorseUM (DC 18)
  2nd (4/day)— blistering invectiveUC (DC 17), 
  castigateAPG (DC 17), confessAPG (DC 17), instrument of 
  agonyUC
  1st (6/day)— bane (DC 16), bless, forbid actionUM
  (DC 16), interrogationUM (DC 16), inflict light wounds 
  (DC 16)
  0 (at will)—brandAPG (DC 15), create water, detect 
  magic, disrupt undead, read magic, stabilize
  Domain Conversion inquisitionUM
  TACTICS
  Before Combat The Quaestionarius cast confess and 
  interrogation while torturing the delegates.
  During Combat The Quaestionarius begins by using 
  Intimidate to demoralize any hero not displaying a 
  leonto-cephaline (holy symbol) or the most threatening 
  melee combatant. She then casts bless or bane as 
  appropriate to circumstances.Morale All Crimson 
  Eagles understand they live on borrowed time due to age 
  and the number of battles fought. As such they fight to 
  the death with steely resignation.
  STATISTICS
  STR 16, DEX 18, CON 18, INT 13, WIS 20, CHA 11
  Base Atk +5; CMB +3; CMD 13
  Feats AntagonizeUM, Combat Casting, EnforcerAPG, 
  Eschew Materials, Scarred Legion, Shielded 
  CasterAPG, Toughness
  Skills Bluff +15, Climb +2, Diplomacy +15, Heal +15, 
  Intimidate +20, Linguistics +3, Perception +9, Ride +3, 
  Sense Motive +18, Spellcraft +11 (+16 to identify a 
  spell as it’s being cast), Survival +9, Swim +2, 
  Use Magic Device +7
  Languages Auld English (common), Latin, Gaelic, 
  Norse
  SQ knowledgeable defense, solo tactics, spell sage, spell 
  scent, stern gaze +3
  Combat Gear potion of barkskin +2, potion of cure 
  light wounds (2), potion of protection from chaos, potion 
  of protection from evil, potion of sanctuary, mithral 
  shirt, +1 spear, ring of protection +1.
  Other Gear backpack, bedroll, belt pouch, candle 
  (10), flint and steel, hemp rope (50 ft.), Mithras 
  Liturgy, manacles, mess kitUE, pot, soap, spell 
  component pouch, torch (10), trail rations (5), waterskin, 
  a bronze leontocephaline (holy symbol), memoir, 18 gp.
  
  ODE OF THE CRIMSON EAGLE
  138
  DEVELOPMENT
  Soon after the PCs defeat enemy soldiers, the delegates 
  will thank the characters profusely and then begin to bicker 
  amongst themselves. Each blaming the other for the attack. 
  The characters may attempt to smooth things over by 
  making one additional check for each delegate, using each 
  delegate’s final attitude and all bonuses gained. As long as 
  the PCs succeed on two checks, they receive the Delegate’s 
  gifts below. The hostess, Madam Meaghan Langenhulder 
  Gillislee, maintains a constant calming presence that 
  prevents any actual bloodshed should the characters fail at 
  calming them down.
  The PCs quickly discover each enemy soldier wears a 
  golden eagle on a crimson field as an emblem under their 
  collars. The emblems do not match any heraldry they know 
  of, although PCs who succeed on a Knowledge (nobility) 
  skill check (DC 40) learn that a warlike people from the 
  south, known as the Romans, have fought under a similar 
  banner. The age of the elderly soldiers may become a 
  distraction to the players until the PCs find the venerable 
  interrogator’s memoirs, written in Latin. While nothing in 
  the memoirs reveals the solution to the adventure, they do 
  describe the mission to find Saint George’s spear, Ascalon, 
  and the enlisting of a special unit of retired veteran soldiers 
  to search across heathen barbarian lands. The author 
  believes the spear holds the key to rekindling the worship of 
  Mithras in their homeland.
  Once the PCs calm the delegates, a young messenger 
  boy, exhausted and badly wounded (2 hit points), stumbles 
  into the longhouse. He lunges forward with a piece of 
  sweat-stained parchment: a ransom note (see player handout 
  1), as well as three letters from the Council of the Wise that 
  he smuggled past the council’s captors (see player handouts 
  2, 3, & 4). See The Clues section below on deciphering 
  these riddles.
  TREASURE
  In addition to any of the Crimson Eagle gear, each 
  delegate grants the PCs a magical gift for saving their lives. 
  Thane Fjolmod Ulfhedin grants a single Munin’s feather 
  (see page 127) to the group, regardless of how many PCs 
  play Viking characters. Rhoswen gifts each PC the promise 
  of her services (she will cast any 3rd level or lower cleric 
  spell (CL 11th) for up to three PCs, although any costly 
  spell components are sure to require side quests. Sir Avon 
  bequeaths up to two of the PCs the use of a charnstone (see 
  page 49). Before the PCs depart, Madam Gillislee grabs 
  a PC by the arm, stuffing an old, worn journal into their 
  hands, “This may give you some insights if you wish to 
  decipher it.” 
  The journal, an old volume of the Langenhulder diaries, 
  contains the logs of family matrons and patrons recording 
  momentous occasions—any character who studies the diary 
  for 10d6 minutes and succeeds on a DC 25 Knowledge 
  (local) skill check learn of the Widow Langenhulder and 
  her unrequited love. A Linguistics skill check (DC 30) 
  deciphers the widow’s poem—a guess as to where her 
  hermit hid his sacred artifact (Griffon Rock).  PCs can 
  reduce the study time by half if the above check was 30 or 
  higher and can reduce by a further half with every additional 
  5 on their check (minimum 5 minutes.) A map of Harolde 
  Isle sits engraved on the top of the Longhouse’s main 
  banquet table (see player handout 5).
  THE CLUES
  There are three clues, each written by a different 
  member of the Wise Council. Each clue refers to a specific 
  location on a map of the island, which can be found the 
  Longhouse’s main banquet table: The Grinding Teeth, 
  Creeping Pews, and Glensheen. Each location contains a 
  piece of the broken Cedar Ternarius, and on each piece, the 
  PCs find a section of a runic poem. Once combined, the 
  PCs discover a riddle describing the location of Ascalon, 
  leading the PCs to Griffon Rock. Although she would gladly 
  communicate this to the PCs (Madam Gillislee knows 
  everything the PCs can learn by succeeding on the various 
  Knowledge skill checks), she dare not give it to spies – she 
  trusts only the worthy will decipher the poem. If the PCs 
  already calmed them, she tells them everything, eager to 
  move the peace process forward. PCs who specifically ask 
  Madam Gillislee about Ascalon learn she knows very little 
  about the artifact itself, willingly relating the legend of 
  Widow Langenhulder and her hermit, adding, right before 
  the PCs leave, the following: “…and I don’t know much 
  about that old hermit, but she did swoon over some of his 
  poetry. And she was always going on about the trees.”
  Meanwhile, Iulia Agripa, having questioned the Wise 
  Ones, has learned about the secret warnings carried by the 
  messenger boy. Rather than take them from him, she let 
  
