{
	"_meta": {
		"internalCopies": [
			"deityFluff"
		]
	},
	"deityFluff": [
		{
			"name": "Findeladlara",
			"source": "GW3",
			"page": 73,
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Findeladlara",
					"page": 73,
					"source": "GW3",
					"entries": [
						"Findeladlara is the ancient elven goddess of art and architecture, who teaches the value of preservation, art, buildings and, most importantly, life. She assumed the twilight portfolio to guide her most fervent worshippers to safety in the wake of Earthfall, after they remained on Golarion to build shelters in her name for the survivors of the cataclysm."
					]
				}
			]
		},
		{
			"name": "Droskar",
			"page": 126,
			"source": "LOGM",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Droskar",
					"page": 62,
					"source": "AoA4",
					"reference": {
						"auto": true
					},
					"entries": [
						"Cast out and cursed by {@deity Torag}, the Dark Smith works constantly to prove his significance, cheating and enslaving others to further his goals."
					]
				}
			]
		},
		{
			"name": "Ravithra",
			"page": 71,
			"source": "AoE5",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Ravithra",
					"page": 71,
					"source": "AoE5",
					"reference": {
						"auto": true
					},
					"entries": [
						"Among the first entities held as divine within the land of Vudra, Ravithra holds many titles: the Mother of Nagas, the Karmic Pillar, the Chalice-Bearer of the danava titans who balance the cosmos."
					]
				},
				{
					"type": "pf2-h2",
					"name": "Ravithra",
					"page": 317,
					"source": "LOIL",
					"reference": {
						"auto": true
					},
					"entries": [
						"Ravithra, the Mother of Nagas, is a being defined by the betrayals she was born to suffer. A former danava titan entrusted with overseeing the karmic balance of mortal life, she once possessed the sacred Chalice of Amrit, which granted her the auspices to view all potentialities so as to better judge the nature of mortal souls. She was a being of balance, untainted by malice, incapable of scorn; only by the false friendship of Vasaghati, goddess of corruption and destruction, did Ravithra fall to such petty mortal traits. Vasaghati throttled Ravithra with a noose of shorn titan's hair, toppled the Chalice, and carved off the titan's head with a bitter knife."
					]
				}
			]
		},
		{
			"name": "Vineshvakhi",
			"source": "LOGM",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Vineshvakhi",
					"page": 319,
					"source": "LOIL",
					"reference": {
						"auto": true
					},
					"entries": [
						"In the pursuit of righteousness, one will suffer 10,000 little deaths. Those of purity will accept this torment and emerge knowing every danger the world might cast upon them, while those who flee like cowards from their task will know only their mortality. This truth was first claimed by Vineshvakhi, who even as a fledgling divinity couldn't begin to appreciate the gravity of his charge until he suffered pain and humiliation in its defense."
					]
				}
			]
		},
		{
			"name": "Ragdya",
			"source": "LOGM",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Ragdya",
					"page": 317,
					"source": "LOIL",
					"reference": {
						"auto": true
					},
					"entries": [
						"According to the teachings of Ragdya, at the center of the universe lies the great mountain of Bahmenu. It was upon these slopes that Ragdya was born and where he now again resides as the Sage on the Mountain. Ragdya spent much time in his younger days getting involved in the matters of the other Vudrani gods, giving rise to a repeating number of escapades featuring other deities such as Likha and Chamidu. In spite of his antics, Ragdya is much beloved, as he brings with him an infectious aura of mirth and excitement for all things in life."
					]
				}
			]
		},
		{
			"name": "Likha",
			"source": "LOGM",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Likha",
					"page": 315,
					"source": "LOIL",
					"reference": {
						"auto": true
					},
					"entries": [
						"The Teller has existed ever since the first sound of existence emanated from the focal point of the cosmos, blessing all of creation with the capacity for perception. She uttered the concept of language, she sang in echo with all that would be, and in hubris that would color all her sorrows, she thought to make that which emanated truth. In doing so, she birthed deception."
					]
				}
			]
		},
		{
			"name": "Diomazul",
			"source": "LOGM",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Diomazul",
					"page": 314,
					"source": "LOIL",
					"reference": {
						"auto": true
					},
					"entries": [
						"An obscure Vudran god of war, Diomazul, the Serpent of Eighty Blades, is a patron of ascetic meditation, bitter renewals, and inordinate retribution. Devotees and theologians speak of Diomazul as having the likeness of a massive, hooded cobra in serene slumber\u201480 arms folded in stillness comprise this hood, each hand grasping a sheathed blade. When roused to violence by enemies, Diomazul awakens, retaining his tranquil countenance, but his hood flares in a bristle of steel as he draws all 80 blades to welcome his newfound foes and offer a gift of their unmaking. Once the Serpent of Eighty Blades has concluded evicting the life from his enemies, he entwines his body around their remains, crushing their bones into the earth and scattering their blood into the waters, burying all spoor of their existence under his immense form."
					]
				}
			]
		},
		{
			"name": "Chamidu",
			"source": "LOGM",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Chamidu",
					"page": 313,
					"source": "LOIL",
					"reference": {
						"auto": true
					},
					"entries": [
						"Chamidu is an original guardian of the wild, a deity sworn to protect the life of nature. In addition to the beasts of the wild, whom Chamidu regards as her own children, she was also placed in charge of the Kalpavendi, a deific tree fabled to be capable of healing any illness, curse, or calamity cast upon mortal or god alike. It's at this site that new beasts of the land are born and where legends say Chamidu takes those most worthy of her blessing to grant perfect health for all their life. Many go in search of the Kalpavendi, though few ever return. Nonetheless, seekers of the holy tree are undeterred and continue their pilgrimage. "
					]
				}
			]
		},
		{
			"name": "Arundhat",
			"source": "LOGM",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Arundhat",
					"page": 312,
					"source": "LOIL",
					"reference": {
						"auto": true
					},
					"entries": [
						"Arundhat is the god of blossoms and scent, most commonly worshipped in Vudra. While followers who worship deities of war or strength often consider Arundhat's portfolio a little lackluster, to those with the right knowledge, the humble flower can accomplish far more than a simple show of force. Arundhat's mastery of botanicals and scented oils can bring someone back from near death, sway a person to passion, or calm an agitated mob."
					]
				}
			]
		},
		{
			"name": "Aakriti",
			"page": 310,
			"source": "LOIL",
			"entries": [
				{
					"type": "pf2-h2",
					"source": "LOIL",
					"name": "Aakriti",
					"page": 310,
					"reference": {
						"auto": true
					},
					"entries": [
						"No one knows where and when Aakriti came into existence. Some divine scholars surmise they've always been a part of the primordial soup of creation The most popular theory, as reflected in various religious iconography, is that Aakriti is the pupae of a primordial deity that took damage in their chrysalis state and became unable to molt into their final form."
					]
				}
			]
		},
		{
			"name": "Urban Prosperity",
			"source": "LOTG",
			"_copy": {
				"name": "Philosophies and Spirituality",
				"source": "LOGM",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h2",
								"name": "Urban Prosperity",
								"page": 95,
								"source": "LOTG",
								"entries": [
									"Across the Inner Sea {@deity Abadar} has long been the favored deity of city-dwellers, thanks to his dedication to all things urban. You won't find a city of any size in the region that doesn't boast a sizable temple to honor his tenets of expanding civilization, promoting prosperity, and following the rule of law. This pantheon expands his focus by enjoining the kinder and more uplifting elements of urban life, shifting away from {@deity Abadar||Abadar's} well-known pursuit of wealth to a pursuit of peace and prosperity for everyone in the city. Worshippers of this pantheon invoke {@deity Alseta|LOGM} the Welcomer, who watches over city gates to keep invaders out and defenders safe, as well as {@deity Tanagaar|LOGM} the Aurulent Eye, who keeps a careful eye over those who protect the innocent at night. Adherents to this pantheon also look to {@deity Alseta|LOGM} for guidance in making their cities open and welcoming to all peaceful dwellers therein and for wisdom through the many transitions of urban life; they strive to follow her edict of treating all other beings with courtesy and respect. From {@deity Korada|LOGM}, they draw their inspiration in the pursuit of a peaceful mindset and public policy that enjoins harmony, using the law to support redemption. In another departure from what you'll see as a common Abadaran practice, the worshippers of this pantheon don't build opulent, flashy temples. Their shrines often skew toward the simple, as the Urban Prosperity tends to distribute any money it raises to those causes that promote peace and bring prosperity to all. Services are offered daily at dawn and dusk, typically accompanied by serene music and time for contemplation and meditation. If you find yourself in need of some tranquility, I highly recommend attending."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Seafarers' Hope",
			"source": "LOTG",
			"_copy": {
				"name": "Philosophies and Spirituality",
				"_mod": {
					"entries": {
						"items": [
							{
								"type": "pf2-h2",
								"name": "Seafarers' Hope",
								"page": 95,
								"source": "LOTG",
								"entries": [
									"This pantheon originated in the Shackles for perhaps obvious reasons, but its worshippers now spread along most every coastline in the Inner Sea, so don't imagine that this pantheon is just for pirates or the less savory types in the import business\u2014though it certainly appeals to them, too. The flashier deities in this pantheon are the better known, for who doesn't associate {@deity Besmara|LOGM}, the Pirate Queen, with her swashbuckling antics and {@deity Hei Feng|LOGM}, the Duke of Thunder, with the storms survivors still speak of years later? Yet the duality of {@deity Gozreh} and the sustainability and care of {@deity Ylimancha|LOGM} round out this pantheon. The Wind and the Waves and the Harborwing strive for safety and balance between air, land, and sea, and it's for their care that many a frightened, stormtossed seafarer prays during a perilous journey. Followers of this pantheon aren't given to regular worship unless to utter a simple prayer or recitation on the bow of a ship at sea. Instead, the faithful find themselves most pious when the winds, waves, and thunder are in full force, threatening the survival of the ship, or when they pull into harbor after safely enduring a storm. At such times, joyous celebrations of dancing, singing, and pouring out libations to their gods mark their worship. Faithful followers are also committed to rescuing those at sea and have been known to sail into terrifying storms in search of the stranded."
								]
							}
						],
						"mode": "appendArr"
					}
				},
				"source": "LOGM"
			}
		},
		{
			"name": "The Offering Plate",
			"source": "LOTG",
			"_copy": {
				"name": "Philosophies and Spirituality",
				"_mod": {
					"entries": {
						"items": [
							{
								"type": "pf2-h2",
								"name": "The Offering Plate",
								"page": 94,
								"source": "LOTG",
								"entries": [
									"The Offering Plate is a pantheon centered on selfless acts, charitable giving, and passing along skills or knowledge to improve the circumstances of those less fortunate. Followers believe {@deity Abadar} agrees the health of a city's economy depends in part upon helping those least fortunate return to the market. Clerics sometimes carry flails that double as collection pots for donations. They find legal loopholes and contractually sound means of channeling funding and supplies to worthy causes in their community. {@deity Alseta|LOGM} reigns over transitions, and worshippers of the Offering Plate ask for her help as they assist those in need to transition from poverty and hardship into the next phase of their lives. Followers call upon {@deity Folgrit|LOGM} for patience and follow her edicts to take in or find homes for those without families. {@deity Kazutal|LOGM} teaches followers of the Offering Plate the ultimate goal of charity is to build a strong and loving community. {@deity Cayden Cailean} reminds them every person deserves to live a life free of oppressive restrains, as well as a little leisure occasionally to lighten their loads. Many followers of the Offering Plate form traveling groups that share their time and wealth with those in need. These caravans are known as Offering Trains and some trains remain on a permanent route that travels between multiple settlements in the Inner Sea. These trains visit prosperous settlements, collecting what supplies and offerings they can, before moving on to deliver these donations to the less fortunate in other locations. One Offering Train has been making its way from Almas, up along the Sellen River, and delivering goods to the people of Mendev and the Sarkoris Scar for a number of years, earning them the title of the Crusader Caravan."
								]
							}
						],
						"mode": "appendArr"
					}
				},
				"source": "LOGM"
			}
		},
		{
			"name": "The Laborer's Bastion",
			"source": "LOTG",
			"_copy": {
				"name": "Philosophies and Spirituality",
				"_mod": {
					"entries": {
						"items": [
							{
								"type": "pf2-h2",
								"name": "The Laborer's Bastion",
								"page": 94,
								"source": "LOTG",
								"entries": [
									"This pantheon is widespread across the Inner Sea region, finding adherents among all those who must labor daily, whether in field or forge, city or farm, logging camp or caravan oasis. Such laborers seek strength in all its many forms. They look to {@deity Kurgess|LOGM}, the Strong Man, who was once a laborer himself, for aid in using their full potential, seeking to better themselves and encouraging others to strive toward their own potential, no matter their work. From {@deity Torag}, they take the strength to be honorable and forthright and keep their word. And they look to {@deity Cayden Cailean} not just for the strength to truly enjoy themselves when not working, but also to aid the oppressed. Recently, a small but growing number of followers, especially near {@deity Mzali|LOME}, have been including {@deity Tlehar|LOME}, too, as they seek the mental fortitude to give their best even as they hope each day will be better than the last. You'll find that these laborers won't cheat at honorable contests, swindle you, intentionally make anything subpar, or be mean or standoffish when drunk. Their religious observances tend to be frequent and regular but not at all fussy or lengthy. Ceremonies always seem to include food, drink, and games afterwards\u2014or perhaps as part of the observances themselves. Followers of the Laborer's Bastion clearly place more value in companionship and reassurance of their faith than in following a formal script and getting all the rituals right. Personally, I feel at ease whenever I see their religious symbol\u2014a mug and hammer on a sunburst background\u2014as I know I'm among trustworthy, honest folk... even if we don't share a language or the same idea of what constitutes a decent breakfast."
								]
							}
						],
						"mode": "appendArr"
					}
				},
				"source": "LOGM"
			}
		},
		{
			"name": "Hearth and Harvest",
			"source": "LOTG",
			"_copy": {
				"name": "Philosophies and Spirituality",
				"_mod": {
					"entries": {
						"items": [
							{
								"type": "pf2-h2",
								"name": "Hearth and Harvest",
								"page": 93,
								"source": "LOTG",
								"entries": [
									"Farmers, foragers, hunters, and some of their urban relatives throughout the Mwangi Expanse look to this pantheon for protection and inspiration, and its popularity is certainly rising beyond the Mwangi, taking hold across the Inner Sea. Whatever the shape of their harvests or the nature of their homes, this pantheon's adherents take seriously the need to live in close harmony with the earth and their communities. They turn to {@deity Adanye|LOME}, the catfolk deity who embodies the warmth of the hearth, and to {@deity Mazludeh|LOME}, known as the Mother of Hearth and Wall, for protection and support of family and community. They look to {@deity Erastil}, that well-known and widely worshipped god of nature, provisioning, home, and community, for aid in the harvest and the hunt. Because their lives are so closely tied to the seasons as much as the home, they look to the powerful {@deity Uvuko|LOME} for comfort and assistance through all such changes. There is little by way of formal worship for this pantheon: its adherents intone a prayer over their morning duties or enact a ritual before a hunt, so worship is usually a daily practice with little fanfare. On occasion, though, their celebrations are truly jubilant. I was fortunate enough to experience one such celebration, some distance outside of Kibwe, in honor of a particularly rich harvest, and the drumming and dancing were second only to the remarkably tasty food. The jungle is a bountiful place and the harvests superb for those who know how to go about them\u2014and how to implore divine aid as they do so."
								]
							}
						],
						"mode": "appendArr"
					}
				},
				"source": "LOGM"
			}
		},
		{
			"name": "The Enlightened Scholar's Path",
			"source": "LOTG",
			"_copy": {
				"name": "Philosophies and Spirituality",
				"_mod": {
					"entries": {
						"items": [
							{
								"type": "pf2-h2",
								"name": "The Enlightened Scholar's Path",
								"page": 92,
								"source": "LOTG",
								"entries": [
									"This broad and erudite pantheon is a favorite in universities and academies across the Inner Sea. Its adherents unite the optimism and art of {@deity Shelyn} with the vast knowledge of {@deity Thoth|LOGM} to inspire their investigations and writings of artistic, scientific, historical, and magical knowledge. They look to {@deity Andoletta|LOGM}, Grandmother Crow, for aid in teaching and instilling knowledge and virtue as well as to {@deity Likha|LOGM} to support their efforts to teach (especially with a wide historical perspective), perform plays, and organize recitals and lectures in the name of learning.",
									"They appeal to {@deity Soralyon|LOGM} for protection, particularly of historical buildings, monuments, artifacts, and their study of such things. For especially thorny problems and for help in devising new solutions from their research, they turn to the {@deity Zohls|LOGM}, the embodiment of Verity. Religious ceremonies tend to be full of pageantry, pomp, and ritual, incorporating plays, chorales, and instrumental music that draw on many different traditions and highlight ancient practices of beauty. These ceremonies occur quite regularly at or near academies across the Inner Sea and I highly recommend you make every effort to attend one. Be aware, though, they do tend to last for hours, so you'll want to plan accordingly!"
								]
							}
						],
						"mode": "appendArr"
					}
				},
				"source": "LOGM"
			}
		},
		{
			"name": "The Deliberate Journey",
			"source": "LOTG",
			"_copy": {
				"name": "Philosophies and Spirituality",
				"_mod": {
					"entries": {
						"items": [
							{
								"type": "pf2-h2",
								"name": "The Deliberate Journey",
								"page": 92,
								"source": "LOTG",
								"entries": [
									"One of the most widely worshipped of all deities across the Inner Sea, {@deity Desna} is particularly known for her care of travelers, especially the dreamy wanderer. But her aid is also invoked by those whose travel is of a much more intentional nature, such as those who organize caravans across lengthy routes through the Saga Lands or along the Golden Road. The pantheon of the Deliberate Journey includes {@deity Desna} for her wisdom and support through the many winding roads of their journeys. They also appeal to {@deity Abadar}, for he's interested in the traveler that carries civilization and wealth to new places. Mapping the routes is important to {@deity Abadar} for encouraging safety in these aims, as well as for building roads. {@deity Ng|LOGM}, the enigmatic Eldest known also as the Hooded, is the patron of those who travel long distances with purpose, and such travelers appeal to him for safety from banditry, treacherous weather, and getting lost. Worshippers turn to {@deity Barzahk|LOGM}, known also as the Passage, for aid when at a crossroads, for they are the psychopomp who maintains the Dead Roads, the secret back routes between the planes and the mortal world, as well as looking after migrations and lost souls. Especially when the crossroads is figurative or when death looms near on an ill-fated journey, travelers implore {@deity Barzahk|LOGM} to intercede."
								]
							}
						],
						"mode": "appendArr"
					}
				},
				"source": "LOGM"
			}
		},
		{
			"name": "Whispering Way",
			"source": "CRB",
			"entries": [
				{
					"type": "pf2-h1",
					"name": "The Whispering Way",
					"page": 441,
					"source": "CRB",
					"entries": [
						"These cultists believe undeath is the truest form of existence, and life is meant to be spent in preparation for transition to a more glorious unlife after death."
					]
				}
			]
		},
		{
			"name": "Kols",
			"source": "LOGM",
			"entries": [
				{
					"type": "pf2-h1",
					"name": "Kols, The Oathkeeper",
					"page": 57,
					"source": "LOKL",
					"reference": {
						"auto": true
					},
					"entries": [
						"Kols holds an important but often overlooked position in dwarven society. The son of {@deity Torag}, father of the {@deity dwarven pantheon|LOGM}, Kols is tasked with exacting punishment on souls who shirk their responsibilities or break sworn oaths and solemn promises. He's a god of contracts and oaths, bonds and alliances, duty and honor."
					]
				}
			]
		},
		{
			"name": "Walkena",
			"source": "LOGM",
			"entries": [
				{
					"type": "pf2-h1",
					"name": "Walkena",
					"page": 130,
					"source": "LOGM",
					"entries": [
						"The god-king is the unquestioned ruler of Mzali. His sphere of influence encompasses not only the city but aspirations for greater conquest of the Mwangi Expanse. He is also a god of exclusion and xenophobia, treating his own people as supreme and foreigners as dangerous influences that taint the purity of his city and its people.",
						{
							"type": "pf2-h3",
							"name": "The God-King",
							"page": 143,
							"source": "LOME",
							"reference": {
								"auto": true
							},
							"entries": [
								"In the city-state of Mzali in the Mwangi Expanse resides an undead being of immense power, a child-sized god-king. In the past, Walkena was a mortal descendant of the gods that ruled over Mzali in ancient times, one of the sun kings from an old empire and a golden age of the city. Ages later, his preserved body was found by members of the Council of Mwanyisa, who ruled Mzali at that time. Believing him to be an omen of the city's impending resurgence, the council took him to put him on display in Mzali. When an army from the Sargavan city of Kalabuto attacked the city, Walkena awoke\u2014this time as an undead creature\u2014and slew each of the invaders in a purging rain of fire."
							]
						}
					]
				},
				{
					"type": "pf2-h1",
					"name": "Walkena",
					"page": 69,
					"source": "SoT4",
					"reference": {
						"auto": true
					},
					"entries": [
						{
							"type": "pf2-h3",
							"name": "Personification and Realm",
							"page": 70,
							"source": "SoT4",
							"reference": {
								"auto": true
							}
						},
						{
							"type": "pf2-h3",
							"name": "Dogma and Worshippers",
							"page": 70,
							"source": "SoT4",
							"reference": {
								"auto": true
							}
						},
						{
							"type": "pf2-h3",
							"name": "Temples and Shrines",
							"page": 71,
							"source": "SoT4",
							"reference": {
								"auto": true
							}
						},
						{
							"type": "pf2-h3",
							"name": "A Priest's Role",
							"page": 72,
							"source": "SoT4",
							"reference": {
								"auto": true
							}
						},
						{
							"type": "pf2-h3",
							"name": "Holidays",
							"page": 72,
							"source": "SoT4",
							"reference": {
								"auto": true
							}
						},
						{
							"type": "pf2-h3",
							"name": "Aphorisms",
							"page": 72,
							"reference": {
								"auto": true
							},
							"source": "SoT4"
						},
						{
							"type": "pf2-h3",
							"name": "Sacred Text",
							"page": 73,
							"source": "SoT4",
							"reference": {
								"auto": true
							}
						},
						{
							"type": "pf2-h3",
							"name": "Relations with Other Religions",
							"page": 73,
							"reference": {
								"auto": true
							},
							"source": "SoT4"
						}
					]
				}
			]
		},
		{
			"name": "Arqueros",
			"source": "LOKL",
			"entries": [
				{
					"type": "pf2-h1",
					"name": "Arqueros, The Golden Bulwark",
					"page": 53,
					"source": "LOKL",
					"reference": {
						"auto": true
					},
					"entries": [
						"As strong in will as he is in form, Arqueros is Lord of the Wall, guardian of Heaven, and empyreal lord of bodyguards, protection, and watchfulness. He maintains eternal vigil at Heaven's gates, resplendent in gold armor and clutching a diamond-headed spear. Whatever the truth of his heart, Arqueros is composed in the face of dire threats and is a stalwart defender who would die before abandoning his duties."
					]
				}
			]
		},
		{
			"name": "Sorrow's Sword",
			"source": "LOKL",
			"_copy": {
				"name": "Philosophies and Spirituality",
				"source": "LOGM",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h2",
								"name": "Sorrow's Sword",
								"page": 69,
								"source": "LOKL",
								"entries": [
									"Sorrow's Sword gained a large following among the Crimson Reclaimers because of the pantheon's focus on duty, sacrifice, and channeling the pain of past losses into motivation to overcome any future obstacle. The two principal deities are {@deity Ragathiel|LOGM} (General of Vengeance), who brings his devotion to duty and revenge, and {@deity Vildeis|LOGM} (The Cardinal Martyr), who believes that evil should be destroyed at all costs\u2014even self-sacrifice. For the Crimson Reclaimers, this means never forgetting the pain and trauma caused by the Whispering Tyrant in Lastwall, and channeling that grief into fuel for righteous revenge. Beyond these two major divine influences, three other deities represent values the followers of the pantheon hold dear. {@deity Gorum} (Our Lord in Iron) preaches strength and victory in battle. {@deity Iomedae} (The Inheritor) led the charge on many successful attacks against Tar-Baphon, so it's only natural that her legendary deeds, and sense of honor, justice, and valor speak to followers of Sorrow's Sword. Many consider {@deity Arazni|LOGM} (The Unyielding) to be a strong part of this pantheon, due to her edict to survive at all costs and her abhorrence for the creation of unwilling undead. {@deity arazni|LOGM|Arazni's} inclusion is complicated by {@deity Vildeis|LOGM} and {@deity Ragathiel|LOGM|Ragathiel's} feelings about evil, which is why {@deity Arazni|LOGM} is not an official member of the pantheon among all followers."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Keepers of the Hearth",
			"source": "LOKL",
			"_copy": {
				"name": "Philosophies and Spirituality",
				"source": "LOGM",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h2",
								"name": "Keepers of the Hearth",
								"page": 69,
								"source": "LOKL",
								"entries": [
									"Through art and tales from the continent of Arcadia, the goddess {@deity Kazutal|LOGM} (Mother Jaguar) is becoming increasingly popular in the Inner Sea Region due to her devotion to defending and providing for those in need, as well as fostering a powerful sense of community. Joined by {@deity Milani|LOGM} (The Everbloom), who opposes oppression in all forms and seeks to help those unable to protect themselves, and by {@deity Iomedae} (The Inheritor) who values fighting for justice, the Keepers of the Hearth stress the importance of defending the weak and defenseless in any community, especially those unwillingly subjugated or taken advantage of. Keepers not only protect those weaker than themselves but also do their best to teach the skills necessary for a community to defend and provide for itself. Many of those most devoted to the aspect of training and teaching self-defense also look to {@deity Irori} (Master of Masters) for guidance and motivation as part of their faith."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Gravelady's Guard",
			"source": "LOKL",
			"_copy": {
				"name": "Philosophies and Spirituality",
				"source": "LOGM",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h2",
								"name": "Gravelady's Guard",
								"page": 68,
								"source": "LOKL",
								"entries": [
									"It is only natural for {@deity Pharasma} to head a pantheon whose primary focus is destroying the undead at any cost. The Lady of Graves is joined by {@deity Arazni|LOGM} (The Unyielding) with her hatred for unwilling undeath, and {@deity Gorum} (Our Lord in Iron), who rejoices in victory via fair combat. The devotees of this pantheon believe nothing is more important than stopping the spread of undeath and bringing swift justice to those who practice such twisted magic. This order's adherents slay undead wherever they menace innocent people, tend to wounds inflicted by the undead, perform the proper rituals to prepare a corpse for burial and safeguard it against undeath, and aid those who lost loved ones to the blight of the unliving."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "The Endless Road",
			"page": 68,
			"source": "LOKL",
			"_copy": {
				"name": "Philosophies and Spirituality",
				"source": "LOGM",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h2",
								"name": "The Endless Road",
								"page": 68,
								"source": "LOKL",
								"entries": [
									"Followers of the Endless Road pantheon are encouraged to pursue their personal journeys, to see the larger world, and to gain a more balanced perspective. If they have not found a community to call their own at the end of their traveling days, they are encouraged to pass on their knowledge for future generations. Whether this means creating their own community, writing a series of tomes, or creating works of art, they must pass on what they've learned as best they can. Followers pray to {@deity Desna} (The Song of the Spheres) to bless their overland travels from her home in the stars, and to {@deity Gozreh} (The Wind and the Waves) not only to help them travel over the seas and through the wilderness, but to do so without disrupting the gentle balance of nature. Finally, they call upon {@deity Gruhastha|LOGM} (The Keeper) for the strength needed to pursue a journey of personal exploration and self-improvement despite challenges along the way."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Suyuddha",
			"page": 64,
			"source": "LOKL",
			"entries": [
				{
					"type": "pf2-h1",
					"name": "Suyuddha, The Warrior Queen",
					"page": 64,
					"source": "LOKL",
					"reference": {
						"auto": true
					},
					"entries": [
						"The Warrior Queen of the Impossible Kingdoms, Suyuddha is the patron goddess of Vudra's elite warriors, the padaprajna, and an unparalleled strategist who delights in war waged flawlessly. To Suyuddha, nothing compares to the thrill of seeing elaborate stratagems executed with absolute coordinated precision, of calculating foes' plans a dozen moves ahead and countering them before they're even conceived, of orchestrating perfect victory through intellectual superiority."
