“In the temple of the city of Morm, which lies between the desert and the sea, are two images of the god Amanon, a bronze image facing an iron image, across the fires and blood-stains of the alter-stone. When the gory sunset of the day of sacrifice is over and the writhing fires of the sacrifice are dead, and the moon smiles with a cold and marble smile on the blackened altar — then Amanon speaks to Amanon, with a voice of iron, and a voice of bronze…” — Clark Ashton Smith: The Image of Bronze and the Image of Iron
Here follows a list of the religions and cults of the World of Xoth. Note that this post is called Cults of Xoth, not Gods of Xoth, for who can be certain that that the gods really exist?
Ahyada, the High God of Taraam
Ahyada is the bringer of truth and protection to the people of Taraam, and the patron of the royal house of Achad as well. He grants visions and omens to the king, which are interpreted by astrologer-priests and soothsayers. Amulets of Ahyada are said to be effective wards against demons.
Domains: Good, Knowledge, Nobility, Protection
Cult Secrets: The cult of Ahyada teaches the following additional spells to its initiates (an asterisk indicates a new spell):
1st level — protection from evil, sanctuary
2nd level — augury
4th level — divination
5th level —dream
Aklathu, the God of Twisted Fate
Figurines of this god, who has few temples and no priests, depict Akhlathu as a deformed dwarf, whose facial features even show a hint of retardation. Many Susrahnites swear “By Akhlathu’s Beard!” when in trouble. This is also a god of thieves and gamblers.
Al-Tawir, the Ancient One, the Sleeper Beneath the Sands
Some say that Al-Tawir dwells in the black gulfs between the stars, others that he sleeps in a sealed and forbidden tomb beneath the desert sand. Al-Tawir is one of the Old Gods. The nomads hear his voice in the howling of the desert winds, and they see his face in the rage of sandstorms. He is the emptyness of the desert, associated with getting lost, with thirst and hunger, with darkness, and with sandstorms.
Domains: Air, Chaos, Darkness, Rune
Cult Secrets: The cult of Al-Tawir teaches the following additional spells to its initiates (an asterisk indicates a new spell):
2nd level — darkness, whispering wind
3rd level — vampiric touch
5th level —nightmare
8th level — whirlwind
Baal-Khardah, the Sun-God of Susrah
The lord of the sky, protector and judge of humankind, Baal-Khardah is a distant god, usually worshipped only by nobility. The common people tend to favor the more earthly passions of his mate, Belet-Lil. His lavish temples are filled with ram-headed statues, golden sun-discs, and sacred swords.
Domains: Law, Nobility, Sun, War
Cult Secrets: The cult of Baal-Khardah teaches the following additional spells to its initiates (an asterisk indicates a new spell):
2nd level — spiritual weapon
4th level — divine power
6th level —hold monster
Belet-Lil, the Moon-Goddess of Susrah
Voluptous mate of Baal-Khardah, and earth-mother, Belet-Lil is a goddess of fertility, revelry, and beauty. She is very popular among the Susrahnites, not least due to the large numbers of temple prostitutes found in every city.
Domains: Chaos, Charm, Community, Luck
Cult Secrets: The cult of Belet-Lil teaches the following additional spells to its initiates (an asterisk indicates a new spell):
1st level — charm person, fertility charm*
2nd level — delay poison
4th level — restoration
5th level —dominate person, lover’s curse*
Ia-Azutlatl, the Blood-God of Sunken Ptahaana
The true form of Ia-Azutlatl is unknown, but he is one of the Old Gods; some even claim that he is the greatest and oldest of those ancient ones. It is known that the blood-druids of now-sunken Ptahaana worshipped him with ceremonies of mass slaughter atop their stepped pyramids of green stone. Today, his name survives only in the rituals of primitive savages and mad hierarchs.
Domains: Darkness, Death, Magic, Rune
Cult Secrets: The cult of Ia-Azutlatl teaches the following additional spells to its initiates (an asterisk indicates a new spell):
3rd level — black fist of Ptahaana
4th level — lesser planar binding
6th level —planar binding
8th level — greater planar binding
Jul-Juggah, the Devil-Bird of Azimba
The sweltering plains of Azimba are dotted with hundreds of monstrous statues of lizard-birds. Whether these grim effigies were crafted by an older civilization, or placed there more recently by the feather-cloaked shamans of Jul-Juggah, is not known.
