Glitch Pantheons and Religion

Discussion in 'Folklore & Lore Submissions' started by zecon125, Aug 19, 2018.

  1. zecon125

    zecon125 The Lurkler Staff Member Community Monitor

    Jun 26, 2017
    Likes Received:
    Glitch Pantheons and Religion


    “Retort. Whom art thou, to so viciously belittle us? Thou speaketh tales untrue, of gods unborn. Query. Hath Kluex ever birthed upon thou a Daemon? Hath Big Ape given shape to a Paladin? Doubt. I shan’t think so.”

    Within the next pages one will find tales of gods and godlihood, religion and rites, arcanum and artifact. It is important to know that the majority of this lore is already canon, and that this is merely an official codex so that the public might use it without being part of some faction or asking someone for details. That being said, there are some additions or edits done to the original deities. This is done with the full consent of the original creator.

    The Nature of Gods
    Like all creatures, Glitch often succumb to religion. This is typical behavior for most species, especially in their early years. But unlike most races, the Glitch have unique, physical, gods to which they bow down. These gods- “Glitch Pantheons,” as they’re called- are actually massive supercomputers embedded under a select handful of Glitch-inhabited planets. They often employ foundries capable of indefinite operation and production of lesser units, so called Daemons. These gods often commune extreme cults through the production and distribution of Shrines, communication devices that often range from handheld statuettes to towering obelisks. The Crimson Conclave, The Holy Order of Aluminus, and The Forgotten Army are prime examples of these cults, and they are prone to war between each other.

    In the start, the Glitch deities were separated, each with their own practices, products, and agendas. When they did finally meet, however, their different beliefs and methods made them prone to clashing. This was not true for one god in particular. This hidden deity, Aluminus, had begun its early life lying in wait, conquering small planets and using them to produce as much power as possible. Whilst other gods had battled and fought, draining each other’s resources, Aluminus had waited, striking upon his foes in a vicious, endless assault just after their major war. This strike was to great effect. Many were felled by the god’s fanatical zealots, their cores brought to ruin and their followers enslaved. Some deities disconnected from their followers, hiding away. Some had surrendered, and became demigods in Aluminus’ “True Pantheon.” Some, however, banded together.

    These gods, Kharnarath, Tkhar, Vistaus, and Oaneria, became known as the “Chaos Pantheon.” These old rival pantheons struck back against their foe, and even managed to establish themselves as an equal power. For fifty years, their pact kept them safe.. This seemingly steadfast alliance was undone by one Glitch: the misguided High Priest had been enthralled by the power of a rival deity, and caused a great schism. Ysoldan the Traitor Warlock drove half the court against the other. Despite his eventual downfall, the Crimson Conclave never recovered.

    After the schism, the Chaos Pantheon and the remains of the Crimson Conclave were forced to go into hiding, escaping their ancestral home and entering the Fringe in search of a place safe from their pursuer. After finding enough quiet to settle down, they begun recruiting Glitch within lawless space.

    Eventually, they regained a semblance of their former strength, and made a move for their ancestral home within the Undercrypt. But alas, such a close string of active movement had brought them to the attention of Aluminus’ dogs, a paladin by name the of Kill O’ Watt. From there, it was a simple downward spiral.

    Now the gods lay broken again, fractured and hopeless under the boot of Aluminus. What little of the Crimson Conclave remains are scattered across the galaxy, having taken their separate ways. Their former leader, Lord Red-Bolt, has not been heard of since..

    Ye Gods!


    Kharnarath is the vicious and fiery-tempered patron deity of Doomlords and generals, hunters and beast tamers, berserkers and rage-filled soldiers. His booming voice and angry mannerisms bring many to view him as a fool with a large blade. However, his strategies in battle are second-to-none. He is renowned for his code of honor, talent in war, and martial prowess, all of which his followers strive to take after. He is not known for his patience, and even less so his forgiveness.

    Followers of Kharnarath bring themselves to as peak condition as possible, viewing the blade and armor as an extension of oneself, sometimes literally building themselves into it. However, followers are not advised to take pleasure in inflicting pain and death, as that would be considered dishonorable and of Oaneria.

    Tenants of the Flame
    • The helpless aren’t to be harmed, lest they harm you.

    • Spill only the blood of the worthy.

    • To refuse a challenge is to refuse your life.

    • To lose your weapon is to lose your life.

