Lord of Deep Places
Greater Deity
Symbol: An eye underneath a pattern of peaks or waves.
Alignment: CE
Portfolio: Oceans, Underground, Forbidden Lore, Undead.
Worshipers: Miners, Monsters, Sailors, Scholars.
Cleric Alignment: Any non-Good
Domains: Earth, Evil, Death, Knowledge, Water
Favored Weapon: Spear

Light is blinding, and the open air is suffocating. It is best to stay under the surface, unseen. There, your growth is only limited by your cunning and tenacity.

But if you wish to travel these domains or retrieve their forgotten treasures, you had better be prepared to give their Lord his due.

Gadrum is never satisfied with his own power or the size of his domain for long. To this end, he sends storms, earthquakes, mudslides, and monsters to bury and drown as much as he can. He can be appeased through ritual sacrifices of animals or precious objects…usually.

Gadrum knows this world will end. He may not intend to bring about that end himself, but he is determined to take as much power and influence into his next incarnation as he can.

Clergy and Temples
Cults of Gadrum tend not to have a visible presence far inland, at least not on the surface. Temples there are hidden in grottoes and sub-basements. On the coasts, where worship of The One Beneath the Waves is prevalent and tolerated among sailors, there are stone and earthwork structures marking the entrances to temples lit only by torchlight. Animals sacrifices are made to ask for a safe voyage or a good catch. The truly grand temples to Gadrum are made by his monstrous worshipers in the deep underground or on the ocean floor.

There are rumors of humanoid sacrifice in dire storms or when villages begin to starve for want of fish. Tales of unspeakable rituals performed by the clergy abound, but most are dismissed as fiction.

The clergy are protective of cemeteries, believing that graves are part of Gadrum’s realm and their contents are his property. The particularly faithful may be rewarded with undead servants or warriors.

Clerics of Gadrum are reluctant to show their (often substantial) wealth. Although he does not require vows of poverty, he is quick to punish those who withold sacrifice. Similarly, his clerics risk his extreme displeasure if they pay any tribute or obeisance to rival deities.



Gadrum awoke slowly beneath the mountains. He had vague memories of his thrones on a dying world. He knew he had left that world, although he did not know how.

He had been very powerful there, he knew. He had commanded the seas and toyed with tectonic plates. Sea serpents, demons, and things even older than himself had obeyed him. He felt some of this power still, but felt diminished, hungry.

After thousands of years had passed, he fully came into himself. He broke through the stone that had built up on his motionless form, and found to his dismay that the world had already began. He could hear the voices of humans and their ilk. He felt the presence of well established gods like sunlight burning his skin.

He was going to have a lot of catching up to do.


Wytwyld's Dawn of Worlds Experiment Inkarm