Domains: Air, Destruction
Cult Secrets: The cult of Jul-Juggah teaches the following additional spells to its initiates (an asterisk indicates a new spell):
1st level — feather fall
5th level — song of discord
6th level — stone tell
The Living Flame, Nameless God of Zadj
The Zadjites worship a nameless elemental god, the Living Flame, above all other gods. The priests tend everburning fires in their marble temples. Fire is considered pure; both the dead and the unbelievers are cast into the flames to be purified. Fire also imbues metal with a spark of the divine; the priests of the Living Flame are skilled metal-workers and weaponsmiths.
Domains: Artifice, Fire, Law, Magic
Cult Secrets: The cult of the Living Flame teaches the following additional spells to its initiates (an asterisk indicates a new spell):
2nd level — burning hands
4th level — greater magic weapon
5th level — wall of fire
Maggash, the Brazen God of Zhaol
Abominable are the brass idols of Maggash, the fire-god of Zhaol, and even worse are the rites of the priesthood, which include the burning of infants as sacrifice. The priests of Zhaol accept no other god than their own, and worship of other gods is strictly forbidden and punishable by death.
Maggash is sometimes depicted as a bull, or a bull-headed humanoid.
Domains: Destruction, Fire, Strength, War
Cult Secrets: The cult of Maggash teaches the following additional spells to its initiates (an asterisk indicates a new spell):
2nd level — death knell
5th level — flame strike
Nhakhramat, the Six-Armed Woman
The ivory woman, said by some to be the mate of Yadar, is worshipped largely by Khazistanis who disapprove of Belet-Lil’s open sensuality, which is a source of conflict between the Khazistanis and the Susrahnites.
Domains: Knowledge, Luck, Protection, Trickery
Cult Secrets: The cult of Nhakhramat teaches the following additional spells to its initiates (an asterisk indicates a new spell):
2nd level — alter self
5th level — true seeing
Nwanga Zhaal, the Lord of Beasts
Known and feared across the Jungle Kingdoms, this bloodthirsty god is master of the beasts that howl at the moon. His shamans are always served by flocks of bonded animals.
Domains: Animal, Destruction, Madness, Rune
Cult Secrets: The cult of Nwanga Zhaal teaches the following additional spells to its initiates (an asterisk indicates a new spell):
2nd level — animal messenger
4th level — drums of panic*
3rd level — dominate animal, summon animal*
7th level — animal shapes
Othabbhon, the Guardian of the Gates
Depicted as a horse-headed humanoid clutching a bronze key, this mysterious god is a proctector of homes and vaults, as well as the guardian of secret and hidden places.
Domains: Knowledge, Magic, Protection, Rune
Cult Secrets: The cult of Othabbhon teaches the following additional spells to its initiates (an asterisk indicates a new spell):
1st level — arcane lock
2nd level — obscure object
3rd level — glyph of warding
7th level — sequester
Simatala, the Ape-God of Laksha
Turbaned priests strangle sacrificial victims on the white jade altars of this grim ape-god of the east, whose cult has even begun to spread to the west.
Domains: Strength, Trickery
Cult Secrets: The cult of Simatala teaches the following additional spells to its initiates (an asterisk indicates a new spell):
2nd level — death knell
3rd level — speak with animals (apes only)
6th level — programmed image
Yaathra Yok, the Wise One
This is an elephant-headed god of the east, revered for its great strength and wisdom. Temples of the cult contain rich treasures of ivory.
Domains: Magic, Strength
Cult Secrets: The cult of Yaathra Yok teaches the following additional spells to its initiates (an asterisk indicates a new spell):
2nd level — calm emotions
4rd level — stoneskin
6th level — find the path
Yadar, the Lord of Death and Secrets
The mysterious high god of the Khazistanis, Yadar, is said to live in the desert and to collect the souls of every living man and woman when they give up their final breath.
Yadar is associated with scorpions and bats. Many carry charms and amulets in the image of Yadar, said to ward against disease and violent death.
Such worship is often personal and unorganized, since the locations of Yadar’s temples are generally kept secret and known only to the priests. The cult is suspected to have subterranean shrines in cities, and temples in desert ruins. The nomads stay well away from such ruins, since any who stray too close disappear without a trace.
To be initiated into the cult of Yadar, the candidate must spend a night in a sealed sarcophagus in a masoleum haunted by ghouls.