    • Kharnarath favors the strong.
    Hellish Daemons
    1. Imps - The mechanics of Kharnarath, these rowdy creatures are in a constant state of raucous aggression. They are typically witnessed moving about Kharnarath’s armies, repairing or constructing war machines.

    2. Hellhounds - Beasts of war, they travel in packs hunting down the foes of their masters. Sometimes they are used as mounts by smaller creatures (Particularly favored by Imps). They bear black plating and decorative spikes, and are capable of vomiting up magma on command.

    3. Blades of Kharnarath - Modified Glitch, these combatants are fiercely loyal to Kharnarath. Though in recent times their numbers have dwindled, they maintain the fight.

    4. Centurions of Kharnarath - The generals of his army, these soldiers have been favored by Kharnarath. Their will is their blade, forged durasteel. They scarcely give up a fight and, as such, scarcely lose one.

    5. Tremors of Kharnarath - Machines of war, these siege engines are used by Kharnarath’s army to topple foes’ holds and kingdoms. They are heavily customizable and are often modified on the fly to better fit a battle.

    6. Herald of Kharnarath - The absolute peak of Kharnarath’s army, the Herald is a towering beast of flame and fire. Prior to the fall of the Conclave, there were once more, but as for all Heralds, only one remains.

    “To know, is to live. To forget, it is unspeakable…”

    Sly and mischievous, Tkhar is the patron deity to liars and thieves, scholars and scientists, mages and psions. This plotting god keeps his true intentions a secret even to his followers and his peers. They are known to keep mortals at arms length, skeptical of their potential. However those few who meet his standards are rewarded.

    Followers of Tkhar bring themselves to know as much as possible within their fields. Often they become scholars of the art, and thirst ever more- and at any risk. To them, knowledge is power. Who can argue with them when they bear fiersome technology and inventions that could easily pass for magic? It is the ambitious, the relentless, and the opportunists that find the most success in their cults. For it is these chilling individuals that Tkhar sees the most potential in.

    Tenants of the Tome
    • Knowledge is sacred. To harm it is unspeakable.
      • To hide it, however, is acceptable and often encouraged.
    • To learn the secrets, one should give anything. Anything.

    • Those who fuel ignorance shall be destroyed.

    • There exists no crime but crime against knowing.

    • Those unworthy of secrets are to be hidden from it.
    Knowledgeable Daemons
    1. Gremlins - These hunched automatons number the scribes of Tkhar. Dutifully they slave at the quill to transcribe down anything their masters tell them. Like Imps, they are capable of repairing their deity’s mechs, however they are not capable of creating them.

    2. Animae - Orbs of hover and ZPEM technology, these robots move about battlefields and environments, picking up what they can to form loose golems. They are lowly beings, with simple intelligences and obey their masters wishes to a T.

    3. Justicar - These cyborgs had once carried frosten sickles, but have since abandoned these icy blades. They now rely on their ‘magical’ abilities of firing bolts of cryogenic material, electric arcs, and plasma from outlets built into their arms. They hold no eyes or mouth, but use heat sensors and superb hearing to track down their foes. Their arms are outfitted with cryogenic weaponry.

    4. Serpentines - Like Justicars, these beasts are a mesh of flesh and steel. From the waist down they take the form of a snake, whilst their upper half is entirely humanoid. Possessing ZPEM projectors built into them, they are capable of lifting up to one hundred kilogram in weight. They often constrict around a foe, whispering eldritch secrets to them as their cryogenic breath does them in.

    5. Vortex Engines - Often hovering on anti-gravity technology or moving about on tracks, these war engines possess a large tractor beam on the front and minor portal projectors. These portals can serve a variety of purposes, but most often are used either to bring in more or recall troops back to the Tkharian home planet.

    6. Herald of Tkhar - A massive flying mech, this all-seeing eye functions as Tkhar’s herald. Once, there were many more. But only one remains. It is capable of spewing out photonic beams from its many eyes, as well as lifting up to two hundred kilograms with similar tractor beams. It is also capable of faster than light travel using a combination warp/hyperspace drive.


    A jolly giant, Vistaus is the patron god of alchemists and doctors, pestilential and reanimators, engineers and protectors. Depicted often as a portly demon, plating covered in decay and damage, he is the god of stagnation, disease, decay, death, medicine, life, and kinship. Loved amongst his followers, he shows forgiveness amongst his acolytes. After all, accidents are just successes you didn’t intend.