					]
				}
			]
		},
		{
			"name": "Gendowyn",
			"page": 55,
			"source": "LOKL",
			"entries": [
				{
					"type": "pf2-h1",
					"name": "Gendowyn, Lady Of The Fangwood",
					"page": 55,
					"source": "LOKL",
					"reference": {
						"auto": true
					},
					"entries": [
						"The fey queen Gendowyn might seem an unusual divine patron for the Knights of Lastwall, but it makes perfect sense to her devotees. Gendowyn is a living manifestation and representation of the natural world, a world in which the undead simply have no place. While her personal morality represents the inscrutable whims and caprices of the First World from which she hails, she recognizes the aligned goals she shares with her knightly followers and bestows her divine blessings upon them in turn."
					]
				}
			]
		},
		{
			"name": "Cosmic Caravan",
			"page": 5,
			"source": "LOTG",
			"_copy": {
				"name": "Philosophies and Spirituality",
				"_mod": {
					"entries": {
						"items": [
							{
								"type": "pf2-h2",
								"name": "Cosmic Caravan",
								"page": 5,
								"source": "AV0",
								"entries": [
									"The Cosmic Caravan is known to astronomers and astrologers alike as a collection of constellations in the sky, said to travel forever in a circle around the star Cynosure. The association of a diverse array of gods and demigods thematically linked with the stars and the spaces between is a relatively new faith that first rose to prominence in western Avistan, particularly in Varisia, Nidal, and Ravounel. The deities worshiped by the faithful of the Cosmic Caravan include: {@deity Desna}, {@deity Groetus|LOGM}, and {@deity Sarenrae}; the empyreal lords {@deity Ashava|LOGM}, {@deity Black Butterfly|LOGM}, and {@deity Pulura|LOGM}; the elven god {@deity Ketephys|LOGM}; and the outer god {@deity Yog-Sothoth|LOGM}. This faith has been gaining ground particularly in Nidal, where the worship of the night is overwhelmingly associated with {@deity Zon-Kuthon}, and a rising number of Cosmic Caravan worshipers seek to oppose or, one day, even overthrow the Midnight Lord's theocracy to reclaim the night from the implications that all who dwell in the dark are evil."
								]
							},
							{
								"type": "entriesOtherSource",
								"source": "LOTG",
								"page": 92,
								"entries": [
									"A pantheon rapidly gaining popularity throughout the Inner Sea is the Cosmic Caravan. Astronomers and astrologers will tell you the Cosmic Caravan is a collection of constellations visible in the night sky, said to travel forever in a circle around the star Cynosure. The association of a diverse array of deities and demigods linked to the stars\u2014and the spaces between them\u2014first rose to prominence in western Avistan, particularly in Varisia, Nidal, and Ravounel. The deities worshipped by the faithful are a heady and diverse group that shows the true depth of understanding of this pantheon: {@deity Desna} and {@deity Sarenrae}; the empyreal lords {@deity Ashava|LOGM}, {@deity Black Butterfly|LOGM}, and {@deity Pulura|LOGM}; the elven god {@deity Ketephys|LOGM}; and the outer god {@deity Yog-Sothoth|LOGM}. Their religious observances take place at night and center around stargazing. While {@deity Groetus|LOGM} served as the moon in the original pantheon, the god's treatment of spreading hope as anathema has caused many to swap in the Tian deity {@deity Tsukiyo|LOGM} in regions where he's known.",
									"If your travels take you through Nidal, you'll find this pantheon has been gaining ground there against the worship of {@deity Zon-Kuthon}, whose faithful feel they own the worship of the night. A rising number of Cosmic Caravan worshippers in that nation seek to oppose or, one day, even overthrow the Midnight Lord's theocracy to reclaim the night from the implications that all who dwell in the dark are evil."
								]
							}
						],
						"mode": "appendArr"
					}
				},
				"source": "LOGM"
			}
		},
		{
			"name": "Religion",
			"source": "LOME",
			"entries": [
				{
					"type": "pf2-h1",
					"name": "Religion",
					"source": "LOME",
					"page": 131,
					"reference": {
						"auto": true
					},
					"entries": [
						"Natural barriers and vast distances have shaped the Expanse's religions as much as its people, creating a thousand variants comprised of familiar deities and regional faiths. For all the diversity in worship and artistic depiction, common themes unite the Mwangi approach to worship."
					]
				}
			]
		},
		{
			"name": "Gods of the Inner Sea",
			"source": "LOGM",
			"entries": [
				{
					"type": "pf2-h1",
					"name": "Gods of the Inner Sea",
					"entries": [
						"The gods venerated\u2014or feared\u2014by the people of the Inner Sea region are as diverse as the people themselves. This chapter provides information about many of the gods that are important in the region and beyond. While the 20 primary deities of the Inner Sea region are well known due to either widespread worship or their historical tendency to help or harm the people who live there, the other 20 gods detailed in this chapter grant their worshippers just as much power and are just as important in their worshippers' lives."
					]
				}
			]
		},
		{
			"name": "Archdevils",
			"source": "LOGM",
			"entries": [
				{
					"type": "pf2-h1",
					"name": "Archdevils",
					"entries": [
						"The eight archdevils are the rulers of the first eight levels of Hell, while Asmodeus himself oversees Nessus, the ninth. The Queens of the Night, conversely, have traditionally been shut out of Hell's hierarchical patriarchies. In response, they have spent ages building up networks and power structures that transcend any one layer of Hell. All ultimately serve Hell and the Prince of Darkness, and though their schemes further their own goals, they also further the might of the infernal realm as a whole."
					]
				},
				{
					"type": "pf2-h3",
					"name": "Archdevils",
					"entries": [
						"Each archdevil holds uncontested rule over one of the first eight realms of Hell."
					]
				}
			]
		},
		{
			"name": "Queens of the Night",
			"source": "LOGM",
			"entries": [
				{
					"type": "pf2-h1",
					"name": "Queens of the Night",
					"entries": [
						"The eight archdevils are the rulers of the first eight levels of Hell, while Asmodeus himself oversees Nessus, the ninth. The Queens of the Night, conversely, have traditionally been shut out of Hell's hierarchical patriarchies. In response, they have spent ages building up networks and power structures that transcend any one layer of Hell. All ultimately serve Hell and the Prince of Darkness, and though their schemes further their own goals, they also further the might of the infernal realm as a whole."
					]
				},
				{
					"type": "pf2-h3",
					"name": "Queens of the Night",
					"entries": [
						"The Queens of the Night have won their own measure of power in Hell."
					]
				}
			]
		},
		{
			"name": "Demon Lords",
			"source": "LOGM",
			"entries": [
				{
					"type": "pf2-h1",
					"name": "Demon Lords",
					"entries": [
						"The Outer Rifts of the Abyss consist of unending layers of evil and depravity, many of which are ruled over by powerful, unique fiends known as demon lords. These demigods have risen above their peers through strength, cunning, or an unmatched capacity for cruelty, overseeing innumerable lesser demons that serve, fear, and revile them. Beneath them, yet more demons clamor to attain their heights of power as nascent demon lords, waiting for the right opportunity to complete their ascension. Fortunately for the mortals of the world, while the ranks of the demon lords are numerous beyond comprehension, only a small subset have so intensely turned their baleful gazes toward Golarion as to have a presence on the planet. These demon lords are served by vile cults that commit atrocities and blasphemies in exchange for power, wealth, and the opportunity to indulge their hearts' darkest desires."
					]
				}
			]
		},
		{
			"name": "The Eldest",
			"source": "LOGM",
			"entries": [
				{
					"type": "pf2-h1",
					"name": "The Eldest",
					"entries": [
						"When the gods abandoned the First World\u2014their initial rough draft of creation shaped in distant prehistory\u2014native beings of incredible power stepped in to fill the vacuum. These beings, called the Eldest, hold deific power over the First World but have little of the other gods' aspirations. The Eldest don't concern themselves with expanding their followings or advocating particular ideologies. Many barely acknowledge their worshippers at all, concerning themselves only with their own mysterious motivations and doling out divine power merely because they have much to spare and doing so amuses them.",
						"Devotees of the Eldest on Golarion are usually solitary in their worship, residing near breaches to the unpredictable First World. Most worshippers are fey or gnomes, although other creatures who feel a close kinship with fey might revere the capricious and uncaring Eldest as well."
					]
				}
			]
		},
		{
			"name": "Elemental Lords",
			"source": "LOGM",
			"entries": [
				{
					"type": "pf2-h1",
					"name": "Elemental Lords",
					"entries": [
						"Born amid the primal chaos of the multiverse's earliest days, the eight elemental lords are divine embodiments of the Inner Spheres' raw elemental forces. With two lords of air, two of earth, two of fire, and two of water, half their number represent the aspects of each element that mortals consider benevolent, while the others represent the malicious and destructive aspects of those same elements. When the Material Plane was born, the benevolent elemental lords seeded it with all the potential of their elements, creating planets, stars, oceans, and life. Yet as mortality evolved, it began harnessing the elements for malevolent purposes, causing anguished dissent between the benevolent elemental lords and emboldening their evil counterparts. Kelizandri, the fearsome lord of water, forged an alliance with the other evil elemental lords\u2014Ayrzul, Hshurha, and Ymeri\u2014to seal each good elemental lord in a prison penetrable only by combining the other three elemental powers once more; this feat has been achieved only once in the ages since. The four surviving lords have ruled their respective planes mercilessly for time uncounted, free to write the stories of their own creations, invent their own titles of nobility, and claim sole dominion over the elemental planes."
					]
				}
			]
		},
		{
			"name": "Empyreal Lords",
			"source": "LOGM",
			"entries": [
				{
					"type": "pf2-h1",
					"name": "Empyreal Lords",
					"entries": [
						"Much as demon lords and archdevils are the preeminent incarnations of malice and sin, on the side of righteousness stand the empyreal lords\u2014exceptional beings that represent the good in the myriad everyday actions of the multiverse. Drawn from the most powerful ranks of the celestial host, the multitudinous empyreal lords include agathions, angels, archons, and azatas alike. Most of these beings gained prominence as immortal champions of virtue, though some are instead mortal paragons who ascended, while others spontaneously formed from exceptional deeds of good that echoed throughout the planes. While all empyreal lords are dedicated to good, their philosophies, interests, and personalities vary, and they don't always agree with one another.",
						"Worship of the empyreal lords is not nearly as widespread as that of the major deities, but it is still surprisingly common. Most worship takes place at small shrines, statues, or artifacts (such as the sculpture known as the Mistress of Angels in Magnimar), or simply through the doing of deeds that reflect an empyreal lord's interest or beliefs. Centers of worship like churches or cathedrals are extremely uncommon. Most followers consider worship to be an individual matter, and it is rare to see a follower of any empyreal lord proselytizing. However, adherents sometimes congregate in small groups called mystery cults, and some of these groups maintain small temples. The city of Magnimar is home to several mystery cults, as the Varisian people have long held the empyreal lords in high esteem. It is not uncommon for mystery cultists to worship multiple empyreal lords in various combinations, or even all of them, though most have a favorite patron.",
						"Presented below are some of the empyreal lords commonly worshipped in the Inner Sea region."
					]
				}
			]
		},
		{
			"name": "The Horsemen",
			"source": "LOGM",
			"entries": [
				{
					"type": "pf2-h1",
					"name": "The Horsemen",
					"entries": [
						"At the end of the River Styx await the rulers of Abaddon: the Four Horsemen of the Apocalypse and their daemonic brood. Hatred for living things fuels all of daemonkind, who see existence as a great mistake. Though all of the Horsemen began their lives as mortals, they are completely devoted to the eradication of reality itself. Riding atop their dreaded steeds, they strive for true apocalypse. Only when all life has been snuffed out does their mission end, and they can then consign themselves to the waiting oblivion.",
						"Only the truly nihilistic worship the Horsemen. Those who seek vengeance on all the world or lust for power are drawn to the Horsemen's easy promises, thinking they will be spared from their masters' cataclysmic mission. They never are. To the Horsemen, their followers are entirely disposable, tools with a purpose until they too are devoured."
					]
				}
			]
		},
		{
			"name": "Monitor Demigods",
			"source": "LOGM",
			"entries": [
				{
					"type": "pf2-h1",
					"name": "Monitor Demigods",
					"entries": [
						"While fiends exploit mortals' baser natures and celestials encourage their better selves, monitors are concerned more with method than morality, from the rigid law of aeons and inevitables to the pragmatic neutrality of psychopomps, to the unpredictable chaos of proteans. Rather than immersing themselves in issues of philosophy, monitors take a more cosmic approach, battling each other over universal laws, the planes, and reality itself.",
						"Mortals worship monitor demigods just as they do empyreal lords and fiendish demigods. Some are drawn to the enigmatic Monad or primordial inevitables out of a desire for control or the reassurance of an orderly universe\u2014often those in governance or academia. Artists and bon vivants who seek the creativity and freedom offered by the paragons of chaos revere protean lords. While many assume worshippers of psychopomp ushers to be morbid, that is rarely the case. Psychopomp worship is also found among those who bring life into the world, such as midwives and farmers, and those who eschew idealism for more practical philosophies.",
						"This section presents some of the best-known monitor demigods."
					]
				}
			]
		},
		{
			"name": "Outer Gods & Great Old Ones",
			"source": "LOGM",
			"entries": [
				{
					"type": "pf2-h1",
					"name": "Outer Gods & Great Old Ones",
					"entries": [
						"The Outer Gods, along with the Great Old Ones with whom the Outer Gods are sometimes confused, are ancient, inscrutable, cosmic beings. The Great Old Ones are titanic monstrosities imprisoned since time immemorial beneath the sea, deep within the world, or on other planets, but the Outer Gods are even less comprehensible. These unfathomable entities lurk within the Dark Tapestry\u2014the vast void between the stars on the Material Plane\u2014and dwarf other deities just as those deities dwarf ordinary mortals.",
						"To worship these gods is to acknowledge a cold truth: the universe has no meaning. All the things mortal civilizations hold dear\u2014virtues, deities, great works\u2014are things those mortals have invented to distract them from their own insignificance. History is a comforting lie told because mortals are afraid of the dark. The universe is immeasurably vast, beyond understanding, and cares nothing for life. Ultimately, every creature is alone, unmourned, and unloved. And because life has no meaning or purpose, self-indulgence and nihilism are the only rational responses."
					]
				}
			]
		},
		{
			"name": "Philosophies and Spirituality",
			"source": "LOGM",
			"entries": [
				{
					"type": "pf2-h1",
					"name": "Philosophies and Spirituality",
					"source": "LOGM",
					"page": 92,
					"entries": [
						"Faith on Golarion isn't limited to worshipping one god. Some worshippers draw power from multiple deities, while others follow the spirits of the world, or reject the divine entirely, relying on secular philosophies for guidance. The following pages present examples of the diverse religious and philosophical practices of the Inner Sea region."
					]
				}
			]
		},
		{
			"name": "Asmodeus",
			"source": "CRB",
			"_copy": {
				"name": "Gods of the Inner Sea",
				"source": "LOGM",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h1",
								"name": "Asmodeus",
								"source": "CRB",
								"page": 437,
								"entries": [
									"The Prince of Darkness reigns over contracts, pride, slavery, and tyranny, and he delights in tempting mortals to the path of evil. He promotes strict hierarchies where everyone knows their place, and he takes advantage of order for his own selfish benefit.",
									{
										"type": "pf2-h3",
										"name": "The Prince of Darkness",
										"source": "LOGM",
										"page": 14,
										"entries": []
									},
									{
										"type": "list",
										"style": "list-hang-notitle",
										"source": "LOGM",
										"page": 14,
										"items": [
											"{@b Realm} Nessus ({@place Hell})",
											"{@b Allies} {@deity Abadar}",
											"{@b Enemies} {@deity Besmara|LOGM}, {@deity Cayden Cailean}, {@deity Grandmother Spider|LOGM}, {@deity Iomedae}, {@deity Irori}, {@deity Lamashtu}, {@deity Rovagug}, {@deity Sarenrae}, {@deity Shelyn}",
											"{@b Relationships} {@deity Ihys} (deceased brother)",
											"{@b Temples} dark temples near government buildings",
											"{@b Worshippers} diabolists, lawyers, slavers, those who seek rulership or discipline",
											"{@b Sacred Animal} serpent",
											"{@b Sacred Colors} black and red"
										]
									},
									{
										"type": "pf2-sidebar",
										"source": "LOGM",
										"name": "Aphorisms",
										"page": 15,
										"entries": [
											"Like other major religions across Gods of the Inner Sea, there are countless curses or praises among the worshippers of Asmodeus. Among these however, some are rumored to be more powerful than others.",
											"{@indentFirst {@b Great is Asmodeus:} A declaration in support and praise of Asmodeus, proclaimed with pride by his followers who know of his inevitable rule, or whispered as a sign of trust from one cultist to another in places where his worship is not accepted.}",
											"{@indentFirst {@b What once was his shall be again:} Asmodean doctrine posits that the First once ruled over all of the multiverse, and his faithful maintain that he will eventually resume that total rulership. Worshippers repeat this assertion as validation among themselves, a call to arms, and a threat to any who oppose the Dark Prince's law.}",
											"{@indentFirst {@b By his flames!:} A passionate cry for help, and a request for divine intervention. The more devout followers of Asmodeus know all too well the danger of this request, for all contracts exact a price, and the cost of Asmodeus's favor is far higher when the petitioner is in dire need and has no room for negotiation.}"
										]
									},
									{
										"type": "pf2-h3",
										"source": "LOGM",
										"page": 14,
										"reference": {
											"auto": true
										},
										"entries": [
											"Asmodeus is the First, the Dark Prince, the lord of darkness and law, and the ruler of the plane of Hell. If Asmodeus's own scriptures are to believed\u2014and they are corroborated by certain other accounts, like the angel-penned Book of the Damned\u2014he is one of the oldest beings of the multiverse. These texts claim that in time before time, in a world not yet created, Asmodeus and his brother Ihys were among the first gods in existence. During these unnamed ages, the two gods quarreled over the fate of the souls of their creations, and Asmodeus slew his brother. Confident that Ihys's act of granting mortals free will was folly, Asmodeus made his own convictions known: that existence is best served by absolute order and discipline. These claims contradict other popular creation myths, and both theologians and immortal agents of the gods doubt Asmodeus's claims to varying degrees, but while there is no evidence to prove them, they are also difficult to refute."
										]
									}
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Abadar",
			"source": "CRB",
			"_copy": {
				"name": "Gods of the Inner Sea",
				"source": "LOGM",
				"_mod": {
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						"items": [
							{
								"type": "pf2-h1",
								"name": "Abadar",
								"source": "LOGM",
								"page": 12,
								"entries": [
									"The Master of the First Vault holds sway over cities, the law, merchants, and wealth. Abadar seeks to bring civilization to the wild places of the world, encourages adherence to law, and promotes commerce and trade within civilization. He also encourages cooperation among the various ancestries.",
									{
										"type": "pf2-h3",
										"name": "Master of the First Vault",
										"source": "LOGM",
										"page": 12,
										"entries": []
									},
									{
										"type": "list",
										"style": "list-hang-notitle",
										"source": "LOGM",
										"page": 12,
										"items": [
											"{@b Realm} Aktun ({@place Axis})",
											"{@b Allies} {@deity Asmodeus}, {@deity Brigh|LOGM}, {@deity Erastil}, {@deity Iomedae}, {@deity Irori}, {@deity Shelyn}, {@deity Shizuru|LOGM}, {@deity Torag}",
											"{@b Enemies} {@deity Besmara|LOGM}, {@deity Lamashtu}, {@deity Norgorber}, {@deity Rovagug}",
											"{@b Temples} banks, cathedrals, courthouses",
											"{@b Worshippers} architects, bankers, lawmakers",
											"{@b Sacred Animal} monkey",
											"{@b Sacred Colors} gold and silver"
										]
									},
									{
										"type": "pf2-sidebar",
										"source": "LOGM",
										"name": "Aphorisms",
										"page": 13,
										"entries": [
											"When a mortal wishes to gain the attention of the Master of Vaults, they utter certain phrases.",
											"{@indentFirst {@b By Abadar's gaze, the deal is sealed:} When a negotiation is agreed upon and finalized, the initiating party often utters this phrase to indicate negations are over. This is often shortened to just \"By Abadar's gaze\" or \"The deal is sealed.\" Attempts to alter the deal after the phrase is spoken are generally frowned upon.}",
											"{@indentFirst {@b From Abadar's Vault:} This phrase describes a product of high quality, but it's usually considered hyperbole. Conversely, saying something is not worthy of Abadar's Vault usually implies functional but mediocre crafting.}",
											"{@indentFirst {@b So it is judged:} This is a standard conclusion to official legal verdicts or other court proceedings. Some followers use this phrase when seemingly random events work in favor of what they believe is justice.}"
										]
									},
									{
										"type": "pf2-h3",
										"source": "LOGM",
										"page": 12,
										"reference": {
											"auto": true
										},
										"entries": [
											"Abadar is worshipped as the god of cities, law, merchants, and wealth. Abadar's cathedral-banks are found in many cities and places where order thrives or is gaining a foothold. Aristocrats, city guards, merchants, and those working in legal practice or who have the well-being of their community on their mind are common worshippers of the god of cities, along with dwarves in general. Abadaran priests living in cities often serve as judges, lawyers, and clerks, while those who live on the frontier work as roving magistrates, acting as judge, jury, and executioners in the name of order."
										]
									}
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Calistria",
			"source": "CRB",
			"_copy": {
				"name": "Gods of the Inner Sea",
				"source": "LOGM",
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							{
								"type": "pf2-h1",
								"name": "Calistria",
								"source": "CRB",
								"page": 437,
								"entries": [
									"The mischievous goddess known as the Savored Sting extols the virtues of lust, revenge, and trickery. Though Calistria is most widely worshipped by elves, members of many other ancestries follow her as well."
								]
							},
							{
								"type": "pf2-h3",
								"name": "The Savored Sting",
								"source": "LOGM",
								"page": 16,
								"entries": [
									{
										"type": "list",
										"style": "list-hang-notitle",
										"source": "LOGM",
										"page": 16,
										"items": [
											"{@b Realm} Gardens of Deceit and Delight ({@place Elysium})",
											"{@b Allies} {@deity Cayden Cailean}, {@deity Desna}, {@deity Norgorber}, {@deity Shelyn}",
											"{@b Enemies} {@deity Rovagug}",
											"{@b Relationships} {@deity Cayden Cailean} (intermittent lover)",
											"{@b Temples} brothels, churches, hideouts, mansions, taverns",
											"{@b Worshippers} elves, hedonists, performers, scorned lovers, thieves",
											"{@b Sacred Animal} wasp",
											"{@b Sacred Colors} black and yellow"
										]
									},
									{
										"type": "pf2-sidebar",
										"source": "LOGM",
										"name": "Aphorisms",
										"page": 17,
										"entries": [
											"The following phrases are used by followers of Calistria to articulate the finer points of their deity's teachings.",
											"{@indentFirst {@b Love the food, not the chef:} Seeking an object of desire or revenge can be sweet, but Calistria loathes the thought of becoming too consumed by love, a need for revenge, or any other single endeavor. This saying warns followers of the risk of letting a need for revenge overtake the rest of their lives, and it reminds them to keep a degree of emotional distance from the target of their physical desires.}",
											"{@indentFirst {@b See to your own wounds first:} When one is wronged, the urge to retaliate immediately is strong, but this directive encourages followers to ensure their own needs are met before pursuing vengeance. Those needs may be literal wounds, emotional turmoil, or carnal desires, and ignoring them is akin to leaving a wound to fester. Of course, the saying also leaves little room for doubt about the steps to be taken after.}"
										]
									},
									{
										"type": "pf2-h3",
										"source": "LOGM",
										"page": 16,
										"reference": {
											"auto": true
										},
										"entries": [
											"As symbolized by the three daggers of her religious symbol, Calistria has three aspects: lust, revenge, and trickery. Silver-tongued and charming, she is a master of weaving insults into compliments and laying intricate groundwork for retribution at its finest. She is a goddess of vengeance, but it would be a mistake to assume that means she pursues justice. Calistria is fickle, shifting her loyalties and interests as her whims take her\u2014though she never forgets a slight, and any who think she has forgiven will surely find it is only a matter of time before they are targeted by a long-term plot of revenge to lay them thoroughly low."
										]
									}
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Cayden Cailean",
			"source": "CRB",
			"_copy": {
				"name": "Gods of the Inner Sea",
				"source": "LOGM",
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							{
								"type": "pf2-h1",
								"name": "Cayden Cailean",
								"source": "CRB",
								"page": 437,
								"entries": [
									"The Drunken Hero ascended from mortal life on a drunken dare, becoming the god of ale, freedom, and wine. Cayden promotes freedom and encourages others to find their own path in life. He fights for just causes and delights in the best indulgences.",
									{
										"type": "pf2-h3",
										"name": "The Accidental God",
										"source": "LOGM",
										"page": 18,
										"entries": []
									},
									{
										"type": "list",
										"style": "list-hang-notitle",
										"source": "LOGM",
										"page": 18,
										"items": [
											"{@b Realm} Hero's Heart ({@place Elysium})",
											"{@b Allies} {@deity Besmara|LOGM}, {@deity Calistria}, {@deity Desna}, {@deity Milani}, {@deity Sarenrae}, {@deity Shelyn}, {@deity Torag}",
											"{@b Enemies} {@deity Asmodeus}, {@deity Norgorber}",
											"{@b Relationships} {@deity Calistria} (intermittent lover), {@deity Iomedae} (ascended sister), {@deity Kurgess} (divine protégé), {@deity Norgorber} (ascended brother)",
											"{@b Temples} inns, taverns, and orphanages",
											"{@b Worshippers} adventurers, bartenders, orphans, rebels",
											"{@b Sacred Animal} hound",
											"{@b Sacred Colors} silver and tan"
										]
									},
									{
										"type": "pf2-sidebar",
										"source": "LOGM",
										"name": "Aphorisms",
										"page": 19,
										"entries": [
											"Caydenites are usually not much for formal and composed speeches. Using Cayden's name as a swear, frequently accompanied by colorfully perverse language, is common. However, some sayings are recognized among all his followers, usually originating from tavern ballads that were popular enough to spread through the faith.",
											"{@indentFirst {@b I'm great, but not so great as Cayden Cailean:} A means to turn down challenges or contests that have gone too far\u2014this phrase traditionally follows one of the competitors suggesting another take the Test of the Starstone. This dare and response allow both parties to end contests that have gotten too heated without shame, usually with the refusing party buying a round for everyone involved.}",
											"{@indentFirst {@b May your life be as free as your taps:} A popular line to end a toast or use as a fond farewell. It expresses Cayden's belief that both people and drink should be unfettered. It is frequently used as a slogan among rebels.}",
											"{@indentFirst {@b Sweet barleybrew!:} An expression of amazement, frustration, or a simple curse. It can be used as easily to react to something wonderful, like the taste of a cool ale on a hot day, or something displeasing, like the approach of a looming monstrosity}"
										]
									},
									{
										"type": "pf2-h3",
										"source": "LOGM",
										"page": 18,
										"reference": {
											"auto": true
										},
										"entries": [
											"Once a mortal human, Cayden Cailean is now one the few deities known as the Ascended. In his mortal years, Cayden was a sellsword of no small fame, known for his boisterous manner, skill with a blade, and fearless resolve. During a particularly rowdy night of drinking, a series of escalating dares led the wandering mercenary to attempt the Test of the Starstone. He emerged from the Starstone Cathedral 3 days later, laughing, a fully realized god. Divine responsibility did little to change Cayden's attitude from what it was in his mortal life. He continues to crave adventure, drink, and pleasurable company while abhorring bullies, tyrants, and cowards."
