Deities

Higher Beings, Primal concepts, Individuals who wield immense power, and occasionally objects. People devote themselves to many different thing all over the plane. Not all of these beings are good, or even care about the mortals who devote themselves to them. Some can speak with their followers and were once mortal's themselves, and others interact in abstract ways, occasionally leaving their followers with more questions than answers.

Deities in this current age fall into three categories. There are The Elemental Pantheon. The church of the New Saints. and Storied Evils

**DM's Note**: listed below each deity will be a collection of common domains oaths associated with them. These options are only meant as a guideline, and are not intended to be limiting factors. Just because the domain or oath isn't listed under that specific deity doesn't mean you cant pitch a character concept with that pairing. Warlock pacts are a bit trickier, so I haven't listed anything down below, just talk to the DM before gameday if you are making a Warlock.

## A Brief History of Divinity

Millenia ago the Fundament people stole a great amount of power from the Outer Reaches. They ended up destroying themselves with this power, getting twisted and corrupted, mutated into horrors that were set on wiping out the plane, they become know as The Deep. A small group or uncorrupted fundament used that same power to sequester Tellarrin away from the astral expanse and lay down leylines to keep The Deep locked beneath the plane. Thousands of years later the first of The Old Gods unknowingly began to draw power from the leylines. To believe something was a god made it so, and thus a new age of Gods who walked among mortals was born. Along the way the Gods fell to warring among themselves, some seeking greater power, others trying to prevent the greater threats the future was bringing. The draw of power from the leylines weakened the prison of the Deep enough that they could begin to influence the world and begin plans to break out. The Godfall campaign takes place in the last months that the gods roamed the plane and ends with the party thwarting The Deep's attempt to break out, and strips the Old Gods of their corporeal power.

Godfall happens, most of the Old Gods are dead, their power returned to the ley lines, their corporeal forms destroyed. But some survived, their essence banished to the extremity of the plane, unable to return to the astral expanse because the plane was still sequestered. for a few centuries more the plane sat in limbo, The Deep trapped below, the god trapped above. Unable to sustain themselves anymore, the leylines began to unravel. Extraplanar entities began to fin their way and The Deep began to find ways out. During the Scheming Deep campaign the party helped the Queen of Twilight, Nymmith, undo the last of the seclusion magic thereby returning Tellarrin to the astral expanse causing the Last Death of the Old Gods, and transcending Nymmith into an astral dragon.

The Deep is dispatched shortly afterwards, and the oldest of the Old Gods, the Stormwolf, is laid to rest finalizing Tellarrin's return to the Astral Expanse. The Old Gods fade into antiquity, some records of them remain, and a very scant few still pray upon ancient altars. New faith begins to emerge and even the longest lived races find the names of the Old Gods quickly slip from their memories.

## The Current Pantheon

### **The Elemental Pantheon**

The Elemental Pantheon exist as beings or forces that are so many orders of magnitude more powerful than the average mortal that they have gathered followings. These Deities do not seek the formation of religions and very rarely interact with their followers in any direct manner, if at all. These Deities are mostly unaffiliated with one race/class/mantra and tend to look at bigger picture concepts like the Natural order or the guiding strands of fate.

#### Nymeria the Astral Dragon

Soaring far above the limits of the plane, Nymeria, protector of the astral expanse, can occasionally be seen over the skies of Tellarrin. Over the centuries, the people of Tellarrin have, on occasion, witnessed her do battle with cosmic horrors that seek to invade this realm, tearing them asunder and obliterating them from existence before they can alight on a plane and pose a threat. Nymeria ensures that the planes remain connected, and that magic flows like a strong current from plane to plane. She cares very little for the goings on of the planes, needing to spend her time keeping the realm safe, but has been known to take interest when events threaten to spill over and endanger the realm as a whole. Nymeria believes that each and every mortal has free will, and that interceding or influencing their affairs breaches that free will. As such, she rarely makes pacts or answers the calls of her devout. Nymeria and The Fate-Spinner are bitter enemies, due to Nymeria viewing the use of the Threads of Fate to be a violation of mortals' free will. Those that Nymeria does exert influence over are individuals she acknowledges as being able to keep their free will in the face of the power.

*Common Domains: Arcana, Knowledge, Twilight.*

*Common Oaths: Vengeance, Watchers.*

#### The Many-Faced Mother

A face for frost, a face for seed, a face for snow, and a face for sun, The Many-Faced Mother is the embodiment for nature and the passing of time. She is the most worshipped of all deities, drawing supplicants from nobles and peasants alike. She is neither good nor evil, and pays little heed to the affairs of mortals. All things are born, grow old, and die, furthering the cycle of life that she tends. Aberrations and Undead do not fit the natural order laid out by the Many-Faced Mother. As such, aberrations and the undead are reviled across Tellarrin. The Many-Faced mother is not a jealous entity and cares not if who pray to her also pray to others.

