The holy book of the Senary Church.

The holy book of the Senary Church.

Table of Contents

Faiths of Stormseye

While most of the world's religions can be found in Stormseye, the majority of the region's civilized people call to one of the following six deities as their primary patron.


King of the Gods and Regent of Truth, angelic Ebos is the god of laws and cities who maintains righteousness and order among mortality and divinity alike. Aristocrats and the wronged frequently honor him in their prayers, seeking protection and justice.


Familiarly known as the Sun-Hound, Teddag is a god of medicine, light, and domestic animals. He values honor and loyalty above all else, and spends his time punishing those who do not. His worship is popular among hunters and soldiers who typically visit his temple-lodges before undertaking new missions.


Called the Heavenly Nightingale and the Gilded Serpentess, Ksani is a goddess of music, poetry, and courtship, as well as the consort of Ebos. Minstrels, artists, and the unmarried all seek her gifts in their pursuits of beauty and love, and her temples are festive, theatrical centers that she uses to spread beauty and love in the world.

Master Raging-Tide

A god of wind, oceans, and storms, Master Raging-Tide is worshiped out of reverent fear in Stormseye, where storms are dangerous, sometimes mystical, events. His acts are ultimately creative but operate on an incomprehensibly large scale that make him sometimes mistakenly appear chaotic and impulsive. Sailors and fishermen call him The Red Drummer, and his open-air temples are a common sight in major ports.


A diminutive god of farming and plenty, Bahan is Father Field, a rotund and loving paternal deity who rewards the hard working with bountiful harvests and quiet, safe homes. His goals are simple contentment and satisfaction for his loved ones. Farmers and grocers seek his aid when working or protecting their homes and lands from harm.


Goddess of quests, explorers, and treasure seekers, Foroqa, the Lady of Living, is a patron of adventurers and thrill-seekers. The goddess leads by example and stories of her exploits and adventures are countless throughout the land. Mercenaries, wanderers, and scientists all request her aid when undertaking new ventures.

Deities of Tempest

The gods of the Tempest Campaign setting are numerous and important, but they are technically demigods in the power scheme of the PFRPG. The difference is largely a semantic one since the gods of Tempest behave in similar fashions to the full fledged gods of other campaign settings. However, unlike those gods of other settings, the gods of Tempest have game statistics. They function like NPCs and are slightly more limited in what they can achieve with their abilities. Make no mistake though, they are still very powerful indeed.

The Lordly Savants

The Savants seek followers who will serve them. They reward the submissive and seek to guide the world through their superior ability because it serves their own goals. Their houses are places of worship.

They are disparagingly referred to as “Churchbuilders” by their enemies because of their obsession with followers and power. While many of these gods are good-natured and well-intentioned, their desire for power sometimes gets the better of them, and there are several among their ranks who want to rule, claiming dominion over nature, over mortals, and even over their fellow gods.

The Savants are often viewed as the “most successful” and “most prominent” gods in the modern pantheon, and this is because of the nature of their personalities, and not the level of their power. Whereas many gods believe the mortal races to be pawns in their schemes at best and completely unworthy of their attention at worst, the Savants seek out and actively maintain relationships with their followers, strive to grow their priesthoods, and spread their faith.

Notable Savants

Name Alignment Domains (Subdomains) Favored Weapon
Ebos LG Glory (Honor), Law (Archon), Nobility (Leadership), Protection (Defense, Purity) Longsword
Lord Raging-Tide CN Air (Cloud, Wind), Chaos, Travel (Trade), Water (Flotsam, Oceans), Weather (Storms) Club
Ksani CG Chaos (Azata, Whimsy), Charm (Love), Healing (Restoration, Resurrection), Knowledge (Memory), Travel (Exploration) Quarterstaff
Chax LE Destruction (Torture), Evil (Devil), Fire (Smoke), Law (Devil, Slavery, Tyranny) Spiked Chain
Teddag LN Healing (Restoration, Resurrection), Magic (Divine), Protection (Defense, Purity), Strength (Resolve), Sun (Day, Light) Shortbow
Yewan TN Earth (Caves, Metal), Glory (Heroism), Knowledge (Memory, Thought), Repose (Ancestors, Souls), Rune (Wards) Greatsword

The Sowers

The Sowers seek followers who will emulate them. They reward the faithful and seek to guide the world through inspiration and instruction because they respect mortals and want to elevate them. Their houses are places of practice.