										]
									}
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Desna",
			"source": "CRB",
			"_copy": {
				"name": "Gods of the Inner Sea",
				"source": "LOGM",
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							{
								"type": "pf2-h1",
								"name": "Desna",
								"source": "CRB",
								"page": 438,
								"entries": [
									"The kindly Song of the Spheres presides over dreams, luck, stars, and travelers. An ancient goddess, Desna delights in freedom and mystery, and she encourages her followers to do the same.",
									{
										"type": "pf2-h3",
										"name": "The Song of the Spheres",
										"source": "LOGM",
										"page": 20,
										"entries": []
									},
									{
										"type": "list",
										"style": "list-hang-notitle",
										"source": "LOGM",
										"page": 20,
										"items": [
											"{@b Realm} Cynosure, Sevenfold Cynosure ({@place Elysium})",
											"{@b Allies} {@deity Calistria}, {@deity Cayden Cailean}, {@deity Chaldira}, {@deity Gozreh}, {@deity Sarenrae}, {@deity Shelyn}",
											"{@b Enemies} {@deity Ghlaunder}, {@deity Lamashtu}, {@deity Rovagug}, {@deity Zon-Kuthon}",
											"{@b Relationships} {@deity Kurgess} (divine protÃ©gÃ©), {@deity Sarenrae} (lover), {@deity Shelyn} (lover)",
											"{@b Temples} hilltops, observatories, standing stones, towers",
											"{@b Worshippers} astronomers, dreamers, explorers, gamblers, travelers",
											"{@b Sacred Animal} butterfly",
											"{@b Sacred Colors} blue and white"
										]
									},
									{
										"type": "pf2-sidebar",
										"source": "LOGM",
										"name": "Aphorisms",
										"page": 21,
										"entries": [
											"Desnans share songs, tales, and phrases as they travel the world. These are among some of the more common shared phrases.",
											"{@indentFirst {@b A copper for the song, a copper for the road:} It is customary to pay a Desnan bard 2 coppers. The first copper is out of respect for Desna, and the second is either to acknowledge the performer's skill or a plea for the bard to perform elsewhere.}",
											"{@indentFirst {@b A star cannot see its place in the sky:} When worshippers doubt themselves or their path, they are reminded that a single star cannot conceive the role it plays in the harmony of the heavens. Even when alone, they walk alongside Desna.}",
											"{@indentFirst {@b Be ready for challenges and unexpected friends:} Worshippers should train in combat or magic so they can overcome adverse situations in their travels.}",
											"{@indentFirst {@b Learn from what is different:} Desna's followers should accept others who espouse friendship, regardless of ancestry or faith.}",
											"{@indentFirst {@b You are never lost following butterflies:} Desna's faithful trust in their intuition and the signs their goddess provides them.}"
										]
									},
									{
										"type": "pf2-h3",
										"source": "LOGM",
										"page": 20,
										"reference": {
											"auto": true
										},
										"entries": [
											"The night didn't know beauty until Desna came into existence. While the other gods toiled away to create the world, she set her sights on the heavens, placing each star in the sky. After surveying her artistry, she hung the brightest star high in the north and made it her home. Her first gift to mortals was this beacon of hope, a twinkling sign in the dark sky that they could turn to when lost or unsure of themselves. Desna provides safe passage through the darkness to all, should they choose to follow."
										]
									}
								]
							},
							{
								"type": "pf2-h2",
								"name": "Desna",
								"source": "LOME",
								"page": 144,
								"reference": {
									"auto": true
								},
								"entries": []
							}
						]
					}
				}
			}
		},
		{
			"name": "Erastil",
			"source": "CRB",
			"_copy": {
				"name": "Gods of the Inner Sea",
				"source": "LOGM",
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							{
								"type": "pf2-h1",
								"name": "Erastil",
								"source": "CRB",
								"page": 438,
								"entries": [
									"Old Deadeye is god of family, farming, hunting, and trade. Long ago he was a horned god of the hunt, but his worship evolved to focus on rural communities.",
									{
										"type": "pf2-h3",
										"name": "Old Deadeye",
										"source": "LOGM",
										"page": 22,
										"entries": []
									},
									{
										"type": "list",
										"style": "list-hang-notitle",
										"source": "LOGM",
										"page": 22,
										"items": [
											"{@b Realm} Summerlands ({@place Heaven})",
											"{@b Allies} {@deity Abadar}, {@deity Gozreh}, {@deity Kazutal}, {@deity Shelyn}, {@deity Torag}",
											"{@b Enemies} {@deity Urgathoa}",
											"{@b Relationships} {@deity Cernunnos} (son), {@deity Halcamora} (daughter), {@deity Jaidi} (wife)",
											"{@b Temples} wooden longhouses or halls that also double as assembly places for people in the community",
											"{@b Worshippers} farmers, hunters, rangers, settlers, shapeshifters, traders, trappers",
											"{@b Sacred Animal} stag",
											"{@b Sacred Colors} brown and green"
										]
									},
									{
										"type": "pf2-sidebar",
										"source": "LOGM",
										"name": "Aphorisms",
										"page": 23,
										"entries": [
											"Followers of Erastil share common wisdom among their villages, and these sayings hold strong over generations.",
											"{@indentFirst {@b Never trust a fool:} Erastil's followers often includes adventurers in their definition of fool, but the saying serves as a reminder not to listen to somebody known to have silly or dangerous ideas. }",
											"{@indentFirst {@b Nothing is more satisfying than the fruits of a day's labor:} This reminder to work hard and take satisfaction in it, rather than aspiring to more, is often used to chastise folk who shirk their tasks, including children who put play before work.}",
											"{@indentFirst {@b The hardest task becomes easy with a friend:} Similar to \"many hands make light work,\" this message suggests that a task that would be hard or impossible alone is easy to do with help.}"
										]
									},
									{
										"type": "pf2-h3",
										"source": "LOGM",
										"page": 22,
										"reference": {
											"auto": true
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										"entries": [
											"Unlike many other good deities, Erastil does not send his followers out into the world to fight and crush evil. Eschewing crusades and other ventures that take his followers away from their homes, Erastil watches over those who devote their lives to family and community. He is primarily an agricultural deity, specifically focusing on those aspects of nature that either can be tamed or are of use to his followers. His domain encompasses the plants and animals that farmers, hunters, and ranchers deal with in their everyday lives. While he is a protective deity, Erastil steps in only when quiet, pastoral lives are threatened. He desires his followers to live their lives in peace, with no risk of being conscripted into armies, devoured by monsters, or destroyed by magic."
										]
									}
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Gorum",
			"source": "CRB",
			"_copy": {
				"name": "Gods of the Inner Sea",
				"source": "LOGM",
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							{
								"type": "pf2-h1",
								"name": "Gorum",
								"source": "CRB",
								"page": 438,
								"entries": [
									"Soldiers call out prayers to Our Lord in Iron, god of battle, strength, and weapons. Gorum emphasizes strength and power, encouraging his followers to seek out war and combat as the ultimate way to worship him.",
									{
										"type": "pf2-h3",
										"name": "Our Lord in Iron",
										"source": "LOGM",
										"page": 24,
										"entries": []
									},
									{
										"type": "list",
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										"source": "LOGM",
										"page": 24,
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											"{@b Realm} Clashing Shore ({@place Elysium})",
											"{@b Allies} none",
											"{@b Enemies} {@deity Achaekek}, {@deity Norgorber}, {@deity Urgathoa}",
											"{@b Temples} armories, battlefields, fortresses",
											"{@b Worshippers} half-orcs, mercenaries, smiths, soldiers",
											"{@b Sacred Animal} rhinoceros",
											"{@b Sacred Colors} gray and red"
										]
									},
									{
										"type": "pf2-sidebar",
										"source": "LOGM",
										"name": "Aphorisms",
										"page": 25,
										"entries": [
											"With worship of Gorum widespread across the Inner Sea region, these common sayings can be heard in many languages and cultures.",
											"{@indentFirst {@b Blood, not rust:} Gorum believes a warrior should keep her armor clean, but if it must be dirty, better with an enemy's blood\u2014or even the wearer's\u2014than rust. This phrase encapsulates the idea that something that may not seem perfect can still be acceptable. Some devotees of the god instead interpret this phrase as a call to action, especially in the face of hopeless odds, believing it is far better to risk death in battle than to simply rot into old age.}",
											"{@indentFirst {@b Iron-tongued:} This descriptor\u2014kin to silver-tongued and acid-tongued\u2014is used to describe people who always manage to say the right thing to start a fight, though few openly connect the phrase to Our Lord in Iron.}"
										]
									},
									{
										"type": "pf2-h3",
										"source": "LOGM",
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										},
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											"The clash of steel, the cry of victory, the gasping denial of death: these are the sound of prayers to Our Lord in Iron, for to follow Gorum is to fight. Gorum does not care the reason for battle\u2014a village's desperate stand against raiders is no less worthwhile to him than a crusader army marching against demons in the Sarkoris Scar\u2014nor does he choose sides in such clashes. Good or evil, law or chaos, the reason for the fight is irrelevant. It is the thrill of battle that finds his favor, the crucible of struggle in which victory is there for the taking."
										]
									}
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Gozreh",
			"source": "CRB",
			"_copy": {
				"name": "Gods of the Inner Sea",
				"source": "LOGM",
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								"type": "pf2-h1",
								"name": "Gozreh",
								"source": "CRB",
								"page": 438,
								"entries": [
									"A deity of two aspects, known as the Wind and the Waves, Gozreh rules over nature, the sea, and weather. Gozreh is popular with druids and those who seek to preserve the wilds.",
									{
										"type": "pf2-h3",
										"name": "The Wind and the Waves",
										"source": "LOGM",
										"page": 26,
										"entries": []
									},
									{
										"type": "list",
										"style": "list-hang-notitle",
										"source": "LOGM",
										"page": 26,
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											"{@b Realm} nomadic ({@place Material Plane})",
											"{@b Allies} {@deity Besmara|LOGM}, {@deity Desna}, {@deity Erastil}",
											"{@b Enemies} {@deity Nethys}, {@deity Rovagug}, {@deity Urgathoa}",
											"{@b Temples} areas of great natural beauty, lighthouses, mills, shorelines",
											"{@b Worshippers} druids, explorers, fishers, hermits, survivalists",
											"{@b Sacred Animal} all",
											"{@b Sacred Colors} blue and green"
										]
									},
									{
										"type": "pf2-sidebar",
										"source": "LOGM",
										"name": "Aphorisms",
										"page": 27,
										"entries": [
											"Adherents of Gozreh typically speak with a bluntness that belies their shrewd insight. Most followers prefer acting over speaking, and axioms vary from temple to temple. Common phrases often consist of simple statements used for giving everyday wisdom.",
											"{@indentFirst {@b The storm also passes:} As dark as the skies can turn, weather and emotion are both temporary. Life continues, event after event, and while lasting impressions are made, the clouds will eventually clear. Followers of Gozreh use this as a mantra or calming advice for those who come to them in despair.}",
											"{@indentFirst {@b By the tide and the tempest:} Worshippers speak these words to seal solemn oaths, making a promise to both of their deity's aspects. This aphorism is used when swearing in a new acolyte, offering a sacrifice to Gozreh, or threatening retribution for a trespass against nature.}"
										]
									},
									{
										"type": "pf2-h3",
										"source": "LOGM",
										"page": 26,
										"reference": {
											"auto": true
										},
										"entries": [
											"A timeless entity birthed from the first wind to stir the vast oceans, Gozreh wanders the world in the air and the seas. Sailors drop boxes of cargo as offerings to avoid a fatal storm, hoping to please the Wind and the Waves, even though they know that such pleas are far more likely to go unnoticed as they are to draw their deity's attention. The deity's temperament is fickle and their fury swift, hurling bolts of lightning and dragging to the crushing depths those who dare befoul the natural world. Gozreh is the sea that encapsulates the land and the wind that moves its surface, the birds that traverse the sky and the clouds that shield them."
										]
									}
								]
							},
							{
								"type": "pf2-h2",
								"name": "Gozreh",
								"source": "LOME",
								"page": 144,
								"reference": {
									"auto": true
								},
								"entries": []
							}
						]
					}
				}
			}
		},
		{
			"name": "Iomedae",
			"source": "CRB",
			"_copy": {
				"name": "Gods of the Inner Sea",
				"source": "LOGM",
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						"items": [
							{
								"type": "pf2-h1",
								"name": "Iomedae",
								"source": "CRB",
								"page": 438,
								"entries": [
									"Iomedae is goddess of honor, justice, rulership, and valor, and she is called the Inheritor because she inherited her mantle when the god of humanity perished. Prior to her ascension, Iomedae walked the planet as a mortal. Many paladins follow her faith.",
									{
										"type": "pf2-h3",
										"name": "The Inheritor",
										"source": "LOGM",
										"page": 28,
										"entries": []
									},
									{
										"type": "list",
										"style": "list-hang-notitle",
										"source": "LOGM",
										"page": 28,
										"items": [
											"{@b Realm} Swordhome ({@place Heaven})",
											"{@b Allies} {@deity Abadar}, {@deity Sarenrae}, {@deity Shizuru|LOGM}, {@deity Torag}",
											"{@b Enemies} {@deity Asmodeus}, {@deity Norgorber}, {@deity Lamashtu}",
											"{@b Relationships} {@deity Arazni|LOGM} (former patron deity), {@deity Cayden Cailean} (ascended brother), {@deity Norgorber} (ascended brother)",
											"{@b Temples} castles, cathedrals, large and immaculately kept buildings",
											"{@b Worshippers} aristocrats, crusaders, judges, knights, rulers, soldiers",
											"{@b Sacred Animal} lion",
											"{@b Sacred Colors} red and white"
										]
									},
									{
										"type": "pf2-sidebar",
										"source": "LOGM",
										"name": "Aphorisms",
										"page": 29,
										"entries": [
											"Iomedaeans use a number of battle cries to inspire valor on the battlefield, but they also share a number of phrases to spread the Inheritor's wisdom.",
											"{@indentFirst {@b A used blade never dulls:} The phrase serves as a reminder to keep one's body ready and one's mind sharp, as challenges can rise at any moment.}",
											"{@indentFirst {@b For victory, for the heart:} This prayer refers to striking to the heart to ensure death. It is often used as a battle cry, but less warlike followers might use it at any time they are doing something which requires accuracy, such as cutting down a tree.}",
											"{@indentFirst {@b [Their] cloak turned red:} When Iomedae goes into battle, her cloak changes from white to red. This phrase evokes that imagery and is used in reference to a knight or priest who embarks on the warpath, whether by literally entering battle or more figuratively against threats to the church, or even simply against an acolyte who has played a prank.}"
										]
									},
									{
										"type": "pf2-h3",
										"source": "LOGM",
										"page": 28,
										"reference": {
											"auto": true
										},
										"entries": [
											"Iomedae, the youngest among the prominent deities of the Inner Sea region, had already proven herself worthy of divinity before her ascension. Born in Cheliax, she followed the path of the sword and fought evil, eventually becoming a paladin of Aroden's herald Arazni. She became a legend among the Shining Crusade, leading the Knights of Ozem in a series of victories over the Whispering Tyrant. Iomedae became the third known mortal to pass the Test of the Starstone when she ascended to divinity in 3832 ar. As Arazni had been slain during the Shining Crusade, Aroden elevated the newly ascended goddess to be his new herald. When Aroden himself died, Iomedae inherited most of his worshippers and became a major deity of honor and justice."
										]
									}
								]
							},
							{
								"type": "entriesOtherSource",
								"source": "LOKL",
								"page": 56,
								"entries": [
									"Iomedae was a popular deity among the Knights of Lastwall even before Lastwall fell to Tar-Baphon's destruction."
								],
								"reference": {
									"auto": true
								}
							}
						]
					}
				}
			}
		},
		{
			"name": "Irori",
			"source": "CRB",
			"_copy": {
				"name": "Gods of the Inner Sea",
				"source": "LOGM",
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						"items": [
							{
								"type": "pf2-h1",
								"name": "Irori",
								"source": "CRB",
								"page": 438,
								"entries": [
									"When the Master of Masters attained true enlightenment, he became a god of history, knowledge, and self-perfection. Irori promotes discipline and teaches that one who can master themself finds the greatest benefits the world can provide.",
									{
										"type": "pf2-h3",
										"name": "Master of Masters",
										"source": "LOGM",
										"page": 30,
										"entries": []
									},
									{
										"type": "list",
										"style": "list-hang-notitle",
										"source": "LOGM",
										"page": 30,
										"items": [
											"{@b Realm} Serene Circle ({@place Axis})",
											"{@b Allies} {@deity Abadar}",
											"{@b Enemies} {@deity Asmodeus}, {@deity Norgorber}",
											"{@b Relationships} {@deity Gruhastha} (nephew)",
											"{@b Temples} dojos, libraries, monasteries",
											"{@b Worshippers} hermits, historians, martial artists, monks, scholars",
											"{@b Sacred Animal} snail",
											"{@b Sacred Colors} blue and white"
										]
									},
									{
										"type": "pf2-sidebar",
										"source": "LOGM",
										"name": "Aphorisms",
										"page": 31,
										"entries": [
											"Irori is attributed with countless adages. Most of these aphorisms have to do with self-betterment and pushing on through adversity.",
											"{@indentFirst {@b May Irori forget you:} As the god of history, it's accepted that Irori knows all that has transpired. Cursing someone so that Irori forgets them implies a wish that they did not exist and is particularly hurtful among friends or family. A variant, \"May Irori forget this,\" is commonly uttered after an uncommonly embarrassing or farcical event.}",
											"{@indentFirst {@b Remember, so you may light the way:} When a follower of Irori has knowledge of the past they are better prepared for the future. This is often said as a send-off when starting a journey or as a prompt to delve into history to solve a current problem.}",
											"{@indentFirst {@b There is no perfection without change:} Irori teaches that the way to perfection is through change. Followers of the Master of Masters say this when times are difficult as encouragement to continue despite adversity.}"
										]
									},
									{
										"type": "pf2-h3",
										"source": "LOGM",
										"reference": {
											"auto": true
										},
										"page": 30,
										"entries": [
											"Irori exemplifies the concepts of self-perfection. His dogma states that he was a mortal who gained godhood through achieving a physical and mental state that surpassed mortal limitations. His followers seek to emulate their god's divine state by perfecting themselves using the words of the Unbinding of Fetters, Irori's sacred text. The illuminated pages of the tome detail numerous physical, spiritual, and mental exercises, as well as methods of learning and remembering."
										]
									}
								]
							},
							{
								"type": "entriesOtherSource",
								"source": "LOIL",
								"page": 319,
								"reference": {
									"auto": true
								}
							}
						]
					}
				}
			}
		},
		{
			"name": "Lamashtu",
			"source": "CRB",
			"_copy": {
				"name": "Gods of the Inner Sea",
				"source": "LOGM",
				"_mod": {
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							{
								"type": "pf2-h1",
								"name": "Lamashtu",
								"source": "CRB",
								"page": 439,
								"entries": [
									"The Mother of Monsters is goddess of aberrance, monsters, and nightmares. She seeks to corrupt mortals and populate the world with her twisted and monstrous brood.",
									{
										"type": "pf2-h3",
										"name": "Mother of Monsters",
										"source": "LOGM",
										"page": 32,
										"entries": []
									},
									{
										"type": "list",
										"style": "list-hang-notitle",
										"source": "LOGM",
										"page": 32,
										"items": [
											"{@b Realm} Kurnugia (the {@place Abyss})",
											"{@b Allies} {@deity Ghlaunder}",
											"{@b Enemies} {@deity Abadar}, {@deity Asmodeus}, {@deity Desna}, {@deity Iomedae}, {@deity Rovagug}, {@deity Sarenrae}, {@deity Tsukiyo}",
											"{@b Relationships} {@deity Pazuzu} (ex-consort)",
											"{@b Temples} caverns, ruined buildings, abandoned orphanages",
											"{@b Worshippers} gnolls, goblins, monsters, outcasts",
											"{@b Sacred Animal} jackal",
											"{@b Sacred Colors} red and yellow"
										]
									},
									{
										"type": "pf2-sidebar",
										"source": "LOGM",
										"name": "Aphorisms",
										"page": 33,
										"entries": [
											"Lamashtu's followers utter phrases that drip with their mother's monstrous wisdom. Others use phrases to keep her beasts at bay.",
											"{@indentFirst {@b It's another scar on the belly:} : Also sometimes stated as \"The scars are the proof,\" this saying expresses the sentiment that your hardest trials can become your best qualities. This phrase was brought into new communities by goblins who abandoned Lamashtan worship. It spread in popularity for its seemingly positive message, but those familiar with its origins are often nervous about the reference to the brutal scarring of Lamashtu and her profane mothers.}",
											"{@indentFirst {@b Sweet dreams and safe deliveries:} In communities that have suffered a history of tragic Lamashtan births, this comforting saying is a popular way to wish people, especially expectant parents, a life safe from Lamashtu's notice.}",
											"{@indentFirst {@b The three-eyed gaze sees you (me/us):} Among Lamashtu's faithful, this phrase is said ritualistically at the completion of auspicious deeds, such as the creation of new monsters. Its declaration rallies the brood to prove themselves to their goddess. When hissed in vicious tones to unaware victims, it is a vile threat and omen of impending wrath.}"
										]
									},
									{
										"type": "pf2-h3",
										"source": "LOGM",
										"reference": {
											"auto": true
										},
										"page": 32,
										"entries": [
											"For those who revel in the corruption of the pure or who find themselves spurned and neglected by a world that despises their differences, Lamashtu offers respite among her grotesque brood. The Mother of Monsters readily accepts mortals into her fold and has made it her goal to twist mortal life toward her abhorrent ideals. Her intervention is widely known to inflict corruptions and terrible nightmares. Ostracized individuals who share her ideals will find this intervention a boon, while others treat similar events as horrible curses. Above all else, Lamashtu desires the proliferation, permeation, and dominance of her children. Her touch upon the mortal world reveals the repugnant flaws among those considered to be beautiful and moral. She and her followers seek opportunities to rip the veil of innocence from every creature and reveal the writhing, heinous potential in a hypocritical world."
										]
									}
								]
							},
							{
								"type": "pf2-h2",
								"name": "Lamashtu",
								"source": "LOME",
								"reference": {
									"auto": true
								},
								"page": 145,
								"entries": []
							}
						]
					}
				}
			}
		},
		{
			"name": "Nethys",
			"source": "CRB",
			"_copy": {
				"name": "Gods of the Inner Sea",
				"source": "LOGM",
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							{
								"type": "pf2-h1",
								"name": "Nethys",
								"source": "CRB",
								"page": 439,
								"entries": [
									"The All-Seeing Eye, god of magic, has a dualistic nature of destruction and preservation; his ability to witness all things has shattered his mind.",
									{
										"type": "pf2-h3",
										"name": "The All-Seeing Eye",
										"source": "LOGM",
										"page": 34,
										"entries": []
									},
									{
										"type": "list",
										"style": "list-hang-notitle",
										"source": "LOGM",
										"page": 34,
										"items": [
											"{@b Realm} Ahkanefti ({@place Maelstrom})",
											"{@b Allies} {@deity none}",
											"{@b Enemies} {@deity none}",
											"{@b Temples} cathedrals, libraries, towers",
											"{@b Worshippers} scholars, scribes, spellcasters, wizards",
											"{@b Sacred Animal} zebra",
											"{@b Sacred Colors} black and white"
										]
									},
									{
										"type": "pf2-sidebar",
										"source": "LOGM",
										"name": "Aphorisms",
										"page": 35,
										"entries": [
											"Nethys's followers prefer phrases that require knowledge of magic or wordplay in order to decipher.",
											"{@indentFirst {@b That which is not there, is:} This saying is as cryptic as the god of magic himself, and those who understand its intent readily recite it as they chase new knowledge. It signifies that just because an idea or entity is not currently understood or doesn't currently exist doesn't mean that it can't be understood, and often spurs the pursuit of understanding. That which is not immediately seen can still be learned from and uncovered, often granting new insight.}",
											"{@indentFirst {@b Point with the finger of his scorched black hand:} This reference to Nethys's hand, burned black with magic, has multiple meanings that become apparent when translated into other languages. At a base level, it directs followers toward a challenge that allows them to learn, while at the same time warning that the challenge could be destructive.}"
										]
									},
									{
										"type": "pf2-h3",
										"source": "LOGM",
										"page": 34,
										"reference": {
											"auto": true
										},
										"entries": [
											"To some, magic is a powerful weapon. To others, it's a malleable tool. And to a few, it's a source of purpose. With an understanding of spellcasting, creatures can cause fire to erupt from their hands, call otherworldly beings to aid them, bewitch the senses, and even bring the dead back to life. The ability to reshape reality to better suit one's needs and desires is a powerful call that most only dream of being able to answer, and few are ever able to truly master such might."