  BY ANDREW CHRISTIAN
  139
  him deliver them, hoping the others might decipher the 
  riddles for her. She ordered an Explorator to spy on any 
  small groups of adventurers leaving the Violet Fields. As 
  the PCs leave each of the locations, have them make a 
  Perception skill check (DC 37) as the Explorator conceals 
  himself approximately 100 feet from each location. PCs 
  who succeed on the check discover the Explorator hiding 
  in some nearby bushes. If they manage to dispatch the 
  Explorator before he escapes, the final encounter will 
  happen on a ground of their own choosing. If not, the spy 
  returns to Iulia once the PCs reach Griffon Rock where she 
  will attempt to trap them.
  The travel times between each of the various locations 
  is described in Table: Getting There (below). Additionally, 
  every time the PCs travel between locations, they have a 
  10% change of encountering a wandering foe. These foes 
  are described in the Table: Random Encounters (this 
  page).
  The Long 
  House
  Grinding 
  Teeth
  Creeping 
  Paws
  Glensheen
  Griffon 
  Rock
  Docking 
  Shoal
  Shatter 
  Falls
  The 
  Longboat
  Bloodstone 
  Gulley
  High Mark 
  Tor
  The Long 
  House
  —
  15 min
  5 min
  10 min
  5 min
  5 min
  5 min
  15 min
  8 min
  10 min
  Grinding 
  Teeth
  15 min
  —
  20 min
  5 min
  10 min
  15 nun
  12 min
  4 min
  6 min
  12 min
  Creeping 
  Paws
  5 min
  20 min
  —
  10 min
  5 min
  5 min
  5 min
  12 min
  6 min
  10 min
  Glensheen
  10 min
  5 min
  10 min
  —
  30 min
  18 min
  5 min
  7 min
  15 min
  10 min
  Griffon 
  Rock
  5 min
  10 min
  5 min
  30 min
  —
  7 min
  10 min
  12 min
  15 min
  15 min
  Docking 
  Shoal
  5 min
  15 min
  5 min
  18 min
  7 min
  —
  15 min
  13 min
  25 min
  30 min
  Shatter 
  Falls
  5 min
  12 min
  5 min
  5 min
  10 min
  15 min
  —
  6 min
  4 min
  12 min
  The 
  Longboat
  15 min
  4 min
  12 min
  7 min
  12 min
  13 min
  6 min
  —
  5 min
  25 min
  Bloodstone 
  Gulley
  8 min
  6 min
  6 min
  15 min
  15 min
  25 min
  11 min
  4 min
  —
  8 min
  High Mark 
  Tor
  10 min
  12 min
  10 min
  10 min
  15 min
  30 min
  12 min
  25 min
  8 min
  —
  All times assume hustling and local movement rules, thus not endangering the PCs with fatigue.
  If the PCs wish to exert extra effort to halve their travel time, every minute they must make a Constitution check (DC 
  10, +2 extra per additional minute) or gain the fatigued condition.
  TABLE: GETTING THERE
  D20 ROLL ENCOUNTER
  1-5
  1d4 Crimson Eagle Evocatus (see page 
  136).
  6-10
  1 Crimson Eagle Explorator (see page 
  137).
  11-15
  Trebuchet Attack! Select a 10 ft. square 
  that targets at least one hero’s square and 
  attack it (+5 touch attack, 6d6 bludgeoiing 
  dmg/x2). The attack deals the same damage 
  to all targets it hits. 
  16-20
  Hazardous Terrain! A large deadfall, 
  boulder, crevasse, or another similar obstacle
  delays the PCs travel by 5d6 minutes. PCs 
  who use magical abilities or who succeed 
  on a DC 30 Survival skill check bypass the 
  obstacle in half the time.
  
  ODE OF THE CRIMSON EAGLE
  140
  CLUE ONE
  The Viking Oracle Ulgrimma sent this clue to send her 
  Viking PCs to The Grinding Teeth (see handout 2). PCs 
  who succeed on a DC 15 Knowledge (local) or Diplomacy 
  skill checks recall the cave named Gaspar’s Lament at 
  the cliff’s base and the two cave giantesses living within.
  See Scene 2, page XX, for more information on Gaspar’s 
  Lament.
  “When snores are not snores but just as poor;” refers to 
  the echoing sounds made by The Grinding Teeth. 
  “Find the wooden stone,” refers to the Cedar Ternarius.
  “hidden, behind a door that’s not a door;” refers to the 
  cave entrance. 
  “The world of winter trembles more;” refers to the 
  homelands of the Vikings. 
  “If the bloody raptor eats our gore.” Refers to the 
  Crimson Eagles defeating the Viking forces.
  CLUE TWO
  Brianna du Puy, Sir Gawain of Orkney’s soothsayer, 
  scribed this verse for the PCs of Camelot in order to 
  lead them to Creeping Pews (see handout 3). PCs who 
  succeed on a DC 15 Knowledge (local) or Diplomacy skill 
  check know about the dragon Coediscbaum claiming the 
  Creeping Pews as his home.
   
