These fellows made their first appearance, here. I was messing around with Kellri’s CDD #4 and decided to roll up a random god.
Type of Deity: Deity (Three types here, god, goddess and deity.)
Deities Power: Minor.
Domains: One.
Artifacts: Four.
Domains: Plunder.
Alignment: LN – LE.
Deities Following: Medium, Local Cult.
# Followers: 4,000.
Deities Relationship with Followers:
Racial Preferences – Social Subset of Race.
Involvement – Concerned.
Enemies/Allies – Deity & Worshippers only.
Deity’s Demeanor: Hateful.
Deity’s Appearance: Animal – Lizard.
Going up to the Temples section, we can roll for a Holy/Unholy symbol and Artifacts.
Holy/Unholy Symbol: Either Crossed Scimitars or Flame.
Artifacts: There are four of these, as rolled earlier. So, let’s see what kind of relics we come up with.
A Gem.
A Ship/Boat.
A Ship/Boat.
A Sacred Place.
I took the results to a weird place, when I decided to make the fellow a Halfling divinity.
Ithshiz – Halfling Deity of Plunder. Minor Deity. LE. Symbol – Crossed Scimitars.
I’m reposting the backstory, with some tweaks and additions, so as to place them in Alaethia.
The Domain of the Oogra La Shiz
The Oogra La Shiz – Nasty Little Hobbits!
In the years following the War of the Serpent’s Strike, a Halfling tribe, which called themselves the Orin-Kam, The Pig Farmers, found themselves dispossessed and driven into inhospitable lands. Clashing with several different types of societies, forced to fight and struggle to survive, they eventually made a home for themselves in the marshes and swamps, just south of Alaethia. Over the years, they made many adaptations to their beliefs, in order to survive.
They began to raid the settlements of their neighbors, learning many tactics and brutal practices, from a nearby tribe of Lizardmen. After wiping out this tribe, the Halflings gained control of the swampy area, but, the violence done to their psyche’s had warped their mentality in a strange and horrid way. They developed an intense hatred of all sentient life, which were not of the tribe. In a trick of transference, they blamed their victims, for what they had become and what they felt they were forced to perpetrate. They began to see themselves as the spiritual and temporal successors of the Lizardmen, borrowing many of their symbols and even snippets of language.
One of their priests, a Halfling named Geed, was a servant of the tribes’ old agricultural god, Ithhob, The Grower. Worship of this god had waned dramatically during the Halflings’ ordeal, but, that was soon to change. Geed began to teach that the Halflings’ transformation, was the divine will of Ithhob and a mirror of the gods’ own change in nature. Now known as Ithshiz, The Taker, the deity had assumed the form of a Lizardman, just as the Halfings’ own characteristics had become like that of the swamps’ original inhabitants. Or rather, like the way the formerly peaceful tribe perceived their vanquished rivals. The Halflings’ melee weapon of choice, the Scimitar, was utilized as their god’s symbol.
The tribe invented many taboos, rules and a rather strict society both as a means to attempt to insure survival and as a way of dealing with and covering up, the guilt and horror at what they had become. The priests of Ithshiz lead the tribe, which now numbers some 4,000 Halflings. Today, the tribe calls itself the Oogra la Shiz. The Devil-Spawn of the Taker.
Once the civil war in Alaethia died down, the coastal cities were able to take steps to protect themselves from the Halfling raiders. Save for rare exceptions, the Halflings now have to content themselves, with plundering the lands south of their swampy home. But, the gods help any unfortunate merchant ships, which are forced by storms or bad luck, to run aground on the southern swamps.
A few years ago, a canny merchant, by the name of Huey Laurus, somehow managed to strike a trade deal with the Halflings. A trading camp, the Hazev Ve Shiz, the Welcome Tent of the Taker, was established. Huey Laurus is the only merchant, which the Oogra la Shiz will trade with and the merchant always hires several guards, to accompany him to the Halflings camp.
Just to the west of the swamp, the Ruins of Nazim, lies surrounded by forest. The city fell to ruins, long before Yuvador was established and whomever once inhabited it are long forgotten. The Halflings consider it to be a place of ill-fortune and will not enter the area.