										]
									}
								]
							},
							{
								"type": "entriesOtherSource",
								"source": "LOIL",
								"page": 319,
								"reference": {
									"auto": true
								}
							}
						]
					}
				}
			}
		},
		{
			"name": "Norgorber",
			"source": "CRB",
			"_copy": {
				"name": "Gods of the Inner Sea",
				"source": "LOGM",
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							{
								"type": "pf2-h1",
								"name": "Norgorber",
								"source": "CRB",
								"page": 439,
								"entries": [
									"The god of greed, murder, poison, and secrets has four aspects: Blackfingers, ally of alchemists and poisoners; the murderous Father Skinsaw; the thieving Gray Master; and the secretive Reaper of Reputation.",
									{
										"type": "pf2-h3",
										"name": "Blackfingers, Father Skinsaw, the Gray Master, Reaper of Reputation",
										"source": "LOGM",
										"page": 36,
										"entries": []
									},
									{
										"type": "list",
										"style": "list-hang-notitle",
										"source": "LOGM",
										"page": 36,
										"items": [
											"{@b Realm} Duskfathom ({@place Axis})",
											"{@b Allies} {@deity Achaekek}, {@deity Sivanah}",
											"{@b Enemies} {@deity Abadar}, {@deity Cayden Cailean}, {@deity Erastil}, {@deity Gruhastha}, {@deity Iomedae}, {@deity Sarenrae}, {@deity Torag}",
											"{@b Relationships} {@deity Cayden Cailean} (ascended brother), {@deity Iomedae} (ascended sister)",
											"{@b Temples} alchemy shops, merchant houses, thieves' guilds",
											"{@b Worshippers} assassins, murderers, poisoners, politicians, spies, thieves",
											"{@b Sacred Animal} spider",
											"{@b Sacred Colors} black and grey"
										]
									},
									{
										"type": "pf2-sidebar",
										"source": "LOGM",
										"name": "Aphorisms",
										"page": 37,
										"entries": [
											"Many followers of Norgorber use a mix of key words, double entendre, and nonverbal signals to communicate with fellow believers without attracting the attention of the uninitiated. The following two sayings, however, are common among most of Norgorber's followers, though they are careful not to utter them around nonbelievers.",
											"{@indentFirst {@b With one hand I give:} Used as a salutation, this is also a warning\u2014the speaker's true motivations remain secret, and a gift in one hand may be offset by a threat in the other.}",
											"{@indentFirst {@b I wait for a fair price:} Something of little apparent value may have great worth in the right hands or whispered in the proper ear. A person who says this possesses some item or knows some secret that has not yet been deployed to its full potential.}"
										]
									},
									{
										"type": "pf2-h3",
										"source": "LOGM",
										"page": 36,
										"reference": {
											"auto": true
										},
										"entries": [
											"Norgorber is the most mysterious of the Ascended, the group of mortals who assumed godhood after passing the Test of the Starstone. Unlike Iomedae's and Cayden Cailean's mortal existences, Norgorber's life before his ascension is a mystery; the god himself has shrouded details of his mortal life in secrecy. This is no surprise to those familiar with Norgorber\u2014he is the master of all secrets, a calculating manipulator who cleverly and ruthlessly wields the power of hidden knowledge to achieve his own ends. Only his most trusted worshippers know enough about his goals to assist in the god's plans, and even those worshippers often have their memories modified after their parts in Norgorber's schemes are complete."
										]
									}
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Pharasma",
			"source": "CRB",
			"_copy": {
				"name": "Gods of the Inner Sea",
				"source": "LOGM",
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								"type": "pf2-h1",
								"name": "Pharasma",
								"source": "CRB",
								"page": 439,
								"entries": [
									"Ancient and powerful beyond even most other gods, the Lady of Graves presides over birth, death, fate, and prophecy. From her throne in the Boneyard, she judges the souls of all who perish, and she ensures that the natural cycle of birth and death\u2014the River of Souls\u2014is not disrupted.",
									{
										"type": "pf2-h3",
										"name": "Lady of Graves",
										"source": "LOGM",
										"page": 38,
										"entries": []
									},
									{
										"type": "list",
										"style": "list-hang-notitle",
										"source": "LOGM",
										"page": 38,
										"items": [
											"{@b Realm} {@place Boneyard}",
											"{@b Allies} {@deity Alseta}, {@deity Tsukiyo}",
											"{@b Enemies} {@deity Urgathoa}",
											"{@b Temples} catacombs, cathedrals, cemeteries, hospitals, libraries, river islands",
											"{@b Worshippers} midwives, morticians, physicians, pregnant people, prophets, scholars, those close to death or engaging in deadly ventures",
											"{@b Sacred Animal} whip-poor-wills",
											"{@b Sacred Colors} blue and white"
										]
									},
									{
										"type": "pf2-sidebar",
										"source": "LOGM",
										"name": "Aphorisms",
										"page": 39,
										"entries": [
											"Pharasmins use a great number of rituals and tokens for their many ceremonies. Along with these, they also use numerous phrases, including the following.",
											"{@indentFirst {@b Not this year, not yet:} A brief prayer spoken to the goddess of death, asking to delay the inevitable in order for the speakers to accomplish more in their lives.}",
											"{@indentFirst {@b Pharasma's sands keep running:} This phrase, in reference to the sands of time continually flowing through Pharasma's hourglass, is commonly spoken when either someone is taking too long or when one must wait a long time.}",
											"{@indentFirst {@b The Lady shall keep it:} A solemn oath to keep a secret by swearing that only Pharasma shall hear it from the confidante (and only then after death).}"
										]
									},
									{
										"type": "pf2-h3",
										"source": "LOGM",
										"page": 38,
										"reference": {
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										},
										"entries": [
											"No record of history, and not even other gods, can recall a time before Pharasma. Her throne lies within a vast, gothic cathedral located on the infinite Spire at the center of the planes. From here, she looks both forward and backward in time, observing the births, lives, and deaths of every soul, as she serves as the final arbiter of a soul's destination after death. Psychopomp servants of Pharasma guide and safeguard newly dead souls along the River of Souls to her realm, where she judges each soul and ensures it is sent to the proper plane for its afterlife, according to its alignment and mortal deeds. Although she can see all possible fates and knows the fate of each individual, free will and choice can alter a soul's final destination, and she places great weight on the individual's actions and personal choices. Therefore, Pharasma withholds her final judgment until a soul stands before her. Her prophecies are cryptic, and their full meanings are rarely revealed until the foretold events occur."
										]
									}
								]
							},
							{
								"type": "entriesOtherSource",
								"source": "LOKL",
								"page": 60,
								"reference": {
									"auto": true
								}
							},
							{
								"type": "entriesOtherSource",
								"source": "LOIL",
								"page": 319,
								"reference": {
									"auto": true
								}
							}
						]
					}
				}
			}
		},
		{
			"name": "Rovagug",
			"source": "CRB",
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								"type": "pf2-h1",
								"name": "Rovagug",
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									"The Rough Beast is the god of destruction, disaster, and wrath. He was long ago imprisoned within Gods of the Inner Sea's core at the hands of many other deities working in concert, and seeks to one day break free and wreak havoc upon the world.",
									{
										"type": "pf2-h3",
										"name": "The Rough Beast",
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										"page": 40,
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											"{@b Realm} {@place The Dead Vault}",
											"{@b Allies} none",
											"{@b Enemies} {@deity Abadar}, {@deity Asmodeus}, {@deity Calistria}, {@deity Desna}, {@deity Gozreh}, {@deity Lamashtu}, {@deity Pharasma}, {@deity Sarenrae}, {@deity Shelyn}, {@deity Torag}, {@deity Zon-Kuthon}",
											"{@b Temples} caverns, chasms, fortresses, pits",
											"{@b Worshippers} destructive zealots, doomsayers, hate-mongers, warlords",
											"{@b Sacred Animal} scorpion",
											"{@b Sacred Colors} brown and red"
										]
									},
									{
										"type": "pf2-sidebar",
										"source": "LOGM",
										"name": "Aphorisms",
										"page": 41,
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											"The nature of those who worship Rovagug means few adages arise among the faithful beyond frenzied cheers at a foe's death or mocking thanks when a needed object breaks, but some have made their way into wider use.",
											"{@indentFirst {@b When the Cage crumbles:} This understated threat carries the promise of eventual death. It speaks to his followers' certainty that Rovagug will break free and spread destruction. The faithful sometimes use it to learn whether another shares their beliefs, hoping for a response of \"Gods will die.\"}",
											"{@indentFirst {@b Nothing holds me:} Fanatic followers use this battle cry to indicate their god is working through them, and thus is unconstrained by his prison.}"
										]
									},
									{
										"type": "pf2-h3",
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										"page": 40,
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											"Rovagug has no single holy scripture. He has little use for one, for his sole commandment is to destroy, and his followers need no instruction in how to accomplish that. The figurative and literal monsters who worship Rovagug share their myths and legends in secret shrines and hidden caves, calling him the Rough Beast, the Imprisoned King, the Tide of Fangs, the Unmaker, and the Worldbreaker. They tell each other that each life they snuff out, each piece of art they destroy, each work of labor they bring tumbling down puts a crack in the prison that holds their god. Each of their little efforts of destruction adds up and will one day free him, setting him loose to bring about the end of all things."
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		{
			"name": "Sarenrae",
			"source": "CRB",
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								"name": "Sarenrae",
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									"The Dawnflower is goddess of healing, honesty, redemption, and the sun. Once a powerful angel and empyreal lord, Sarenrae led the charge to imprison Rovagug. She seeks to redeem evil where possible, or else destroy it swiftly.",
									{
										"type": "pf2-h3",
										"name": "The Dawnflower",
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										"page": 42,
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											"{@b Realm} Everlight ({@place Nirvana})",
											"{@b Allies} {@deity Cayden Cailean}, {@deity Desna}, {@deity Iomedae}, {@deity Shelyn}",
											"{@b Enemies} {@deity Asmodeus}, {@deity Lamashtu}, {@deity Rovagug}, {@deity Urgathoa}",
											"{@b Relationships} {@deity Desna} (lover), {@deity Shelyn} (lover)",
											"{@b Temples} cathedrals, churches, infirmaries, standing stones",
											"{@b Worshippers} healers, mediators, philanthropists, the redeemed",
											"{@b Sacred Animal} dove",
											"{@b Sacred Colors} blue and gold"
										]
									},
									{
										"type": "pf2-sidebar",
										"source": "LOGM",
										"name": "Aphorisms",
										"page": 43,
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											"Sarenites commonly swear by Sarenrae to promise honesty, because she is believed to curse those who lie after doing so. They also use these aphorisms.",
											"{@indentFirst {@b The dawn brings new light:} This phrase is often spoken to invite blessings upon a good turn in life, which might be as momentous as the birth of a child, or as small as an especially satisfying meal. As a litany, it reassures the faithful that each new day is another chance from Sarenrae to do better, and a promise that circumstances will improve (if perhaps only in the afterlife).}",
											"{@indentFirst {@b For the sun and the fury:} Most worshippers only see this battle cry painted or carved on the cornerstones of Sarenite temples, where it is meant to scare off unrepentant evil. In battle, Sarenites utter this phrase to invoke her power against evil (especially fiends and undead) and to evoke holy fire.}"
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									},
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										"page": 42,
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											"Sarenrae is one of the most popular deities on Gods of the Inner Sea by virtue of her association with the life-giving sun and her perpetual offer to help anyone be their best, even when they have made mistakes. Most people thank her for her kind work to channel the sun's power for everyone's safety and livelihood, and thank her clergy for granting her healing power to all who need it. Mortals look to the Dawnflower as an example of boundless love, exquisite kindness, and true patience. They pray to her to heal the sick, lift up the downtrodden, and illuminate darkness of circumstance as well as darkness of spirit. Her followers aspire to emulate her through generosity, nurturing, truthfulness, and selfless courage. They oppose evil everywhere with words first, and when necessary, with scimitar and flame."
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		{
			"name": "Shelyn",
			"source": "CRB",
			"_copy": {
				"name": "Gods of the Inner Sea",
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								"name": "Shelyn",
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									"The Eternal Rose is the goddess of art, beauty, love, and music. She seeks to one day redeem her corrupted brother, {@deity Zon-Kuthon}. Shelyn promotes peace and love, and she encourages her followers to create beauty in a sometimes dark world.",
									{
										"type": "pf2-h3",
										"name": "The Eternal Rose",
										"source": "LOGM",
										"page": 44,
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											"{@b Realm} Blossomheart ({@place Nirvana})",
											"{@b Allies} {@deity Abadar}, {@deity Brigh|LOGM}, {@deity Calistria}, {@deity Cayden Cailean}, {@deity Desna}, {@deity Erastil}, {@deity Sarenrae}, {@deity Shizuru|LOGM}",
											"{@b Enemies} {@deity Asmodeus}, {@deity Rovagug}, {@deity Urgathoa}, {@deity Zon-Kuthon}",
											"{@b Relationships} {@deity Desna} (lover), {@deity Sarenrae} (lover), {@deity Zon-Kuthon} (brother)",
											"{@b Temples} art galleries, cathedrals, gardens, museums, theaters",
											"{@b Worshippers} artists, lovers, minstrels, musicians, seekers of redemption",
											"{@b Sacred Animal} songbird",
											"{@b Sacred Colors} all"
										]
									},
									{
										"type": "pf2-sidebar",
										"source": "LOGM",
										"name": "Aphorisms",
										"page": 45,
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											"Followers of Shelyn share a number of sayings that they weave into their poetry, songs, or everyday expressions.",
											"{@indentFirst {@b The creation of beauty is the highest art:} Any effort to make the world a more beautiful place is considered by Shelynites to be a blessing. This includes visual art, music, literature, or expression through makeup or clothing.}",
											"{@indentFirst {@b Love and beauty belong to all:} All beings are capable and worthy of love, even those who have been twisted or corrupted by such facets of love as jealousy or possessiveness. Love is a power that has the strength to redeem and unite, and it is as varied in meaning as all the creatures who feel it in their hearts.}",
											"{@indentFirst {@b Love is the greatest of all things:} Shelyn's greatest teaching is that love is the most powerful of all forces. It drives the actions of mortals and gods alike, and it endures beyond knowledge, language, and ambitions. Painful emotions such as anger or fear are echoes of a love that is missing, and therefore can be soothed only by love.}"
										]
									},
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										"type": "pf2-h3",
										"source": "LOGM",
										"page": 44,
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											"Shelyn watches over existence with a kind and loving eye, encouraging mortals to make the best of their lives by spreading love, art, and beauty as best they can. Even the crudest artistic awakenings are worthy of praise in the goddess's eyes, as they represent an individual's expression of life's trials and triumphs. She believes every creature is worthy of love and capable of creating art in their own way. Shelyn's religion does not require chastity, fidelity, or a particular relationship structure, as the passion of early romance is a facet of love just as important and valid as the comfortable trust between a long-married couple. However, she does make the distinction between courtship and pure carnal desire, and she prefers that trysts blossom into more meaningful relationships along the way."
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		{
			"name": "Torag",
			"source": "CRB",
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				"name": "Gods of the Inner Sea",
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								"name": "Torag",
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									"The dwarven deity called the Father of Creation is god of the forge, protection, and strategy. Though most widely worshipped by dwarves, those who treasure crafting and creation also follow Torag.",
									{
										"type": "pf2-h3",
										"name": "Father oF Creation",
										"source": "LOGM",
										"page": 46,
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											"{@b Realm} Forgeheart ({@place Heaven})",
											"{@b Allies} {@deity Abadar}, {@deity Cayden Cailean}, {@deity Erastil}, {@deity Iomedae}, {@deity Nivi Rhombodazzle}",
											"{@b Enemies} {@deity Rovagug}",
											"{@b Relationships} {Nivi Rhombodazzle} (divine protégé)",
											"{@b Temples} battlefields, castles, cathedrals, caverns, forges, fortresses, warehouses",
											"{@b Worshippers} dwarves, guards, hunters, miners, smiths",
											"{@b Sacred Animal} badger",
											"{@b Sacred Colors} gold and gray"
										]
									},
									{
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										"source": "LOGM",
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											"Torag's worshippers can be found uttering the following phrases.",
											"{@indentFirst {@b Hammer and Tongs!} The name of Torag's holy text is often blurted as an exclamation, typically as a response to something outrageous, surprising, or frustrating. Though the words themselves don't carry immediate meaning, they usually serve to ground the speaker, reminding them of the larger body of Torag's teachings and helping them gain perspective on a startling or difficult situation.}",
											"{@indentFirst {@b An anvil is nothing without fire:} Priests use this phrase to teach that working without a goal means nothing and that fighting without purpose accomplishes nothing. The saying reinforces Torag's directives to wage war primarily as a defensive measure centered around the community, encourages followers to pursue crafting with a goal in mind, and so forth. Many dwarves can recount tales of hearing these words as an admonition after particularly reckless events during their youth.}"
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									},
									{
										"type": "pf2-h3",
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											"The head of the dwarven pantheon is the most visible of the dwarven deities, to the extent that Torag is the only dwarven deity most non-dwarves know of. While the other dwarven gods represent specific areas of dwarven life and culture, thus forming an expansive and comprehensive dwarven pantheon, Torag's areas of concern are those most central to dwarven society. In his own family, Torag models the values of community and protection that have cemented deeprooted relationships among dwarven clans. His focus on strategy and tactical acumen centers on protection, reflected in dwarves' impenetrable fortresses and conservative military tactics, including their willingness to use offensive maneuvers as a form of defense. He also represents the forge: the creation of fine works from raw materials, practice and mastery of a craft, and pride in one's work. His purview extends even to those activities that feed the forge and dwarven artisanship, such as mining the earth for raw ore and gemstones. Torag's oversight over these core concepts has secured his place at the head of the dwarven pantheon for ages. It was Torag who sent the dwarves on their legendary Quest for Sky during the Age of Darkness, and his worship was longestablished even then. Indeed, among dwarves, Torag is often called the Father of Creation."
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		},
		{
			"name": "Urgathoa",
			"source": "CRB",
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									"The amoral Pallid Princess oversees disease, gluttony, and undeath.",
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										"name": "The Pallid Princess",
										"source": "LOGM",
										"page": 48,
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											"{@b Realm} Bloodrot ({@place Abaddon})",
											"{@b Allies} {@deity Ghlaunder}, {@deity Zon-Kuthon}",
											"{@b Enemies} {@deity Erastil}, {@deity Gorum}, {@deity Gozreh}, {@deity Pharasma}, {@deity Sarenrae}, {@deity Shelyn}",
											"{@b Temples} cathedrals, crypts, feast halls, graveyards",
											"{@b Worshippers} gluttons, necromancers, sybarites, undead",
											"{@b Sacred Animal} fly",
											"{@b Sacred Colors} green and red"
										]
									},
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										"source": "LOGM",
										"name": "Aphorisms",
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											"The following phrases are common among followers of Urgathoa.",
											"{@indentFirst {@b May you dine forever:} Devotees of Urgathoa believe all will be consumed\u2014it's only a matter of time. Followers of Urgathoa often use this phrase to call upon others to perform acts of wanton gluttony, bestow a rite of passage to an ally, or subtly reveal their faith to other followers of the Pallid Princess.}",
											"{@indentFirst {@b May you never hunger again:} While a fool can mistake this as a benediction, it is a damning insult, often whispered to an enemy just before the victim takes their final breath.}",
											"{@indentFirst {@b Pay the pox:} As a disease runs its course, victims can no longer afford the cost of their own flesh\u2014their bodies wither and die along with their material ambitions. But worshippers of Urgathoa believe themselves above \"paying the pox,\" as she allows them to evade the tax of mortality through undeath.}",
											"{@indentFirst {@b Rot in the gut, froth in the mouth:} Oft uttered before performing a ritual obedience to the goddess, such as consuming rancid food or eating while painfully full.}"
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											"The chosen of Urgathoa do not dread the flaws of mortal flesh, such as aging, disease, or even death, for so long as they indulge in excess above all else, their goddess offers eternal freedom from such fickle constraints. Urgathoa herself was once a mortal woman who challenged and rejected the tenets of deities whose followers expected mindless conformity, temperance, and restraint. Why would the gods craft Gods of the Inner Sea into a near -endless buffet abundant with pleasures of the body and mind if the living weren't destined to feast from it? Urgathoa so loved satiating her life's appetites that in death, she spat in the face of Pharasma's judgment, murdered the psychopomp assigned to aid her transition to the afterlife, and tore herself from the Boneyard with a feat of will that not only returned her to the Material Plane but also transformed her into the first divine undead creature."
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		{
			"name": "Zon-Kuthon",
			"source": "CRB",
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									"The Midnight Lord is god of darkness, envy, loss, and pain. Once a god of art, beauty, and music, like {@deity Shelyn}, he returned from a sojourn in the dark spaces between the planes horribly changed.",
									{
										"type": "pf2-h3",
										"name": "The Midnight Lord",
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											"{@b Realm} Xovaikain (the {@place Shadow Plane})",
											"{@b Allies} {@deity Urgathoa}",
											"{@b Enemies} {@deity Desna}, {@deity Rovagug}, {@deity Shelyn}, {@deity Sivanah}",
											"{@b Relationships} {@deity Shelyn} (sister)",
											"{@b Temples} abandoned graveyards, cathedrals, caverns, haunted woodland clearings, laboratories, ruined city squares, torture chambers",
											"{@b Worshippers} the desperate, sadists, shadow cultists, torturers, velstracs",
											"{@b Sacred Animal} bat",
											"{@b Sacred Colors} dark gray and red"
										]
									},
									{
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										"source": "LOGM",
										"name": "Aphorisms",
										"page": 51,
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											"The following phrases are common among the cult of Zon-Kuthon.",
											"{@indentFirst {@b Never a rusty blade:} Wounds are no rarity to a worshipper of the Midnight Lord, but the faithful know the importance of using properly cleaned and sharpened tools, as well as keeping wounds clean, lest disease cut short the suffering. A secondary reading serves as an admonition against letting too much time pass between practicing the faith's physical sacraments\u2014letting a blade rust from disuse.}",
											"{@indentFirst {@b Grasp the chain:} A true follower of Zon-Kuthon may experience torments, but they are neither victim nor prisoner within the faith. On the surface, these words remind a worshipper that they are active participants even in their own torture. On a deeper level, this phrase embodies the power inherent in embracing pain and turning it into a weapon\u2014willingly grasping the god's favored weapon despite the vicious spikes along its length.}"
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									{
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											"The Midnight Lord embodies and glorifies pain, shadows, and mutilation, and he is one of the most twisted and malevolent gods on the face of Gods of the Inner Sea. Once known as Dou-Bral, he crafted the immense Star Towers that still help keep Rovagug pinned in his prison at Gods of the Inner Sea's heart, lending his own skill and ability to the great deific alliance to bind that evil entity. Yet a divine argument between him and his sister Shelyn resulted in the god departing for parts unknown. Zon-Kuthon traveled beyond the edges of the multiverse and stared into the face of the incomprehensible things that dwell there. No one knows what he found in that place, but he returned\u2014changed, but claiming to be strengthened by what he had endured. Likewise, the nation of Nidal on Gods of the Inner Sea, which is bound to him, is a nation of survivors, founded by those few strong enough to do what they must so their people could survive the terrible aftermath of Earthfall and the Age of Darkness that followed."
										]
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						]
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			}
		},
		{
			"name": "Achaekek",
			"source": "LOGM",
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										"name": "He Who Walks In Blood",
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										"page": 52,
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											"While Achaekek's divine genesis is heavily debated among scholars, it is believed that he was created\u2014either by the power of a singular deity or a group of them\u2014to eradicate those who would steal a god's divinity, and he has since become the enforcer of divine punishment. Known as He Who Walks in Blood, he slumbers in the blood of heretics and worshippers alike in an immense cleft carved into the base of the Boneyard's spire, a realm known as the Blood Vale. He keeps no formal relationships with any other deities, even his sister, {@deity Grandmother Spider|LOGM}, who repeatedly coaxes Achaekek to rebel against the gods and abandon his duties. In response, even though some gods disapprove of Achaekek's methods, few openly defy him."
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			}
		},
		{
			"name": "Alseta",
			"source": "LOGM",
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									{
										"type": "pf2-h3",
										"name": "The Welcomer",
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										"page": 53,
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											"Alseta holds sway over transitions. Physical transitions through doorways and portals or over thresholds, metaphorical transitions, and even the forward flow of time\u2014Alseta influences them all. She watches over city gates, helping keep invaders out and defenders safe. She also watches over those moving into a new stage in life, whether that means a birthday, a marriage, or a more fitting body. It is common for anyone entering into a life change, such as moving to a new town or changing careers, to look to Alseta for guidance. Likewise, birth and death are both transitions, and expectant mothers and the bereaved both offer her prayers, linking Alseta's church to that of Pharasma. Some consider Alseta to be the goddess of teleportation, though she does not officially claim that title. She is also a popular god among some elven nations and cultures, who frequently associate Alseta with the aiudara, or elf gates, around Golarion."
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		{
			"name": "Arazni",
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									{
										"type": "pf2-h3",
										"name": "The Unyielding",
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											"More than anything, Arazni is a survivor. Once, long ago, she was a force for good, a warrior-mage who sought to improve the quality of life for residents of her homeland. Long after her mortal death, she returned as a herald of the god Aroden and fought alongside mortals during one of their darkest hours. But humanity and her patron alike abandoned her\u2014first to the Whispering Tyrant, then to the necromancer Geb\u2014and the torments she endured because of it changed her deeply. Still she survived, her broken body reanimated against her will as a powerful undead monstrosity. For over a millennium she was held captive as the lich queen of the undead nation of Geb, and her view of mortals, and humanity in particular, soured."
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									"Arazni has a closer association with Lastwall than virtually any other deity."
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							},
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									"Within Geb, Arazni is seen less as a deity and more as the secular head of state put in place by the Ghost King. Initially reviled due to her former role as Aroden's herald, many among the undead ruling classes treated her with a contempt that she gladly returned. Over the centuries, her skillful administration brought a stability to the region that won the begrudging respect of those same detractors. Her departure has now created a power vacuum among the Blood Lords of Geb. Those who had prospered under her leadership, or simply missed her efficient governance over Geb's petulant whims, seek to bring her back. The more reverent among them seek even more: to follow in her footsteps and create their own fates."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Besmara",
			"source": "LOGM",
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										"type": "pf2-h3",
										"name": "The Pirate Queen",
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										"page": 55,
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											"Once nothing more than a powerful spirit of water with the ability to manipulate sea monsters, Besmara grew slowly in power over the centuries from sacrifices made by seafaring people. After defeating and consuming rival spirits of battle, gold, and wood, she became a minor god of piracy, strife, and sea monsters.",
											"Besmara, the Pirate Queen, cuts a brash and bold figure, as she often is depicted wearing buccaneer apparel consisting of loose-fitting, eye-catching clothing and black boots, and her hair is wind-tossed on even the calmest day. She and her followers adhere to a simple code of greed: take what you desire, no matter who it might belong to. Despite this, Besmara and her worshippers are generally loyal to one another, knowing that while on the waves raiding ships for treasure, a pirate crew can survive only if its members trust one another."
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			}
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		{
			"name": "Brigh",
			"source": "LOGM",
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				"source": "LOGM",
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										"type": "pf2-h3",
										"name": "The Whisper In Bronze",
										"source": "LOGM",
										"page": 56,
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											"Brigh's exact origins are unknown, though her priests and various religious scholars have many theories on the matter. Some believe she was a construct who achieved consciousness and a spark of divinity, while others think she was a human alchemist and inventor who discovered ways to fuse mechanical components with her own physiology. Regardless of her origins, Brigh is a patient and thoughtful god who promotes unending curiosity and constant intellectual advancement. Her two most common forms are a humanoid woman made of bronze clockwork and a human woman wearing a bronze skullcap and armor composed of gears and other movable metal pieces. Though Brigh's usual demeanor is composed and reserved, she isn't an unfeeling automaton; she deeply cherishes the creations she and her followers make, and most of her worshippers feel the same way."