  “To worship” refers to the Pews as a place to worship, 
  like a church. 
  “we go to and fro;” refers to Creeping as the vines grow 
  “to and fro.” 
  “Beware Camelot’s mascot.” Refers to the golden 
  dragon of Camelot and warns of the forest dragon 
  Coediscbaum.
  “Deny the seekers else King Arthur wears a crimson 
  ascot.” Refers to the Crimson Eagles slitting King 
  Arthur’s throat. 
  CLUE THREE
  Hierophant Arthfael Caomhanach, communed with 
  nature and scribed what he learned for his Celtic PCs in 
  order to lead them to Glensheen (see handout 4).
  “Hailers from the clean side of trees,” refers to the 
  Crimson Eagles, an unknown force from the South.
  “demands we bow before them on our knees.” Refers to 
  the Crimson Eagles subjugating the Celtic people.
  “A maiden’s kerchief may save us all if you have the 
  guts, it’s your call.” Refers to the Nereid’s shawl, which 
  if captured allows the PCs to control her. 
  CEDAR TERNARIUS
  The poem inscribed in carefully placed runes reads, 
  “Stone of Lion Eagles.” The Cedar Ternarius consists of 
  three piece; an upper left, upper right, and bottom part. 
  These parts are collected from the following locations:
  From The Grinding Teeth (upper left) – Rune for 
  Stone inscribed at such an angle as to show affiliation.
  From Creeping Pews (upper right) – Rune for Lion 
  inscribed at such an angle to show possession of a 
  previous rune.
  From Glensheen (bottom part) – Rune for Eagle but 
  inscribed directly under upper right Rune, therefore 
  showing a compound phrase with the Upper Right 
  rune. Additionally it has an added accent mark 
  representing plurality.
  CRIMSON EAGLE EXPLORATOR   
  CR 4 
  XP 1,200
  Half-elf ranger 2/unchained rogue 3
  LE Medium humanoid (elf, human)
  Init +4; Senses low-light vision; Perception +11
  DEFENSE
  Armor Class 21, touch 15, flat-footed 14 
  (+4 armor, +4 Dex, +1 dodge, +2 natural)
  Hit Points 34 (3d8+2d10+5)
  Fort +4, Ref +10, Will +2; +2 vs. enchantments
  Defensive Abilities danger sense +1, evasion; 
  Immune sleep
  OFFENSE
  Speed 30 ft.
  Melee mwk cold iron gladius +7 (1d6+4/19-20) or
     mwk elysian bronze gladius +7 (1d6+2/19-20)
  Special Attacks combat style (two-weapon combat), 
  favored enemy (humans +2), sneak attack (unchained) 
  +2d6
  TACTICS
  Before Combat The Explorator follows the PCs at a 
  safe distance, using tracking to follow them. Due to the 
  Explorator’s distance from the PCs should they notice 
  him, he has time to drink his potion of barkskin +2.
  During Combat The Explorator will attempt to flee, 
  and if that seems unlikely to succeed, he attempts to 
  
  BY ANDREW CHRISTIAN
  141
  fight a running battle, hiding just ahead of the PCs and
  attacking with his sneak attack as possible.
  Morale All Crimson Eagles understand they live on 
  borrowed time due to age and the number of battles 
  fought. As such they fight to the death with steely 
  resignation.
  STATISTICS
  STR 12, DEX 18, CON 10, INT 8, WIS 13, CHA 14
  Base Atk +4; CMB +8; CMD 20
  Feats Agile Maneuvers, Dodge, Favored DefenseAPG, 
  Skill Focus (Stealth), Two-weapon Fighting, 
  Weapon Finesse
  Skills Acrobatics +12, Climb +5, Disable Device +13, 
  Handle Animal +8, Perception +11, Ride +8, Stealth 
  +15, Survival +9, Swim +5; 
  Racial Modifiers +2 Perception
  Languages Auld English (Common), Latin, Elven
  SQ elf blood, elysian bronze, rogue talent (fast stealth), 
  track +1, trapfinding +1, wild empathy
  Combat Gear potion of barkskin +2, potion of cure 
  light wounds (2), potion of vanish (2), caltrops, 
  smokestick, tanglefoot bag, +1 studded leather, mwk 
  cold iron gladiusUC, mwk elysian bronze gladiusUC
  Other Gear backpack, basic map of the area, 
  a bedroll, a belt pouch, chalk (10), flint and 
  steel, a grappling hook, hemp rope
  (50 ft.), a knife, a mess 
  kitUE, mirror, piton (10), pot, 
  soap, thieves’ tools, 10 
  torches, trail rations (5), 
  waterskin (2), 6 gp, 
  2 sp.
  
  ODE OF THE CRIMSON EAGLE
  142
  SCENE 2 – THE GRINDING TEETH
  A series of basalt cliffs that rise some three hundred 
  feet, overlooking the violent seas below, the Grinding 
  Teeth rightly earned their namesake.  The sound of wind 
  and crashing waves create the eponymous sounds, which 
  villagers claim you can hear on the other side of the island 
  when the winter squalls wash over the island. A small, rough 
  beach of jagged boulders, reachable only by scaling down 
  the cliff or by small boat, acts as the threshold to a large 
  cave. The tides roll in, and depending on how long it takes 
  them to reach the beach determines how deep the water 
  during the encounter (see development below for details.) 
  The PCs notice the tides are moving in quickly as they 
  arrive and the grinding sounds drown out almost all other 
  ambient noise, requiring shouting to be heard. The sounds, 
  however, do not affect spellcasting.The giantesses regard 
  the incoming tide as perfect fishing conditions, emerging 
  from their cave one minute after the PCs arrive.
  When the PCs arrive, read the following:
  Deep black shark tooth-like boulders litter the 
  beach, orphaned children of the jagged basalt
   cliffs above. A large cave maw, cold waves 
  crashing within, looms dark and menacing at the 
  base of The Grinding Teeth.
  Twin cave giantesses, Haghi and Gelvu, live 
  here, unknowingly guarding one third of the 
  Cedar Ternarius. Gaspar Langenhulder, one of 
  the Widow’s grandchildren, revered the hermit 
  and often studied with him. When the hermit 
  requested, Gaspar hid the tablet deep in these 
  caves hoping the treacherous natural terrain 
  and unreliable tides would deter anyone from 
  exploring too far inside, but he died, dashed 
  upon the rocks in a rogue spring storm upon 
  leaving the cave.
  HAGHI & GELVU 
  (CAVE GIANTS) 
   
