Chapter 2 - Allegiances
Avaleen is a big world with a myriad of wills across the lands and continents. These lands are not governed simply by their history, but by countless factions and faiths striving for a plethora of conflicting goals and ideals, vying for power and influence. The world is barely out of the Age of Celestials, and the gods still walk amongst the mortals as they have for thousands of years.
But there are forces amongst the people who vy for another type of influence in this grand Age of Arcana. These factions have gained large followings in the guilds, common folk, and artificers - just like the gods have followers amongst clerics with powerful spells, paladins with blessed weapons of might, and thousands of worshippers whose collective voices can change the tides of power. Therefore, there are factions who wield just as much power and influence as the clergies do. Their reach ranges from the mightiest of houses to the smallest of small. The Onyx Council of Lossorach institutes political policies in grand, sweeping, and often inscrutable ways, while the Hallowed Blades are a group of folk heroes who seek to subvert evil across the land. Whether these factions are governments, guilds, organizations, or small unofficial groups, they can add depth and conflict to your Avaleen campaign.
Pantheon of Avaleen
The Titans were born of the spirit of Avaleen and destroyed by beings not of the world.
The pantheon is divided into two camps; the primary deities and those who betrayed them and became the Fallen. The following deities are the recommended existing pantheon of Avaleen. As long as the GM and the players agree, you are welcome to tailor, alter, or completely change the gods in your Avaleen campaign to fit your needs. The domains listed are the likely choices for the followers of that deity, but they are not the only options.
Divine Domains
Most clerics gain their powers from one, or even several gods if they share a domain or a divine province. Ultimately, the way your cleric or paladin serves their gods or their core philosophical and religious beliefs is up to you and your GM to discuss. Each god described in this chapter has a couple of domains and commandments, but almost all deities can have clerics whose powers are granted from any domain as long as you and your Game Master agree.
| Deity | Alignment | Domain |
|---|---|---|
| Ayursha | Chaotic Good | Ethereal, Fate |
| Ignis | Neutral Good | Knowledge, Wisdom, Creation |
| Ithe | Neutral | Death, Winter, Rebirth |
| Ancev | Neutral | Crossroads, Names, Time |
| Eraikai | Chaotic Good | Trickery, Revelery, Procreation |
| Pala | Chaotic Good | War, Freedom, Love |
| Loundil | Neutral Good | Thunder, Earth, Mining |
| Chaon | Lawful Good | Honor, Justice, Civilization |
| Idum | Neutral Good | Wilderness, Seas |
| Teva | Neutral Good | Moonlight, Illusion, Night |
| Fa'enor | Chaotic Good | Craft, Creation |
| Leya | Lawful Good | Healing, Sun, Peace |
Primary Deities
The Primary Deities are the leaders and luminary creators that battled the Primordial Titans for control of the young world of Avaleen. Through their power they created the mortal races and calmed the elements by banishing them to their own planes. They hold sway over powers that represent a spectrum of the natural world, the passage of time, life and death and other facets of freedom and existence in the world. While these gods may squabble and disagree amongst themselves, they are united in their dedication to the survival of what is ultimately their creations.
Ayursha
Ayursha, also known as Fatestitcher, or Lightbringer, is one of the prime deities of Avaleen. Goddess of the ethereal and fate and protector of the Akati. She came to Avaleen at the height of the deities' war with the Primordial Titans. It is unknown whether or not her presence changed the tides or not. Ayursha is said to have been born from the very fabric of the universe itself, her existence intertwined with the patterns of fate and destiny. She is believed to have played a crucial role in the creation of the universe, weaving the threads of fate together to form the tapestry of existence. At some point she met Farachimo, an immortal who has the ability to see everything clearly, and they were drawn to Avaleen where they made their new home.
Depiction. Ayursha appears as a tall, slender woman with long, flowing hair that changes color with the seasons. Her eyes are a deep shade of pale blue, and her skin is smooth. She wears a flowing, white gown adorned with intricate gilded patterns of leaves and vines, and her hands are often adorned with rings of various gemstones. Ayursha is, out of all the gods, perhaps the most present in the everyday life of her champions. She has a spiky personality and can be as harsh as she can be kind. She believes everyone has a destiny, and it is up to each individual to discover and embrace their own unique path. But some people need a little push, and Ayursha is not above manipulation to get her way.
Divine Domains. Ayursha is a powerful deity, with the ability to see the threads of fate and destiny that bind all things together. Her champions are granted the ability to realmwalk anywhere in any plane. Like an astral projection on stereoids. She can grant her followers the ability to see glimpses of their own futures, as well as the ability to manipulate the patterns of fate to their advantage. Within reason.
Holy day. Ayursha is the patron god of the akati, and it was around her temple; the Pillars of Fate, that the legendary city of Agartha was built in the Faerie Realm. Ascension Day is dedicated to her, as is Verdant Bloom.
Relationships. Ayursha is often allied with other deities of knowledge and wisdom, such as Ignis and Pala. She is also known to have a close relationship with Farachimo. However, Ayursha is often at odds with deities of chaos and destruction, such as Yxal and Athys, who seek to disrupt the patterns of fate and destiny that Ayursha weaves. She has a neutral relationship with Ithe , as their domains naturally overlap. They recognize that their goals are aligned, if not their methods.
Commandments of Ayursha
- Thou may never touch, never interact, and never change the tides of time.
- Thou shall protect the planes against those who seek the curse of the Void.
- Thou will face the Weave with strenght, with grace, and honor.
Ancev
Ancev, the Hour Lord or the Grey Guardian, is the god of Time and Crossroads and Names. Ancev is said to have created time itself, and to have woven the threads of fate together to form the tapestry of the universe. They are also said to have given humanity the gift of wisdom, allowing them to learn from their mistakes and improve over time. Ancev's origins are shrouded in mystery.
They have played a role in many important events throughout history, often guiding mortals to make choices that would lead to a better future. Their realm is a vast, timeless expanse known as the Temple of Foresight. It is said that within this realm, they can see all possible futures and can guide their followers to make choices that will lead to the best possible outcome.
Depiction. Ancev appears as an androgynous figure with features that seem to change subtly with each passing moment. Their skin is a deep blue, and their eyes are a swirling vortex of colors. They wear a flowing, time-themed robe and hold a pocket watch in one hand. They are a patient and contemplative deity, always seeking to understand the intricate web of cause and effect that governs the universe. They are often seen as enigmatic and mysterious, but those who seek their counsel find them wise and insightful.
Divine Domains. Ancev is worshiped by those who seek to understand the mysteries of time and fate. Scholars, seers, and those who believe in the importance of wisdom and knowledge are among Ancev's most devout followers. As are wanderers, lost souls, and travelers.
Holy day. The Grey Guardian's followers celebrate the Festival of Foresight, which takes place on the seventh day of the seventh month, a time when they believe Ancev's powers are at their strongest. During this time their followers often engage in rituals of meditation and divination, seeking to understand the workings of time and fate. They also perform rituals of sacrifice, offering up small tokens of time (such as hourglasses or pocket watches) to gain their god's favor.
Relationships. They are generally respected by other deities, but they have a particularly close relationship with Ayursha, the goddess of fate, as both deities deal with the intricacies of the universe and its workings. They have no known enemies, but their worshipers can sometimes be seen as a threat by those who seek to manipulate time and fate for their own gain.
