Deity: Tergrid, God of Fright
"Terror is the natural state of a child, they know they are small, vunrable, glass fragile. It is only once we grow that we delude ourselves into thinking we are safe, that we are strong, that we have control over the world we live in. Show a grown man how little control he really has, and you will see the child he always was: pissreeking, repentant, and pleading for his mother. " - Gerheart, village executioner
A goddess for those who hold close to the light dreading the unknown or those who wander gleefully into the dark seeking it, Tergrid is a deity of imagined horrors and terrible omens.
Depicted as a young woman always bearing a lantern, myths speak of Tergrid's shadow as a monstrous, murderous thing with a will of its own. Unable to kill the goddess due to the light she carries, it vents it's directionless wrath on those who linger beyond the lantern's glow. This duality, as both as the victim of fear and the source of it defines the brightmaiden's worship; as she is both threat and saviour to those who draw her attention.
Adventure Hooks:
The party arrive at a country roadhouse at dusk, only to find the inhabitants have nailed shut every door and shutter as if preparing for a siege. They say some horrid murderous things are lurking just off the road, and as the light wanes they refuse to let the heroes inside. The roadhouse's residents are terrified and are willing to fight to keep the party out, half convinced the party are themselves the things they should be afraid of... which isn't to say there ISN'T anything else waiting for that door to open. After negoitating their way inside (or forcing the issue) the heroes discover the roadhouse residents were warned of the danger by a mysterious woman who passed through earlier, though none can remember exactly what she looked like.
A knight renowned for his fearless deeds wanders the street in a waking nightmare, seeing threats everywhere and lashing out at phantoms and passersby. Even after being subdued it’s clear he won’t awake, and many suspect interference from jealous rivals in the upcoming tourney. The knight’s meek squire asks the party to help investigate the causes and possible cures of her master’s madness, never suspecting that her suppressed resentment at his recklessness might’ve manifested as a curse.
In desperate need of answers, the party consults an oracle dedicated to Tergrid who has them undergo trials of fear and phantasm so that they might know the truth. Chiefest among these is battling in a dark cave full of shadow monsters, while flickering visions of the future are cast on the wall by the guttering lantern light. The longer they can endure, the more they will know, but that isn't likely to be long unless they fight harder than they ever have before.