  CR 8
  Pathfinder Roleplaying Game Bestiary 3
  Hit Points 67 each
  TACTICS
  Before Combat The giantesses fish with their bare 
  hands, but have their axes drawn in case any large sea 
  creatures make a nuisance of themselves. They will notice 
  the PCs as they climb down the cliff with a Perception skill 
  check (DC 15) or as soon as the first hero reaches the beach. 
  They automatically notice the longboat, unless the PCs take 
  means to hide their approach, once it is within 1d4+1 rounds 
  from the beach.
  During Combat The giantesses begin by throwing the 
  sharp jagged boulders on the beach at the PCs. They will 
  specifically aim to crush the longboat should the PCs choose 
  that method of reaching the beach. Before melee combat 
  ensues, they will each break their giant whetstones (figured 
  into their melee line above).
  Morale Cowards but territorial, the giantesses flee once 
  either of them has less than 10 HP, but will fly into a rage 
  and fight to the 
  death if one 
  of them falls 
  unconscious 
  or dies.
  
  BY ANDREW CHRISTIAN
  143
  DEVELOPMENT
  If the PCs manage to reach the beach within two 
  minutes, there will be 1 foot of water throughout creating 
  a shallow bog If they take between two minutes and ten, 
  the tides will rise to 4 feet, creating a deep bog (see Marsh 
  Terrain in Chapter 13 of the Pathfinder Roleplaying Game 
  Core Rulebook). If they take longer than ten minutes or 
  choose to use the longboat, they must swim to keep their 
  head above water. The giantesses remain unaffected by the 
  first two water levels or the temperature. The final water 
  level affects them as a shallow bog. Additionally, prolonged 
  exposure to the exceptionally cold water may cause 
  hypothermia. While this will not be immediately dangerous, 
  if the PCs do not dry themselves, they must make a 
  Fortitude save each hour (DC 15, +1 per previous check) or 
  take 1d6 non-lethal damage and become fatigued (see Cold 
  Dangers and Water Dangers in Chapter 13 of the Pathfinder 
  Roleplaying Game Core Roolbook). 
  Very rough natural hand and footholds litter the cliff 
  face, however water spray from the northern sea make 
  the basalt very slick, requiring a Climb skill check (DC 
  20). The only approach to the beach from below requires 
  piloting a long longboat through the rough waves, surf 
  and partially hidden sharp boulders for five rounds. 
  Approximately two and a half to three minutes walking 
  distance along the beach, the PCs find a longboat tied to a 
  tree. PCs approaching the beach by sea quickly learn how 
  violent the waters are; these PCs must succeed on a DC 25 
  Profession (driver), Profession (sailor), or Survival skill 
  check to advance that round. PCs who fail this check by 5 
  or more dash the boat along the rocks, dealing 3d6 points 
  of damage each time. PCs who fail the check by 10 or more 
  capsize the boat, although the PCs can right the boat with 
  a DC 10 Survival skill check. All pilot checks take a -2 
  penalty once the longboat reaches 30 hit points of damage. 
  Swimming PCs must succeed on a DC 20 Swim skill check 
  to advance or take the above damage.
  The upper left piece of the Cedar Ternarius remains 
  hidden approximately one-quarter mile inside the cave 
  system. Any signs of which way Gaspar Langenhulder 
  traveled disappeared decades ago, and so the PCs must 
  follow specific old cave paintings. Otherwise it will take 
  1d3+1 hours barring any special movement magic or 
  abilities. Seemingly random parietal art depicting the 
  lives of stone-age tribesmen hide more modern symbols 
  carefully inscribed into them. A Profession (painter), Craft 
  (painting), Appraise or similar skill check (DC 25) or a 
  Perception skill check (DC 35) reveals the hidden modern 
  symbols. 
  If the PCs know of the cave named Gaspar’s Lament, 
  they may make an additional DC 20 Knowledge (local) 
  or Knowledge (nobility) skill check to recall that Gaspar 
  revered a strange hermit and took on the hermit’s religious 
  iconography: a cross and a glowing spear. Knowing of the 
  hermit’s iconography grants the PCs a +5 to the above skill 
  checks. By following the cross and spear symbols, the PCs 
  find the upper left piece in 1d3+1 x 5 minutes instead.
  LONGBOAT
  Huge water vehicle 
  Squares 5 (5 ft. by 25 ft.); Cost 50 gp 
  DEFENSE 
  Armor Class 9; Hardness 5
  Hit Points 60 (29) 
  Base Save +0 
  OFFENSE 
  Maximum Speed 30 ft.; Acceleration 10 ft. 
  CMB +1; CMD 11 
  Ramming Damage 1d8 
  DESCRIPTION 
  This small water vehicle is primarily used to 
  disembark from larger ships or to traverse small areas 
  of water—perhaps ferrying a few passengers across a 
  stream or small lake. A longboat can carry 2,000 
  pounds of cargo or 5 passengers. 
  Propulsion current (water) or muscle (pushed; 1 or 2 
  Medium rowers; one is the driver) 
  Driving Check Survival 
  Forward Facing boat’s forward 
  Driving Device oars 
  Driving Space the center square of the longboat 
  Decks 1
  