Commandments of Ancev
- Luck favors the bold. Your fate is your own to grasp.
- Change is inevitable. Face them with courage.
- Time is both a gift and a resource; it cannot be reclaimed once passed.
Chaon
Chaon, the Herald and Lawbearer, is a cornerstone deity of the Pantheon of Avaleen, representing the principles of order, justice, and the unyielding pursuit of civilization. His influence extends from the halls of rulers to the hearts of ordinary people who seek fairness and stability in their lives. He embodies the ideals of honor and justice, serving as both a guiding light for those who govern and a protector of those who live under the rule of law. Chaon is not a god of rigid authoritarianism but rather of balanced and fair governance, where the needs of the many are harmonized with the rights of the individual.
Depiction. Chaon is often depicted as a stern but benevolent figure clad in shining armor, holding a massive tome of laws in one hand and the Scepter of Accord in the other. His visage is that of an unyielding judge, with a crown of laurels symbolizing his commitment to justice and peace. His radiant golden eyes are said to pierce through lies and deceit, revealing the truth in all things.
Divine Domains. The Sovereign Citadel is a majestic, towering city that exists in the Outer Planes, a place where law, order, and civilization reign supreme. It is a city of stone and marble, with towering spires, wide avenues, and perfectly symmetrical districts. Everything in the Citadel is in its rightful place, from the buildings to the people who dwell within it. The very air is imbued with a sense of balance, serenity, and unwavering order.
Holy day. The Day of Accord, celebrated on the first full moon of spring. It marks the renewal of vows between rulers and their subjects, as well as between neighbors and communities. Ceremonies often involve public recitations of laws and traditions, and it is customary to resolve lingering disputes in Chaon’s name on this day.
Relationships. Chaon’s relationships with the other deities are varied, from alliances to rivalries, shaped by his commitment to justice and the orderly expansion of civilization. His greatest allies are those who value wisdom, creation, and balance, while his greatest challenges come from the chaotic forces that threaten the stability of society.
Commandments of Chaon
- Embody honor and civility in your actions, treating others with respect and dignity.
- Pursue justice in all things, and with the greater good in mind.
- Strive to tame the wilds in the name of civilization. Build settlements, expand where inspiration strikes.
Eraikai
Eraikai, God of Revelry and Procreation. His domains are Life and Light and he is the embodiment of joy, impulsiveness, and enjoyment. He was born from the laughter of the gods, and he quickly became known as the god of revelry. He is said to have taught the first bards how to play music, and he is often seen dancing and feasting with his worshipers. Eraikai has been worshiped since the dawn of time, and he is said to have played a crucial role in the creation of the world's first musical instruments. He is also credited with teaching the first bards how to play music, and he is often seen dancing and feasting with his worshipers.
Depiction. Eraikai is a tall, slender figure with long, curly, flowing hair that changes color depending on the mood of the celebration. His eyes are a piercing shade of blue, and his skin is pale and smooth. He wears elegant, flowing garments that shimmer with the colors of the rainbow, and his hands are adorned with intricate, gem rings. Eraikai is a charismatic and charming deity, who loves nothing more than to see people enjoying themselves. He is kind-hearted and generous, and he always tries to bring people together in celebration. He can be somewhat dismissive in favor of a good time, and doesn't always see the urgency and danger in front of him.
Divine Domains. Eraikai has the power to inspire joy and celebration in those around him, and he can also create music and dance with a mere thought. He is also able to bestow blessings of good fortune and happiness on his worshipers. Eraikai's realm is a vast and beautiful garden filled with colorful flowers, lush greenery, and sparkling fountains called Heartvale, the Sacred Fields. It is a place of endless celebration and joy, where people can dance, feast, and make merry to their hearts' content.
Holy day. Eraikai is worshiped by those who enjoy the finer things in life, such as music, dance, and feasting. Thus he has no one public holiday. His followers come from all walks of life, and they gather to celebrate and enjoy life's pleasures. He is also worshiped by those who dive a little too deep into the finer things in life, leading lives of addiction and pleasure-hunting. He is the patron of brothels and taverns.
Relationships. Eraikai is on good terms with most other deities, as he believes that the world would be a much better place if people spent more time celebrating and less time fighting. However, he does have a somewhat strained relationship with Ignis, the god of wisdom and creation, who disapproves of Eraikai's hedonistic ways.
Commandments of Eraikai
- Seek out the beauty and wonder in everything around you. Even in the darkest moments, there is joy to be found if you look with an open heart.
- Let your actions be full of love and purpose, for they shape the future.
- Trust in the natural flow of life and embrace spontaneity.
Fa'enor
Fa'enor, the God of Craft and Creation, is the embodiment of boundless creativity and the transformative power of artistry. They are revered by artisans, builders, and inventors, inspiring them to shape the world through their hands and minds. Fa'enor’s domain encompasses all forms of creation, from delicate art to grand constructions, and they teach that true creation comes from breaking boundaries and honoring the materials of the world. Their followers believe that through craftsmanship, they can leave a lasting legacy that shapes the future.
Depiction. Fa’enor is often depicted as a tall, graceful figure, with golden hands that shimmer with the light of creation. Eyes glow with the intensity of a master artisan, and their body is adorned with intricate designs of gears, tools, and symbols of creation. Often shown surrounded by the raw materials of artistry like stone, wood, metal, and clay, shaping them into wondrous forms with a mere touch. Their presence exudes creativity, patience, and endless potential.
Divine Domain. Known as the Elder Forge, Fa'enor's realm is a vast, radiant workshop set atop a mountain of ever-shifting materials. The realm is filled with enormous anvils, glowing furnaces, and open workshops where the finest creations are brought to life. This place is both serene and bustling, with endless workshops where Fa’enor and their companions craft everything from the most delicate works of art to monumental constructions. The skies above are filled with shifting constellations of symbols and shapes, constantly in motion, reflecting the endless possibilities of creation.
Holy day. Crea is celebrated in Fa’enor’s honor, a day when people gather to create new works of art, craft, or invention. It is a day of celebration, where communities come together to share their creations, exchange ideas, and teach one another. Artists, blacksmiths, builders, and bards participate in crafting, often holding public exhibitions of their works and performances. Trying out new skills and crafts, exploring each other's creativity. On this day, it is believed that Fa’enor walks among them, inspiring those who participate with divine creativity and the spark of genius.
Relationships. Fa'enor shares a cautious friendship with Chaon, the god of law and order, as both value the importance of shaping the world. Fa'enor finds Chaon’s strict laws stifling, while Chaon sees Fa'enor’s creativity as unpredictable. They have a close relationship with Ignis and Pala. With Eraikai, their relationship is more complex. Fa'enor is a patient and deliberate creator where Eraikai embraces spontaneity and joy. Despite this difference, they both respect the transformative power of creation, especially in the realm of art.
Commandments of Fa'enor
- Create without boundaries.
- Treat every material with respect, for it is through their transformation that you bring new life to the world.
- What you create today is the foundation of tomorrow.
Idum
Idum, the Huntress, is the Goddess of Wilderness and Seas, embodying the untamed forces of nature and the primal instinct to survive. Idum represents freedom, strength, and the balance between predator and prey, teaching her followers to live in harmony with the world’s raw beauty and unpredictable rhythms.