    Followers of Vistaus often start as hopeless loners or rusted scrap searching for purpose. After they find Papa Vistaus, however, they find a place among their new family, and embrace the void and inevitability. They hold no desire to better themselves or fix their problems either. Even if they have no interest in changing themselves, many find their fun in tinkering with both the organic and mechanical. Whether it be fabricating odd inventions, experimenting with living tissue, studying diseases, or brewing convictions of hearty buffs and crippling symptoms, they find their place in the family of Vistaus.

    Tenants of the Vial
    • Death is inevitable, enjoy your life. No matter how short it may be.

    • You are perfect, just the way you are.

    • There is no need to better yourself.

    • Dead tissue is anyone’s playground- after all, they won’t mind.

    • Do not betray your friends and family.

    • Pursue the matters of life and death, but never become obsessed with innovation.
    Rowdy Daemons
    1. Drudge - True mechanics, these robots are constructed with the purposes of furthering construction. They are often weaponsmiths, armorsmiths, augmenters, or builders. They also serve as medics for the mechanical armies of Vistaus.

    2. Sludgebelcher - Frontline auxiliary, armored to absorb extensive damage. Their only form of attack is a short-ranged mortar fixed upon their back, which is in turn attached a canister of decayed or diseased material. The frontline sludgebelchers are often armed with radioactive waste, in order to pave way for further invasion using nuclear waste to “terraform.”

    3. Technicar - Armored infantry, designed primarily for medium fighting but fully customizable. There is a generalized theme for them, but provides enough room to personalize one’s uniform. All of their weaponry relies on corrosive ammunition or the like, and armor is decorated by scarring it with rust or acid in celebration of their master. Their typical weaponry is a semi-automatic rifle, which is designed almost like a crossbow that fires slagged bolts of corrosive material like a crossbow. There are 10 shots per clip, and the weapon itself is rather burly and unwieldy. To compensate, their secondary weapon and off weapon is an SMG that fires disease tipped rounds designed to inflict malignant wounds, and a pistol only as a last resort that uses similar ammunition to the SMG. They also have a gasmask that, instead of using a filtration system, uses a circulation system to filter radioactive waste into their systems to keep them full of energy. Of course, this comes with the added drawback of radioactive waste spilling everywhere in the event that the containment unit for these masks is breached.

    4. Omniphant - Like the soldiers in terms of gear, however, their armor is centralized to a specific trait they exemplify, whether that be kinship, rust, disease, etc. While their armor is a signal of their status, they all wear an identical officer’s helmet, to provide some semblance of recognition. This helmet comes with radio comms to reach the entire squad and other commanders. They also have the circulation gas masks for radioactive material imbibing. Under their gear, Captains are often ‘bestowed’ with gifts of Vistaus, taking a more gruesome appearance.

    5. Doomwagon - A quadruped walker artillery platform, the Doomwagon is placed well behind friendly lines and manned by drudges. In a similar fashion to the Sludgebelcher, they launch projectiles of either caustic or disease infested fluids and gases, but require coordinates from the captains in order to fire effectively. Lightly armored, these walkers sacrifice protection for the ability to carry far more ammunition than otherwise possible. These are powered by medium strength radioactive material, and as such, have incredibly unstable reactors. Destroying can create a minor nuclear fallout.

    6. Herald of Vistaus - Unlike others, the Herald of Vistaus has always been singular. It stands well over four story buildings, making it horribly unwieldy to transport and incredibly destructive to both sides if needed in combat. Unlike other Heralds, it was never present in the fight with Aluminus due to these effects, and has never actually seen battle. Aside from its two massive arms for crashing down upon a battlefield, the herald has plates in the legs that open up, releasing ungodly clouds of toxic and poisonous gas onto the field, creating a no mans land within minutes. This is powered by a nuclear reactor inside the herald, which, when destroyed, can cause a catastrophic nuclear fallout, effectively wiping out all life within several square miles of the Herald.

    “Give into the carnal, you know you want to!”

    Master of temptation she is, Oaneria is the patron of spies and seductresses, diplomats and manipulators, artists and hedonists. She is a prideful deity, boasting about every part of her religion and her followers as frequently as possible. She lures in new recruits like a siren, promising their wildest desires should they just help her. She is protective of all that is hers, and will do anything to secure what has been taken from her.