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			}
		},
		{
			"name": "Casandalee",
			"source": "LOGM",
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				"name": "Gods of the Inner Sea",
				"source": "LOGM",
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								"name": "Casandalee",
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									{
										"type": "pf2-h3",
										"name": "The Iron Goddess",
										"source": "LOGM",
										"page": 57,
										"entries": [
											"Casandalee is an unusual god, one who achieved divinity through a merging of advanced science and faith. Formerly an artificial intelligence cloned from the mind of an android from outer space, Casandalee gained her godhood in the heart of Numeria within the computer core of a crashed spaceship, becoming the patron of artificial life, free thinking, and intellectual apotheosis.",
											"Though she is sometimes referred to as the Iron Goddess, Casandalee is much more than simple metal. She sometimes appears as a holographic reconstruction of her android form: a female humanoid with purple hair, blue lips, and pale skin traced with glowing circuitry, but upon close inspection, this image seems to consist of millions of complex algorithms of pure light. Casandalee and her followers seek to promote the advancement of Gods of the Inner Sea's technology so that the world's inhabitants can better understand\u2014and not fear\u2014the complex mechanisms of so-called artificial life, including androids and free -willed artificial intelligences. Many androids consider themselves the chosen people of Casandalee and depict her as an obvious android with more circuitry or exposed components."
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			}
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		{
			"name": "Chaldira",
			"source": "LOGM",
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				"name": "Gods of the Inner Sea",
				"source": "LOGM",
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								"page": 58,
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									{
										"type": "pf2-h3",
										"name": "The Calamitous Turn",
										"source": "LOGM",
										"page": 58,
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											"Chaldira Zuzaristan, the Calamitous Turn, is a plucky, impulsive goddess venerated primarily by halflings. She embodies two aspects halflings see in themselves: a strong affinity for luck and bold determination to protect friends. Chaldira is hotheaded and cannot abide bullies in any form, and many of her worshippers are similarly impetuous, spoiling for any opportunity to leap fist-first at oppressors and tyrants. While many people consider this to be more of a vice than a virtue, Chaldira and her followers feel it is far better to run headlong into trouble than it is to meekly concede to evil out of fear or convenience. Chaldira is also the goddess of light-hearted mischief, insisting that harmless fun, even at others' expense, brings joy and strengthens ties within a community. While not all of Chaldira's followers are inveterate pranksters, most at least know some sleight-of-hand tricks. Chaldira is most often depicted as a halfling woman who matches the appearance of the local halfling community, with curly hair, freckles, and a patchwork red-and-green coat held together by several mismatched buttons."
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					}
				}
			}
		},
		{
			"name": "Ghlaunder",
			"source": "LOGM",
			"_copy": {
				"name": "Gods of the Inner Sea",
				"source": "LOGM",
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									{
										"type": "pf2-h3",
										"name": "The Gossamer King",
										"source": "LOGM",
										"page": 59,
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											"Ghlaunder is the god of pestilence, infection, and insects. His form resembles that of a giant mosquito, warped and distended by the parasites he hosts. He leaves malaise in his wake, laying waste to everything he can. Ghlaunder revels in suffering, especially that caused by sickness: the last gasp of air into fluid-filled lungs, the terrorizing dreams that come only from the hottest of fevers. It is said that the Gossamer King was once swaddled in a cocoon, but was released by the curious Desna into the world with a cleave of her starknife. Since then, the goddess has pursued him in a macabre dance, hoping to kill him as they flit between planes."
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				}
			}
		},
		{
			"name": "Grandmother Spider",
			"source": "LOGM",
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				"source": "LOGM",
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									{
										"type": "pf2-h3",
										"name": "The Weaver",
										"source": "LOGM",
										"page": 60,
										"entries": [
											"Also known as Nana Anadi, Grandmother Spider began her existence as a servant of the other gods, meant to weave fate and reality into existence. Infuriated at her position as a lackey, she made fools of the greater gods through mischief and disruption. She stole and copied Asmodeus' keys, resulting in widespread chaos, and pilfered some of Sarenrae's fire, leading numerous followers astray. Nimbly avoiding any retribution for her antics, Grandmother Spider rewove the strands of fate for herself, gaining her freedom. She regularly pleads with her brother Achaekek to follow her lead and rebel against the gods, and while he always refuses, seemingly indifferent, Achaekek has on one notable occasion proven vengeful toward those who harm his sister or her followers."
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						]
					}
				}
			}
		},
		{
			"name": "Groetus",
			"source": "LOGM",
			"_copy": {
				"name": "Gods of the Inner Sea",
				"source": "LOGM",
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								"type": "pf2-h1",
								"name": "Groetus",
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								"page": 61,
								"entries": [
									{
										"type": "pf2-h3",
										"name": "God of the End Times",
										"source": "LOGM",
										"page": 61,
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											"Ancient beyond mortal reckoning, Groetus is an entity who cannot be easily understood. He hangs in the sky above the Boneyard, a skull-faced moon constantly observing the passage of the souls below. Events can cause him to draw ominously closer to Pharasma's Spire, or to retreat back to a safer distance, with little obvious rhyme or reason for these actions. He evinces little regard for anything but his singular aim: the dissolution of the universe."
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						]
					}
				}
			}
		},
		{
			"name": "Gruhastha",
			"source": "LOGM",
			"_copy": {
				"name": "Gods of the Inner Sea",
				"source": "LOGM",
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								"name": "Gruhastha",
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								"page": 62,
								"entries": [
									{
										"type": "pf2-h3",
										"name": "The Keeper",
										"source": "LOGM",
										"page": 62,
										"entries": [
											"Gruhastha the Keeper is a deity of understanding, peace, and the collective pursuit of enlightenment. The once-mortal nephew of Irori is believed to have ascended to godhood himself after creating the holy book Azvadeva Pujila, fully embodying all divine wisdom within the text. Originating in Vudra, the Keeper's faith has slowly gained popularity in the Inner Sea region, particularly in Jalmeray, where Irori already has a wide following. Gruhastha manifests as a human man with an idealized form, augmented with wings of red and green plumage and a golden mandala as a halo."
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							}
						]
					}
				}
			}
		},
		{
			"name": "Hei Feng",
			"source": "LOGM",
			"_copy": {
				"name": "Gods of the Inner Sea",
				"source": "LOGM",
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								"page": 63,
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									{
										"type": "pf2-h3",
										"name": "Duke of Thunder",
										"source": "LOGM",
										"page": 63,
										"entries": [
											"Hei Feng, the tengu god of storms, is as unpredictable as the sea, as destructive as a hurricane, and, more often than not, as drunk and foulmouthed as the sailors who pray to him. Impulsive and passionate, his heart moves between joy, sorrow, and anger in the time it takes him to finish his cup, though whatever his mood, he rarely feels it lightly. He may be so moved by a fisher's prayer that he blesses her with a catch large enough to feed her village, while later unleashing torrential waves against that same village for a slight. This unpredictability leads the rest of the Heavenly Court to regard him as troublesome, and mortals to view him with wary respect."
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					}
				}
			}
		},
		{
			"name": "Kazutal",
			"source": "LOGM",
			"_copy": {
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				"source": "LOGM",
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									{
										"type": "pf2-h3",
										"name": "Mother Jaguar",
										"source": "LOGM",
										"page": 64,
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											"Kazutal, also known as Mother Jaguar or Lady Jaguar, is an old deity, revered for thousands of years on the continent of Arcadia. Ages ago, she was worshipped in the Razatlani Empire as a goddess of might and protection in war. After the catastrophe of Earthfall, however, her edge softened; those who struggled to put the world back together called upon her to protect their neighbors and came together under her guidance to build strong bonds of community and support."
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							},
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									"Like followers of Avistani deities such as Milani, opposing tyrants is a way of life for the faithful of Kazutal."
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						]
					}
				}
			}
		},
		{
			"name": "Kurgess",
			"source": "LOGM",
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										"type": "pf2-h3",
										"name": "The Strong Man",
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										"page": 65,
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											"Once a mortal farm boy from Taldor who had superhuman strength from youth, Kurgess's selfless sacrifice on the field of competition heralded his rise to godhood. Known as the Strong Man, Kurgess stands as both champion and shining example to those who seek athletic achievement and to give their all in competition, regardless of whether they are victorious or not."
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			}
		},
		{
			"name": "Milani",
			"source": "LOGM",
			"_copy": {
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				"source": "LOGM",
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									{
										"type": "pf2-h3",
										"name": "The Everbloom",
										"source": "LOGM",
										"page": 66,
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											"Milani is the patron mother of those who war against oppression, rewarding those willing to sacrifice their lives and use whatever tools are available to fight for those who cannot defend themselves, especially people who have been captured or enslaved. Throughout Gods of the Inner Sea, Milani is also known as the Everbloom, as the symbol of her church is a beautiful rose growing from blood-soaked soil."
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							},
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									"Symbolized by a single blooming rose grown out of bloody soil, Milani is the patron of those who war against oppression, defend the innocent, and persevere in the face of persecution."
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						]
					}
				}
			}
		},
		{
			"name": "Nivi Rhombodazzle",
			"source": "LOGM",
			"_copy": {
				"name": "Gods of the Inner Sea",
				"source": "LOGM",
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								"name": "Nivi Rhombodazzle",
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								"page": 67,
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									{
										"type": "pf2-h3",
										"name": "The Grey Polychrome",
										"source": "LOGM",
										"page": 67,
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											"Goddess of gems, stealth, and gambling, Nivi Rhombodazzle is the ultimate high roller, said to have won her divinity from the dwarven god Torag in exchange for a gemstone. She was once a mortal gnome who loved the thrill of an exciting wager, up to and including the moment when the dice turned against her. Eventually, Nivi's debts grew too great for her to remain in her surface home, and she fled into the depths of the Darklands to evade the wrath of her creditors. Most of her adventures in the lightless lands are lost to time and history, but she ultimately emerged reborn as a goddess, hailed as the first of the svirfneblin\u2014uncanny underground gnomes with unique magical abilities and immunity to the dread Bleaching, a wasting curse that claims the lives of gnomes who succumb to boredom and ennui."
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							}
						]
					}
				}
			}
		},
		{
			"name": "Nocticula",
			"source": "LOGM",
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				"source": "LOGM",
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									{
										"type": "pf2-h3",
										"name": "The Redeemer Queen",
										"source": "LOGM",
										"page": 68,
										"entries": [
											"For most of her existence, Nocticula was a patron of assassins and succubi, a demon lord feared by other demon lords for her skill at assassinating the competition. Those days are behind Nocticula, for she has risen to the role of the Redeemer Queen, a patron of marginalized artists and protector of those cast out from society. She is now feared among her former peers for her persuasive words that tempt them away from their place in the Abyss and toward redemption. Her faith is strongest in the eastern reaches of New Thassilon, where her most powerful exile, Queen Sorshen, seeks to build a nation that welcomes those whom others have cast out."
										],
										"reference": {
											"auto": true
										}
									}
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Sivanah",
			"source": "LOGM",
			"_copy": {
				"name": "Gods of the Inner Sea",
				"source": "LOGM",
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						"items": [
							{
								"type": "pf2-h1",
								"name": "Sivanah",
								"source": "LOGM",
								"page": 69,
								"entries": [
									{
										"type": "pf2-h3",
										"name": "The Seventh Veil",
										"source": "LOGM",
										"page": 69,
										"entries": [
											"No ancient record reveals the truth of Sivanah's origins; in fact, only recent documents record her existence at all. The Seventh Veil is widely regarded as the goddess of illusion magic, often portrayed as a figure disguised by seven veils. Legends state that each face underneath the first six of her seven veils is of a different ancestry\u2014human, elf, halfling, gnome, anadi, and naga\u2014but the seventh face is never shown, believed to mask the goddess's true form. Some theologians believe Sivanah hails from the Shadow Plane, though the goddess's true nature and form continue to be topics of debate. Even her female visage, while agreed upon by her followers, could likewise be an illusion. Her goals are hidden from even her most faithful, which some believe to have hampered the faith's growth and influence beyond the level of a cult."
										],
										"reference": {
											"auto": true
										}
									}
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Shizuru",
			"source": "LOGM",
			"_copy": {
				"name": "Gods of the Inner Sea",
				"source": "LOGM",
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						"items": [
							{
								"type": "pf2-h1",
								"name": "Shizuru",
								"source": "LOGM",
								"page": 70,
								"entries": [
									{
										"type": "pf2-h3",
										"name": "The Empress of Heaven",
										"source": "LOGM",
										"page": 70,
										"entries": [
											"The Empress of Heaven is worshipped across all of Tian Xia by people of all walks of life, from commoner to lord, farmer to samurai, human to dragon. She is revered as the ruler of the Tian pantheon, respected as the finest samurai in Heaven or Gods of the Inner Sea, and honored as the patron of nature and emperors alike. Perhaps the most famous tale about her is that of Shizuru and her lover Tsukiyo, the moon god. After Tsukiyo was slain by his brother Fumeiyoshi in a fit of jealousy, Shizuru brought the moon god back to life with the aid of Qi Zhong, the god of medicine. Sadly, Tsukiyo was deeply affected by his experience with death, and though he and Shizuru still love each other, the event created a rift between them. Even so, on the days of an eclipse, they embrace as one."
										],
										"reference": {
											"auto": true
										}
									}
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Tsukiyo",
			"source": "LOGM",
			"_copy": {
				"name": "Gods of the Inner Sea",
				"source": "LOGM",
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						"items": [
							{
								"type": "pf2-h1",
								"name": "Tsukiyo",
								"source": "LOGM",
								"page": 71,
								"entries": [
									{
										"type": "pf2-h3",
										"name": "Prince of the Moon",
										"source": "LOGM",
										"page": 71,
										"entries": [
											"The surface of Gods of the Inner Sea's moon is marred with a great scar, and the people of Tian Xia say this is where Tsukiyo, the Prince of the Moon, was struck down by his envious brother Fumeiyoshi. When his lover Shizuru found him the next morning, her tears mixed with his blood to create the first pieces of jade. Shizuru brought him to Qi Zhong, the god of medicine, who resurrected him; but his experience on the other side changed him from a boisterous and carefree soul to a thoughtful and temperamental one. He now sees the world differently from most\u2014something that has strained his relationships and made it difficult for him to relate to others, but has also allowed him to offer his understanding and quiet comfort to those who are lost, demonized, or misunderstood."
										],
										"reference": {
											"auto": true
										}
									}
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Baalzebul",
			"source": "LOGM",
			"_copy": {
				"name": "Archdevils",
				"source": "LOGM",
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						"items": [
							{
								"type": "pf2-h2",
								"name": "Baalzebul",
								"source": "LOGM",
								"page": 74,
								"entries": [
									{
										"type": "pf2-h3",
										"page": 74,
										"source": "LOGM",
										"entries": [
											"Baalzebul was one of the first angels of Heaven, a glorious lieutenant who followed Asmodeus in his exodus to Hell. In this new realm, he led the infernal armies and trained several other archdevils as generals. When Asmodeus divided the nine realms of Hell between himself and the eight archdevils, Baalzebul protested, thinking he had earned a place at his god's side. Asmodeus responded by stripping away the archdevil's radiant form, reducing him to a figure composed of swarming flies. Now known as the Lord of Flies, he rules over Cocytus, the frozen seventh layer of Hell, and attracts followers possessed of deep ambition and a powerful drive to triumph."
										]
									}
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Barbatos",
			"source": "LOGM",
			"_copy": {
				"name": "Archdevils",
				"source": "LOGM",
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						"items": [
							{
								"type": "pf2-h2",
								"name": "Barbatos",
								"source": "LOGM",
								"page": 74,
								"entries": [
									{
										"type": "pf2-h3",
										"page": 74,
										"source": "LOGM",
										"entries": [
											"Barbatos is the youngest of the archdevils, and in fact is not truly a devil at all. His true nature remains unknown and perpetually cloaked, but when he appeared at Hell's gates bearing the souls of an entire mortal world and transformed them into Hell's first legion of barbazus as an offering, the Prince of Darkness saw fit to grant Barbatos rulership over Hell's first layer, Avernus. As Hell's doorwarden, Barbatos oversees the spaces between worlds, and his followers are those who tread such interstitial paths and hold no qualms about the ethics of their journeys."
										]
									}
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Belial",
			"source": "LOGM",
			"_copy": {
				"name": "Archdevils",
				"source": "LOGM",
				"_mod": {
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						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h2",
								"name": "Belial",
								"source": "LOGM",
								"page": 74,
								"entries": [
									{
										"type": "pf2-h3",
										"page": 74,
										"source": "LOGM",
										"entries": [
											"The lord of Hell's fourth layer, Phlegethon, is Belial. The Pale Kiss was created by Asmodeus as an object of adoration, with perfect form and beauty in the eyes of every creature. As a result, Belial has a virtually unlimited malleability of form, shifting between shapes almost constantly. His appearance is often as dualistic as his personality: half his body beautiful and half grotesque, much as he revels equally in pleasure and pain. As he is a creature of carnal desires, so are his followers: those who crave forbidden pleasures of the flesh but hide behind masks of respectability."
										]
									}
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Dispater",
			"source": "LOGM",
			"_copy": {
				"name": "Archdevils",
				"source": "LOGM",
				"_mod": {
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						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h2",
								"name": "Dispater",
								"source": "LOGM",
								"page": 74,
								"entries": [
									{
										"type": "pf2-h3",
										"page": 74,
										"source": "LOGM",
										"entries": [
											"Hell's second layer is the Infernal City, Dis, and its ruler is the archdevil Dispater. The Iron Lord is the architect of the orderly perfection of Hell as a blueprint for the rest of the multiverse, responsible for Dis's own dark and startling perfection. He remains distant from the scheming and machinations of the other archdevils and the Material Plane, instead modeling calm and deliberate action combined with ruthless, merciless arrogance. As the most urbane of the archdevils, he attracts many followers among those who wish to see Hell's dark majesty spread across the universe."
										]
									}
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Geryon",
			"source": "LOGM",
			"_copy": {
				"name": "Archdevils",
				"source": "LOGM",
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						"items": [
							{
								"type": "pf2-h2",
								"name": "Geryon",
								"source": "LOGM",
								"page": 75,
								"entries": [
									{
										"type": "pf2-h3",
										"page": 75,
										"source": "LOGM",
										"entries": [
											"Once the mightiest of asura ranas, Geryon betrayed hundreds of Hell's original asura inhabitants to aid Asmodeus in claiming the plane, in the process earning himself the title the Source of Lies. His realm of Stygia, Hell's fifth layer, hews most closely to the nature of Hell before Asmodeus reshaped the plane, and it contains the sunken ruins of countless cities and libraries predating the war against Heaven. The archdevil hoards knowledge and secrets\u2014especially that which has been forbidden\u2014while spreading falsehoods and heresies to mislead the ignorant, and his followers revel in the same."
										]
									}
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Mammon",
			"source": "LOGM",
			"_copy": {
				"name": "Archdevils",
				"source": "LOGM",
				"_mod": {
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						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h2",
								"name": "Mammon",
								"source": "LOGM",
								"page": 75,
								"entries": [
									{
										"type": "pf2-h3",
										"page": 75,
										"source": "LOGM",
										"entries": [
											"Mammon, the Grasping One, oversees the vast treasuries of Hell secured in the vaults of Erebus, Hell's third layer. As his angelic form was slain, he has no form of his own, so instead he infuses the very wealth that he guards, taking forms composed of riches and extending his senses out through each nigh-uncountable coin\u2014he knows well the exact sum held in Hell's vaults and the greatest treasures among them. His worshippers are the greedy rich and poor alike, and he often arranges for such mortals to stumble across a \"lucky copper\" through which he whispers encouragements for the bearer to indulge in greater and greater vices, eventually claiming their soul as his own."
										]
									}
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Mephistopheles",
			"source": "LOGM",
			"_copy": {
				"name": "Archdevils",
				"source": "LOGM",
				"_mod": {
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						"items": [
							{
								"type": "pf2-h2",
								"name": "Mephistopheles",
								"source": "LOGM",
								"page": 75,
								"entries": [
									{
										"type": "pf2-h3",
										"page": 75,
										"source": "LOGM",
										"entries": [
											"The archdevil Mephistopheles was shaped of the ashes and fire of Hell itself to convey the plane's will. The lord of Caina, Hell's eighth layer, he is a conniving schemer and a brilliant politician, quick to offer insults both blatant and cloaked behind silvered words. A master of rule, law, and words, he is the creator of the renowned agreements known as infernal contracts, crafted to damn mortal souls through their own ambitions. He views mortals as nothing more than a source of power for the infernal realm, but he nevertheless has followers who share his affinity for the power of law and loophole."
										]
									}
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Moloch",
			"source": "LOGM",
			"_copy": {
				"name": "Archdevils",
				"source": "LOGM",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h2",
								"name": "Moloch",
								"source": "LOGM",
								"page": 75,
								"entries": [
									{
										"type": "pf2-h3",
										"page": 75,
										"source": "LOGM",
										"entries": [
											"The general of Hell's armies, Moloch, embodies infernal discipline and incomparable destructive power. Across his ream of Malebolge, the sixth layer of Hell, the Ashen Bull trains countless legions of devils to wage unending war. He not only teaches obedience, but demands it, punishing even the slightest misstep or insurrection with immediate, fiery retribution. Despite his harsh nature, Moloch is the most widely worshipped of the archdevils among mortals, as he is the most likely to answer supplicants' mundane pleas. In exchange, he asks only their souls to add to his endless armies\u2014a price many are willing to pay."
										]
									}
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Ardad Lili",
			"source": "LOGM",
			"_copy": {
				"name": "Queens of The Night",
				"source": "LOGM",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h2",
								"name": "Ardad Lili",
								"source": "LOGM",
								"page": 75,
								"entries": [
									{
										"type": "pf2-h3",
										"page": 75,
										"source": "LOGM",
										"entries": [
											"When mortals were young, before Asmodeus conquered Hell, Ardad Lili was already manipulating amorous and lustful mortals to swear fealty to her, amassing power from their souls. She fled the realm of Nirvana during the Exodus, taking up residence in Avernus and continuing to gather an army of damned souls and female devils who share her ambitions. The Serpent Muse has never forgotten the censures and cruel insults spewed by the other natives of Nirvana, and she seeks to someday rule not a layer of Hell, but a realm of the heavens. Herself a passionate being, she draws similarly passionate followers."
										]
									}
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Doloras",
			"source": "LOGM",
			"_copy": {
				"name": "Queens of The Night",
				"source": "LOGM",
				"_mod": {
					"entries": {
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						"items": [
							{
								"type": "pf2-h2",
								"name": "Doloras",
								"source": "LOGM",
								"page": 75,
								"entries": [
									{
										"type": "pf2-h3",
										"page": 75,
										"source": "LOGM",
										"entries": [
											"Perhaps the cruelest of Hell's divinities, the Sadistic Angel shares certain characteristics with the velstracs who once resided in Hell\u2014most notably, a drive to inflict physical pain upon living creatures. She does not inflict her torments out of anger or retribution; she practices her art with an unparalleled detachment and absence of emotion. Her followers are sadists, torturers who relish their grisly work, and those diabolists who summon velstracs rather than devils. While she bears the title of Queen of the Night and commands power commensurate with the others, Our Lady in Pain is content with her station and holds no ambitions beyond ensuring she can continue her tortures uninterrupted."
										]
									}
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Eiseth",
			"source": "LOGM",
			"_copy": {
				"name": "Queens of The Night",
				"source": "LOGM",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h2",
								"name": "Eiseth",
								"source": "LOGM",
								"page": 75,
								"entries": [
									{
										"type": "pf2-h3",
										"page": 75,
										"source": "LOGM",
										"entries": [
											"Hell's Valkyrie rules a domain spanning part of {@deity Dispater|LOGM}'s realm, commanding her legions of erinyes and executioner devil soldiers as she sees fit. Eiseth operates outside {@deity Dispater|LOGM}'s rule, and she has forged powerful alliances with those in {@place Hell} and beyond, having long ago rejected limitations placed upon her by others. Foremost among the Queens of the Night, she embodies battle, revenge, and wrath, and her ambitions are as lofty as her aerie of Widow's Cry, where she forges souls of the damned into unequaled infernal legions answering to her alone."
										]
									}
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Mahathallah",
			"source": "LOGM",
			"_copy": {
				"name": "Queens of The Night",
				"source": "LOGM",
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						"items": [
							{
								"type": "pf2-h2",
								"name": "Mahathallah",
								"source": "LOGM",
								"page": 75,
								"entries": [
									{
										"type": "pf2-h3",
										"page": 75,
										"source": "LOGM",
										"entries": [
											"While the other Queens of the Night are all fallen celestials, Mahathallah was once among the most powerful of the monitors: a psychopomp usher in service of {@deity Pharasma}. Granted a glimpse of the end of her own existence, Mahathallah fled to the pits of {@place Hell}, finding some form of solace in {@deity Asmodeus}'s counsel. Now the Dowager of Illusions, Mahathallah deals in death, fate, and vanity, pulling back the veils of lies that obscure the profound facts of existence. She teaches her followers to seek the truths underlying each falsehood, fomenting arrogance and callousness in them. She also serves as a distant, deliberate advisor to the other Queens of the Night."
										]
									}
								]
							},
							{
								"type": "pf2-h2",
								"name": "Mahathallah",
								"source": "LOIL",
								"page": 316,
								"reference": {
									"auto": true
								},
								"entries": [
									"Mahathallah was one of Pharasma's servants, the Maiden of Mists, a prophetess who knew the endings of all things\u2014except her own. Tormented by this one gap in her knowledge, Mahathallah first appealed to the Lady of Graves, only to be kindly declined, for to know one's own death is a grievous weight to bear. Driven by her obsession, Mahathallah abandoned her duties and traveled the River of Souls, and thence Pharasma revealed the truth of her death to her. The knowledge broke the Maiden, and she fled. After many ages, she resurfaced in the court of Asmodeus, maiden no more but now the Dowager of Illusions."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Abraxas",
			"source": "LOGM",
			"_copy": {
				"name": "Demon Lords",
				"source": "LOGM",
				"_mod": {
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						"items": [
							{
								"type": "pf2-h2",
								"name": "Abraxas",
								"source": "LOGM",
								"page": 76,
								"entries": [
									{
										"type": "pf2-h3",
										"page": 76,
										"source": "LOGM",
										"entries": [
											"Abraxas, the Master of the Final Incantation, is the demon lord of forbidden lore, magic, and snakes. Abraxas has an encyclopedic knowledge of magical formulas and destructive secrets, favoring those that inflict suffering and destruction. His Final Incantation is a word of power that can unravel the mightiest of spells and unmake even artifacts. He takes the form of a viper-legged humanoid with a fanged, deformed bird's head. Abraxas's cults are most prevalent among the drow of Golarion, but small circles devoted to him can be found in most major cities on the surface as well."
										]
									}
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Baphomet",
			"source": "LOGM",
			"_copy": {
				"name": "Demon Lords",
				"source": "LOGM",
				"_mod": {
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						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h2",
								"name": "Baphomet",
								"source": "LOGM",
								"page": 76,
								"entries": [
									{
										"type": "pf2-h3",
										"page": 76,
										"source": "LOGM",
										"entries": [
											"Baphomet, Lord of the Labyrinth, is the demon lord of beasts, labyrinths, and minotaurs. Baphomet was originally a consort of {@deity Lamashtu} who achieved demon lord status after escaping from imprisonment in a labyrinth constructed by {@deity Asmodeus}. Baphomet appears as an enormous emaciated minotaur with feathered wings and a goat-like head that bears three horns, as well as a blazing pentagram branded into his forehead. Baphomet's cults are among the most prolific in Golarion\u2014human-dominated secret societies devoted to the demon lord are present in many cities and may have members ensconced in positions of political power, while most minotaurs prefer his patronage to that of {@deity Lamashtu}."