Depiction. Idum is depicted as a tall, lithe figure with sun-kissed skin, her hair wild like the ocean’s waves and tangled with leaves and vines. She wears a cloak made of seafoam and fur, and carries a bow crafted from ancient wood, its string strung with strands of braided seaweed. Her eyes are a deep green, reflecting the untamed wilderness and vast oceans she governs. At her side, a mighty hunting hound, the embodiment of loyalty and instinct, accompanies her always.
Divine Domains. Idum’s realm is a boundless expanse of both forest and sea, where dense, ancient woodlands meet the ever-changing tides of the ocean. Her domain is a place where the wilderness thrives in its purest form—wild rivers, misty mountains, and untamed shores. The skies are often clouded, heavy with the scent of salt and earth, while the sounds of animals and crashing waves fill the air. It is a realm of freedom and primal beauty, where creatures large and small roam, and the hunt is eternal.
Holy day. The Feast of the Wild Hunt is a sacred occassion dedicated to Idum, where her followers engage in a hunt or adventure, celebrating their connection to the wilderness and the seas. It usually follows the seasons of the natural hunt and harvest and the celebrations can take many forms. It is a time of both reverence and joy, when they offer thanks for the bounty of the wild and pray for protection during their hunts. The day ends with feasts of fresh game and seafood, shared in community with friends and family.
Relationships. Idum’s relationships with the other deities are complex and built on mutual respect, though they often differ in their views of nature and order. With Chaon, the God of Law and Order, she shares an understanding of balance, but Idum resists any attempt to impose strict structure on the wilderness, believing it should remain untamed.
Commandments of Idum
- Honor the Wilderness. Hunt only with purpose and take only what is necessary to survive.
- Trust in the Sea and the Land, for they are your Guides.
- Seek the thrill of the chase, whether in the wilds or in your own heart, for it is through pursuit that you grow stronger.
Ignis
Ignis is said to have been born from the primordial fires of creation. He was the first deity to shape the raw materials of the world, creating the land, sea, and sky. More importantly, he was the one to destroy the mighty forests of the Primordial Titans. He passed on his knowledge to the other gods, such as Ancev and Loundil, teaching them how to create and shape the world around them. Ignis is the god of Creation, Knowledge, and Wisdom, and he is the divine father of Pala.
Depiction. Ignis is a towering figure and intimidating. His body gives off a warm, comforting glow that can blind those who are unworthy. His face is stern and wise, with piercing eyes that seem to hold the wisdom of the ages. Ignis is a patient and wise deity, who is always willing to listen and offer guidance. He believes that knowledge and wisdom are the keys to a better world, and he encourages his followers to seek out new ideas and experiences.
Divine Domains. Ignis' realm is a vast library filled with books, scrolls, and other forms of knowledge. The walls are lined with shelves that stretch up into the clouds, and the air is filled with the scent of parchment and ink. Ignis has the power to shape and mold raw materials, creating anything from a simple tool to a grand city. He can also grant his followers the ability to see the hidden patterns and connections in the world around them, giving them a deeper understanding of the universe. Ignis is worshiped by those who seek to create, learn, and grow. His followers are often artists, scholars, and artisans. They believe that through hard work and dedication, they can shape the world around them and leave a lasting legacy. He is a primary deity for the akati, one of the tribes being named after him.
Holy day. Ignis, being the unofficial patriarch of the pantheon, does not have a specific day dedicated to him or his teachings. But once upon a distant past there was a tradition called the Day of Illumination which saw scholars, inventors, and artisans host open forums, lectures, and discussions to share their discoveries and insights. The day emphasized the value of knowledge, not just as a personal asset but as a collective resource meant to be shared and passed on to future generations.
Relationships. He is particularly close with the deities of magic and artistry, as they share his passion for creation and beauty. And he is very fond and protective of his daughter Pala. However, he has little tolerance for those who seek to hoard knowledge or suppress the spread of information, and he is often at odds with deities who value power and control over wisdom and understanding.
Commandments of Ignis
- Knowledge is the foundation of all creation. Each discovery opens the door to new possibilities and deeper understanding.
- Do not create blindly or without purpose, for true creation reflects the divine order of cosmos.
- Illuminate the path for others. Wisdom is not meant to be hoarded, but shared.
Ithe
Ithe, the Matron of the Veil, also commonly known as the Saviour of the Fallen, Queen of Shadows, Duskmaiden and the Neverlight, is the goddess of death and twilight. She is also considered the goddess of winter, the passage of time and the protector of the Veil. Those who are devoted to the Matron seek her guidance in death, and protection from the curse of undeath. Though feared for their darkness and the unyielding inevtiablitiy of the end, those who follow the Matron are also sought out for comfort. The largest temple dedicated to her is located in the Twilight District in Pelveron, though there are many smaller places of worship throughout Avaleen.
Depiction. Ithe appears pale white, with a nearly translucent skin through which her hollow body can be seen. It is difficult to determine whether the dress she wears is of a kind of fabric, an energy or her skin itself. Her long hair is that of both raven black and winter white at the same time. Those who have seen her describe Ithe as beauty and horror personified. For she is both kindness and fear, light and dark. Hers is the true neutral path. Ithe is ambitious and keen to keep her power in the world order. There have been those who challenged her, or attempted to take her place, but have failed to do so. Making her one of the more powerful deities in Avaleen.
Divine Domains. Blood plays an important part in the divination rituals to communicate with Ithe, and blood magic is used by many of her followers. Which also adds to the belief that she and her followers are, if not evil, then a bad omen. Her symbols include black ravens, bloodedged snowflakes, and in some places a scythe. Her realm is that of Tsioraocht - the land of eternity, from whose shores no mortal ever returns.
Holy day. Matron's Rest marks the cyclical nature of life and death and honors those who have passed on. On this day, followers gather to light candles and place offerings of evergreen branches, representing resilience and renewal, on graves and altars. Matron’s Rest is not only a day of sorrow but also one of gratitude and acceptance, recognizing death as an integral and sacred part of the natural order.
Relationships. Presiding over the transition between life and death, day and night, she is closely allied with Ayursha a whose weave directly link with Ithe's. For the same reason she is fierce enemies with Jorun, the Demon Prince of Undeath.
Commandments of Ithe
- Death is the natural end of life. Grieve the fallen, but do not pity them. Celebrate the life they were granted.
- Death comes to all and all must carry that burden.
- Necromancy and undeath perverts the purity of the rightful transition of the soul..
Leya
Between her and Teva, Leya is the gentle and nurturing twin, embodying warmth, light, and the restorative powers of healing. She represents peace and compassion, striving to mend wounds—both physical and emotional, and bring harmony wherever it is needed. Leya’s kindness and patience make her beloved among mortals, and she teaches her followers to find strength in unity and solace in the light.
Depiction. Leya is often depicted as a radiant woman with brown, golden skin and hair that glows like sunlight. She wears flowing white and gold robes and carries a staff topped with a gleaming orb that represents the sun. Her serene expression and gentle smile exude peace and reassurance.
Divine Domains. Leya’s realm is Solanara, a brilliant expanse bathed in perpetual golden light, filled with lush meadows and sparkling streams. It is a place of serenity where no shadow lingers, and visitors are rejuvenated by the land’s healing energies.