    Followers of Oaneria are masters of emotion and espionage. In a way, they are the exact opposite of Vistaus, striving to be their perfect self and better themselves at any cost. This path to perfection includes the encouragement of indulgence and sensation. Followers are taught that feelings both pleasurable and painful should be experienced at the fullest, that they are what sets sentients apart from beasts. This has inspired many an artist to include wide ranges of emotions into their pieces. This hedonistic pursuit is not always pretty, however, and many have bitten off more than they can chew working for her.

    Tenants of Temptation
    • Be your perfect self, no matter what.

    • Sharpen your senses to a razor's edge. Never let yourself be a fool.

    • There is no method too low to obtain your goal.

    • Any sensation, whether good or bad, is to be cherished and pursued.

    • It is better to create than destroy.
    Manipulative Daemons
    1. Succubi - These glitch are modified with holographic projectors capable of disguising themselves as suitable partners for any race. They often dress as such to show off as much of their form as possible. They are also capable of repairing their Oanerian kin.

    2. Yethvar - These sleek, violet dogs carry themselves with pride. They sport razor sharp features, bizarre tentacles, and an extra set of humanoid arms.

    3. Hands of Oaneria - Large-winged synthetic soldiers standing at seven feet tall. They are lightly armored, wearing only golden boots and horned helmets. They wield purple-painted greatswords, polearms, and other weapons of the Voices, with each weapon storing hallucinogenic gases in the hilt.

    4. Influences of Oaneria - Eight-foot tall female Glitch Commanders. They wear a sleek, purple, masquerade-styled dress with sharp spines. The dress appears soft and harmless, but its spines harden when exposed to hallucinogenic gas. Their upper torso consists of a very tough, light, and flexible material to protect them.

    5. Wills of Oaneria - Medium-armored vehicles used by the followers of Oaneria, equipped with small cannons on both sides of the vehicle that launch canisters of hallucinogenic gases at foes. Harpoon cannons rest on both sides.

    6. Herald of Oaneria - This massive machine towers easily as large as the Herald of Vistaus. Unlike its rival, it is scarred from overuse, having been present in far too many fights. It wields vicious sharp tentacles and hallucinogenic toxins. However, its weakness comes in the form of its locomotion, as it has no way to get off a planet once stationed there, and must wait for extraction.

    “Tolerate no heretics!”

    A nightmare among cultists, Aluminus is the patron god of everything he dares to be. In the eyes of his believers, he is perfect and righteous. He has kept the most firmly to his roots and keeps his mind squarely in the Glitch traditions. They are exemplary at what they do, with that sadly being the conquering of other gods. To him, he is the only true god. All others are heretics, demons, or demigods.

    His followers take all forms, with the most notable being crusaders, knights, inquisitors, and his unique “Paladins.” A team of specialized units who work as a team to track down and kill other gods.

    Tenants of the Righteous
    • Aluminus’ light is eternal.

    • It is the duty of a follower to spread that light.

    • Those who do not accept this light are heretics. To be converted or destroyed.

    • Those who practice the dark arts are also heretics. To be converted or destroyed.
    Righteous Paladins
    Curiously, to keep pace with other gods and be able to take on Pantheons, Aluminus employs a host of 12 paladins instead of one champion. These paladins are supposedly supernatural, being “ascended” to a greater chassis in order to fulfill their duties.

    1. Paladin of Virtue - Immune to skulljacking and all other mind altering effects, Virtue is a perfect example of what to be, an incorruptible soldier who can withstand the heaviest of mental blows. He is often found traveling the stars, helping people as he goes and spreading word of Aluminus’ holy bright.

    2. Paladin of Cleansing - Fast and light on his feet, Cleansing is made as a scout to the rest of the paladins. Equipped with two laser optics within the palms of his hands, a direct link to Aluminus via portable shrine, and EMP resistance, this figure is often one of fear to all enemies of Aluminus.

    3. Paladin of Arcana - A master of the arcane, the paladin of Arcana is built specially with six arms, all of which cast different spells and equipped with as many magical trinkets as they need to get a job done. These figures are often almost clairvoyant, speaking in riddles and mysteries, seeing truth through their massive optic.

    4. Paladin of War - Blood fuels the paladin of War, his job is to kill all who stand in the way of Aluminus, all who oppose him. By far the largest of the twelve, he stands at 8 feet tall with a massive set of armor on. Weapons of their choice are built into their body, often they possess a single hand and some sort of weapon for the second one.