  ODE OF THE CRIMSON EAGLE
  144
  TREASURE
  The giantesses maintain a tentative truce with the forest 
  dragon, Coediscbaum. They carried out several missions 
  requiring distasteful thuggery for the forest dragon while 
  he gave them several talismans. Each has three giant 
  whetstones (which acts as a scroll of lead blades; activated 
  when broken) each. Additionally, the giantesses each carry a 
  large +1 keen bone battleaxe.
  SCENE 3 - CREEPING PEWS 
  CR 10
  This deep forest glade appears as a naturally occurring 
  church amphitheater. Deadfall and vine choked trees pulled 
  down horizontally create asymmetric rows of benches. At 
  the head of the leafy cathedral rests the broken stump of 
  a giant oak, nine feet in diameter. Coediscbaum, a young 
  forest dragon, catnaps upon the stump. Perceptive PCs 
  see a strangely shaped stone—one 
  of the three pieces of the Cedar 
  Ternarius—leaning against the 
  stump. 
  Widow Langenhulder’s granddaughter, 
  Lewellyn, buried her piece of the Cedar 
  Ternarius under what was once a giant and 
  ancient oak tree. Coediscbaum recently 
  uncovered the relic, somehow sensing 
  the knowledge represented within the 
  petrified stone. He will not part with 
  the treasure easily as he does not 
  yet know what it means or 
  represents.
  When the PCs 
  approach the 
  Creeping Pews, read 
  the following:
  A deadfall, 
  choked in 
  bright green 
  moss and dark, 
  jade colored vines, 
  dominates the small 
  clearing. A sinewy, scaled creature 
  snores gently on the stump.
  COEDISCBAUM (YOUNG FOREST DRAGON) CR 10
  Pathfinder Roleplaying Game Bestiary 3; hp 126.
  TACTICS
  Before Combat The sleeping dragon awakes once the 
  PCs are within 70 feet unless they find a way to bypass his 
  tremorsense and other dragon senses.
  During Combat Coediscbaum immediately climbs 
  30 feet into a tree and uses his breath weapon on as many 
  PCs as he can. He then uses his burrow, climb, and flying 
  abilities to avoid direct combat with more than one hero at a 
  time.
  Morale Once he reaches 30 hit points, Coediscbaum 
  casts obscuring mist and flees.
  
  BY ANDREW CHRISTIAN
  145
  DEVELOPMENT
  The PCs can try to sneak up on Coediscbaum as he 
  naps as long as they make a DC 15 Perception skill check 
  to see him before they move within 70 feet. If they stop 
  outside of the 70 foot perimeter, they may try to sneak up 
  and steal the piece of the Cedar Ternarius leaning against 
  his stump. If Coediscbaum catches the PCs attempting to 
  steal from him, he attacks immediately.
  Although evil, Coediscbaum does not lash out at the 
  PCs immediately, preferring to Intimidate or, if possible, to 
  manipulate them instead. When not sleeping on his stump 
  or manipulating the denizens of Harolde Isle, Coediscbaum 
  has a secret hobby – crafting magical talismans. Although 
  initially hostile, Coediscbaum remains willing to negotiate. 
  Gifts of spellbooks or scrolls of up to 2,000 gp total, 
  satisfies his lust for magical knowledge. Similarly to 
  the giantesses, Coediscbaum remains willing to accept  
  service in lieu of spell knowledge—he expresses a desire 
  for Asariah’s death (see Scene 4: Glensheen, page xx) 
  or requires the PCs servitude for one year. Alternatively, 
  Coediscbaum accepts the Langenhulder diary if offered, 
  although requires an additional Diplomacy skill check (DC 
  20).
  TREASURE
  Although he can make talismans from any spells of 3rd 
  level or lower, Coediscbaum currently has the following 
  talismans (CL 11th) lying around the glade; a warding stone 
  (containing protection from good), a dwarven luck stone 
  (containing true strike), an elven firestone (containing 
  fireball), a raptor stone (containing levitate), and a window 
  stone (containing vanish.) Talismans act as scrolls but are 
  activated when broken.
  SCENE 4: GLENSHEEN 
   
  CR 10
  The Upper Red River burbles along the forested island 
  hills until it reaches a small cliff and cascades into a large, 
  deep pool. Although its perimeter is cloaked in shadows, 
  the canopy of trees hanging over the pool opens at the 
  center, allowing a bright beam of sunlight to illuminate the 
  waterwall, creating a multiple tiny rainbows in the mist. 
  A place of beautiful serenity, Asariah, a Nereid, calls 
  Glensheen home. She guards both the clearing and the 
  sacred wood – the rune carved piece of the Cedar Ternarius. 
  Boh, the last of the Widow’s grandchildren and druid of 
  note, befriended and convinced Asariah to guard his piece 
  of the Cedar Ternarius, instructing her to only give it to 
  someone worthy. Asariah’s piece of the Cedar Ternarius 
  rests 40 feet down at the bottom of her pool. 
  The PCs arrive as Asariah sorts pieces of mother-of-
  pearl as she waits for her laundry to dry.  If they figure out 
  she’s a nereid in time, they may notice her shawl drying on 
  a tree branch on the opposite shore of the pool. Asariah does 
  not enjoy violence, so the PCs may try to convince her to 
  give up the tablet or command her to do so by recovering 
  her shawl.
  When the players approach, read the following:
  A beautiful woman with pearlescent skin sorts shells on 
  the banks of the river pool, its serenity interrupted by the 
  waterfall cascading down from above. Rainbows dance in 
  the hanging mist as the lady hums a mesmerizing tune.
  ASARIAH (NEREID) 
   
   
   
  CR 10
  Pathfinder Roleplaying Game Bestiary 2; hp 126 each.
  TACTICS
  Before Combat Asariah’s beguiling aura remains active 
  as sorts her shells. She otherwise does or says nothing 
  threatening as long as her shawl remains on the other side of 
  the pool. 
  During Combat During any negotiation or 
  conversation, she slowly moves towards her shawl. If she 
  feels threatened, when she reaches her shawl, she will 
  immediately dive underwater and casts summon monster 
  VI and summon a huge water elemental. She follows up by 
  using suggestion on anyone affected by her beguiling aura.
  Morale Asariah agreed to protect her piece of the Cedar 
  Ternarius unto death.
  DEVELOPMENT
  Regardless how eloquent, no amount of Bluff, 
  Diplomacy, or Intimidate convinces Asariah to give up 
  guardianship over her piece of the Cedar Ternarius, 
  unless the PCs recover her shawl and threaten her with its 
  destruction. During parlay, however, she requests the PCs 
  prove their virtue and worth. She asks a very simple thing, 
  “sacrifice a living and sapient creature close to your heart 
  by letting their blood unto death here in this pool, and I will 
  reveal the location of the stone you seek.” A test, of course, 
  as Asariah does not actually wish to see death. 
  The hermit set the conditions of the test, a metaphor for 
  a story from the father of his faith. A man, commanded by 
  his God, set forth to sacrifice his son to this God—a test of 
  