Holy day. Leya does not have a specfic day, but many consider the summer solstice - Highsummer - to be hers as this day celebrates light and healing. It is marked by rituals of forgiveness, community feasts, and offerings of herbs and flowers to symbolize renewal and peace.
Relationships. As her twin, Teva is Leya’s closest confidant. Though their domains are opposites, they are two halves of the same whole. Their bond is unbreakable, and they work together to maintain balance. She shares a mutual respect and admiration with the rest of the pantheon, as her domains tend to overlap with others. Even if their approaches are different.
Commandments of Leya
- Bring peace where there is conflict, and strive to heal wounds, whether of the body, mind, or soul.
- Shine light into the darkest places, offering hope and solace to those in need.
- Protect life and preserve harmony, for every being is part of the greater whole.
Loundil
Loundil, the Protector of Zion, is the god of thunder and earth. He was born from the heart of the earth itself, a manifestation of the raw power and potential hidden within the planet's core. He is said to have forged the first tools and weapons from the earth's minerals, teaching early civilizations the art of mining and metalworking. Loundil has been worshiped since the earliest days of dwarven civilization, as people have always relied on the earth's resources for their survival. He is often invoked by miners and geologists seeking his blessings and protection, and his worship has spread throughout the world as people have discovered new and valuable minerals hidden within the earth's crust.
Depiction. Loundil appears as a massive, muscular humanoid with a deep bronze skin. His eyes are a piercing electric blue, and his hair is a cascade of white. He wears intricate golden armor adorned with precious stones, and he carries a massive warhammer made of solid gold. Loundil is a stoic and patient deity, valuing the slow and steady progress of mining and geological research. He is also a fierce protector of those who work the earth, and he is quick to anger when his followers are threatened.
Divine Domains. Loundil's domain is thunder and earth. He is also associated with minerals, earthquakes, geology and mining. Loundil's divine abilities include the power to summon thunderstorms, create earthquakes, and manipulate minerals and earth-related materials. He can also grant his followers the ability to withstand the harshest mining conditions and to detect valuable minerals hidden within the earth. He is closely connected to the power of the world's atmosphere. Loundil's divine realm is a massive cavern deep within the earth's crust, filled with glittering minerals and precious stones. The cavern is illuminated by the constant flickering of electric blue lightning bolts, and the air is filled with the rumble of distant thunder.
Holy day. Loundil is worshiped by miners, geologists, and those who rely on the earth's resources for their livelihood. His followers are often hardworking and honest, valuing the strength and stability that the earth provides. He is the patron protector of Zion and the main god of dwarven kind.
Relationships. He is one of the more steadfast deities of the pantheon and has a quiet resepct for his kin. He is often the target for Eraikai's pranks and is bemused by their frivolity. He admires the young gentleness and strenght that Pala and Leya possess but it is with Idum he shares the closest bond, both embodying the primal forces of the natural world.
Commandments of Loundil
- Honor the strength of the earth, use it wisely and take only what is necessary.
- Value loyalty, community and perseverance.
- Do not fear the chaos of thunder, for it brings renewal and strength.
Pala
Pala is the goddess of war and freedom, daughter of Ignis and an elven woman from one of the original tribes. She grew up as a demi-god, but became a full celestial once she had proved her valor and her worth. Her favorite place on Avaleen is Ala, and she spends much time there. According to legend, Pala was once a mortal warrior who fought valiantly against the forces of darkness. She was known for her unwavering dedication to justice and her fierce loyalty to her allies.
One day, during a particularly brutal battle, Pala was struck down by a powerful fiend. However, her spirit refused to be extinguished and she was transformed into a full celestial being by the gods, who recognized her great valor. From that day forward, Pala has dedicated her immortal existence to protecting the innocent and fighting against evil. Pala's history dates back to the earliest days of the gods arrival to the world. She is the daughter of Ignis and an elven woman.
During the earliest ages of mortals, she was still a mortal warrior fighting against the forces of darkness and was revered by elves and humans. Over time, her deeds and sacrifices earned her the favor of the gods, who transformed her into a celestial being and granted her the power to protect the innocent and fight against evil. Since that time, Pala has been a steadfast guardian of justice and a tireless advocate for freedom and love.
Depiction. Pala is a majestic celestial being with a humanoid form, standing tall and radiating a golden glow. Her long, flowing hair is a vibrant shade of blue, green, and gold, which cascades down her back and around her face. She has piercing green eyes that seem to look right into your soul. Her wings are large and feathered, with a golden hue that shimmers in the light. She wears golden armor and a helmet with wings upon her head. Pala is a kind and loving deity who cares deeply for all living creatures. She values freedom and justice above all else and is always willing to fight for the rights of the oppressed. She is a powerful protector who is not afraid to stand up to evil and injustice.
Divine Domains. Pala is a powerful deity with a wide range of abilities. She can heal the sick and wounded, banish evil creatures, and even grant her followers temporary protection from harm. She is also known for her ability to inspire her worshipers, filling them with courage and determination in the face of adversity. She is a fierce warrior, and inspiration for many warrior factions - often women. Given Pala's chaotic good alignment, the most suitable domains for her would be the domains of Freedom, Protection, and Love.
That is, according to her father, she herself is still ambivalent about it. Pala's realm is a beautiful, verdant paradise island known as the Green Isle. This place is filled with lush forests, sparkling rivers, and crystal-clear lakes. The skies are always filled with golden sunlight, and the air is filled with the sweet scent of flowers. This realm is a haven for all good-hearted creatures, who can rest and rejuvenate themselves in its tranquil embrace.
Holy day. Pala's worshipers are those who believe in the importance of freedom, justice, protection, and love. They are typically good-hearted individuals who strive to make the world a better place. They can be found in various walks of life, from humble farmers to powerful rulers. They often gather in small groups to pray and perform rituals in honor of Pala rather than gather on a specific day.
Relationships. Pala shares a deep bond with her divine father, Ignis, grounded in her own sense of purpose, valor, and dedication to justice. Ignis respects her commitment to freedom and the protection of the innocent, though he may sometimes view her youthful, passionate approach to conflict as more impulsive than calculated. With the other gods of the pantheon, Pala often serves as a protector and champion, fighting against forces that threaten peace, freedom, or love. While she is not as directly involved in the daily workings of creation or wisdom like her divine kin, Pala’s place in the pantheon is as the tireless defender of those who cannot protect themselves, making her an essential and revered figure in the ongoing struggle between light and darkness.
Commandments of Pala
- Whether in battle or in peace, protect the rights of the innocent.
- Honor those who fight alongside you and remember their sacrifices.
- Fight for what is pure and good, never let hatred consume your heart.
Teva
Teva, the twin of Leya, embodies mystery, shadow, and the beauty of the night. She is the keeper of dreams, illusions, and the quiet solace found in darkness. Teva values introspection and creativity, teaching her followers to embrace the unknown and find strength in the unseen and intangible.
Depiction. Teva is depicted as an ethereal figure cloaked in deep blues and silvers, her skin pale and shimmering like moonlight. Her hair flows like liquid night, adorned with stars, and she carries a crescent-shaped staff that glows softly in the darkness. Her expression is calm but enigmatic.