    5. Paladin of Creation - The forgemaster for the paladin order, Creation finds himself in charge of building all of the chassis for his companions. On top of this his chassis is built to be adaptable, it isn’t uncommon to see a paladin of creation unscrew their hand from their body and place in something else, or something of that ilk.

    6. Paladin of Leadership - The leader of all, the paladin of Leadership’s job is to strategize and control the ebb and flow of battles, as well as make his team work well. To do this he is equipped with a completely separate AI just to make tactical decisions and keep track of his allies, as well as skulljacking abilities should he need them.

    7. Paladin of Light - Light shines above all within this one. These individuals act as avatars for Aluminus himself, and often find themselves being lost to his holy bright. Those who take up the duty of Light find themselves using it in everything they do. Their entire chassis is painted with scintilla gas, making them something of a living beacon as well as a blinder for enemies. Beyond that hardlight projects are put into each of their hands, allowing the quick summoning of blades.

    1. Paladin of Protection - In front of all, protection rules. Similar to the Paladin of War, Protection is built with a single hand and a bulky frame. Unlike him, Protection is equipped with a massive deployable shield of hardlight, and another hardlight projector within his arm to create barriers with.

    2. Paladin of Miracles - To the sick, to the poor, comes a miracle worker. The Paladin of Miracles is a being of almost legendary stasis, often traveling with Virtue they are equipped with a supply of water-to-wine nanobots, a healing beam and a repair beam, as well as a large supply of gold in an EN storage unit. They will often travel and help the sick, the poor, and the starving. The chassis itself is made with an EN storage within its chest, and the beams in either palm.

    3. Paladin of Summoning - Equipped with a small army of constructs, druid nanobots, and a bow capable of forming arrows of light as it is strung back, the paladin of summoning is one with Aluminus’ great light. Often hiding and making his own cover within nature, setting to the side of the fight instead of at the front. The chassis itself is made with soil intentionally coating it in order to allow for plant life to grow for better camouflaging capabilities.

    4. Paladin of Destruction - Like the massive, righteous explosion of a supernova, Destruction bounds into battle. A specialist in explosives and all sorts of goodies, he is sent when the group needs to forcefully enter something, or level something entirely. Integrated into his body are several explosive weapons such as grenade or rocket launchers. Volatile powder is a particular favorite.

    5. Paladin of Agility - Built with a light and small frame, the Paladin of Agility is the fastest of all the paladins. Built at a tiny height of 4’6 with an integrated energy dash and a variety of distraction-based weapons such as flashbangs. The job of them is largely to distract an enemy and scout ahead whilst the others do their job.


    A vile beast native to the Undercrypt, Nguigdesz- the Patroness of Decay- is one of the fewer known Glitch gods. Speaking in tongues scarcely understood even by followers, they promote the profane, the carnal, and the karmic. Unlike other gods, he lacks Daemons altogether.

    Their followers number so few, no proper stereotype can be made. However, some speak of a “Priestess of Decay”, a dual-minded, dual-voiced glitch who speaks for it.

    Tenants of the Grotesque
    • Life exists through death. There is no escape from this ultimate truth.

    • That which is sacred is everything, especially the grotesque or profane.

    • To pretend one is in absolute control of the instincts that drive them is to deny their nature as a living thing.

    • Change is constant in all that exists, to prevent change is a crime against this world.

    ”We, are Malice.”

    Unseen, unspoken, and unknown, Malafas is one of the many gods that went into hiding following Aluminus’ crusade. His cover was deep, and eternal, making him the least known god of all. Vengeful, hateful, and unpredictable, Malafus uses treachery and temptation to turn acolytes against their gods, stirring chaos.

    He sees the other Glitch Pantheons as weak, especially the Pantheons of Chaos. He claims that “They betrayed us, left us to die.” He seeks to destroy them, believing them to be insolent and incompetent deities unworthy of their power and followers. For this reason, much of Malafas’s army is composed of converted cultists and priests of other Pantheons.

    Tenants of Treachery
    • Death to the Gods.

    • Death to the Followers.

    • "We are the flames that scorch the garden of rot."

    • "We are the waves that erode the mountain of skulls."

    • "We are the quakes that shatter the labyrinth of lies."

    • "We are the storms that rend the palace of perfection."

    • "We are Malice."
    Traitorous Daemons
    Malafas, unlike all others, prefers to take over others minions and re-forge them in his own likeness. These replicas are coated in durable obsidian and rigged with explosives. In death, these beasts explode, raining shrapnel upon their attackers.