  ODE OF THE CRIMSON EAGLE
  146
  his faith. After proving his faith, an angel stopped the man, 
  blade to his son’s throat, and explained the test.
  In this case, the importance of virtue and purity 
  supersede faith. PCs who succeed on a DC 30 Sense 
  Motive skill check determine Asariah finds the task she’s 
  set forth abhorrent.
  If the PCs set about to sacrifice an intelligent creature, 
  she immediately stops them and drives them off, fighting to 
  the death if necessary. If the PCs have recovered her shawl, 
  she acquiesces, if commanded to do so, and proceeds to take 
  her own life in mortified shame after. 
  If the PCs refuse, and likely attack, she immediately 
  surrenders, quickly explaining herself and the hermit’s story 
  of Abraham. She then dives underwater and returns with her 
  piece of the Cedar Ternarius.
  TREASURE
  Asariah carefully sorted several dozen fresh-water 
  oysters amongst her shells. PCs who succeed on a DC 20 
  Appraise or DC 15 Knowledge (nature) skill check realize 
  this type of oyster often contains pearls. The PCs may 
  harvest up to ten pearls before Asariah halts them with a 
  comment about greed. PCs who cast detect magic or who 
  succeed on a Perception skill check (DC 20) discover a 
  bluesheen pearl amongst an unsorted pile of shells. This 
  bluesheen pearl contains a single charge of water breathing, 
  similar to a spellstoring item. If a spellcaster does not charge 
  a bluesheen pearl with a single spell of up to 3rd level, it acts 
  as a pearl of power, 2nd level.
  SCENE 5: GRIFFON ROCK     CR (VARIES)
  A weatherworn rock formation roughly appears to be 
  a griffon perched upon a jagged boulder, while a shallow 
  crevasse dips approximately 15 feet beneath the rock 
  formation. The Langenhulders used this crevasse as their 
  family crypt for generations. The hermit made a pact with 
  his paramour, Widow Langenhulder, to hide Ascalon within. 
  The catacombs within the crevasse eventually lead to a vault 
  door made of adamantine reinforced with diamond inlay. 
  The recombined Cedar Ternarius acts as key and fits neatly 
  into a strange indent in the center of the door. It takes about 
  30 minutes to navigate the catacombs and find the door. 
  When the PCs finally reach the door, read the following:
  A giant adamantine door, reinforced with diamond inlay 
  stands at the end of a disused and dusty corridor.
  Nigh indestructible, PCs looking for a way around 
  who succeed on a Knowledge (engineering) skill check 
  (DC 20) estimate that the group could tunnel around in 
  a few weeks. PCs who succeed on a DC 35 Knowledge 
  (engineering) skill check determine the group could get 
  around the door in 3 days, provided they work around the 
  clock. PCs who succeed on a DC 50 Disable Device skill 
  check successfully unlock the door.
  FALLING DOOR TRAP 
   
  CR 15
  XP 4,800
  Type mechanical; Perception DC 30; 
  Disable Device DC 20
  EFFECTS
  Trigger Attempting to break down the door or failing a 
  disable device skill check; Reset automatically
  Bypass Placing the assembled Cedar Ternarius in the 
  indent acts as a key and bypasses the trap.
  Effect Atk +15 Melee (16d6); multiple targets (all 
  targets in a 10-ft. square in front of the door).
  DEVELOPMENT
  Once the PCs open or otherwise bypass the door, they 
  find Ascalon resting upon a dais and a decomposed skeleton 
  wearing a rotted monk’s habit and a pristine silver crucifix 
  laying on an adjacent bier. If the Explorator shadowing the 
  PCs escapes notice, he runs back to Iulia Agripa atop High 
  Mark Tor. The Explorator has been paying close attention 
  to the PCs and has picked up much of their conversations 
  WHAT IF THE PCS VISIT 
  GRIFFON ROCK EARLY?
  Curator Veteranorum Iulia Agripa coerced 
  the name of the key to Ascalon’s vault while 
  questioning the Council of the Wise. While Iulia 
  doesn’t know what Cedar Ternarius means, she 
  knows in her native tongue—Latin—ternarius 
  generally means “containing or consisting of 
  three things.” As such, she has directed her 
  Explorator to hold off returning to her until they 
  have explored at least three other locations before 
  Griffon Rock.
  
  BY ANDREW CHRISTIAN
  147
  and body language as they’ve traveled around Harolde Isle; 
  along with Iulia’s directions in the “What if the PCs visit 
  Griffon Rock early” sidebar and this deduction, he knows 
  not to warn Iulia after an early visit to Griffon Rock. It takes 
  11 minutes between the Explorator leaving to warn Iulia 
  and setting up the ambush. If the PCs take longer than 11 
  minutes, then Iulia sets up the ambush as the PCs leave the 
  crevasse. Otherwise the PCs will either meet her on the way 
  or bring the attack to her at High Mark Tor.
  If Iulia has the upper hand, she gives the PCs a chance 
  to surrender and turn over Ascalon. If they refuse, she 
  dispatches a runner with the command to have the Wise 
  Council executed for the PCs defiance (see Crimson Eagle 
  Evocatus Executioner below). The messenger has a speed of 
  30 and runs all the way to High Mark Tor. If the PCs do not 
  capture the messenger before he makes it to High Mark Tor, 
  he slays a named member of the Council of the Wise every 
  minute after arriving.
  CRIMSON EAGLE EVOCATUS EXECUTIONER (4)   
  CR 4 
  (See page 140)
  CRIMSON EAGLE EVOCATUS EXECUTIONER (1)   
  CR 4 
  (See page 140)
  Armor Class 10 (no armor or shield)
  IULIA AGRIPA  
   
   
   