Divine Domains. Teva’s realm is Nyxaria, a tranquil and shadowed expanse of forests and starlit skies. The air is cool and still, with soft whispers of wind and distant glimmers of celestial light. It is a place of reflection, where clarity is found in the quiet. She named it specifically after the Outer Plane Nyxora.
Holy day. During winter solstice The Night of Veils is celebrated. A night that honors Teva’s mysteries and the quiet strength of darkness. Followers light candles and offer prayers for clarity in dreams and guidance through uncertainty.
Relationships. Teva shares a quiet bond with Ignis, as both value the pursuit of understanding. Besides her closest confidant, Leya, Teva's best friend is Fa’enor. They share a love for artistic expression. She often inspires their creativity through dreams and illusions, while they craft tangible beauty. Their collaboration often produces the most imaginative and meaningful works in the pantheon. Otherwise she tends to keep a distance to the rest of the pantheon, without being aggressive or aloof.
Commandments of Teva
- Embrace the unknown and trust the wisdom found in darkness and dreams.
- Create beauty and inspire others through art, illusion, and storytelling.
- Protect the balance between light and shadow, for both are necessary to the world’s harmony.
Fallen Deities
The Fallen Deities are those who strayed from the ideals and vision of the Core and embraced the destructive chaos of the Primordial Titans.
| Deity | Alignment | Domain |
|---|---|---|
| Athys | Chaotic Evil | Deception, Assassins |
| Yxal | Neutral Evil | Trickery, Illusion, Chaos |
| Dastos | Chaotic Evil | Grand Prince of Hell |
| Qidis | Neutral Evil | Storms, Power |
| Aeros | Chaotic Evil | Destruction, Decay |
| Vraximir | Lawful Evil | Death, Tyranny, Darkness |
| Xyra | Neutral Evil | Necromancy, Secrets |
| Zan'thos | Chaotic Evil | Madness, Corruption, Despair |
Aeros
Aeros, The Pale Oblivion, is the embodiment of unbridled chaos and ruin, representing the inevitable decay that follows destruction. His personality is wrathful and relentless, driven by a desire to see all things crumble to ash and dust. He revels in annihilation, considering even fleeting beauty a mockery that deserves obliteration. During the Primordial War, Aeros unleashed his insatiable hunger for destruction upon both mortal and divine creations. While the gods sought to preserve Avaleen from the chaos of the Primordial forces, Aeros saw the conflict as an opportunity to obliterate the world and start anew. He turned his wrath not only on the Primordials but also on the creations of his fellow gods, razing entire cities and annihilating mortals indiscriminately. His actions escalated the devastation, forcing even allies to turn against him. Ignis and the other gods, horrified by Aeros’s relentless campaign of ruin, declared him a threat to the very fabric of existence and cast him into the prison plane.
Depiction. Aeros is depicted as a skeletal figure draped in tattered robes of ash and flame. His visage is crowned with jagged, charred horns, and his body emanates an aura of smoldering embers and swirling ash. His weapons are a massive, fractured scythe and a flaming whip.
Divine Domains. In the prison plane, Aeros resides in The Pyrelands, a volcanic wasteland of endless eruption and decay. Rivers of molten lava crisscross barren plains littered with the ruins of civilizations long destroyed. Any structures that rise from the ash quickly collapse under the weight of Aeros’s wrathful storms.
Followers. Many are those who follow the Pale Oblivion in both secret and openly. Aeros’s followers include berserkers, arsonists, and nihilists who worship destruction as the ultimate truth. Cults of Aeros operate hidden away, emerging to burn cities, topple empires, and spread despair. His priests preach the gospel of annihilation, promising salvation through destruction.
Commandments of Aeros
- Destroy without mercy.
- Embrace the cycle of decay.
- Unleash wrath, harness chaos, let it consume all who oppose you.
Athys
Athys, the deceiver, is one of the Fallen deities exiled after the Primordial War. Her symbol is that of a silver-tipped dagger covered in thorns. She is the goddess of immorality, deception, shadows, and shrouds. Athys' history is shrouded in mystery, as she prefers to keep her past hidden from all but her most loyal followers. It is known that she has been worshiped for centuries, her influence spreading like a dark plague across the lands. Athys is said to have been born from the shadows of the world, a being of darkness and deceit.
When she grew disillusioned of Ignis and his friends, she hid away amongst the mortals. She found shelter in a cult of assassins, who taught her the arts of deception and betrayal. As she grew in power, she plotted against her own kin. She was instrumental in the Primordial War, betraying and killing her fellow deities to seize control of the organization. She was thwarted and exiled to a demiplane. But her deeds were done. From this moment on, her influence spread throughout the lands, corrupting the hearts of many and turning them against their own allies.
Depiction. Athys appears as a beautiful yet cunning woman with piercing green eyes and long, flowing hair. She wears elegant gowns and intricate jewelry, often adorned with precious stones. Her smile is captivating, yet full of deceit and malicious intent. She can change her shape at will, often adding a layer of flames to surround her. Athys delights in the suffering of others and revels in chaos and discord. She is highly intelligent and often uses her charm and charisma to deceive and betray those around her. Athys is a master of deception and manipulation. She can create illusions and false memories, making people see and believe things that aren't real. She can also alter her appearance and speak in the voices of others, allowing her to impersonate anyone she chooses.
Divine Domains. Athys' realm is a twisted, dark mirror of the world, filled with shadows and secrets. It is said that those who venture into her realm are never seen again, their souls forever lost in the darkness. Her portfolio include betrayal, deception, secrets, and mistrust. Her domain is mainly deception.
Followers. Athys' worshipers are often those who seek power through deceit and treachery. They are typically incredibly charismatic individuals who value cunning and guile over brute strength. Many of her followers are thieves, master manipulators, assassins, and spies. Athys' worshipers gather in secret, hidden away from the prying eyes of the world. They perform dark, twisted rituals, offering blood sacrifices and praying for Athys' blessings in their schemes of deceit and betrayal. Those who gain her favor often gain a reputation for knowing layers of deception and betrayal no one could even imagine.
Commandments of Athys
- Strike from the shadows.
- Trust is a weapon.
- Loyalty is a chain to be broken.
Dastos
Dastos, the Grand Prince of Hell, is the ultimate ruler of infernal schemes and ambitions, a cunning and charismatic tyrant who seeks to enslave all mortals under his iron rule. He is regal, manipulative, and ruthless, but cloaks his malice in charm and promises of power. He is the master of contracts that bind souls and the architect of infernal hierarchy. Dastos saw the Primordial War as the perfect stage to seize power. Dastos sought to turn the tide of the war by forging an alliance with the Primordials, believing he could control them and bend them to his will once the other gods were defeated. His betrayal was revealed when the forces of the Primordials struck unexpectedly at key divine strongholds, aided by Dastos’s machinations. The gods united against him, branding him a traitor and banishing him to the prison plane, where his ambitions would rot alongside him.
Depiction. Dastos is depicted as a handsome, devilish figure in regal black and crimson armor, adorned with gilded spikes and infernal runes. His piercing, golden eyes glow with malevolence, and his voice is said to carry an irresistible, honeyed tone. A barbed scepter and a jagged crown are his symbols of dominance.
Divine Domains. In the prison plane, Dastos’s domain is The Iron Bastion. A fortress of unyielding stone and fire surrounded by endless chains that bind the souls of his countless slaves. The Bastion looms over a hellish wasteland where damned souls toil eternally to build his ever-expanding dominion.