*Common Domains: Arcana, Death, Grave, Life, Light, Nature, Order, Peace, Tempest, Twilight.*

*Common Oaths: Ancients, Devotion, Expedition (homebrew), Redemption.*

#### Lightless Fathoms

In some tales the Lightless Fathoms is a ghost ship that collects drowning sailors and curses them to be part of its eternal crew. In other tales crewing The Lightless Fathoms is a blessing given to sailors who wish to ne're live a day on land. A ship bearing that name has been see many a time, and by many a sailor, but no harbor has a record of a Lightless Fathoms ever making port. One thing is for sure, in the darkest night, when Chuul warm over the rails, or a kraken is ready to crack the hull, sometimes a ship will emerge from the black, its captain voice carrying easily over the wave, and its crew will aide the beleaguered vessel. Survivors of these encounters share many stories, but they all agree on one things, the ship is a Brigantine, its sails an emerald green and emblazoned upon them is a black serpent with crimson eyes, upon its prow is a Great white shark figurehead, and in shining golden lettering down the gunwale is the name Lightless Fathoms. Other sailors claim to have seen this ship from afar, battling monstrous sea creatures. It may be many ships, it may just be one, but sailors believe it to be a deity and so it is one.

*Common Domains: Death, Light, Nature, Tempest, Twilight, War.*

*Common Oaths: Ancients, Crown, Glory, Vengeance, Watchers, Oath breaker, Open Sea.*

#### Praxus, the dawn

Since long before the Old Gods fell, man has looked to the dawn as a sign of safety, a symbol that the long dark of night was at its close. Sunrise bolsters enchantments, and drives monsters back to their lairs. The dawn is a symbol of unity, it makes the start of the communal effort to survive for another day, to plow the fields and grind the flower. The dawn draws it name form a long dead god of fire and sunlight. Those who pray to Praxus feel his presence within their soul, a quiet warmth that says the sun *will* rise again tomorrow and you *will* be there to greet it. Praxus is a promise of safety and of unity.

*Common Domains: Forge, Life, Light, Order, Peace.*

*Common Oaths: Crown, Devotion, Redemption, Watchers.*

#### The Fate-spinner

The Fate-spinner is the tenebrous ruler of Selenciara. From her throne in the Garden of Dreams she works to ensure that great heroes always emerge to combat great dangers. Through careful manipulation of the Threads of Fate, she subtly guides people to where they will be the most useful to her. What her ultimate goals are for the plane are unclear, and some do not believe she even has any such power to mold peoples destinies. All attempts to reach Selenciara though magical transportation have failed, but very rarely reports surface of a silver-haired half-elf with eyes that seem to be filled with starlight who gathers a together seemingly unrelated people and then disappears again without a trace. The Fate-Spinner is known to harbor animosity towards Nymeria though the reason why is unclear.

*Common Domains: Arcana, Death, Forge, Knowledge, Order, Trickery.*

*Common Oaths: Glory, Vengeance, Redemption, Oath breaker.*

### **Church of The New Saints**

The 7 saints, were mortals who played a decisive role in the last great planar conflict. They form the prevailing pantheon Volarin and thier altars are commonly found in urban areas of Hyperion. Around 417 YoR the Outer Reaches launched a largescale coordinated assault against the entire realm. Nymeria managed to fend of most of the invasion force, but one slipped by and landed on Tellarrin. When the threat to that plane was at its height, a collection of adventurers who called themselves The Group managed to gather forces and call in favors from years of adventuring among many kingdoms. When the Gate-beast arrived on the plane and began to spew its brood out over the lands, The Group marshaled as many allies as they could and lead the combined forces of the continent against the invader. When they brought the Gate-beast low The Group chose to form a pact with Nymeria so that they could pursue the retreating forces back through the gate and continue the fight on the other side until every last extra-planar threat was crushed under their ascendant power. The Group used to be mortal and will directly interact with members of their faiths in times of need, they seek to grow a religion around themselves both as The Group and individually. The Group tends to draw followers of their own races, as well as classes that share traits with them. Their faiths are much more individualistic, outlining goals and actions that their followers should emulate.

#### Belin, Saint of savagery

**Human, Bard/Barbarian, Male.** By all accounts Belin was not the nicest person. He would talk until his words were all used up, and if he could not get what was needed with words alone then he would take it by force. He also hated stubborn fools who were too blinded by power to see the danger they were facing, and was know to fly into a frenzied rage if his sensible intelligent arguments failed to sway "stupid people". For Belin, the ends always justified the means. Regicide was an acceptable action if it resulted in more troops pledged to the fight against the Gate-beast. Compassion was a luxury that those in peaceful times could enjoy, but was detrimental to those who wanted to make it out of the war alive. Belin teaches that talking it out can solve any problem that only involves sensible people, and that if you are in a situation where the other person is not sensible then it is critically important to replace them with a sensible person right away.

