“Protected be His People”

Pantheon: Main (Global)
Alignment: Lawful Neutral
Favored Weapon: Any fragile weapon made of bone
Domains: Repose (Ancestors), Glory (Legend), Plant (Thorns), Knowledge (Memory), Madness (Truth)
Also Known As: “???”

Erinarn {ERR-in-arn} is the god of ancients: civilizations and even races that any ancestors or would-be stewards do not embrace, usually because they don’t even know of their existence. This often means that he reigns over the undead an adventuring party might run into in crumbling catacombs, though it’s important to note that it’s not undeath he cares for but rather the preservation of the world’s memory of them. Enoatra claims to be the god of “preventing remorse,” and works closely with his twin brother (the god Enoatra) to preserve what they can of forgotten cultures and protect their advancements for the benefit of all. He is effectively the god of anthropology.


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Holy Symbol
His holy symbol is a small length of bone with a rock splinter jutting out of it, like an arrow in a target. Such amulets are never stylized: they each use real materials, joined in permanence by high ranking clergy. Followers claim that both materials come from “the Lost,” supposedly the very first ancient culture that even the gods have forgotten, and serves as a reminder not to allow any other civilization to fade into obscurity.

Favored Weapon
As Erinarn serves as every forgotten culture’s custodian – a task he always hopes is temporary, but assumes is permanent – there are too many cultural weapons across time periods, races and even other religions that he does not favor one himself. However, due to his very nature infusing into the dead, any bone weapon or armor his clerics use is effectively treated as a modern day version of the same weapon: ignoring all normal penalties except that it still breaks on a natural 1. Keep in mind that for actual antiques, such a worshiper would only ever use them in battle in the most dire of circumstances; modern bone replicas (from animal, of course) are instead crafted for ceremonial purposes.

Unlike his brother, Erinarm has always been more talkative and has always loved spectacle, pomp and circumstance. While he doesn’t force it, he’s sure to adopt elaborate rituals for his faithful to follow to the letter. It’s almost unheard of to have a ceremony that isn’t a joint one; worship of Erinarn alone isn’t uncommon, but is always done privately. Adventurers sometimes ask his aid in dealing with ancient undead in a dungeon: while the god views their destruction as regrettable, sometimes it is the only way to make their history better known to the wider world.

As the god of ancients, Erinarn usually manifests as a magnificent looking humanoid ghost, glinting glory with the splendor and artistic styles of countless cultures and bygone ages. It is said that whenever he and his brother “rescue” another lost history, its raiment is added in part to this armor. He only manifests as skeletal if actively trying to intimidate a foe, and even then he prefers to do so through impressing them into surrender rather than scare tactics. He never appears as other sorts of undead, as zombies hardly qualify as ancient (though there are reports that he manifested as a mummy on one occasion).

Followers of Erinarn and Enoatra are as inseparable as the twin gods themselves. It’s exceedingly rare to see one without the other, and while they govern different domains and slightly different priorities, they are so in sync that watching them work is like a choreographed dance. Woe to us if one brother ever decides to stand against the other… every ruin in the world might well become the center of some terrible and bitter battle between the forgotten rooms and the ghosts that haunt them.

There are two main types of spiritual follower. The first are classic clerics, who are partnered with one of Erinarn’s to guard over specific ruins, graveyards and lost places and prevent everything from wild animals to adventurers from attempting to conquer them. More than one party has faced off against one or more pairs of such clerics, who tend to have the battlefield advantage as they’ve probably been stationed at such a dungeon entrance for quite awhile; some posts are even for life. Safer jobs include acting as historians or tour guides to restored – and safely empty – ruins. Clerics of Erinarn have a penchant for dealing with the undead, though their tactics are prone to evade them as often as destroy them.

The other type of “priest,” in a surprisingly strong sense, are members of the global archaeologists’ guild called the Chaplains of the Chambers. Run jointly by the twin churches it functions as a direct arm of the clergy. Comprised mostly of specialized bards who master traps over music, most have strong healing magics at their disposal. Such bards casting has the divine descriptor instead of arcane, though all other penalties such as arcane failure still apply. Like the clerics above them they too partner up with an Enoatra worshiping archaeologist, though employment can sometimes get more secular at this level and such partnerships stem more from safety and practicality rather than spiritual symbolism.

Both types of priests value teamwork with their partner, and a focus on teamwork feats is almost requisite. These need not be shared by the party at large, and even if they are, such a follower will always prefer to stick with their actual partner.

Devotees of the twin gods are well suited for any adventuring party, mixing a healer’s touch with a rogue’s, though they often don’t want their friends to keep any treasures found therein. Few of the scholars are as battle-trained as others in their expeditions, so it is usually guild policy to privately report any relic raiders to be dealt with summarily.


Lands Unknown Compass_Rose