Domains: Darkness, Knowledge, Repose, Rune
Cult Secrets: The cult of Yadar teaches the following additional spells to its initiates (an asterisk indicates a new spell):
2nd level — ghoul touch
3rd level — contagion, speak with dead
4th level — death ward
5th level — slay living
6th level — lifeleech*, true necromancy*
Yammosh, the Sea-God of Ghazor
The greatest temple of this Susrahnite sea-god is located in the sinful port city of Ghazor, although sailors from many nations offer sacrifice to him before setting out on long ocean voyages. To be initiated into the cult of Yammosh, the candidate must survive being plunged into a water-filled pit for 1d4 minutes without drowning.
Domains: Chaos, Luck, Weather
Cult Secrets: The cult of Yammosh teaches the following additional spells to its initiates (an asterisk indicates a new spell):
4th level — black tentacles
6th level — water breathing
7th level — control weather
Yibboth, the Sacred Toad of Fakhuum
Despite having its cult-centre deep within the poisoned marshes of Fakhuum, whether Yibboth is part of the true Yar-Ammonite pantheon is uncertain; some claim he is one of the Old Gods. The priests of Yibboth are reputed to worship a golden “frog-thing”, along with mummified crocodiles and all manner of water lizards and giant toads.
Domains: Animal, Repose, Water
Cult Secrets: The cult of Yibboth teaches the following additional spells to its initiates (an asterisk indicates a new spell):
2nd level — gentle repose
4th level — control water
5th level — greater summon animal* (frogs, toads, lizards and crocodiles only)
6th level — lifeleech*
Yot-Kamoth, the Spider-God of Lamu
The Lamurans bow before black idols of Yot-Kamoth, the monstrous eight-legged god worshipped for centuries in the mountain fastness of Lamra, the capital city. In truth, the priests of the spider-god are the royalty of Lamu, for they wield considerable influence and for a common man to resist their demands is a certain death sentence.
To be initiated into the cult of Yot-Kamoth, a candidate with the proper qualifications must survive the lethal bite of a temple-bred spider (Fort DC 12; initial and secondary damage 2d6 Con).
Domains: Animal, Luck
Cult Secrets: The cult of Yot-Kamoth teaches the following additional spells to its initiates (an asterisk indicates a new spell):
1st level — spider climb
2nd level — summon swarm (spiders only)
3rd level — summon animal* (spiders only), web
4th level —giant vermin (spiders only), poison
6th level — creeping doom (spider swarms)
Zanthiss, the Great Serpent
The ancient demon-serpent of Yalotha, in some worlds known as Hassith-Kaa, is the father of various ophidian races and a master of sorcery. Zanthiss is currently believed to be confined to an extradimensional prison, or perhaps banished to a remote star, after the downfall of the serpent-empire of Yalotha.
However, cults of Zanthiss still lair in ancient temples, with pits filled with writhing serpents, giant slithering temple snakes, malachite altars stained with the blood of centuries of sacrifice, and demon-guarded vaults wherein lie hidden the lost papyri of jungle-lost Yalotha.
To become an initiate of the cult, the candidate must survive the lethal bite of a sacred temple cobra (Fort DC 12, initial and secondary damage 2d6 Con). Ascension to greater titles within the priesthood may involve the bites of greater and more poisonous snakes.
Domains: Animal, Evil, Trickery
Cult Secrets: The cult of Zanthiss teaches the following additional spells to its initiates (an asterisk indicates a new spell):
1st level — hypnotism
3rd level — summon animal* (snakes only)
4th level —poison
5th level — greater summon animal* (snakes only), snake staff*
6th level — sticks to serpents*
The Gods of Tharag Thule
Among the gods worshipped in the cold wastes of the north are the Moon-God, the Wolf-God, and the Skull-God.
The Moon-God is served only by female priestesses; old hags and crones are respected omen-readers and oracles among the Tharagians.
The Wolf-God is a god of strength, war, and bloodlust. Tribal chieftains are often also priests of the Wolf-God.
The Skull-God is the lord of the dead and the king of ghosts; this god has no priests or followers, but each village has a hut set up with a skull-adorned altar where he is placated with offerings.
The Gods of Yar-Ammon
The Yar-Ammonites worship an ancient pantheon of beast-headed man-gods, disturbing fragments of a lost age. Depictions of these gods, said to have brought knowledge and wisdom to the first civilization of Yar-Ammon, include serpent-headed, vulture-headed, hyena-headed, and crocodile-headed humanoids. The priests of Yar-Ammon often wear masks in imitation of these gods.