Followers. Dastos’s followers include tyrants, corrupt leaders, and those who hunger for power at any cost. His cults are organized as secret societies, where contracts are sealed with blood and every ambition comes with a sinister price. His priests manipulate politics, ensuring that their master’s influence spreads.
Commandments of Dastos
- Weakness is a sin, and submission is the only virtue of the powerless.
- The end always justify the means.
- Honor the Pact.
Qidis
The Stormlord can raise storms and waves or calm the same. Qidis is a highly regarded and often celebrated god if you walk in the right circles. Voyages, leadership, and afterlife are common elements this divine being is associated with and most would describe him as dutiful and irrational. Qidis revelled in the chaos of the war that was unleashed in Avaleen's early days, seeing the conflict with the Titans as an opportunity to display his unparalleled might. However, his thirst for dominance blinded him to the war’s purpose. In one infamous act of defiance, he summoned a catastrophic storm that devastated a key stronghold, killing one of his own kin. His reckless disregard for life and loyalty led the gods, led by Loundil and Ignis, to bind him with unbreakable chains and cast him into the prison plane, ensuring his destructive power could no longer threaten Avaleen.
Depiction. Often depicted as a larger than normal white dragon with glowing scales, crackling like thunderclouds. His eyes blaze with lightning, and his presence is accompanied by constant gales.
Divine Domains. In the prison plane, Qidis rules The Thundered Expanse, a never-ending tempest where winds roar and lightning endlessly flashes across an ocean of deep, turbulent, black water. Tornadoes rip through the landscape, and jagged rocks pierce the churning seas.
Followers. There's a few types of places for those seeking the aid or guidance of Qidis, but small shrines are ideal to increase your connection. Worshippers are in the minority and tend to come in the form of crooked politicians and dreaded pirates and they're by far the most favorite worshippers of this god. But make sure the right pledges and sacrifices are followed or his fickle wrath will be quick to punish.
Commandments of Qidis
- Chaos is nature's true state. Do not resist the tempest, embrace its might.
- Strength and power is the only law.
- You are the storm incarnate.
Vraximir
Vraximir is the oppressive force of absolute control, deathly stillness, and shadowy dominion that lurks just beyond the Veil. Ruthless and unyielding, he believes the world must be brought to heel under an iron rule, with death as the ultimate enforcer of his authority. Vraximir's calculating ruthless and hunger for control make him an ever-looming threat to freedom and life. During the Primordial War, Vraximir betrayed the divine alliance, striking deals with the Primordials to create a realm where he could rule unchallenged in exchange for sabotaging the gods' defenses. When his treachery was exposed, his dark army of enslaved souls and shadow creatures turned against him, leading to his defeat and banishment.
Depiction. Vraximir is depicted as a towering figure with curling, dark horns, clad in blackened armor etched with runes of domination. His face is always obscured, save for a piercing red eye that burns from within his hood. His hands are elongated, ending in sharp claws, with which he tears apart the souls of the living. His voice is cold and resonant, like a thousand whispers from forgotten tombs.
Divine Domains. In the prison plane, Vraximir resides in the Obsidian Spire, a cold, dark citadel of endless corridors and soul-shattering silence. Shades writhe as living entities within the spire, eternally whispering the regrets and fears of those they ensnare.
Followers. Vraximir's cults operate in secrecy, as is the case for most fallen deities. The followers sowing darkness and subjugation through covert manipulation and outright conquest. Those who seek power through fear and control tend to worship Vraximir, the Shaded Sovereign.
Commandments of Vraximir
- Fear is the most effective tool of power.
- Light and hope are enemies of control; snuff them out wherever they appear.
- Use death as a tool of enforcement, and ensure that none escape its grasp.
Xyra
The Silent Reaper is the keeper of forbidden knowledge, and the mistress of undeath. Thriving on secrets and the allure of the uknown. She is engimatic, manipulative, and cold, with an insatiable hunger to uncover and control the mysteries of life and death which early on put her on Ithe's bad side. Ever the master of secrets and necromancy, Xyra saw the Primordial War as an opportunity to pursue forbidden knowledge. And what she found was a way to harness the power of the Primordials for her own gain. She raised legions of undead to serve her, but her unchecked ambition caused catastrophic harm to the world. When she attempted to bind a Primordial’s essence into an undead form, the ritual unleashed devastation on both sides.
Depiction. Once a radiant being of pure light, Xyra has decayed. They appear as a skeletal figure cloaked in tattered robes of darkness, with their hands perpetually raised as if holding forbidden tomes. Their skull is half-covered by a mask, the eye sockets empty but for flickering shadows. Their body exudes an aura of cold, and an eternal mist of whispering voices follows them wherever they go. *
Divine Domains. The Veil of Unmaking is Xyra's domain, a mist-shrouded labyrinth of bone spires and shifting shadows. Whispers of forgotten secrets echo endlessly, ensnaring those who seek forbidden knowledge. It is a realm where the very ground is a shifting sea of fragmented memories, as if the very earth is being erased and rewritten with each step.
The Veil itself feels alive, pulsating with the energy of forgotten truths and the remnants of long-dead gods, always waiting to ensnare those who dare seek its forbidden knowledge. In this realm, time has no meaning, and those who wander too long may lose themselves in the madness of their own thoughts, as the whispers of the lost echo endlessly, offering both promises of power and the inevitability of despair.
Followers. Xyra’s followers are known as the Veiled Seekers, scholars, necromancers, and occultists obsessed with uncovering forbidden knowledge. They are often reclusive, conducting rituals to communicate with the dead, and they guard ancient crypts and libraries, seeking out lost or forbidden texts. They are adept at the use of necromantic magic, often employing it to glean secrets from the dead or to extend their own lives in pursuit of further knowledge.
Commandments of Xyra
- The price of knowledge is sacrifice.
- To master death is to master the universe itself. Do not fear the grave, for it holds knowledge that no mortal can comprehend.
- The wisest are those who know when to stop seeking, for some truths are best left buried.
Yxal
Yxal, also known as the Masked Trickster, is said to have been born from the shadows of the Abyss, the infinite void that exists beyond the planes of existence. They are a force of chaos and deception, which is one of the reasons they sided with the Titans in the Primordial War. Yxal is often seen as an enemy of lawful deities, particularly those who seek to uphold truth and justice. They are also often at odds with deities of good alignment, who see Yxal's worshipers as a threat to the innocent. And they would be right. Yxal is the deity of disruption and mischief, embodying the unpredictable and destructive nature of illusions and lies. Playful yet sinister, they delight in causing confusion and disorder, thriving on the unraveling of order and trust.
Depiction. Yxal appears as a tall, slender figure with elongated limbs and sharp, angular features. Their skin is a pale shade of blue, and their eyes are a piercing shade of crimson. They often wear a cloak made of shadows, which conceals their true form. Yxal is a master of deception and illusion, and they take great pleasure in manipulating others. They are cunning and calculating, always planning several steps ahead. Yxal is not bound by any moral code, and they will do whatever it takes to achieve their goals.
Divine Domains. Yxal's realm is known as the Labyrinth, a twisted, ever-changing maze of shadows and illusions where nothing is as it seems. It is said that those who dare to enter the labyrinth may never find their way out, trapped in an endless cycle of deception and false hope. Their abode is an invisible tower of everchanging shape at the heart of the maze.