The Sowers are simple folk, despite the immense power they wield. Unlike the Savants, the Sowers have no interest in the extravagant temples and hierarchies or in spreading their influence far and wide. Whereas Savants carve out nations and national temples, and seek to directly instruct and guide their followers, Sowers merely plant the seeds of their beliefs and wait for communities to grow around them.

Notable Sowers

Name Alignment Domains (Subdomains) Favored Weapon
Thelarial NG Charm (Love), Community (Family, Home), Healing (Restoration), Sun (Light) Dagger
Bahan TN Community (Family, Home), Earth (Caves), Plant (Growth), Weather (Seasons) Sickle
Moval CG Animal (Fur), Nobility (Leadership, Martyr), Strength (Ferocity) Greatclub
The Forgefather LG Artifice (Construct, Toil), Earth (Metal), Law (Inevitable) Warhammer
Zamrugel NG Knowledge (Memory, Thought), Magic (Arcane), Rune (Language), Scalykind (Dragon) Unarmed strike
Foroqa TN Liberation (Freedom), Luck (Fate), Travel (Exploration) Scorpion whip
Eskala NE Animal (Feather, Fur), Madness (Nightmare), Magic (Arcane) Dagger

The Fervents

The Fervents seek followers who will assist them. They only reward valuables because they benefit from the transaction, otherwise preferring to affect the world directly. Their houses are small offering shrines.

The Fervents are always passionate, usually rash, and sometimes disruptive. Their actions can sometimes prompt intervention from the Savants and Sowers to contain the fallout.

Notable Fervents

Name Alignment Domains (Subdomains) Favored Weapon
Sigbalda CG Glory (Heroism), Strength (Ferocity, Resolve), War (Tactics) Greataxe
Lord Perfect Service LN Glory (Heroism, Honor), Law (Archon, Loyalty), Nobility (Leadership, Martyr), Protection (Defense) Katana
Briette CN Liberation (Freedom), Luck (Curse, Fate), Travel (Trade), Trickery (Deception, Thievery) Rapier
Tojgonid NG Animal (Feather), Good (Agathion), Liberation (Freedom, Revolution), War (Blood, Tactics) Longbow
Nirerwen NE Death (Undead), Repose (Souls), Void (Dark Tapestry, Stars) Heavy mace
Yalij LE Destruction (Catastrophe), Fire (Arson, Ash), Magic (Arcane, Divine) Scimitar
Isabel CE Chaos (Demon, Entropy), Charm (Lust), Trickery (Thievery) Net

Divine Spellcasting in the Tempest Campaign Setting

Spellcasters in the Mirror Realms of the Tempest Campaign Setting follow all the standard rules for spellcasting in the PFRPG except as follows:

Druids: Druids in the Tempest Campaign Setting do not belong to a council and no druid councils conventionally exist. Instead, druids of Stormseye and other regions are trained individually as apprentices to a master druid. First level druids have successfully finished apprenticeships and are no longer apprentices.

Oracles: Oracles in the Tempest Campaign Setting may not worship deities. Instead, they worship a set of lost mysteries called the Tetradic Aphorisms that explicitly forbids them from putting any patron deity above the mysteries themselves.

Clerics: Clerics in the Tempest Campaign Setting are not required to select a single patron deity. If a cleric is not devoted to a particular deity, he or she still selects two domains to represent their spiritual inclinations to multiple patrons(subject to GM approval). The restriction on alignment domains still applies, and a cleric with multiple patrons does not receive an additional weapon proficiency with the favored weapon of any of their patrons' favored weapons.