										]
									}
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Cyth-V'sug",
			"source": "LOGM",
			"_copy": {
				"name": "Demon Lords",
				"source": "LOGM",
				"_mod": {
					"entries": {
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						"items": [
							{
								"type": "pf2-h2",
								"name": "Cyth-V'sug",
								"source": "LOGM",
								"page": 76,
								"entries": [
									{
										"type": "pf2-h3",
										"page": 76,
										"source": "LOGM",
										"entries": [
											"Cyth-V'sug, Prince of the Blasted Heath, is the demon lord of disease, fungus, and parasites. Originally a qlippoth lord, he was exiled by his peers for accepting mortal worshippers. Transformed into one of the demons he despises, Cyth-V'sug seeks to devour all life to put an end to demons and, ultimately, himself. He most often appears as an enormous draconic figure of snarled vines, fungal growths, and flailing tentacles. Cyth-V'sug is most often worshipped by recluses who seek to bring decay and destruction to their environs, though denizens of the Darklands also pay homage to him."
										]
									}
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Dagon",
			"source": "LOGM",
			"_copy": {
				"name": "Demon Lords",
				"source": "LOGM",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h2",
								"name": "Dagon",
								"source": "LOGM",
								"page": 76,
								"entries": [
									{
										"type": "pf2-h3",
										"page": 76,
										"source": "LOGM",
										"entries": [
											"Dagon, the Shadow in the Sea, is the demon lord of deformity, the sea, and sea monsters. He holds court in an infinite ocean covered in disconcerting islands and deep-sea trenches filled with incomprehensible sunken cities. He appears as a massive creature with the lower body of an eel, a head reminiscent of deep-sea predators, and four thrashing tentacles in place of arms. Dagon began as a qlippoth, and no mortal understands his transformation into a demon lord, though it earned him the enmity of his former kin. Dagon is primarily worshipped by boggards, sahuagin, skum, and marsh giants, though desperate or depraved coastal villages have been known to pledge themselves to the demon lord."
										]
									}
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Gogunta",
			"source": "B1",
			"_copy": {
				"name": "Demon Lords",
				"source": "LOGM",
				"_mod": {
					"entries": {
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						"items": [
							{
								"type": "pf2-h2",
								"name": "Gogunta",
								"source": "B1",
								"page": 45,
								"entries": [
									"Gogunta is the patron of the {@trait boggard} people, may of whom worship her as their goddess.",
									{
										"type": "pf2-h3",
										"page": 77,
										"source": "LOGM",
										"entries": [
											"Gogunta, Song of the Swamp, is the demon lord of {@trait amphibious|B1|amphibians}, {@trait boggard|B1|boggards}, and swamps. Gogunta is worshipped as a goddess by boggards, who believe her to be an ascended mobogo, though scholars suspect she was a former hezrou who gained the favor of Dagon. Lending credence to this latter theory, her realm, a stinking salt marsh, is located within Dagon's oceanic realm. Gogunta appears as an enormous, multi-headed frog with dozens of eyes and even more tongues, though boggards typically depict her as a titanic boggard queen."
										]
									}
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Kabriri",
			"source": "LOGM",
			"_copy": {
				"name": "Demon Lords",
				"source": "LOGM",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h2",
								"name": "Kabriri",
								"source": "LOGM",
								"page": 77,
								"entries": [
									{
										"type": "pf2-h3",
										"page": 77,
										"source": "LOGM",
										"entries": [
											"Kabriri, Him Who Gnaws, is the demon lord of ghouls, graves, and secrets kept by the dead. According to legend, Kabriri is the reborn form of the first humanoid to devour his kin in life. His realm, Everglut, is connected to graveyards throughout the multiverse by a snarled network of tunnels that bring knowledge and sacrifices to the demon lord. Kabriri appears as a hulking ghoul with elven ears, teeth filed to points, an unnaturally long tongue, ashen skin, and cloven hooves. He is worshipped primarily by ghouls, ghasts, and lacedons."
										]
									}
								]
							},
							{
								"type": "pf2-h2",
								"name": "Kabriri",
								"source": "BotD",
								"page": 43,
								"entries": [],
								"reference": {
									"auto": true
								}
							}
						]
					}
				}
			}
		},
		{
			"name": "Nurgal",
			"source": "LOGM",
			"_copy": {
				"name": "Demon Lords",
				"source": "LOGM",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h2",
								"name": "Nurgal",
								"source": "LOGM",
								"page": 77,
								"entries": [
									{
										"type": "pf2-h3",
										"page": 77,
										"source": "LOGM",
										"entries": [
											"Nurgal, the Shining Scourge, is the demon lord of deserts, senseless warfare, and the sun. He was formerly a fully fledged deity of ancient Azlant, but fell to demigodhood after being defeated in combat. Nurgal represents the sun's potential for devastation, and his followers venerate him out of cowed awe. The demon lord appears as a muscular, tanned man with the head and lower body of a golden lion and a dragon's tail. He is almost always depicted as wielding a mace in the form of a miniature sun, held in a taloned hand. Nurgal's worshippers are primarily found in the deserts of Garund, Ninshabur, and Qadira."
										]
									}
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Pazuzu",
			"source": "LOGM",
			"_copy": {
				"name": "Demon Lords",
				"source": "LOGM",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h2",
								"name": "Pazuzu",
								"source": "LOGM",
								"page": 77,
								"entries": [
									{
										"type": "pf2-h3",
										"page": 77,
										"source": "LOGM",
										"entries": [
											"Pazuzu, King of the Wind Demons, is the demon lord of the sky, temptation, and winged creatures. He counts himself among the most ancient of demon lords, though his constant warring with Lamashtu has hindered his accumulation of power to the point of denying him godhood. He is exceptionally active in meddling in mortal affairs and takes great pleasure in possessing and corrupting good-hearted folk who invoke his name. Pazuzu appears as a humanoid figure with eagle's talons, two pairs of bird wings, a scorpion tail, and an avian demonic head. He is worshipped by harpies, other evil winged creatures, and by countless champions and clerics who fell from grace at his temptations."
										]
									}
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Shax",
			"source": "LOGM",
			"_copy": {
				"name": "Demon Lords",
				"source": "LOGM",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h2",
								"name": "Shax",
								"source": "LOGM",
								"page": 77,
								"entries": [
									{
										"type": "pf2-h3",
										"page": 77,
										"source": "LOGM",
										"entries": [
											"Shax, the Blood Marquis, is the demon lord of envy, lies, and sadistic murders. Shax's capacity for cruelty is legendary even among the ranks of demon lords, and he takes extreme pleasure in watching the last light of hope fade from the eyes of his victims. He is the original creator of the babau demons, and those whom he personally flays and corrupts with Abyssal influence remain exemplars of their kind. Shax appears as a human man with a dove's head, feet, and wings, carrying countless knives and other weapons all over his body. Shax is most frequently worshipped by sadists, lone murderers, and serial killers."
										]
									}
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Treerazer",
			"source": "B1",
			"_copy": {
				"name": "Demon Lords",
				"source": "LOGM",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h2",
								"name": "Treerazer",
								"source": "B1",
								"page": 312,
								"entries": [
									"Treerazer is worshipped by cultists throughout the Inner Sea region. The majority of these deranged maniacs can be found within or near the exapnse of the Tanglebriar, consisting of fungus-corrupted fey, debased elves, or other sinister demon worshippers. Beyond Tanglebriar, his cultists are rarer and tend to be loners or leaders of very small groups. Treerazer's religious symbol is a bleeding dead tree that's been split in half.",
									{
										"type": "pf2-h3",
										"page": 77,
										"source": "LOGM",
										"entries": [
											"Treerazer, the Lord of the Blasted Tarn, is a nascent demon lord of pollution and the corruption of nature, believed by many to be an exiled servant or spawn of Cyth-V'sug who was banished to Golarion after a failed attempt at supplanting the demon lord. Though Treerazer is a nascent demon lord, and thus lacks the power of a true demon lord, he is perhaps most noteworthy among those who have a stake in Golarion due to his physical presence within the Tanglebriar, a corrupted, fetid swamp that was once the southern edges of the elven nation of Kyonin. He is served by devoted cultists in and around Kyonin, though small pockets of believers can be found around Golarion working furtively to free him in hopes of gaining his favor upon his ascension. Treerazer's religious symbol is a bleeding dead tree that's been split in half."
										]
									}
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Zevgavizeb",
			"source": "LOGM",
			"_copy": {
				"name": "Demon Lords",
				"source": "LOGM",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h2",
								"name": "Zevgavizeb",
								"source": "EC3",
								"page": 67,
								"entries": [
									"The Beast of Gluttondark's sphere of influence encompasses caverns, reptiles, the strong, and all-consuming hunger. A primordial qlippoth-turned-demon lord, Zevgavizeb seems to care little for his followers, and so he is more often propitiated than worshipped."
								]
							},
							{
								"type": "entriesOtherSource",
								"page": 77,
								"source": "LOGM",
								"entries": [
									"Zevgavizeb, the Glutton in the Dark, is the demon lord of caverns, reptiles, and troglodytes. He dwells at the center of a massive network of caverns called Gluttondark, filled with continually warring nations of reptilian races, along with other, more hideous subterranean creatures. He encourages these conflicts to cull the weakest of his followers and devours all life found within defeated nations as a price for failure. Largely concerned with these perpetual conflicts, Zevgavizeb seldom seeks to influence Golarion directly, though reptilian races and xulgaths in particular routinely commit atrocities in his name."
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Zura",
			"source": "LOGM",
			"_copy": {
				"name": "Demon Lords",
				"source": "LOGM",
				"_mod": {
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						"items": [
							{
								"type": "pf2-h2",
								"name": "Zura",
								"source": "LOGM",
								"page": 77,
								"entries": [
									{
										"type": "pf2-h3",
										"page": 77,
										"source": "LOGM",
										"entries": [
											"Zura, the Vampire Queen, is the demon lord of blood, cannibalism, and vampires. According to legend, she is the reincarnated form of an Azlanti queen who indulged in blood rites and acts of cannibalism in a quest for eternal life. After death, she was reborn as a unique vampiric succubus who quickly ascended to the status of demon lord. Though many of her cults died out with the Azlanti empire, Zura is still worshipped by vampires and those aspiring to become vampires, particularly within Cheliax and Ustalav, as well as among the drow of the Darklands."
										]
									}
								]
							},
							{
								"type": "pf2-h2",
								"name": "Zura",
								"source": "BotD",
								"page": 43,
								"entries": [],
								"reference": {
									"auto": true
								}
							}
						]
					}
				}
			}
		},
		{
			"name": "Count Ranalc",
			"source": "LOGM",
			"page": 78,
			"_copy": {
				"name": "The Eldest",
				"source": "LOGM",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h2",
								"name": "Count Ranalc",
								"source": "LOGM",
								"page": 78,
								"entries": [
									{
										"type": "pf2-h3",
										"page": 78,
										"source": "LOGM",
										"entries": [
											"Once the lord of darkness and of the chaos of creation, Count Ranalc was cast out long ago by the other Eldest and titled \"the Traitor,\" though the Eldest are not forthcoming about what heinous treachery Ranalc committed, and many among his worshippers claim that he was the one who was betrayed. In his new home in a remote corner of the Shadow Plane, Ranalc embraced his banishment and became the patron of exiles, shadows, betrayal, and the betrayed. Ranalc had long held a fascination with the world of Golarion, and he was alternately both friend and foil to the powerful archwizard Nex. On the day Nex besieged the city of Absalom with shadowy beings\u2014beings certainly drawn from Ranalc's domain\u2014the Eldest vanished from reality. Although he continues to grant spells to his devout worshippers, Ranalc has otherwise wholly disappeared. Theories about his disappearance abound, although they are as obscure and as self-contradictory as the enigmatic Eldest ever was."
										]
									}
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "The Green Mother",
			"source": "LOGM",
			"page": 78,
			"_copy": {
				"name": "The Eldest",
				"source": "LOGM",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h2",
								"name": "The Green Mother",
								"source": "LOGM",
								"page": 78,
								"entries": [
									{
										"type": "pf2-h3",
										"page": 78,
										"source": "LOGM",
										"entries": [
											"The Eldest of carnivorous plants, intrigue, and seduction, the Green Mother personifies the raw thrill and desire found throughout nature. Lush plants that entice prey only to kill with barbs or toxins lie within her authority, as do lustful acts and whispered secrets occurring in wild terrain. Her seductive form shifts from that of a beautiful fey such as nymphs to incorporating natural lures like sweet-smelling flowers and graceful verdant tresses. Just as the Green Mother's form constantly changes, her mood shifts from suggestive temptress to indifferent poisoner. No matter her form or attitude, the Green Mother is among the canniest of the Eldest, and she maintains several loyal agents who keep her well informed about goings-on in the First World and beyond. This information fuels her intrigues among the Eldest, and they all believe it wisest to keep on the Green Mother's good side lest their secrets be seductively whispered into the ears of their enemies."
										]
									}
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "The Lantern King",
			"source": "LOGM",
			"page": 78,
			"_copy": {
				"name": "The Eldest",
				"source": "LOGM",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h2",
								"name": "The Lantern King",
								"source": "LOGM",
								"page": 78,
								"entries": [
									{
										"type": "pf2-h3",
										"page": 78,
										"source": "LOGM",
										"entries": [
											"Although the Lantern King most often appears as a floating ball of light surrounded by runes that form a delicate crown, the Eldest of laughter, mischief, and transformation has taken on a dizzying array of figures. He often adopts alternate shapes to play pranks, and even other Eldest are not immune to his mischievous scheming. Although he insists his pranks are intended only to incite levity and bring down imperious snobs, the chaos he creates in the name of good-natured fun is, to his targets, embarrassing at best and sometimes outright lethal. The Lantern King wanders the First World more than other Eldest, and he can be encountered in crowded markets and lonely byways alike. He is frequently accompanied by the Witchmarket, a traveling caravan of entertainers and merchants that serves as his court."
										]
									}
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Imbrex",
			"source": "LOGM",
			"page": 78,
			"_copy": {
				"name": "The Eldest",
				"source": "LOGM",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h2",
								"name": "Imbrex",
								"source": "LOGM",
								"page": 78,
								"entries": [
									{
										"type": "pf2-h3",
										"page": 78,
										"source": "LOGM",
										"entries": [
											"Known as the Twins, Imbrex is the mysterious Eldest of twins, statues, and endings. Appearing as two immense stone statues hundreds of feet tall holding hands and looking outward, Imbrex neither moves nor speaks. The Eldest sometimes communicates with telepathic utterances that rend minds or deliver psychic enlightenment, but they more often express their will through startlingly realistic dreams that sometimes manifest into strange life. An entire city named Anophaeus sprawls at Imbrex's four feet, populated by jaded urbanites, eager aspirants, and prowling dream-creatures made real. An unusually high proportion of those born in Anophaeu are twins, and twins are also common among Imbrex's worshippers. Although Imbrex appears timeless in form, they are intrigued by dramatic endings, particularly apocalypses, and have foreknowledge of disasters to come."
										]
									}
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Magdh",
			"source": "LOGM",
			"page": 79,
			"_copy": {
				"name": "The Eldest",
				"source": "LOGM",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h2",
								"name": "Magdh",
								"source": "LOGM",
								"page": 79,
								"entries": [
									{
										"type": "pf2-h3",
										"page": 79,
										"source": "LOGM",
										"entries": [
											"Magdh is the Eldest of foreknowledge, complexity, and triplets, and she is the greatest seer in the First World. Most often appearing as a woman with three faces set equidistantly around her head, Magdh looks across the skeins of fate into myriad alternate realities and possible futures. Among all the Eldest, she has the deepest knowledge of reality's true design and the ripples a single action or inaction can create throughout all of existence. Her communications are veiled in conditional language and oddly juxtaposed statements to an almost maddening degree, and thus she never communicates the prophetic truths she sees\u2014so plain to her six eyes\u2014in a straightforward way. Because of their shared knowledge of branching timelines, Shyka and Magdh can communicate more easily with each other about such topics, though the other Eldest are cautious around Magdh, lest a careless comment or errant gesture cause her to predict apocalyptic dooms."
										]
									}
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "The Lost Prince",
			"source": "LOGM",
			"page": 78,
			"_copy": {
				"name": "The Eldest",
				"source": "LOGM",
				"_mod": {
					"entries": {
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						"items": [
							{
								"type": "pf2-h2",
								"name": "The Lost Prince",
								"source": "LOGM",
								"page": 78,
								"entries": [
									{
										"type": "pf2-h3",
										"page": 78,
										"source": "LOGM",
										"entries": [
											"The Eldest of loneliness, sadness, and forgotten things, the Lost Prince spends most of his time brooding in the throne room of his crumbling tower. Although his precise origin is a hotly debated issue, the Lost Prince is known to hail from a place other than the First World. The melancholy lord doesn't speak of his home, and in fact he doesn't speak much at all, as he's prone to bouts of depression powerful enough to leach color from his surroundings and press his coterie of followers into respectful silence. Appearing as a gaunt, pale human man dressed in black finery, the Lost Prince bears vivid red runes on his brow and on the backs of his hands. He is studiously neutral in the schemes of the other Eldest, which makes his opinions and his favor particularly valuable."
										]
									}
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "NG",
			"source": "LOGM",
			"page": 79,
			"_copy": {
				"name": "The Eldest",
				"source": "LOGM",
				"_mod": {
					"entries": {
						"mode": "appendArr",
						"items": [
							{
								"type": "pf2-h2",
								"name": "NG",
								"source": "LOGM",
								"page": 79,
								"entries": [
									{
										"type": "pf2-h3",
										"page": 79,
										"source": "LOGM",
										"entries": [
											"Rumors say that to glance upon the hooded face of Ng is to either see truth or face oblivion itself, but the Eldest of changing seasons, secrets, and wanderers keeps his visage perpetually shrouded. He is a serious and stern figure draped in silvery robes that swish around his legs as he walks lonely and distant paths. No carefree wanderer, Ng is a patron of those who travel long distances with purpose, and he sometimes shields them from banditry, treacherous weather, and getting lost. Ng keeps many secrets, even from his followers, and none know what his evidently aimless travels might portend. Ng rules over the seasons as they turn one into another, but he rules far more numerous seasons than the four familiar to Golarion, such as the Season of Carnivorous Light and the Season of Solemn Deliquescence."
										]
									}
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Ragadahn",
			"source": "LOGM",
			"page": 79,
			"_copy": {
				"name": "The Eldest",
				"source": "LOGM",
				"_mod": {
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						"items": [
							{
								"type": "pf2-h2",
								"name": "Ragadahn",
								"source": "LOGM",
								"page": 79,
								"entries": [
									{
										"type": "pf2-h3",
										"page": 79,
										"source": "LOGM",
										"entries": [
											"As boastful as he is bestial, Ragadahn the Water Lord is the Eldest of oceans, linnorms, and sinuous spirals. He appears as a great serpentine dragon in the First World's seas, but he is widely traveled and takes other forms as needed to pursue both martial conquests and amorous affairs. He is widely believed to be the progenitor of all linnorms, and he claims to be the progenitor of all dragons. True dragons stridently contest this assertion, although they wisely decline to do so when in Ragadahn's majestic presence. Failure to deliver proper respect to the arrogant Ragadahn invites his legendary ire, and no supplicant can ever be too flattering for his tastes. Yet for all his tempestuous nature, he is wise, and he holds much otherwise lost and forgotten knowledge."
										]
									}
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Shyka",
			"source": "LOGM",
			"page": 79,
			"_copy": {
				"name": "The Eldest",
				"source": "LOGM",
				"_mod": {
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						"items": [
							{
								"type": "pf2-h2",
								"name": "Shyka",
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								"page": 79,
								"entries": [
									{
										"type": "pf2-h3",
										"page": 79,
										"source": "LOGM",
										"entries": [
											"The Eldest of entropy, reincarnation, and time, Shyka the Many is not a single entity but rather multiple beings who travel forward and backward through time. Each has sequentially held the title of Shyka, picking up the mantle and the knowledge that comes with it upon the passing (or disappearance) of a predecessor. Shyka visits so many overlapping temporal locations that other creatures encounter a random-seeming Shyka each time. This Eldest knows of the multiverse's birth as well as its death, having experienced both. Although Shyka claims to merely watch over the continuum of time, it's an open secret that the Eldest makes slight changes in line with their own goals\u2014or requests that their worshippers do so, with abstruse promptings."
										]
									}
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Atreia",
			"source": "LOGM",
			"page": 80,
			"_copy": {
				"name": "Elemental Lords",
				"source": "LOGM",
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									{
										"type": "pf2-h3",
										"page": 80,
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											"Responsible for fire, purification, and radiance, Atreia the Lambent King is the benevolent elemental lord of fire. When the multiverse was young, Atreia soared across the Plane of Fire as a triple-headed ibis, with wings that burned and eyes of flame, routing evil from the plane. Now, he is imprisoned within the {@i Garnet Brand}, a red gem encased in an eternal shroud of steam. Though he cannot hear or grant power to his followers from his prison, some groups of salamanders on the Plane of Fire still honor the Lambent King for his dominion over protection and life-giving fire, as do a few small circles of mortals who hold the discovery and purification of evil above all other causes. Statues depicting his likeness can be found across his former realms, hidden in ancient sites dedicated to healing and holy light."
										]
									}
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Ayrzul",
			"source": "LOGM",
			"page": 80,
			"_copy": {
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									{
										"type": "pf2-h3",
										"page": 80,
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											"Lord of buried secrets, earth, and metal, the Fossilized King Ayrzul is a mystery even on the Plane of Earth. No one has seen the elemental lord of earth outside of his realm, the Blistering Labyrinth, and few know the truth of Ayrzul's nature or the form he takes when he appears. Some say he is an immense, undead crystalline dragon, an ancient genie wizard, or even a discarded splinter from some long-forgotten deity, shed before their primeval destruction. His power, motives, and origins are likewise the subjects of innumerable rumors. This speculation is all inconsequential to the Fossilized King; even the politics of his plane falls outside his notice. Instead, the lord of Earth spends his time plotting against his bitter rival, Ymeri, the elemental lord of fire."
										],
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							}
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				}
			}
		},
		{
			"name": "Hshurha",
			"source": "LOGM",
			"page": 80,
			"_copy": {
				"name": "Elemental Lords",
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										"type": "pf2-h3",
										"page": 80,
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											"Hshurha, Duchess of All Winds, is the elemental lord of air, last breaths, and windstorms. She rules the Plane of Air from her translucent palace, Verglas Precessional, surrounded by her court of air elementals, planar dignitaries, and favored guests. The Duchess is naturally invisible, and her true form\u2014if she even has such a thing\u2014is a mystery. Cruel and tyrannical, Hshurha enjoys toying with outsiders in her realm, and she is known to be especially vicious toward creatures with solid forms. She creates and destroys magnificent ice and dust sculptures according to her tumultuous whims, and her machinations often seem convoluted and nonsensical, even to her inner circle. Most on the plane both respect and fear her."
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			}
		},
		{
			"name": "Kelizandri",
			"source": "LOGM",
			"page": 81,
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									{
										"type": "pf2-h3",
										"page": 81,
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											"Kelizandri, the elemental lord of water, oversees the deep sea, waves, and drowning. The Brackish Emperor claims to be the offspring of an ancient god and a brine dragon, and he usually takes the form of an immense aquatic dragon with metallic scales and crystalline talons. He spends much of his time slumbering in his magnificent Palace of Salt and Bones, entertaining himself with rampages of wanton destruction and conquest whenever he wakes."
										],
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				}
			}
		},
		{
			"name": "Lysianassa",
			"source": "LOGM",
			"page": 81,
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				"name": "Elemental Lords",
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									{
										"type": "pf2-h3",
										"page": 81,
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											"Lysianassa, Empress of the Torrent, is the elemental lord of currents, tides, and water. Before she was trapped in the {@i Gasping Pearl}, the benevolent lord of water patrolled her plane as a powerful sailfish made of coral and streaked with mother of pearl. When she realized her capture was imminent, Lysianassa preserved the last of her strength within the Breath of Lysianassa, a vial that allowed her nautilus servant Riam the Unyielding to control the Plane of Water's tides. Since Riam's death, the currents of the Plane of Water have begun to slow, and may eventually come to a halt. Few recall the Empress of the Torrent's name, but cults dedicated to an enigmatic figure called the Queen of the Depths have begun to arise, heralding an event they refer to as the Awakening, and some planar scholars believe these cultists seek to free Lysianassa from her prison."
										]
									}
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Ranginori",
			"source": "LOGM",
			"page": 81,
			"_copy": {
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									{
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											"The benevolent elemental lord of air is Ranginori, the Zephyrous Prince, lord of air, welcome breezes, and thunderstorms. When he appears before mortals, Ranginori takes the form of an immense, lion-headed serpent spun from forbidding clouds, with hundreds of clawed feet and a mane that dances with lightning. Recently freed from his imprisonment within the {@i Untouchable Opal} by agents of the {@organization Pathfinder Society}, the Zephyrous Prince has accumulated a small but loyal following in search of liberation, hope, and change for the multiverse. He is regaining his strength and preparing to find and liberate the other benevolent elemental lords, bringing balance back to the Elemental Planes."
										],
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									}
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Sairazul",
			"source": "LOGM",
			"page": 81,
			"_copy": {
				"name": "Elemental Lords",
				"source": "LOGM",
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									{
										"type": "pf2-h3",
										"page": 81,
										"source": "LOGM",
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											"Sairazul, the Crystalline Queen, is the elemental lord of caves, earth, and gems. Planar scholars who know of the benevolent lord of earth speak of Sairazul as a mother and creator who gave birth to numerous races of outsiders, including agrawghs and xiomorns. She is currently imprisoned within the {@i Moaning Diamond}, a pure gemstone encircled by eternally crying winds, unable to contact the outside world. Several of her consorts still live to this day, searching the planes for her prison in the hopes that her release will usher in an era of renewed creation across the Plane of Earth. Though the Crystalline Queen can't grant power of any kind to her followers, a handful of her children on the Plane of Earth remain faithful to their creator, and she is remembered with great reverence by Material Plane cultists who exalt creation and reproduction."
										]
									}
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Ymeri",
			"source": "LOGM",
			"page": 81,
			"_copy": {
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										"type": "pf2-h3",
										"page": 81,
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											"The elemental lord of fire is Ymeri, Queen of the Inferno, lord of fire, heat, and smoke. The sole ruler of the Plane of Fire, Ymeri governs from her Auroric Palace, taking the form of a six-armed reptilian centaur with burning wings. She has systematically destroyed all record of her birth and true origins, claiming to have always existed, and she wages a never-ending war against the other denizens of the Plane of Fire and against the shaitans of the Plane of Earth."
