top of page

The Pantheon

The GODS are also called SPIRITS. They only sparingly interact with their devoted, leave the rest of the world be, unless magic or offerings are involved

Aspects of them can be summoned via religious classes and magic rituals

​

Before this current pantheon, the world was ruled by the Old Spirits, whose identities have been lost to time. The Old Spirits had no permanent form, and delighted in creations as delightful and horrifying as they. They cast their chaos into the depths of the sea, and flung their fancies into the sky, and reveled in their wars and competitions.

 

Eventually, the new Spirits came into being, bringing humanoid races into existence, and all the Old Spirits - save for Decay - dwindled into the void. Spirits gain their powers from the belief of their followers; not necessarily in belief of their own names, but in their domains. As such, people can create new spirits based on their needs, or warp existing spirits.

​

 

Each spirit has a domain and territory they tend to focus their power on

​

 

THE DRAGON GODS – outsiders, travelers from a distant land

Worshipped by the Dragonborn, these gods hail from a land east of the Cascading Sea.

Dragons crossed the Cascading Sea 1000s of years ago from an unknown land, and settled their children in the Mountains of Tahlon, in what is currently the Eviscerene Empire
 

  • 5 dragon gods:

    • Sea, Land, Sky, Fire, and Magic

    • Their names are unknown, though they have been known by various names and titles throughout time

    • Most commonly called “the Vareck (lord) of ____” or “the Sea Varecki”

    • Magic is the chief god

  • [Note: Lizardfolk evolved separately from Dragonborn – they don’t share a common dragon ancestor. Kobolds seem to have developed as a crossbred race between the two]
     

  • There are many dangers in the Cascading Seas, and there is an old legend suggesting that there is a planar shift that divides the two realms, but details about its location and specifics are unknown. Another suggests that the dragons warded their land with powerful magic to dissuade outsiders from interfering. Another says that the dragons originated on Tahlon, and they travelled east to pass away.
     

  • There has only been one reportedly successful trip to and from the homeworld of the Dragons, about 200 years ago. The record is kept in the Divine Library on the Isle of Light in the Cragsen Theocracy

 

Gormal, The Mountain Lord – Presides over Evinscerene. The dwarves say he lives beneath the earth, pushing the mountains ever-higher and unearthing riches; the flatlanders say he’s a bitter god that despises growth, and they live in defiance of him; the Eviscerenes have destroyed many of his temples

 

Two spirits preside over Siya:

Sowter, the Harvest Spirit – floods, rainfall, seasons, harvest

Ephane, the Dual Spirit – patron of re-birth, new growth; patron of destruction and death

 

The Spirit of Decay - the youngest of the Old Spirits, and the only one that remains. Their domain is in Kassu's Wastes

 

The Cragsen Theocrasy houses temples to all spirits, and serves as the location of The Divine Library. The Triad exerts influence over this land.

               Lord of Light – Avalaina

               Lord of Twilight – Sharae

               Lord of Night – Bomirit

 

Orcalen, the Wild Spirit – protector of wilderness, guardian of respectful travelers, a bit of a party animal, patron of wild magic and the unexpected. Has a soft spot for the country of Mavaria

 

Visaga, The Guiding Spirit – patron of wanderers and settlers and those seeking purpose, particularly those in Taniq.

 

Zelrevi, The Scribe – patron of history, record-keeping, culture. Has a small pocket of influence in the Kingdom of Incal.

 

A relatively new archipelago (The Divian Federation) has become the birthplace of new spirits:

Kukla – amphibious patron of the Grung, Bullywugs,

Pana – Locathah patron

Salikia – lizardfolk patron             

 

Jorrisland is believed to be in Gormal’s domain. However, it will later be revealed that the inhabitants have actually willed up a new Spirit (still in process)

​

Lamorinia is not ruled by the Spirits, but by other beings – fae, liches, etc. Powerful magic users who crossed over from other realms and staked a claim on the land.

              

No gods or spirits known in Yig; they don’t seem to touch there (Yig has managed to banish magical beings from their borders)

 

On Cortal, the only gods/spirits are the ones you bring with you

​

The only gods of Nygl, the Trade Hub, is commerce

 

 

PANTHEON OF PIRATES

Fathom – Lord of the Depths

Moraley, Lord of Storms, Wind, Tides, Fair Weather

Verol, Spirit of Fortune – good luck and wealth

God of Ducks (things that float) – cheeky god, gallows humor, god of ships and escapes

​

​

bottom of page