   
  CR 9
  XP 6,400
  Female old human sorcerer (wildblooded) 10
  LN Medium humanoid (human)
  Init +7; Senses Perception +3
  DEFENSE
  Armor Class 19, touch 13, flat-footed 19 
  (+4 armor, +2 deflection, +1 insight, +2 natural)
  Hit Points 57 (10d6+20)
  Fort +6, Ref +5, Will +11
  OFFENSE
  Speed 30 ft.
  Melee mwk cold iron cestus +5 (1d4-1/19-20)
  Ranged +1 light crossbow +6 (1d8+1/19-20)
  Sorcerer Spell-Like Abilities (CL 10th; 
  concentration +16)
  9/day— lullaby (DC 16)
  1/day— vision
  Sorcerer (Wildblooded) Spells Known 
  (CL 10th; concentration +16)
  5th (4/day)—lightning arcUM (DC 21)
  4th (5/day)—divination, enervation, greater invisibility
  3rd (7/day)—deep slumber (DC 19), fly, force punchUM 
  (DC 19), vampiric touch
  2nd (7/day)—augury, blindness/deafness (DC 18), 
  mirror image, protection from arrows, spectral hand
  1st (7/day)—burning hands (DC 17), color spray (DC 
  17), feather fall, mage armor, shield, sleep (DC 17)
  0 (at will)—bleed (DC 16), dancing lights, daze 
  (DC 16), detect magic, joltUM, open/close (DC 16), 
  prestidigi-tation, ray of frost, read magic
  Bloodline Visionary
  TACTICS
  Before Combat Iulia casts augury, divination and mage 
  armor at the beginning of every day. Her total spell slots per 
  day are reflective of these castings. If the Crimson Eagles 
  succeed at setting up an ambush or achieve a surprise round 
  otherwise, Iulia casts spectral hand and shield, in that order. 
  Additionally she casts fly on the Evocatus executioner.
  During Combat Iulia casts mirror image before wading 
  into combat; she follows those with her disabling spells 
  first, casting spells like blindness/deafness, color spray and 
  deep slumber as she wishes to take the PCs alive for future 
  questioning. If this seems unlikely, she uses her deadliest 
  spells in order to kill the PCs.
  Morale If Iulia falls below 20 Hit Points, she will casts 
  greater invisibility and try to escape; Iulia plans to rally 
  the remaining Crimson Eagles and return to best the PCs 
  another day.
  STATISTICS
  STR 8, DEX 10, CON 12, INT 12, WIS 14, CHA 22
  Base Atk +5; CMB +4; CMD 17
  Feats Combat Casting, Dazing SpellAPG, Eschew 
  Materials, Improved Initiative, Intensified SpellAPG, 
  Leadership, Skill Focus (Intimidate), Spontaneous 
  MetafocusUM
  Skills Appraise +5, Climb +0, Disguise +7, Fly +13, 
  Heal +3, Intimidate +25, Linguistics +3, Perception +3, 
  Ride +1, Spellcraft +14, Survival +3, Swim +0
  Languages Auld English (Common), Latin, Gaelic, 
  Norse
  Combat Gear bouncing metamagic rodAPG, cold iron 
  crossbow bolts (50), potion of cure light wounds, 
  wand of magic missile (CL 5th), +1 light crossbow, mwk 
  cold iron cestusAPG, amulet of natural armor +2, cloak 
  of resistance +2, dusty rose prism ioun stone, headband 
  of aerial agility (Cha +2)UE, ring of protection +2
  Other Gear backpack, bedroll, belt pouch, flint and 
  steel, mess kitUE, pot, soap, torch (10), trail rations (5), 
  waterskin, 287 gp
  
  ODE OF THE CRIMSON EAGLE
  148
  TREASURE
  Aside from the gear and items the Crumson Eagles have, 
  Ascalon rests upon the dais. 
  ASCALON
  (Minor Artifact)
  Aura strong transmutation; CL 15th;
  Slot none; Weight 9 lbs.
  DESCRIPTION
  This +2 dragon-bane elysian bronze longspear has a 
  long flamberge head, etched with celestial script.
  As a swift action, the wielder may change the bane 
  creature type. In the hands of a worshiper of Saint George’s 
  Faith, Ascalon has the greater bane properties. When Saint 
  George weilds Ascalon it takes on the properties of a slaying 
  arrow, as well.
  Ascalon may be attuned to a different good aligned 
  religion by casting an atonement spell in a consecrated 
  area to the new deity. A character, in good standing with 
  their church, may increase the bane to greater bane once 
  they reach level 9; heroes who reach 13th level may add the 
  slaying property.
  DESTRUCTION
  Ascalon destroys itself when wielded by a creature 
  with a moderate evil aura (see detect evil). Upon its self-
  immolation, the wielder takes 15d6 holy damage that 
  bypasses all forms of resistance and affects incorporeal 
  creatures normally.
  CONCLUSION: HIGH MARK TOR
   
  As the GM brings this story to a close, she many want to 
  consider the following factors listed below.
  If the PCs dispatched the Explorator before he could 
  warn Iulia, they will likely face her on this flat-topped 
  hill. A horseshoe of menhir and trilithon stands atop High 
  Mark Tor. The Crimson Eagles have staked and bound the 
  members of the Council of the Wise amongst the standing 
  stones. In this case, the PCs must battle Iulia Agripa and 
  seven Evocatus, one of which Iulia commands to coup 
  de grace one Wise Council member every other round of 
  combat.
  If the PCs dispatched Iulia previously, only two 
  Evocatus remain at High Mark Tor. They attempt to hold the 
  Council of the Wise hostage, threatening to kill them if the 
  PCs don’t turn over Ascalon and let them leave Harolde Isle. 
  Staring imminent death in the eye, the remaining Evocatus 
  fight to the death in effort to complete their mission.
  The PCs may help slay or chase off the remaining 
  Crimson Eagles, but if they don’t, that’s okay. The 
  delegate’s honor guards eventually dispatch the remaining 
  Crimson Eagle soldiers over the next few days. The PCs 
  may join them on hunts if they like, allowing them to visit 
  any of the islands additional, hidden locations.
  HIGH MARK CRIMSON EAGLES 
  CR 6 OR 11 
  CRIMSON EAGLE EVOCATUS (2)  
   