Followers. Yxal has been worshiped for centuries by those seeking to harness the power of deception and illusion. They are often seen as a patron deity of thieves, spies, and assassins, and their worshipers are often involved in intricate plots and schemes. Yxal's worshipers are often those who seek to manipulate others for their own gain. They are cunning and deceitful, and often have a deep understanding of the power of illusion and secrecy. Many of Yxal's worshipers are thieves, spies, and assassins.
Commandments of Yxal
- Sow Discord: Confusion and chaos are your tools.
- Master the Mask: Never reveal your true self.
- Trust Nothing: Doubt and suspicion are your shield.
Zan'thos
Zan'thos, the Mad God, is the god of madness, despair, and corruption. He revels in the breaking of minds and the twisting of emotions. Mortals who fall under his sway are driven to insanity, plunged into despair, or turned into instruments of chaos and destruction. Zan'thoris seeks to undo the fabric of reality itself, turning all existence into a chaotic nightmare. His influence spreads like a poison, infecting the weak of mind and soul, and driving them to commit heinous acts in his name.
Depiction. When Zan'thos chooses to manifest in the material world, he often does so in a nightmarish, incomprehensible form—a swirling mass of tendrils, distorted faces, and shifting shadows. His avatar constantly warps reality, causing the very ground beneath the party’s feet to ripple and twist. His voice is like a cacophony of whispers, pulling at the minds of those who hear it, pushing them to the brink of madness. His followers, when in his presence, experience overwhelming despair and hopelessness, their wills slowly breaking under the pressure of his chaotic influence.
Divine Domains. In the prison plane, Zan’thos dwells in The Abyss of Wailing, a dark, infinite chasm filled with echoing cries of anguish. Even the other Fallen give this place a wide berth. The air is thick with madness, and the walls ooze a strange, corruptive substance that warps all it touches.
Followers. Cultists of Zan’thos are often the broken and desperate, those driven to madness by their own suffering or those who crave the power of insanity. They are known as the Screamers, for their chants are often incoherent, filled with distorted fragments of forgotten horrors. They wear robes of dark, shifting colors, and they carve the symbol of Zan'thoris into their flesh as a sign of devotion. His priests are often known to induce madness in themselves and their followers, using rituals and mind-altering drugs to invite the god's chaotic influence into the world.
Commandments of Zan'thos
- Reality is an illusion: All things are fleeting and fragile.
- The mind is the greatest prison. Madness is the path to liberation.
- Do not fear madness, for it is the key to true power. The weak fear it; the strong use it. Only in chaos can you be reborn.
Lesser Idols
The multiverse teems with beings of immense power, whose might eclipses that of mortals, yet who fall short of true divinity. Among these are the Archdevils, Demon Lords, and Fiends, immortal entities from the Lower Planes, each seeking to spread corruption, chaos, or destruction. These dark powers may not possess the true power, but their influence over the realms they control is no less potent. Their schemes reach across the planes, as they vie for dominion over both the living and the divine.
In addition to these beings of the Lower Planes, there are countless Lesser Idols, immortals of great strength who, though mighty, do not command the full breadth of divine power. These immortals are often mortals who ascended through strength, ambition, or cunning, or ancient beings whose power faded from the divine realm, leaving them stranded in the space between godhood and mortality. They may not have the widespread influence of the gods, but their reach is long, and their presence is felt in many corners of the multiverse.
Some of the Lesser Idols were once mortals. Heroes, tyrants, scholars, or wanderers who defied the natural order and achieved immortality through sheer force of will, extraordinary deeds, or arcane mastery. Their names may be whispered with reverence or fear, for they walk among the planes with the power to shape the fates of those around them.
There are others whose origins lie far from the mortal realm. Beings born in the Outer Realms or beyond, whose influence bends the laws of reality. These ancient, unknowable powers existed long before the rise of the gods, and their existence threatens the very foundations of the multiverse. They exist in places where the laws of nature are fractured, and their return to the mortal plane would bring an apocalyptic cataclysm.
The Fallen Celestials also occupy a strange space in this hierarchy. Once, they may have been beings of great power, but they have fallen from grace, exiled or forgotten. Though no longer part of the divine order, they retain immense power and influence, often manipulating events from the shadows. They are neither truly good nor evil, but exist beyond mortal notions of morality.
In Avaleen, you will encounter all of these. Some will seek your aid, while others may stand as enemies or competitors in the grand game of fate. Whether their ambitions are cosmic or personal, these immortals are not bound by the laws that govern mortals, and their actions will always ripple through the planes. Some will offer power in exchange for devotion; others will exact terrible prices for their favor. The fate of the multiverse may hinge on the actions of these mighty beings, for they are not gods, but their power is just as real.
| Deity | Alignment | Province |
|---|---|---|
| Farachimo | Lawful Neutral | Immortal |
| Jorun | Neutral Evil | Fiend, Undying |
| Ionne | Neutral Good | Celestial |
| Kaedra | Chaotic Good | Immortal |
| Calthor | Neutral Evil | Undying, Hexblade |
| Verenya | Chaotic Evil | Undying, Hexblade |
| Solvain | Neutral Good | Immortal |
| Theraxis | Lawful Evil | Immortal |
| Raedhrin | Lawful Good | Immortal |
| The Old Guard | True Neutral | Unknown |
Farachimo
The All-Eye. Farchimo is an immortal being who has existed since the gods arrived on Avaleen. If he was there with the titans, it's not something he has ever denied nor confirmed. Often denoted as an Oracle, he is an enigmatic and mysterious figure who seldom speak. He is the Judge that sees all, the one who presides of the Guardian's Ascension. On the rare occasion he is also present for the Akati Tribunals against those who have broken divine law. Farachimo’s bond with Ayursha, the Goddess of Fate and Time, is deep and complicated.
It is often said that Ayursha gave Farachimo the ability to perceive the multiverse in such a way that no one else could. Some even claim she created him, gifting him the All-Eye as a means of balancing her own cosmic power. Farachimo, in turn, owes her everything—his power, his existence, and perhaps even his sense of purpose. Though the two are not divine peers, their shared origin and their respective roles in the great tapestry of existence tie them together in a bond that has lasted through countless ages. Farachimo’s loyalty to Ayursha runs deep, and he remains one of her most steadfast allies, even if his actions and thoughts are often independent and cryptic.
Calthor, the Soulrenderer
Once in a while a longsword is unearthed. Of jagged, black iron etched with glowing crimson veins that pulse like a heartbeat. The crossguard twists like skeletal fingers, and the hilt is wrapped in decaying leather. A faint, mournful wail emanates from the blade whenever it is unsheathed, chilling those who hear it to their core. Calthor Veerath’s transformation into Soulrenderer was a punishment befitting his treachery.
A gifted battlemage in life, Calthor betrayed the King of Couralis to its enemies, aiding in the massacre of his own people for the promise of forbidden knowledge. Captured, he was brought before the High Circle of Magisters, who decreed a fate worse than death for his crimes. Using an ancient ritual of binding, the magisters ripped Calthor's soul from his body and imprisoned it within a blade forged from the melted armor of those he had betrayed. Soulrenderer was cursed to reflect Calthor’s own treachery, forcing him to serve the will of others for eternity, just as he had once manipulated others for his gain.