*"Then man who listens to the fools is more foolish than the fool"* -Belin.

*Common Domains: Arcana, Death, Knowledge, Order, Trickery, War.*

#### Igris, Knight Ascendant

**Tiefling Fighter, Non-binary.** Igris was quiet, choosing to speak in actions. Igris was noble, level headed, and fiercely loyal to whom they made their oaths. Taken in as a ward of the king at a young age, Igris was the only Tiefling in a city that was in a constant war for survival against infernal creatures that plagues the area. Despite their lineage they were treated well and grew to love the people of the city. When they were of age they pledged themselves to protect the throne, never faltering. The kingdom met a great disaster one day when Igris was away training with a great swordsman in the west. Crushed by their failure, they wandered for years, looking to find a place to pledge to in order to gain redemption. While traveling with The Group Igris finally found a new cause that they could pledge themselves to. The kingdom of Sarn was the main target of the Gate-spawn once lower Volarin had been overrun and it was in disarray with its king dead. Igris pledged to protect the empty throne and the people who looked to it for hope. The next 4 years of their life were spent dutifully protecting the city, never once faltering. Igris teaches that an oath is binding and the execution of the oaths defines you. They also teach that there is nothing more noble than to take a stand to protect what you care about, no matter what it is.

*"Here I have planted my banner. Here I shall fight, and if fate decrees, then here I shall fall. But here me an know my oath, Until I die, no Gate-spawn shall cross through the gates of this city. Sarn. Will. Not. Fall"* -Igris to the people of Sarn as the Gate-spawn gather for an overwhelming assault

*Common Domains: Death, Forge, Light, War.*

#### Malachai, Sovereign of Arcane Knowledge

**Unknown race, Wizard, most likely male.** Malachai teaches that Magic is a curse. He warns his followers of the perils of delving for forgotten secrets. for those who are prepared to take the risks however, Malachai teaches that once you have suffered the curse of arcane abilities that there is no upper limit to what one can do, the curse of magic does not grow in relation to your power, so if you pursue arcane insight the do so to the greatest extent you can.

*"There is not problem that magic cannot solve, but the magical solution to the problem at hand will almost undoubtedly create a larger and more problematic problem"* -Malachai

*Common Domains: Arcana, Death, Forge, Knowledge, Nature, Peace, Tempest.*

#### Aurelia, Monarch of Flame

**Elven Druid, Female.** Aurelia was kind, gentle, and caring. A sweet old elf who doted on the children and spent every last copper she made trying to make peoples lives better. Even if she had not chose the path of the Saints it is likely that she would be remembered by the people of Volarin for decades to come. Many couldn't even recognize her when she was on the battle field. As caring and gentle as she was with the children, she was equally ruthless and violent toward those who threatened the future of the children. Her mastery of fire magic was unparalleled, boasting the ability to warm a cup of tea for a child or raze a fortress to the ground with the same spell. Aurelia teaches that it its the duty of all who live long lives to work every day to ensure that the children can always smile.

*"For this child I am willing to reduce you all to cinders and ash, to find every mention of you in any book and scorch your names from history, for this child I would erase your sorry existence from this plane if it would let them smile again"* -Aurelia, shortly before committing multiple crimes against humanity in order to protect a child she has met the day before.

*Common Domains: Death, Grave, Life, Light, Nature, Peace, Tempest, Twilight.*

#### Sirona, Master of the Wilds

**Human Ranger/Druid, Female**. Outspoken and friendly, Sirona was quick to make it into people good books, and very unlikely to leave them. Preferring to avoid confrontations unless absolutely necessary, she took the time to gain as much intel as possible before hand. She knew her strengths, and where she fit in The Group, always striving to get better and better at gathering intel and scouting possible encounters well ahead of time. She teaches that, if you are good at something then you should hone those skills until you have reached the highest peak possible.

*"I may still just be a girl with a dog and her bow. Compared to you I cant reduce giants to cinders with a flick of my hand, but I've got my dog, and I'm really fucking good with my bow. So what makes you think I cant help out just as much as you or Malachai"* Sirona to Aurelia, when deciding who to send to help beleaguered troops fleeing the Gate-spawn

*Common Domains: Death, Grave, Life, Light, Nature, Order, Peace, Trickery.*

#### Kroll, Regal vagabond

**Half-orc Rogue, Male.** The best work should never be seen. Kroll was a man of few words, like Igris he preferred to just get on and do things. Unlike Belin he saw no point in talking, preferring to utilize his set of skill to get in and out unseen. He got he moniker when he assassinated the King of Villir and spent a few days impersonating him, without being caught, in order to get more troops committed to the war. (DM's note: The "regal" moniker is tongue and cheek, there was nothing regal about him at all in his life. But Kroll didn't want to inspire every shady person on the plane to commit crime in his name.). Few confirmable stories exist about Kroll's exploits, but it is believed that what he did was always for the greater good. Kroll teaches that satisfaction is in the execution of the task, acclaim and recognition are distractions that only serve to dull your edge.