  CR 4 
  (see page 140) 
  or
  CRIMSON EAGLE EVOCATUS (7)  
   
  CR 4 
  and IULIA AGRIPA 
   
   
   
  CR 9
  (see pages 140 and 147)
  TERMS OF SUCCESS?
  Full Success – The PCs recover Ascalon, slay (or 
  capture) Iulia Agripa, and save most of the Wise Council.
  The surviving members of the Wise Council grant the 
  PCs the title Peace Troubador. Several local skalds compose  
  stories about the glorious heroes. The PCs gain the Glorius 
  Hero benefits.
  Partial Success – The PCs recover Ascalon and save 
  most of the Wise Council (at least half of the council 
  survives), but Iulia Agripa escapes and the Crimson Eagles 
  threaten he PCs in the future. In this case, the Wise Council 
  quietly thanks the PCs for their efforts and asks them to 
  rest; once they’ve rested, the council insists the PCs hunt 
  down and capture (or kill, if necessary) Iulia Agripa for her 
  heinous attack.
  Alternately, if the PCs loose Ascalon but save all of 
  the Wise Council (trading the artifact for the council, 
  for instance), the Wise Counil quietly thanks the PCs, 
  recognizing their strength and asking them, after a night of 
  rest, to seek out the remaining Crimson Eagles and recover 
  Ascalon, returning it here where it belongs.
  In either case, a partial success remains an invitation for 
  
  BY ANDREW CHRISTIAN
  149
  the GM to prod the PCs onward toward a new adventure. 
  The PCs also gain the Bungling Hero benefits.
   
  Failure – The PCs fail if Iulia Agripa escapes with 
  Ascalon and kills more than half of the Wise Council. In 
  this instance, how the PCs respond determines how the 
  survivors respond.
   
  PCs willing to take oaths to right these wrongs (and 
  recover Ascalon) and who, even in their failure, acted 
  honorably are given a night to rest and are treated with 
  respect; the survivors warn them of the dangers gathering 
  around the island and encourage them to set out to recover 
  Ascalon immediately.
  PCs who acted without honor or who committed evil 
  acts to recover Ascalon (like killing a sentient creature for 
  the nereid) are immediately driven off by any survivors.
  TREASURE
  Items – The Wise Council gifts the PCs with several 
  magical items including an extend metamagic rod, (3) 
  potions of displacement, a scroll of breath of life (CL 15th), 
  and a wand of cure serious wounds (50 charges).
  Peace Troubador – The PCs gain a title roughly equal 
  to a minor hedge knight, collectively gaining feudal rights 
  of a small village on the coast of Gaul within the contested 
  territory.
  Glorious Hero (benefits) – The PCs become famous 
  heroes amongst Vikings, Celts and Knights alike. As such, 
  they gain a +4 bonus to any Charisma-based skill checks 
  with their affiliated ethnicity and a +2 with any unaffiliated 
  ethnicity.
  Bungling Hero (benefits) – The PCs become known 
  for saving the day, but at a high cost. They gain half the 
  bonuses as the Glorious Hero reward. Additionally, they 
  take a -1 cumulative penalty with any ethnicity that had a 
  wise one or delegate die.
  APPENDIX A: OTHER LOCATIONS 
  Bloodstone Gulley – A small box canyon nestled in the 
  northern hills of Harolde Ilse hides a collapsed mine head. 
  Veins of pretty but insignificant bloodstone decorate the 
  walls of the canyon.
  Docking Shoals – A large sandbar, untouched by the 
  tides, rises from the sea just off the southeastern coast of 
  Harolde Isle. The Langenhulders request all visitors beach 
  their longboats here or anchor just off the sandbar rather 
  than the island proper.
  Longboat – A longboat, in fine repair, rests tied to a tree 
  along the northern coast of Harolde Isle. A small natural 
  dock of basalt reaches out into the northern sea, allowing for 
  ease of loading any small watercraft.
    
  Shatter Falls – The Lower Red River narrows 
  precipitously before crashing over a 30 foot high boulder 
  and smashing down onto a flat piece of exposed bedrock. 
  Anything under the falling water quickly becomes 
  pulverized as hammer to anvil.
  The Lower Red River – The Lower Red River, while 
  still in the forested hills, runs thinner and more swiftly than 
  its upper branch before it widens and slows through the 
  Violet Fields. The waters run red due to heavy iron deposits 
  in the topsoil.
   
  The Upper Red River – The Upper Red River follows 
  a wide, deep and rocky glen as it plummets downstream 
  through the northern forested hills of Harolde Isle. Like its 
  lower branch, the waters run red.
  
  ODE OF THE CRIMSON EAGLE
  150
  APPENDIX B: PLAYER HANDOUTS
  HANDOUT #1 – THE RANSOM NOTE
  HANDOUT #2 – THE NORSE CLUE
  HANDOUT #3 – THE AULD ENGLISH CLUE
  HANDOUT #4 – THE GÆLIC CLUE
  You have eight hours to bring the relic Ascalon to the sacred hill or we start 
  killing your wise ones.
   
   
   
   
   
  – Curator Veteranorum Iulia Agripa
  When snores are not snores but just as poor; 
  Find the wooden stone, hidden, behind a door that’s not a door; 
  The world of winter trembles more; 
  If the bloody raptor eats our gore. 
   
   
   
   
  – Ulgrimma
  To worship we go to and fro; 
  Beware Camelot’s mascot.
  Deny the seekers else King Arthur will lose his ascot. 
   
   
   
   
  – Brianna du Puy
  Hailers from the clean side of trees demands we bow before them on our knees. 
  A maiden’s kerchief may save us all if you have the guts, it’s your call. 
   
   
   
   
   
  – Arthfael Caomhanach 
  
  BY ANDREW CHRISTIAN
  151
  HANDOUT #5 – THE MAP
  
  ODE OF THE CRIMSON EAGLE
  152
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  THE CELESTIAL HOST: VOLUME ONE
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  156
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