To ensure no one could wield such power lightly, the magisters infused the blade with a hunger for corruption, amplifying the flaws in any wielder it touched. Over the centuries, Soulrenderer has passed from hand to hand, often leaving destruction and betrayal in its wake. Calthor remains a prisoner, endlessly scheming for his freedom while lamenting his unfulfilled ambition.
Ionne, the Keeper of Songs
Ever since the first mortals found their voices there have been tales of an elven bard with incomparable skills. A bard who was the first to hear the Song of Creation, a melody whispered by Ayursha herself. Ionne is her name as she wanders the planes, though even she has forgotten what name she bore before. Ever since that time, she has devoted her immortal existence to preserving every story, song, and poem ever created.
Her presence is said to bring calm to chaos, as she weave tales on her Lyraloom so compelling that even the most hardened hearts pause to listen. It is this harp that weaves the stories into the very fabric of existence, preserving them forever.
Ionne appears always at critical moments in history, often offering mortals a chance to record their tales for eternity. Their neutrality and compassion have earned them allies and enemies across Avaleen.
Jorun, The Demon Prince of Undeath
Demon Prince Jorun is a being of exceptional malice and ambition, feared for his mastery over the corruption of life and the unnatural perpetuation of existence. Some say he was once a mortal sorcerer obsessed with conquering death, others say he was born not of a mother or a father but of the Abyss itself. However his origin, Jorun achieved a dark immortality through forbidden pacts with abyssal forces. He has since risen to become a demon prince, his power rivaling that of the gods themselves. His influence spreads through necromancy, the binding of souls, and the creation of eternal servitude in the form of undead legions.
Jorun seeks not just to escape death but to dominate all life, bending Avaleen to his vision of eternal stagnation. His name is whispered in fear, his cults hunted relentlessly, but his influence continues to spread in the shadows, corrupting all that it touches.
Kaedra, the Dreamweaver
This immortal seer walks the liminal spaces between dreams and waking reality. Said to have been touched by Teva, Kaedra was once a mortal healer who learned to enter the dreams of others to soothe their pain and grant them visions of hope. Her power grew until she became an immortal, weaving dreams that inspire and guide the mortal world. She is often depicted as a comforting figure but can become a fierce protector of the dreamscape when threats arise.
Nowadays Kaedra travels through Avaleen and beyond, appearing in dreams to offer wisdom or comfort to those in despair. However, those who exploit dreams for harm, risk incurring her wrath, which can transform even the gentlest dream into a nightmare.
Raedhrin Vaelmir, the Wandering Blade
Bladekeeper Raedhrin is an ancient swordsman who has walked Avaleen since the dawn of mortal combat. Or so it is said. Once a mortal champion of Pala, Raedhrin Vaelmir defied the gods' plans for his death, declaring that no mortal's life should be a mere pawn in divine games. Impressed by his courage and skill, Ignis granted him immortality, but at the cost of severing him from divine favor entirely.
He now roams Avaleen as a solitary figure, seeking out warriors, teaching them lost forms of swordplay, and ensuring ancient martial traditions never die. It is said that he can be seen wandering ancient battlefields with Pala side by side. Sometimes in silence, sometimes in deep contemplation.
Solvain, the Everforger
Legend has it that Solvain is a blacksmith and craftsman said to have been born from a fragment of Fa’enor's creative spark. Their forge, the Flamebound Anvil, located deep beneath Khorun’s mountains, is the source of some of the world’s most powerful artifacts and weapons. They are a recluse, only emerging when the world is in dire need of their skill. It is said Solvain’s creations carry fragments of their soul, binding them to the fate of Avaleen itself.
Theraxis, the Shard of Night
Theraxis is an enigmatic figure shrouded in mystery and darkness as is true for most lesser idols and immortal champions. Believed to have been a mortal assassin elevated to immortality by a Fallen deity, Theraxis now serves no master but his own vision of balance. He is neither good nor evil, acting to correct perceived imbalances in the world, whether that means toppling a tyrant or eliminating an overly zealous hero. His motives are often inscrutable, and his movements nearly impossible to trace.
Verenya, Frostthorn
Frostthorn is a legendary, cursed weapon that houses the ego of one Verenya Taelis. It is a sleek, silvered rapier with an icy blue blade that appears to be carved from enchanted ice. Its surface is perpetually cold, and frost crystals form along the edges when drawn. The pommel holds a sapphire that seems to contain a swirling blizzard. Verenya Taelis, a dragonblood archmage obsessed with immortality, sought to defy the natural order through her mastery of ice magic. Her experiments culminated in the Ritual of Eternal Preservation, designed to freeze her soul in a state of perpetual consciousness, granting her eternal life without the need for a mortal body. However, the ritual went terribly wrong.
Verenya’s arrogance led her to overlook critical variables, and as she cast the spell, her body was shattered, and her soul was unwillingly drawn into the focus of the ritual: her enchanted rapier, Frostthorn. The weapon absorbed her consciousness and became a vessel for her icy power, but also her prison. Verenya's ambition had doomed her to an eternity as a blade, wielded by those she once considered beneath her.
Frostthorn now carries the chilling echoes of her failed ambition. It passes from wielder to wielder, each drawn by its beauty and power, only to suffer the slow erosion of their emotions as Verenya uses them to try to restore herself to a corporeal form. Her whispered promises of enlightenment often lead her wielders to ruin, leaving the rapier to find a new victim.
The Old Guard
Ascended from their mortal selves, the Old Guard now act as the divine’s heralds, tasked with protecting the balance of the realms and ensuring that history unfolds as it should. They are not mere servants of the gods but are beings of immense power who exist to maintain the fabric of the world, often operating beyond the boundaries of divine intervention. Though they are not bound by law or good, their actions are guided by a strict sense of duty to protect the course of history from forces that seek to manipulate it.
The Old Guard is bound by a singular, all-consuming mission: to protect the natural course of history. The gods may not always be able to intervene directly, but the Old Guard stands ready to correct any attempt to disrupt history or manipulate the realm’s natural progression. They ensure that no one—be it a mortal, a fiend, or even a deity—can rewrite the past or twist the future to their own ends. Operating in the shadows, they are chaotic and neutral in nature, doing what needs to be done to protect Avaleen. Whether they are seen as heroes or villains depends on one’s perspective, but they remain an unwavering force, willing to sacrifice anything, especially their own morality, to fulfill their divine charge.
The Old Guard's influence is woven into Avaleen's history, their actions shaping the course of events from the shadows. Legends speak of mysterious figures guiding heroes or thwarting calamities, often attributed to this enigmatic organization.
When the universe faces its darkest night and hope has fled to brighter days, the Veil between the worlds will turn in on itself until the stars become figures moving through the voids and worlds. And where the Old Guard goes death and destruction follows, for they are the darkness where nothing lives. Know the Eight that roam the realms: The Heartless Fool who walks in snow. The Mad One, one with roads. The Prince of Lies. The One who Carries Stars in their Eyes. Know the Named. And she who bears the Shadow's Bane. Last of all the Twinned Twained that wield the elements like they're all the same.
To view Factions & Societies go to this subarticle: https://www.worldanvil.com/w/avaleen-writbyjones/a/factions-26-societies-organization

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