*"I am not Kroll"* -Kroll

*Common Domains: Arcana, Death, Froge, Grave, Knowledge, Life, Light, Nature, Order, Peace, Trickery, Twilight, War.*

#### Azriel, Life-Binder

**Aasimar cleric, Male.** Azriel was notably a pacifist. He would heal and protect his party to his last breath, but never once harmed another individual. While not as compassionate or caring as some of the other members of The Group, Azriel was never slow to help others. He had strong sense of duty and never strayed from his creed, Azriel teaches that if it is in ones power to help, then it is their obligation to do so.

*"I will not let harm come to any of you while I still have spells. Once my magic has gone, I will protect you with my body, and if my body fails before we have won, then I will die knowing that I did everything I could to keep you heroes safe."* Azriel

*Common Domains: Life, Peace.*

### **Storied Evils**

The Dark Ones are entities that are used to scare kids into behaving. While not actual god there are always fanatics who will bargain with anything for power. There is a strong fear of these beings instilled in the younger folk through the folk tales they are told in their youth. That fear typically goes away as they grow into adulthood, but remains as superstition into their adult lives.

#### The Dread Beast

A quadrupedal beast of massive proportion, The Dread Beast strikes fear into all but the staunchest of hearts. Said to be an ancient creature, warped by the outer reaches and driven insane with rage, this beast appears at random and rampages far and wide before disappearing as quickly as it arrived. Frequently the antagonist of children's fairly tails, mothers claim that naughty actions will summon the Dread Beast to destroy their home.

#### Gorlog

Gorlog never existed, he has no historical basis, the stories are not true. Centuries ago the invocation of Gorlog started to become widely used across the plane. The story changes from village to village, his appearance is rarely the same, but some how is name is always Gorlog. A bogeyman of sorts, it is an evil being that will take babies from their cribs, and eat children who run to deep into the woods. It spoils the grain in the silo, and steals the wind from your sails. Common folk curse Gorlog for misfortune, and use his name to lay malediction on others. However, Gorlog does not do these things. The baby was stolen by a passing Archfey, and the body of the child who ran too far was found eaten in a wolves den. Some rats go into the silo and spoiled the grain, and the lull was just for a day, now wind fills the sails full. So these things were not Gorlog because Gorlog doesn't exist........ right?

#### Cozmar

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#### The First Citizen

Immortal ruler of the Kalstatti Empire, the First Citizen is a mostly benevolent dictator who also happens to be a Lich. Once mortal, they organized a rebellion against the Empires rulers of the time. The rebellion was successful and for a time there was peace and prosperity for the empire, but, as they rested on the laurels, they became restless. New wars were started up, dissidence was silenced, the First Citizen realized they if they wanted to make the empire perfect they couldn't do it in a single lifetime. They performed an unholy ritual and made themselves into a lich. Learning the true nature of their leader, parts of the empire rebelled, but were slaughtered buy the shadowy association of mages that are at here beck and call. The First Citizen is still a mostly benevolent dictator, but brooks no insurrection and shows no sign of having quenched her thirst for power.

#### Kirathan

Sealed away in a temple, deep beneath the waves, Kirathan waits for the day he will be released. The Great serpent arrived long ago though a rift between Tellarrin and Hydwani. In Tellarrin he saw a plane ripe for the taking. Legends say he summoned great waves to wash over the land, seeking to sink the continents and drag any who roamed the land to a watery grave. The tales tell of a hero who stood up to Kirathan and, using trickery and cunning, sealed the leviathan within his own temple. To this day sailors still tell ghost stories of Kirathan's return, and attribute rough seas to him thrashing against the bars of his prison.

#### Esta-rossa

The Unkillable Demon King, that is what those who dare speak of him call him. To speak his name is to risk summoning him. If you are lucky he will kill you and drag your soul screaming into his demi-plane to be tortured for all eternity. If you are unlucky he may choose to posses your body and eradicate our entire bloodline, before dragging your soul and all of theirs as well into his demi-plane to be tortured for all eternity.

#### Vestige of shadow

A malevolent presence that is said to be drawn to those with a hunger for vengeance. It stokes the hatred and drives those people to exact their revenge. It is unknown how the entity selects its victims, but strong negative emotions seem to be a common factor. The influence if the vestige is nigh impossible to confirm until the very late stages, where the victim visibly darkens the area around them and their shadow moves of its own free will. Many instances of totally mundane vengeance and violence are pinned on the Vestige, people find it easier to believe some great evil corrupted their loved one instead of accepting that they may not have been as great as they thought.