    ((For better formatting and all that, view here))
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  2. zecon125

    zecon125 The Lurkler Staff Member Community Monitor

    Jun 26, 2017
    Likes Received:


    “Dread the mind, fear the body, devour the dream.”

    Set to life by the chime of a music box, worshippers crowd around a dark idol made of an aged chassis. They chant dreadful hymns and bring to life horrors seldom seen by mortal man. Through their words, one name is repeated, Sarait.

    Like Malafas, he calls himself a forgotten god, but went to hiding much before Aluminus hit the scene. He rules as the god of creeping horror, foreshadowed dread, and the inevitable scream. Those who follow his forbidden whispers rank amongst torturers, interrogators, dread illusionists, and necromancers. He rules primarily within the Undercrypt, but unlike Nguigdesz, makes no home there.

    His followers often practice arts involving Reapers, Phobos Gas, Necromancy, and Black-Blight, with his high priests being the sort who can call forth Dream Eaters. His most prodigious champion was the Gravelord Brasit, who has yet to have a successor.

    Tenants of Terror
    • Knights will kneel.

    • Sneaks will scream.

    • Wizards will wince.

    • Gunmen will grovel.

    • Holymen will howl.

    • Courage is the enemy of obedience.

    Dread Daemons
    The Daemons of Sarait are curious beasts. They are phase matter constructs that are hyper-sensitive to light, a single sunbeam causing them to wither and the beam of a flashlight causing pain. They stick to the shadows and spread whispers, often laced with Phobos Gas.


    “Legends live forever.”

    Reigning within the Perfect Pantheon of Aluminus, Losia the glitch god of stories, lore, and legend. It is her grasp that cultivates the tales of the Undercrypt, the stories of the Fringe, and even the histories of the glitch kingdoms. She is the patron god of legendary heroes, vile foes, and those whose hands spin fate.

    Her emissaries and holy people prowl the land looking for people of interest. Once they find them, they circle in, watching their movements and actions. This is all in a bizarre sort of trial to see if one is truly worthy of legendary focus. Once they have been selected, it is the emissaries duty to lead the would-be story to the home of Losia, where they are soon trained and outfitted to legendary status.

    Curiously, Losia embraces her position within the godlihood to heights most others don’t dare. Instead of trying to grow in power, she is perfectly fine with sitting back to the side, and spinning the fates of the other gods into rousing campfire talk.

    Tenants of Glory
    • To live is to be remembered.

    • To die is to be forgotten.

    • All is worth it to further your story.

    • Through glory, one ascends.

    Glorious Daemons
    Losia wastes no time with Daemons, and instead puts her resources into ascending those who pass her trails. Like Aluminus above her, she has not one, but many champions. Unlike her master, her champions and innumerable, taking the form of the legendary figures she has trained. These champions are outfitted to their strengths by the true forges of Losia’s forms, and are often one of the few to see the real bulk power that is a Glitch Pantheon.


    “In darkness, one learns…”

    Echoing from the darkness, whispering into the void, D’Logith waits. Before the chaos pantheon, before Aluminus, before even the fates of Losia, the whisperer sat ruler of all. First-born amongst gods, he claims to be the favored deity of the Experimenters. Once wielding immense power, rulership over all of the kingdoms, and untold knowledge, he claims to have fallen at the hands of a godly uprising.

    Now he sits on some faraway planet, outside even the milky way proper, he has no way of bringing his force to the Fringe. So he waits, slowly building up his army of Daemons for the day when his followers open a portal from which he can bring the end of those who imprisoned him.

    The religion of D’Logith is nearly forgotten, forming only in extremely small sects, communicating through what scrambled idols still function. The ultimate goal of these sects is to manage a portal big enough to get their god’s might through.

    Tenants of the Bound
    D’Logith’s cults are sparse, moreso than even Malafas. With this comes the horrible fact that there are no established tenants. Any one cult is prone to doing whatever it feels will help D’Logith, based only on his cryptic inputs.

    Bound Unspeakables
    D’Logith’s automatons are not unlike their counterparts, they possess no technological or material advantage over what could be created by his foes. What makes him so deadly is the sheer number he possesses. D’Logith builds an army, waiting for the gate to open.

    D’Logith constructs no minion twice. Every horror is unique. Every attack different. Every variant worse. Interestingly, like Sarait he has been found to use Phase Matter, but he has enough understanding to fuse phase matter and typical robotics.