										],
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										}
									}
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Andoletta",
			"source": "LOGM",
			"page": 82,
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				"name": "Empyreal Lords",
				"source": "LOGM",
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									{
										"type": "pf2-h3",
										"page": 82,
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											"Called Grandmother Crow, Andoletta represents consolation, respect, and security. Andoletta makes a clear distinction between guilt and innocence: there is no in-between. For those falsely accused or who show signs of redemption, she offers a path back to the light. That path is never an easy one, but it is one worth walking, and she stands beside those who make the trek. For the truly wicked and those who show no remorse, she has no mercy. For these reasons, her likeness is often found in courts, where she can watch over and ensure fairness to those accused of crimes. Andoletta also places great value on respect for the dead and the protection of children. To offer solace to the bereaved is true kindness and compassion. Children are slates with tremendous potential for good\u2014if they can be guided and kept safe from evil."
										],
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											"auto": true
										}
									}
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Arshea",
			"source": "LOGM",
			"page": 82,
			"_copy": {
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				"source": "LOGM",
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									{
										"type": "pf2-h3",
										"page": 82,
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											"Appearing in art more than any of the other empyreal lords, the Spirit of Abandon represents freedom, physical beauty, and sexuality. More than anything else, freedom is what matters to Arshea. For many this is most commonly seen as freedom for sexual expression, but Arshea represents the freedom to experience all that is good in the world, be it an ideology or a specific emotional or physical expression. So long as it doesn't harm others, Arshea believes creatures should do, think, and feel as they will. They encourage their followers to try new things, to think in new ways, and to wear new forms."
										],
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										}
									}
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Ashava",
			"source": "LOGM",
			"page": 82,
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				"source": "LOGM",
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									{
										"type": "pf2-h3",
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											"Ashava, the True Spark, embodies moonlight, dancing, and lonely spirits. Dancing is Ashava's true love, and she encourages her followers to dance often. For some, she is little more than a patron of that art, but Ashava is also a guide, both in spirit and in the physical world. For the living, she leads the lonely out of their difficult times, her lights guiding lost wanderers back to safety. For the dead, her haunting moonlit dances lead lost and lonely spirits onward to their eternal judgment. She encourages her followers to steer those who are lost\u2014whether in the wilderness or in their hearts\u2014to where they need to go. Priests of Ashava are the dancing light that guides the way, but will-o'-wisps are anathema to Ashava, and her followers destroy these creatures wherever they are found."
										],
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											"auto": true
										}
									}
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Black Butterfly",
			"source": "LOGM",
			"page": 83,
			"_copy": {
				"name": "Empyreal Lords",
				"source": "LOGM",
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							{
								"type": "pf2-h2",
								"name": "Black Butterfly",
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								"page": 83,
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									{
										"type": "pf2-h3",
										"page": 83,
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										"entries": [
											"The Silence Between flutters among and between the stars, representing distance, silence, and space. Often called Desna's Shadow, the Black Butterfly is sometimes believed to be an aspect of Desna that has broken off and taken on its own life; her interest in distance and space certainly reflects Desna's love of travel. The Black Butterfly finds the silence of the sea of stars useful for introspection and learning about oneself. Those who follow her take opportunities when they can to sit in silent meditation, in zones of silence and darkness when possible. Travel across large distances offers plenty to think about and contemplate, and the Black Butterfly encourages such journeys. She hates all evil, but she truly despises the powerful beings of evil that populate the Dark Tapestry, and her followers are expected to fight these beings and their followers without mercy."
										],
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										}
									}
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Eritrice",
			"source": "LOGM",
			"page": 83,
			"_copy": {
				"name": "Empyreal Lords",
				"source": "LOGM",
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								"type": "pf2-h2",
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									{
										"type": "pf2-h3",
										"page": 83,
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										"entries": [
											"The Heart-Speaker Eritrice represents honest debate, opinions, and truth. Facts and information are important to Eritrice, but truths and wisdom gained through discussion are far more valuable to her than those gained through books. She maintains there is nothing wrong with disagreeing so long as the disagreement is respectful, and that it is crucial to be open to discussion, willing to consider new information, and receptive to forming new opinions. Opinions are valuable in that they help understand other views, but Eritrice reminds her followers that opinions are not facts and can be incorrect and even harmful. When lies are spoken or become the rule of the land, those that follow Eritrice work through networks of like-minded individuals to spread the truth using messages sent to all who will listen."
										],
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											"auto": true
										}
									}
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Falayna",
			"source": "LOGM",
			"page": 83,
			"_copy": {
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											"Femininity, martial training, and rings are the purview of the Warrior's Ring. In the eyes of Falayna, there is as much grace and beauty in the martial arts as exists in any culture's definition of femininity. The strength of womanhood is a hallmark of femininity, and strength in arms reflects this, with the flourish and personality of a fighting style a vibrant means for self-expression. Followers of Falayna learn to fight so they can both express their body and defend themselves if necessary, and strive to feel beautiful doing so, both in form and in dress. Falayna also enjoys rings, and as such she is associated with events in which rings are given or exchanged, such as weddings."
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									}
								]
							},
							{
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								"page": 54,
								"entries": [
									"Falayna exemplifies the intersection of might and martial prowess with grace and beauty, considering these elements complementary rather than exclusive. "
								],
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							}
						]
					}
				}
			}
		},
		{
			"name": "Falayna",
			"source": "LOGM",
			"page": 83,
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									{
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										"page": 83,
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											"Femininity, martial training, and rings are the purview of the Warrior's Ring. In the eyes of Falayna, there is as much grace and beauty in the martial arts as exists in any culture's definition of femininity. The strength of womanhood is a hallmark of femininity, and strength in arms reflects this, with the flourish and personality of a fighting style a vibrant means for self-expression. Followers of Falayna learn to fight so they can both express their body and defend themselves if necessary, and strive to feel beautiful doing so, both in form and in dress. Falayna also enjoys rings, and as such she is associated with events in which rings are given or exchanged, such as weddings."
										],
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										}
									}
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Irez",
			"source": "LOGM",
			"page": 83,
			"_copy": {
				"name": "Empyreal Lords",
				"source": "LOGM",
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									{
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										"page": 83,
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										"entries": [
											"Cards, glyphs, scribes, and spells are all the purview of the Lady of Inscribed Wonder. She holds knowledge and understanding of the great power and symbolism behind runes. In particular, Irez understands how runes can supplement and empower arcane magic. It's through this understanding that Irez is able to make enigmatic predictions on events in the distant future, which more often than not come to pass. Many of her followers are calligraphers, gamblers, harrow readers and others who regularly handle cards and symbols, be they for an arcane purpose, prophetic practices, or their more mundane applications."
										],
										"reference": {
											"auto": true
										}
									}
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Korada",
			"source": "LOGM",
			"page": 84,
			"_copy": {
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								"name": "Korada",
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								"page": 84,
								"entries": [
									{
										"type": "pf2-h3",
										"page": 84,
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										"entries": [
											"Korada, the Open Hand of Harmony, is concerned with foresight, forgiveness, and peace. In particular, he believes that although the tireless fight against wickedness is admirable, the ultimate triumph over evil will come in the form of redemption rather than destruction. Korada's dedication to peace is such that he and his followers refuse to cause harm to their attackers, instead using their martial skills only to defend themselves. Many Koradans seek greater wisdom through study or meditation in hopes of better understanding their foes so as to guide them toward redemption. This dedication to self-awareness, philosophy, and introspection is said to have allowed Korada greater insight into the workings of the universe, granting him the great gift of foresight. Korada rarely acts on his visions, however, believing the struggle that comes with true change is always worthwhile, whether or not such a change is successful."
										],
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											"auto": true
										}
									}
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Pulura",
			"source": "LOGM",
			"page": 84,
			"_copy": {
				"name": "Empyreal Lords",
				"source": "LOGM",
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								"name": "Korada",
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											"Dancing through the northern sky, the Shimmering Maiden represents constellations, homesickness, and northern lights. Pulura understands that the constellations are the guide with which mortals navigate their world, lighting the way so that those who travel or explore can always find their way home. The stories of the constellations not only entertain with tales of goodness and light and strength, but they are also a tool for helping others learn and remember the stars. This ensures that the map in the sky is easy to read and never forgotten. To learn this map and to guide those who are lost or otherwise in need of direction are exceptional callings, but even more so is to teach a petitioner to navigate the skies themself on the journey."
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			"name": "Ragathiel",
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											"The General of Vengeance presides over chivalry, duty, and vengeance, acting as the quintessential knight. Born of the archdevil Dispater and Feronia, a neutral demigoddess of fire, Ragathiel struggles to overcome the reputation of his parentage, and he understands the struggle to be accepted, to be trusted, and to fight against his own nature for the sake of good. He represents strength in battle, wrath upon the wicked, absolution or vengeance for the wronged, leadership when needed, and virtue and duty to the innocent. He expects his followers to destroy fiends when they find them and to work toward truly earning the trust and acceptance of those around them. Those who follow him lead by shining example and can be found on the front lines of battle or any conflict against evil they can find."
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									"Ragathiel is the god of vengeance and anger that fuels combat."
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			"name": "Soralyon",
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											"Guardians, monuments, and magic are the purview of the Mystic Angel. Soralyon believes that monuments and ruins are important links to the past. Guarding them against those who would defile or destroy them is of tremendous importance, lest people lose memories of who they are, where they came from, and what they have accomplished. As such, those who stand guard over monuments and ruins are blessed. Likewise, those who study monuments to the past and present with respect, or seek to preserve them for the future, are also blessed. Guardianship of others, but especially of those who study and preserve these relics to the past, is also of great importance to Soralyon. As magic is a valuable tool in guarding, studying, and preserving these monuments and people, Soralyon encourages the study of magic, preferably for use in learning or protection."
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											"Guardians, monuments, and magic are the purview of the Mystic Angel. Soralyon believes that monuments and ruins are important links to the past. Guarding them against those who would defile or destroy them is of tremendous importance, lest people lose memories of who they are, where they came from, and what they have accomplished. As such, those who stand guard over monuments and ruins are blessed. Likewise, those who study monuments to the past and present with respect, or seek to preserve them for the future, are also blessed. Guardianship of others, but especially of those who study and preserve these relics to the past, is also of great importance to Soralyon. As magic is a valuable tool in guarding, studying, and preserving these monuments and people, Soralyon encourages the study of magic, preferably for use in learning or protection."
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		{
			"name": "Vildeis",
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											"The Cardinal Martyr presides over devotion, sacrifice, and scars. Vildeis is driven entirely by her abhorrence for evil. Evil should not and must not be allowed to exist. It should be fought without pause and without rest until it is completely and utterly destroyed. Not only does the fight never end, but every sacrifice that needs to be made to end evil must be made, and is worth making. There are no material rewards to be had for destroying evil\u2014its destruction is all the reward necessary, and that reward can be enjoyed only once there is no more evil. Scars are the marks the fight 16409759 16409759 16409759 4124418 4124418 4124418 16409760 16409760 16409760 4124419 4124419 4124419 84 85 leaves behind, the memory of all the sacrifices made. Vildeis expects total commitment from her followers, who leave everything behind and dedicate their lives to destroying all that is vile."
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									"When Vildeis first encountered evil, she blinded herself so she would never again witness such horrors. Vildeis senses evil keenly, and every innocent's cry echoes in her ears."
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		{
			"name": "Ylimancha",
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											"Ylimancha gazes out over the world's coastlines, presiding over coastal waters, fishers, and flying creatures."
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		{
			"name": "Zohls",
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											"Zohls, also known as Verity, advocates for determination, investigation, and truth. She believes that mysteries lead to truth, but how one arrives at that truth is as important as the answer itself. All questions are puzzles, and all puzzles are worth solving. The more intricate the problem, the more rewarding the investigation, and through determination and ethical investigation, even the deepest of enigmas can be solved. Calculated, logical thinking is more important to Zohls than gut instinct. She sees patterns everywhere, and she teaches that detecting these patterns brings the truth to light. While all investigations are worth pursuing so long as they don't hurt innocents, investigations that reveal the truth of crimes or other horrors, and that lead to justice being served and victims finding peace, are the most important of all to Verity."
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		{
			"name": "Apollyon",
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											"The Prince of Plagues seized power for himself after the disappearance of the previous Horseman of Pestilence by obsessively eliminating all potential rivals. Apollyon commands his vast army of leukodaemons to spread oblivion like a virus. He wastes no time on trivial acts of violence and lacks the patience to wait for long-term schemes to come to fruition. Instead, his plagues carry oblivion through cities like lightning, decimating entire kingdoms in the span of a few days. His greatest creations have been diseases that corrupt the soul itself, ensuring that {@deity Pharasma} sends his victims to Abaddon once they've succumbed."
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		{
			"name": "Charon",
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											"The First Horseman, eldest of his counterparts and the Boatman of the Styx, is a patient and cunning figure. Content to allow plans to take hold over time, Charon freely offers his power only to collect on his bargain decades or even centuries later. As the Horseman of Death, Charon concerns himself with miserable, pointless deaths that are devoid of any faith, mercy, or meaning, dragging those who perish in the depths of hopelessness and nihilism down into Abaddon and oblivion."
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		},
		{
			"name": "Szuriel",
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											"All Szuriel has ever known is war. In life she was first a paladin, then excommunicated from her church for heresy. In response, she slaughtered her way to power until she was crowned empress, then subsequently had every member of her former faith crucified. She went on to wage several brutal wars against neighboring kingdoms until an assassin's dagger found her heart. Sent to Abaddon, she rose quickly through the ranks of daemonkind, and when she saw weakness in the Horseman of War, she slew him in battle, claiming his title for herself."
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		{
			"name": "Trelmarixian",
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											"Before his mortal death, Trelmarixian had already destroyed an entire world. Born a daemonic-blooded tiefling, his hatred of those around him was an all-consuming hunger, and he never knew peace. During an eclipse, he performed a ritual so powerful it mummified every living creature on his world, and his heart was finally full. Dying from starvation but elated by his success, Trelmarixian heard a voice call out to him. The voice mocked him, exclaiming all he'd accomplished was insignificant compared to what awaited him next. Trelmarixian's last mortal memory was of staring into an eclipse."
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		{
			"name": "Barzahk",
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			"page": 88,
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									{
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											"Appearing as an enormous migratory bird\u2014usually a corvid, but sometimes a songbird\u2014draped in robes and carrying a tombstone lock and a giant bone key, Barzahk the Passage is the psychopomp usher who maintains the Dead Roads, the secret back routes between the planes and the mortal world. Among mortals, they are worshipped as a patron of compasses, travelers, and vigils. Barzahk is tasked with transporting the souls of those who die far from home to ensure that they reach their proper destination. Unfortunately, Barzahk wanders far and wide, and so they rarely attend to this duty. Thus his followers, both psychopomps and mortals, take it upon themselves to care for lost souls, both literal and figurative. Like their patron, followers of Barzahk are often migratory, helping those they find along the way."
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		},
		{
			"name": "Monad",
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											"All aeons come from, return to, are connected with, and are guided by the Monad. The Condition of All is not a deity in the traditional sense. It exists both within and outside the multiverse and has influence over the entirety of existence. Though generally content to allow the multiverse to run its course, the Monad directs its aeons to intervene when events deviate from their ineffable design. Mortal scholars often personify the Monad as the deity of creation, the infinite, and truth. Even so, few worship it, and the Monad pays very little attention to mortal petitioners. Instead, scholars study and plot aeons' actions, striving to discern the Monad's ultimate goal or to uncover universal truths they can exploit for their own purposes. Only a rare few mortals can master the asceticism necessary to connect with the Monad, gaining hidden knowledge and powers akin to those of other divine spellcasters."
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				}
			}
		},
		{
			"name": "Kerkamoth",
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											"Also known as the Waiting Void, the unseen Kerkamoth is the primordial inevitable of emptiness, entropy, and stillness. Though many people view decay and entropy as manifestations of chaos, followers of Kerkamoth understand that in an orderly universe, the end of one cycle makes way for the beginning of a new cycle. These worshippers track such transitions and work to properly dispose of those things that have outlived their usefulness, whether it's cleaning a cluttered closet or demolishing an old building. Yet, Kerkamoth opposes those who destroy with abandon and no greater purpose, which often brings them in conflict with daemons, demons, and proteans. Though they favor areas of emptiness and silence to commune with their patron, worshippers of Kerkamoth recognize that these too cannot last forever, inevitably to be filled with new creations."
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		{
			"name": "Mother Vulture",
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											"Though she usually appears as a blind young woman, in her natural form the Flesheater is an enormous, bloated creature with four wings and two long necks topped with masked heads and gaping maws. Mother Vulture reflects the dualistic process of decay. She is a vicious killer whose feasts stain the ground, representing the death inherent in decay, but also a thoughtful mother, representing the new life that can take root in the fertile soil left in the wake of destruction. Mother Vulture's mortal worshippers, who often dwell in deserts and swamps, revere her as the patron of consumption, renewal, and transformation. In this last aspect, she judges those souls who sought redemption in life, deciding whether their atonement was sufficient to avoid an undesired afterlife."
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		{
			"name": "Narriseminek",
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											"Called the Crownless and the Maker of Kings, Narriseminek often appears as a protean with a scar around their pate, as if left by a burning crown. Their true form, though similar, is rarely seen: an iridescent and golden protean with a halo of burning eyes but empty eye sockets. The protean lord of ascendance, keketars, and revelations rarely interacts with non-proteans, but to their protean worshippers, they offer exalted transformations and revelations that can change a being's entire outlook. Worshippers of Narriseminek, both mortal and protean, spend their time divining the future and using magic to transform their bodies\u2014a practice they also extend to any other willing creatures who ask. Their revelations take the form of patterns emerging in otherwise random events; Narriseminek's followers reject astrology and other forms of divination based on predictable cycles."
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			}
		},
		{
			"name": "Otolmens",
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											"The primordial inevitable of machinery, math, and physics, Otolmens the Universal is tasked with keeping the galaxies, stars, planets, and other heavenly bodies moving in their proper orbits. From her observatory in the city-plane of Axis, Otolmens and her myriad axiomite assistants track the motions of these objects on the Material Plane. When an anomaly is discovered, Otolmens dispatches inevitables to correct the problem. A mechanical being with multiple heads and limbs, Otolmens is said to spin like an orrery when in a flurry of activity. Her mathematical precision is revered by engineers and scientists, who form the core of her worship. Most pray to her hoping to receive divine inspiration or to stave off inaccurate calculations, but she may call upon her more powerful worshippers to fight threats to the very planet they inhabit."
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		{
			"name": "Saloc",
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											"Ruler of the planar metropolis of Spire's Edge in the Boneyard, the psychopomp usher Saloc is humanoid, but their face is devoid of features save stag horns, and two golden rings lined with eyes constantly rotate about their body. As a defense counsel in Pharasma's court, the Minder of Immortals argues that a person's intentions should be considered in equal part to the consequences of their actions when deciding their soul's afterlife. Saloc has even been known to resurrect condemned souls to give them a second chance to prove themselves. Mortals revere Saloc as the patron of agency, bronze, and education. These followers are people who seek to improve themselves or others, including both students and teachers. Some seek to earn their freedom from earthly prisons, while others wish to change their ways to avoid punishment in the hereafter."
										]
									}
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Valamallos",
			"source": "LOGM",
			"page": 89,
			"_copy": {
				"name": "Monitor Demigods",
				"source": "LOGM",
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								"type": "pf2-h2",
								"name": "Valamallos",
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										"type": "pf2-h3",
										"page": 89,
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											"The Answering Rite is the primordial inevitable of ceremonies, magic, and preparation. Valmallos takes the form of a mechanical giant, his chest open to expose a glowing heart, with scrolls swirling about him like serpents. Valmallos understands all the laws of magic, and sends his agents against those who have acquired magical ability that they have neither earned nor have the discipline to control. Many scholars of magic believe Valmallos is at least partly responsible for the complex material, somatic, and verbal components necessary to perform magic. His followers are spellcasters who seek perfection in the performance and effects of their magic. Though willing to teach magic to others, they cloak their techniques in layers of ritual to weed out those who lack the patience to handle magic properly."
										]
									}
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Ydajisk",
			"source": "LOGM",
			"page": 89,
			"_copy": {
				"name": "Monitor Demigods",
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								"name": "Ydajisk",
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									{
										"type": "pf2-h3",
										"page": 89,
										"source": "LOGM",
										"entries": [
											"The protean lord of language evolution, lost words, and slang, Ydajisk manifests as a protean with six arms and a cobra's hood, surrounded by a cloud of drifting sounds, symbols, shapes, and myriad other sensory experiences that shift endlessly in and out of existence. Closer inspection reveals that their body is made from interlacing strands of poetic protean script. Ydajisk is also called the Mother of Tongues, though like all proteans, their gender changes as they will. Followers of Ydajisk are wanderers, reviving dead languages from ancient ruins, chronicling the dying tongues of cultures in decline, and discovering or inventing new words. All such knowledge acquired by agents of the Mother of Tongues passes into Ydajisk's realm, the Library of Stolen Words, where it is transcribed into books or stored in magical containers, alongside scrolls and tomes considered long lost by mortal scholars."
										]
									}
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Azathoth",
			"source": "LOGM",
			"page": 90,
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				"name": "Outer Gods & Great Old Ones",
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											"Azathoth is the Daemon Sultan and the Primal Chaos, a roiling mass of destructive and transformative power the size of a sun, dwelling in the darkness between the stars, deep in the center of the universe. There, masked from mortal sight by a veil of swirling colors, he is surrounded by the other Outer Gods that make up his court, dancing and cavorting about him endlessly, filling the void with the sound of ghastly flutes. Azathoth is utterly unaware of and uncaring toward those few who have come to revere and worship him. It is precisely this blind, uncaring nature that makes Azathoth the perfect embodiment of a blind, uncaring universe. Azathoth's name, however, has great power over the Outer Gods when properly invoked. He has also sometimes been summoned by mortal priests\u2014and though these summons attract only a tiny sliver of his attention and manifest as a form other than that of the Primal Chaos, they nevertheless lead to destruction on a massive scale."
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			}
		},
		{
			"name": "Hastur",
			"source": "LOGM",
			"page": 90,
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									{
										"type": "pf2-h3",
										"page": 90,
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											"Hastur is a Great Old One who, though confined to the city of Carcosa on a planet orbiting a faraway star, is nevertheless in the midst of a transformation into a true Outer God. He works toward this feat through his avatar, the King in Yellow, which can manifest anywhere in the universe the light from Carcosa's sun can be seen. The King in Yellow appears as a humanoid figure draped in yellow clothing, but there is nothing within the clothes save a shapeless, horrifying presence. Hastur himself is also referred to as Him Who Is Not To Be Named, or simply the Unspeakable."
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							}
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				}
			}
		},
		{
			"name": "Nhimbaloth",
			"source": "LOGM",
			"page": 90,
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									{
										"type": "pf2-h3",
										"page": 90,
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										"entries": [
											"An especially reclusive Outer God who hunts along the shores of the River of Souls, Nhimbaloth is a shapeless entity known as the Empty Death. She preys on those who hunt souls as they travel down the river, but she devours both hunter and soul indiscriminately; those she consumes have no afterlife or potential for resurrection. They are forever gone, and forever nothing."
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					}
				}
			}
		},
		{
			"name": "Nyarlathotep",
			"source": "LOGM",
			"page": 90,
			"_copy": {
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								"type": "pf2-h2",
								"name": "Nyarlothotep",
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								"page": 90,
								"entries": [
									{
										"type": "pf2-h3",
										"page": 90,
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										"entries": [
											"Nyarlathotep is a being of a thousand shapes, each of which has a name, such as the Haunter of the Dark or the Black Pharaoh. Because he has walked the world in mortal form, Nyarlathotep is unique among the Outer Gods for appearing comprehensible and understandable\u2014but this is a facade. The Crawling Chaos, as he is also known, appears humanlike not because he identifies with mortal concerns or cares for his mortal followers, but because a mortal shape makes it easier for him to do his work: spreading the influence of the Outer Gods."
										],
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							}
						]
					}
				}
			}
		},
		{
			"name": "Xhamen-Dor",
			"source": "LOGM",
			"page": 91,
			"_copy": {
				"name": "Outer Gods & Great Old Ones",
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								"page": 91,
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									{
										"type": "pf2-h3",
										"page": 91,
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											"Xhamen-Dor, the living cancer, was born in the sewers beneath Carcosa, the alien city that is the home of Hastur. Somehow, this Great Old One was transported to Golarion within a comet, crashing into the bottom of a lake during the devastation of Earthfall. Physically, it manifests as a twisting and vaguely serpentine-shaped mass of bone, hair, and fungus."
										],
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							}
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			}
		},
		{
			"name": "Yog-Sothoth",
			"source": "LOGM",
			"page": 91,
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									{
										"type": "pf2-h3",
										"page": 91,
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										"entries": [
											"Yog-Sothoth is, along with Azathoth, one of the greatest of the Outer Gods. In appearance, he is said to be a congeries of iridescent spheres\u2014brilliant, foaming bubbles that constantly expand and collapse in upon themselves. He has other manifestations, however, including the Lurker on the Threshold, a mass of black tentacles that endlessly writhe, reach, and grow, and a mysterious humanoid figure hidden behind a shimmering veil."
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				}
			}
		},
		{
			"name": "Dwarven Pantheon",
			"source": "LOGM",
			"page": 92,
			"_copy": {
				"name": "Philosophies and Spirituality",
				"source": "LOGM",
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									{
										"type": "pf2-h3",
										"page": 92,
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											"The dwarven gods are one large family, with {@deity Torag} as its patriarch. He is joined by his brothers {@deity Magrim|LOGM} (the Taskmaster) and {@deity Angradd|LOGM} (the Forge Fire), his half-sister {@deity Dranngvit|LOGM} (the Debt Minder), and his wife {@deity Folgrit|LOGM} (the Watchful Mother). His children are {@deity Bolka|LOGM} (the Golden Gift), {@deity Grundinnar|LOGM} (the Peacemaker), {@deity Kols|LOGM} (the Oath-Keeper), and {@deity Trudd|LOGM} (the Mighty). {@deity Torag|CRB|Torag's} evil former student {@deity Droskar|LOGM} (the Dark Smith), though technically part of the dwarven pantheon, is rarely invoked by any save duergars."
										]
									}
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Elven Pantheon",
			"source": "LOGM",
			"page": 93,
			"_copy": {
				"name": "Philosophies and Spirituality",
				"source": "LOGM",
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									{
										"type": "pf2-h3",
										"page": 93,
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											"The traditional deities of the elven pantheon are {@deity Calistria}, {@deity Desna}, {@deity Findeladlara|LOGM} (goddess of twilight and traditional art and architecture), {@deity Ketephys|LOGM} (god of hunting and the moon), and {@deity Yuelral|LOGM} (goddess of gems, craft, and magic). Elves have also adopted {@deity Alseta|LOGM}, a minor goddess of doors and transitions, as their patron of teleportation and aiudara (commonly known as elf gates). Most elves value magic, beauty, freedom, and friendship as part of a fulfilling life and tend to worship all of the deities together as exemplars of these values. Alongside fullblooded elves, many half-elves\u2014whether raised by elves or seeking a closer connection to their elven heritage\u2014worship the elven pantheon."
										]
									}
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "The Godclaw",
			"source": "LOGM",
			"page": 93,
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				"name": "Philosophies and Spirituality",
				"source": "LOGM",
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									{
										"type": "pf2-h3",
										"page": 93,
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											"The Hellknight Order of the Godclaw reveres a pantheon of five deities: {@deity Iomedae} and {@deity Torag} are seen as Hellknights (concerned with offensive and defensive combat, respectively), {@deity Irori} as the epitome of emotionless discipline, {@deity Abadar} as a keeper of laws, and {@deity Asmodeus} as a strategist king. Depictions of these deities as part of the Godclaw differ from traditional images, with the deities portrayed as stern, armored paragons of law. Though some members of the Order of the Godclaw dedicate themselves to individual gods, many take the whole pantheon as their patron, receiving spells despite their unorthodox (perhaps even heretical) beliefs."
										]
									}
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Esoteric Order of the Palatine Eye",
			"source": "LOGM",
			"page": 94,
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				"name": "Philosophies and Spirituality",
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								"page": 94,
								"entries": [
									{
										"type": "pf2-sidebar",
										"source": "LOGM",
										"name": "Joining the Order",
										"page": 94,
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											"The order maintains a convoluted and rigid hierarchy. New members may join only with a recommendation from an existing member and a thorough social and magical screening. They have the lowly rank of acolyte for 3 years regardless of their social status or wealth, to honor Aldus's seclusion. Higher ranks are available only to those who demonstrate loyalty, preserve the order's secrets, and make regular contributions of funds or occult lore. Yet even the aristocratic Elect of Nine who lead the order still labor at unraveling Aldus's many enigmas."
										]
									},
									{
										"type": "pf2-h3",
										"page": 94,
										"source": "LOGM",
										"entries": [
											"Based in Ustalav but active in aristocratic salons and cloistered academies across Avistan and Garund, the Esoteric Order of the Palatine Eye is a mystic order of occultist-nobles who seek philosophical self-awareness and mastery of celestial truths. The order was founded in 3988 ar when the gentleman-explorer Aldus Canter returned from the Osirian desert where he had been lost for 3 years. Aldus spoke of meeting a cult following a desiccated angel named Tabris. Tabris revealed the secret history of the multiverse and tasked Aldus with acting as a messenger of mystic secrets. Upon his return, Aldus gathered a coterie of his fellow Ustalavic nobles eager to plumb these secrets. His message was far from clear, however, consisting of garbled and coded texts in an untidy medley of Osirian mysticism, Pharasmin rites, and Varisian occult lore. Scouring Aldus's texts\u2014both those brought from Osirion and his many annotations and reinterpretations penned thereafter\u2014has been the order's primary activity for centuries, even before the increasingly erratic Aldus disappeared in 4028 ar. The Esoteric Order's meticulous research has produced occult secrets and mystical rites known nowhere else on Golarion and hints at further secret lore for the enlightened. The order's greatest accomplishment, however, was averting a doomsday few on Golarion will ever realize was imminent: in 4718 ar, the order's greatest heroes prevented the planet Aucturn from devouring Golarion."
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		},
		{
			"name": "God Calling",
			"source": "LOGM",
			"page": 95,
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									{
										"type": "pf2-sidebar",
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										"name": "God Calling Revived",
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											"Today, the scattered descendants of the displaced people of old Sarkoris have begun to return to their ancestral lands, and in some instances have rediscovered the lost traditions of their people, giving rise to new god callers and new gods. Since Sarkorians were exiled to all corners of the Inner Sea region and beyond, the gods emerging now are as diverse and unusual as the many cultures of Golarion. Even a few non-Sarkorians who find themselves disenchanted with the distance maintained by Golarion's \"true gods\" have begun to adopt the religions of the people of Sarkoris, preferring to be part of a community whose gods live and walk amongst them, fight alongside them, and provide tangible and visible aid. Crusaders and warriors who travel the lands that once contained the Worldwound looking for a chance to slay demons and earn glory often come to venerate the Sarkorian gods after fighting alongside them in battle or being saved by a clan's god."
										]
									},
									{
										"type": "pf2-h3",
										"page": 95,
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											"The ancient art of god calling was once the predominant religious practice in Sarkoris, long before the Worldwound erupted and demons drove most of the native Sarkorians from their homelands. This art, one part magical theory and one part religion, allows certain Sarkorians to summon unusual and unique beings from the Great Beyond who protect their clans and guide their people. These creatures are typically referred to as gods by those who revere them, and they continue to return and guide their people generation after generation, so long as someone trained by a previous god caller or otherwise educated in the practice of communing with a particular god is alive to form a tether to the Material Plane so that the god can manifest. These god callers may have unique titles or names among the people of their clan, and such monikers differ from clan to clan, but most of the clans of Sarkoris are able to distinguish a god caller by their unique dress or glyph that ties the caller to their god."
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		},
		{
			"name": "Green Faith",
			"source": "LOGM",
			"page": 96,
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									"The worshippers of the Green Faith count many druids among their number. They view nature as divine and draw strength from the knowledge of their place in the natural order.",
									{
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										"source": "LOGM",
										"name": "Tenets of the Faith",
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											"Tenets of the Faith Though the Green Faith claims no sacred text or deity, its scattered followers share the same guiding principles. Practitioners understandably prefer to worship outdoors surrounded by the wild beauty they revere: temples and shrines can be any hallowed space in nature, from majestic waterfalls and volcanoes to hidden springs, ancient glades, or a single mossy rock in a quiet wood. Druidic rites are sometimes performed within a circle of standing stones or wooden pillars, which serve as both celestial markers and pillars of knowledge. Ancient members of the Green Faith have been known to preserve their convoluted wisdom for future generations by reverently carving runes into the stones, leaving behind whispers of knowledge for those who seek to understand nature's mysteries."
										]
									},
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										"type": "pf2-h3",
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											"While the Green Faith is practiced differently from one believer to another, especially across its various orders, its adherents share a universal reverence for the natural world and a commitment to preserving it. While each order's practitioners may be drawn to a particular element, season, creature, or natural occurrence, all followers respect the sanctity and importance of every aspect of nature."
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							},
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								"name": "The Green Faith",
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								"page": 144,
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		},
		{
			"name": "Laws of Mortality",
			"source": "LOGM",
			"page": 97,
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										"name": "The Pure Legion",
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											"Rahadoum's Pure Legion enforces the Laws of Mortality within Rahadoum. The organization's mission is to remove all signs of religion from the nation. Pure Legion enforcers confiscate all holy books, religious symbols, and other faith paraphernalia, punishing any proselytizers with little mercy. Punishments for worship are typically harsh, ranging from lengthy imprisonment to exile from Rahadoum to death. Although the Pure Legion carries out rigorous searches of all travelers through notable ports in Rahadoum, its enforcement is not perfect. Rahadoum is still host to small pockets of worshippers, each keeping their faiths and beliefs a secret lest they meet with retribution from the law."
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									},
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										"entries": [
											"The Laws of Mortality originated in the Garundi nation of Rahadoum as a response to the Oath Wars, a series of internecine conflicts that were tearing the nation's society apart. The fundamental principle behind the Laws is a relatively simple assertion that deific aid\u2014even the best intentioned\u2014ultimately comes at too high a price. The slaughter of fellow mortals for the glory of distant, unfathomable beings is not something that should be permitted within a society. Instead, mortal beings must shape their own fate, aware of their own limitations, trusting in their reliance upon one another and their shared values rather than divine intervention and guidance. This philosophy is summed up in the primary tenet of the Laws of Mortality: Let no mortal be beholden to a god."
										],
										"reference": {
											"auto": true
										}
									}
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Prophecies of Kalistrade",
			"source": "LOGM",
			"page": 98,
			"_copy": {
				"name": "Philosophies and Spirituality",
				"source": "LOGM",
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						"items": [
							{
								"type": "pf2-h1",
								"name": "Prophecies of Kalistrade",
								"source": "CRB",
								"page": 440,
								"entries": [
									"The dream-records of an eccentric mystic teach that wealth can be achieved through a strict and abstemious code of behavior.",
									{
										"type": "pf2-sidebar",
										"source": "LOGM",
										"name": "Joining the Prophets",
										"page": 98,
										"entries": [
											"Commitment to the Prophecies is the sole requirement for a Kalistocrat, and anyone\u2014regardless of ancestry, heritage, nationality, gender, or social status\u2014is welcomed into discipleship. Worship of a deity is neither forbidden nor encouraged; Kalistocrats who feel drawn to a divinity typically venerate Abadar or, less often, Irori. New converts are ushered into a highly organized network that inculcates business acumen and provides financial support for new enterprises. Success is seen as a reflection of personal faithfulness, but it is also the outcome of a supportive and dedicated organization with a single-minded mission."
										]
									},
									{
										"type": "pf2-h3",
										"page": 98,
										"source": "LOGM",
										"entries": [
											"The secular prophecies of Kalistrade are famously centered on a single principle: amassing personal wealth both in search of and as evidence of personal enlightenment. The prophets of Kalistrade, often referred to as Kalistocrats, believe that achieving purity of body, mind, and spirit will lead to financial success, and thus they avoid certain foods and eschew contact with most persons and objects as impure. To avoid contamination and contact with nonbelievers they wear long, white gloves, and they wear distinctive, all-white clothing to represent their purity\u2014often incorporating their symbol, a circle inside a triangle that is itself inscribed in a larger circle."
										],
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									}
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Sangpotshi",
			"source": "LOGM",
			"page": 99,
			"_copy": {
				"name": "Philosophies and Spirituality",
				"source": "LOGM",
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							{
								"type": "pf2-h1",
								"name": "Sangpotshi",
								"source": "LOGM",
								"page": 99,
								"entries": [
									{
										"type": "pf2-sidebar",
										"source": "LOGM",
										"name": "Sangpotshi and The Gods",
										"page": 99,
										"entries": [
											"Sangpotshi is compatible with the faiths of many deities, and it is common for devotees to also hold faith in divine entities. The philosophy often influences their methods of worship, with Abadarans keeping careful records of their wealth or even investing money for a future incarnation, and Pharasmins beseeching the psychopomp bureaucracy to look favorably upon their deeds in life and shepherd their future selves to enlightenment. Some worshippers of malicious deities follow a twisted version of Sangpotshi, seeking to extend their existences through undeath and using the time gained to perfect their stations in this incarnation. Most adherents of the traditional teachings, by contrast, consider undead to be prisons for souls that lock them away from the cycle of fate and reincarnation, and destroy undead wherever they can be found."
										]
									},
									{
										"type": "pf2-h3",
										"page": 99,
										"source": "LOGM",
										"entries": [
											"The philosophy of Sangpotshi, also known as the River of Life, centers around concepts of fate, karma, and cyclic reincarnation. Adherents believe each soul is judged upon its actions in life, and these actions determine its station when it returns to the living world. This cycle repeats until the soul reaches its perfected form through the accrual of experience and wisdom, whereupon it passes on to Pharasma's court and the afterlife to come."
										],
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									}
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Shoanti Animism",
			"source": "LOGM",
			"page": 100,
			"_copy": {
				"name": "Philosophies and Spirituality",
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								"type": "pf2-h1",
								"name": "Shoanti Animism",
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								"page": 100,
								"entries": [
									{
										"type": "pf2-sidebar",
										"source": "LOGM",
										"name": "Shoanti Rituals",
										"page": 100,
										"entries": [
											"Certain rites and rituals are triggered by events throughout the year, such as solstices and eclipses, along with disease, famine, and warfare. Personal situations, such as giving birth or coming of age, also invoke specific rituals. Different quahs perform these rituals in different ways; variation is acceptable and widespread, reflecting the importance of the individual and the clan in manifesting their own individual practice. These traditions are under constant revision and adaptation, as the individual or the situation requires. Perhaps most important of all Shoanti rituals are the rites to pass into adulthood. Part of this ceremony involves the Shoanti forming a connection with a specific totem. The totem is a manifestation of the earth's vital essence, the power of life, focused in a particular natural form. Each quah has its own characteristic totems, as listed above."
										]
									},
									{
										"type": "pf2-h3",
										"page": 100,
										"source": "LOGM",
										"entries": [
											"Most Shoanti belong to one of seven quahs, or clans, each with specific lands, notable strengths, and unique spiritual perspectives. Traditionally, each Shoanti undergoes a rite of passage into adulthood, during which time their particular totem manifests, and a Shoanti's first tattoo is an homage to that totem. The quahs and their most common totems are listed below:",
											{
												"type": "list",
												"style": "list-hang-notitle",
												"items": [
													"{@b Lyrune-Quah (Moon Clan)} bat, cave bear, moon, mountain lion, owl, stars",
													"{@b Shadde-Quah (Axe Clan)} cliffs, eagle, sea, shark, squid, water elemental",
													"{@b Shriikirri-Quah (Hawk Clan)} cloud, falcon, hawk, hippogriff, horse, wind",
													"{@b Shundar-Quah (Spire Clan)} avalanche, earth elemental, mountain spire or peak, roc, spirestalker",
													"{@b Sklar-Quah (Sun Clan)} aurochs, cindersnake, emberstorm, fire elemental, flames, the sun",
													"{@b Skoan-Quah (Skull Clan)} ancestors, earth elemental, giant scarab beetle, vulture, will-o'-wisp, wolf",
													"{@b Tamiir-Quah (Wind Clan)} air elemental, cloud, griffon, roc, storm, wind"
												]
											},
											"According to their own tradition, Shoanti have lived in the northwestern lands of Avistan since long before colonizers fractured the Varisians' homeland. Yet the Shoanti people still maintain their independence and traditional way of life in areas across Varisia, particularly on the Storval Plateau.",
											"Shoanti animism is rooted in a deep connection to the land. Shoanti see the earth not merely as a metaphorical parent, but as a conscious entity whose constant support is necessary for the survival of all life upon it\u2014animal and vegetable alike. Their traditions emphasize connection and the reciprocal way in which the land provides for those who take care of it. The life force of the land serves as the source of Shoanti power and insight, rather than the otherworldly spiritual essence of the Great Beyond common to clerics. This life force is the birth of instinct and faith, and thus it sends omens to indicate future events, warning those with the wisdom to read the signs. Thus most Shoanti hold a profound reverence for natural phenomena as a manifestation of the will of the earth."
										],
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								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Atheists and Free Agents",
			"source": "CRB",
			"page": 440,
			"_copy": {
				"name": "Philosophies and Spirituality",
				"source": "LOGM",
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								"type": "pf2-h1",
								"name": "Atheists and Free Agents",
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								"page": 440,
								"entries": [
									"While most concede that the gods exist, some do not view them as worthy of worship, and a few even deny their presence altogether.",
									{
										"type": "pf2-sidebar",
										"source": "LOGM",
										"name": "Free Agents on Golarion",
										"page": 100,
										"entries": [
											"Aside from those who uphold the Laws of Mortality, free agents and atheists are common in certain places across Golarion. Both the River Kingdom of Touvette and the Tian nation of Bachuan hold widespread bans on religion (though both are harsh authoritarian regimes). Many Prophets of Kalistrade hold no ties to deities, instead grasping their fate in their own hands. Worshippers of the Green Faith sometimes pay reverence to nature gods, but as often as not hold no divine allegiance beyond their awe and reverence of the natural world. The Graycloaks of Absalom serve the city, acting as impartial arbiters of the law in the city's most religious district, the Ascendant Court. But ultimately, these are the exceptions\u2014most free agents on Golarion are loners."
										]
									},
									{
										"type": "pf2-h3",
										"page": 100,
										"source": "LOGM",
										"entries": [
											"In a world where the gods demonstrably exist, few people uphold a strictly atheistic or agnostic worldview; that is, a belief that there are no gods, or that the existence of gods is unknowable. However, a good number of people choose not to worship any deities whatsoever. Many do so because of the value they place on freedom\u2014not being beholden to a deity means no limitations, no censure, no anathema, and no strictures. While this decision might sound amoral to some, for atheists, it can be motivated by a desire for autonomy and the right to choose one's own fate."
										],
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										}
									}
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Adanye",
			"source": "LOME",
			"page": 132,
			"_copy": {
				"name": "Religion",
				"source": "LOME",
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							{
								"type": "pf2-h1",
								"name": "Adanye",
								"source": "LOME",
								"page": 132,
								"entries": [
									{
										"type": "pf2-h3",
										"name": "The Warmth of the Hearth",
										"entries": [
											"Legend holds that the amurruns\u2014known as catfolk to others\u2014were created as guardians against threats to home, nature, and the world at large. While the goddess Adanye is not considered to be their creator, she is said to have mentored these first guardians, teaching them the skills necessary to protect and defend, both in combat and in careful interaction with others. She also taught the importance of what they protected, identifying the hearth and the home, as well as the right to self-determination and to solitude, as worthy of defense. She is said to have instilled in the amurruns their need for solitude and their esteem of imagination. A master teacher, she is depicted as a graying catfolk woman or a cat by the hearth fire, her large, gentle eyes full of wisdom."
										]
									}
								],
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									"auto": true
								}
							}
						]
					}
				}
			}
		},
		{
			"name": "Angazhan",
			"source": "LOGM",
			"_copy": {
				"name": "Religion",
				"source": "LOME",
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							{
								"type": "pf2-h1",
								"name": "Angazhan",
								"page": 133,
								"source": "LOME",
								"entries": [
									{
										"type": "pf2-h3",
										"name": "The Ravenous King",
										"entries": [
											"Angazhan is a name well known in the Mwangi Expanse, and for good reason. Called the Ravenous King and Demon Lord of Beasts, he appears as an enormous and terrifying red-furred ape with six long fingers on each hand, massive and clawed. His red eyes, twisted horns, and viciously sharp fangs give him a demonic appearance. His followers range from gnolls to charau-kas to nalfeshnee demons that number in the thousands."
										]
									}
								],
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									"auto": true
								}
							}
						]
					}
				}
			}
		},
		{
			"name": "Balumbdar",
			"page": 134,
			"source": "LOME",
			"_copy": {
				"name": "Religion",
				"source": "LOME",
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							{
								"type": "pf2-h1",
								"name": "Balumbdar",
								"page": 134,
								"source": "LOME",
								"entries": [
									{
										"type": "pf2-h3",
										"name": "The World-Shaker",
										"entries": [
											"Balumbdar, or He Who Is Massive, is the god of all huge things in the world that tower over smaller things. Creatures of great size, such as elephants and dinosaurs, are sacred to him, as are natural features that dominate the landscape like mountains and massive trees. Balumbdar is also a god of strength, but of might born of great size rather than training or skill. Balumbdar is considered brutish and dim-witted by most other gods, but the fact that he towers over them in any interaction means he always commands respect. When he bothers to manifest at all, it is as a startlingly large man with slabs of muscle and equally thick rolls of fat. He sometimes instead appears as a city-sized animal or as imposing clouds, heavy with rain and low to the ground."
										]
									}
								],
								"reference": {
									"auto": true
								}
							}
						]
					}
				}
			}
		},
		{
			"name": "Chohar",
			"page": 135,
			"source": "LOME",
			"_copy": {
				"name": "Religion",
				"source": "LOME",
				"_mod": {
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							{
								"type": "pf2-h1",
								"name": "Chohar",
								"page": 135,
								"source": "LOME",
								"entries": [
									{
										"type": "pf2-h3",
										"name": "The Golden Lion",
										"entries": [
											"The old gods of the threefold sun were all but forgotten under the rule of Walkena, the child god. The immortal tyrant punishes anyone who lacks faith with death, and there is no worse blasphemy than to worship a rival god in his city. But the freedom fighter Sihar and her followers, the Bright Lions, have spread the word of the old sun gods in secret, and now they are returning to the people."
										]
									}
								],
								"reference": {
									"auto": true
								}
							}
						]
					}
				}
			}
		},
		{
			"name": "Kalekot",
			"page": 137,
			"source": "LOME",
			"_copy": {
				"name": "Religion",
				"source": "LOME",
				"_mod": {
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						"items": [
							{
								"type": "pf2-h1",
								"name": "Kalekot",
								"page": 137,
								"source": "LOME",
								"entries": [
									{
										"type": "pf2-h3",
										"name": "The Winnower",
										"entries": [
											"The guardian of deadly secrets and dangerous places, Kalekot is a bogeyman to most, murderer of the guilty and devourer of those who trespass. To those that society can't punish, Kalekot is executioner, striking from the shadows and leaving bodies to rot on the ground. To those lost at night, Kalekot is a silent follower, a guardian from danger. Those few who have glimpsed him describe a figure with withered skin and a snake's twisting spine. He always conceals his features behind an eyeless mask, its mouth filled with serpent's teeth, each fang the size of an elephant's tusk."
										]
									}
								],
								"reference": {
									"auto": true
								}
							}
						]
					}
				}
			}
		},
		{
			"name": "Lubaiko",
			"page": 138,
			"source": "LOME",
			"_copy": {
				"name": "Religion",
				"source": "LOME",
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							{
								"type": "pf2-h1",
								"name": "Lubaiko",
								"page": 138,
								"source": "LOME",
								"entries": [
									{
										"type": "pf2-h3",
										"name": "The Spark in the Dust",
										"entries": [
											"Fires and explosions of all kinds are Lubaiko's passion, from an ember that ignites a flour mill to an outrage that rips through a nation. She is the powder keg whose fuse has burned down, erupting into something momentous, be it for better or for worse. Roaming throughout the sky above Golarion, she delights in throwing her bolts into the fields and the minds of people, whenever conditions permit and wherever they may fall. Some believe the smoke from Lubaiko's fires are curses and misfortune flying up into the air to spread throughout the land. Yet Lubaiko's blazes also often clear the way for new growth."
										]
									}
								],
								"reference": {
									"auto": true
								}
							}
						]
					}
				}
			}
		},
		{
			"name": "Luhar",
			"page": 139,
			"source": "LOME",
			"_copy": {
				"name": "Religion",
				"source": "LOME",
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						"items": [
							{
								"type": "pf2-h1",
								"name": "Luhar",
								"entries": [
									{
										"type": "pf2-h3",
										"name": "THE SETTING SUN",
										"entries": [
											"The old gods of the threefold sun were all but forgotten under the rule of Walkena\u2014but Luhar did not mind being forgotten. It is Walkena's undeath that she finds offensive, for she had crafted him such a beautifully perfect eternal sleep. Now he not only rejects her gift, but instills so much fear in his followers that their rest is fitful and brief."
										]
									}
								],
								"reference": {
									"auto": true
								}
							}
						]
					}
				}
			}
		},
		{
			"name": "Mazludeh",
			"page": 140,
			"source": "LOME",
			"_copy": {
				"name": "Religion",
				"source": "LOME",
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							{
								"type": "pf2-h1",
								"name": "Mazludeh",
								"page": 140,
								"entries": [
									{
										"type": "pf2-h3",
										"name": "Mother Of Hearth and Wall",
										"entries": [
											"Mazludeh was once one among many empyreal lords, responsible for the domains of community stewardship and loving sacrifice. However, her actions during Earthfall and the Age of Darkness saved untold lives in Mwangi. Dismayed by the chaos and loss of life, Mazludeh spurred her fellow empyreal lords into action, forming a divine concordance that protected the Garundi nation of Holomog from devastation. Mazludeh's efforts elevated her to true divinity and the status of the matron goddess of the nation of Holomog. Now the goddess of negotiations and treaties, her followers often travel with merchants and ambassadors. She is also considered the diplomat to the other empyreal lords, able to pass on prayers to those most suited to answer them and persuade celestial beings to see to their fulfillment. Throughout the Mwangi, worshippers of Mazludeh have developed a reputation for being brave, empathetic, and fair even to their enemies."
										]
									}
								],
								"reference": {
									"auto": true
								}
							}
						]
					}
				}
			}
		},
		{
			"name": "Tlehar",
			"page": 141,
			"source": "LOME",
			"_copy": {
				"name": "Religion",
				"source": "LOME",
				"_mod": {
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							{
								"type": "pf2-h1",
								"name": "Tlehar",
								"source": "LOME",
								"page": 141,
								"entries": [
									{
										"type": "pf2-h3",
										"name": "The Rising Sun",
										"entries": [
											"The old gods of the threefold sun were all but forgotten under the rule of {@deity Walkena|LOGM}, the child god. But Tlehar never despaired, for the dawn must forever represent hope to all good people who gaze upon it. She holds the Bright Lions of Mzali especially dear in her heart, since they were a ray of hope to her people even when she couldn't be. Thanks to them, citizens of Mzali and beyond have been reminded of her loving embrace, and once again awaken with resolve in their hearts."
										],
										"reference": {
											"auto": true
										}
									}
								]
							}
						]
					}
				}
			}
		},
		{
			"name": "Uvuko",
			"page": 142,
			"source": "LOME",
			"_copy": {
				"name": "Religion",
				"source": "LOME",
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						"items": [
							{
								"type": "pf2-h1",
								"name": "Uvuko",
								"source": "LOME",
								"page": 142,
								"entries": [
									{
										"type": "pf2-h3",
										"name": "The Diamond Ring",
										"entries": [
											"The god Uvuko dances across the land, his body forming the boundary between earth and sky. His twisting tail churns the air into clouds, his creations spreading water to all those who thirst. His sliding scales till the earth, bringing forth plants that are nourished by Uvuko's rains. The worship of Uvuko is widespread in the Mwangi Expanse, found among many lizardfolk tribes, Mbe'ke and Taralu dwarves, and in the more cosmopolitan cities."
										]
									}
								],
								"reference": {
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								}
							}
						]
					}
				}
			}
		},
		{
			"name": "Ydersius",
			"page": 237,
			"source": "B2",
			"entries": [
				{
					"type": "pf2-h1",
					"name": "Ydersius",
					"page": 237,
					"source": "B2",
					"entries": [
						"The serpentfolk god is not dead, but in his decapitated state, he might as well be. Reduced to a feral, animalistic existence, Ydersius is even less aware of his legacy than the lowest of the aapoph. Ydersius's symbol is a snake's skull surrounded by a skeletal ouroboros."
					]
				},
				{
					"type": "pf2-h2",
					"name": "Ydersius",
					"page": 145,
					"source": "LOME",
					"reference": {
						"auto": true
					}
				}
			]
		},
		{
			"name": "Kitumu",
			"page": 158,
			"source": "LOME",
			"entries": [
				{
					"type": "pf2-h1",
					"name": "Kitumu",
					"page": 158,
					"source": "LOME",
					"entries": [
						"If any fervent devotees of the monstrous firefly goddess exist, they don't venture into civilization. The closest Kitumu has to servants or worshipers are those willing to placate the goddess in order to satisfy her demands and hungers."
					]
				}
			]
		},
		{
			"name": "Followers of Fate",
			"page": 184,
			"source": "B2",
			"lore": [
				{
					"type": "pf2-h2",
					"name": "Worshipping Norns",
					"page": 184,
					"source": "B2",
					"entries": [
						"On the Material Plane, some mortals worship norns as deities, while others, especially witches and bards, admire them as patrons or muses. Those who uphold norns as deities are known as Followers of Fate. Norns do little to discourage this veneration, but neither do they go out of their way to support such worship. Clerics who venerate norns might worship a specific norn or norn triumvirate, or all norns as a whole, but they gain the same benefits regardless of their choice. The religious symbol of Followers of Fate is a pair of shears cutting a golden thread, and their areas of concern are destiny, fate, and the aging process."
					]
				}
			]
		}
	]
}
