51 You can cast Freedom of Movement with this trait, requiring no material components. Once you cast the spell in this way, you can’t do so again until you finish a long rest. Charisma is your spellcasting ability for this spell. Champion of Arand Piety 50+ Arand trait You can increase your Charisma or Intelligence score by 2 and also increase your maximum for that score by 2. Caelynn: Mercy, Reformer, Qui’ara, Caelynn is the goddess of peace and forgiveness. Caelynn was originally known by the name of Qui’ara, an elven word meaning “lost, but seeking”, often a name given to elven children before they determine their adult name. Unlike most gods, Qui’ara did not arise with an instant purpose, instead spending her eternity seeking for her purpose, paradoxically, many theologians believed for a time that her purpose was in fact to search for purpose, and Qui’ara, the wanderer, the lost, was the patron god of confused souls. This previous incarnation of Caelynn even has a few ancient holy texts and a very small contingent even revere this previous version over the currently existing one. In one of her many quests for purpose she ventured into the realm of magic and met the god of illusion who tricked her and sold her to the god of power who intended to keep her as a slave in the dark tower and he would have but in a previous quest she’d made the acquaintance of Finnickan, the god of friendship, and he freed her from the tower, and was even prepared to quarrel to the death with the god of power, but Caelynn, now claiming a more adult elven name, saw no purpose in this, she sought only to forgive her captor, along with he who have deceived her. She saw no reason in harboring a grudge, and inadvertently discovered her purpose, becoming the goddess of peace and forgiveness. She preaches that any person can be saved and forgiven their misdeeds, that showing mercy and forgiveness in the face of injustice and evil is the truest good that can be wrought, and that holding grudges and clinging to anger is the greatest harm that one can do to oneself. As Caelynn, she typically appears as a grown female elven woman, clad in a flowing white dress and long blond hair. As Qui’ara, she was a younger looking elf with shorter, brown hair and always dressed in travelers’ clothes. Her symbol is an open white palm and is a universal symbol of peace throughout the realm. As Caelynn she has several white bound holy texts, 6 forming her core beliefs and teachings and at least 12 minor texts of examples and fables. She resides
52 in the white expanses of good. Caelynn’s archangel is Eira, the reformed former Baba Yaga of the Unseelie Court and hero of the fourth war of gods. Increase • Resolve a conflict nonviolently • Forgive an enemy • Prevent violence or death Decrease • Cause or allow violence • Harbor hatred for another Alignment: Neutral Good Caelynn’s Devotee Piety 3+ Caelynn trait As a devotee of Caelynn you have proven yourself an emissary of peace. You can cast Calm Emotions once per day. Wisdom is your spellcasting ability for this spell. You regain all expended uses after a long rest. Caelynn’s Votary Piety 10+ Caelynn trait You gain proficiency in the persuasion skill, if you already had proficiency in the persuasion skill you double your proficiency bonus in the persuasion skill. Caelynn’s Disciple Piety 25+ Caelynn trait You can cast Hold Person with this trait a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. Wisdom is your spellcasting ability for this spell. While casting tree stride in this way, you leave a trail of flower behind you that wilt after an hour. Champion of Peace Piety 50+ Caelynn trait
53 You can increase your Charisma or Wisdom score by 2 and also increase your maximum for that score by 2. Raelinn: The beggar, the changed, Yhendal, Raelinn is the god of generosity and selflessness. Raelinn is an odd character, originally said to be the good god of wealth, indicating that hoarding wealth for oneself was once a good thing. Raelinn then met a beautiful woman on a visit to the material plane, but she was suffering and penniless. He then saw the error in his ways, hoarding money is to deprive others of proper life, he gave his belongings to the poor of the city and has since lived his godly life as a beggar, asking other gods to do as he has. There are legends of those who are kind to the beggar receiving godly powers as a form of thanks. The beggar looks to be a typical haggard old man down on his luck, but always cheerful and grateful. He spends an equal amount of time on the plane of good as he does on the material plane and has no symbol, he claims his followers will be known by the goodness of their hearts, and the generosity they display. Similarly, the Beggar has no written holy text, instead carried on through his followers by word of mouth and through references to him in other holy texts of the gods. The Beggar asks of his devout that they always care for the less fortunate, and strive to be more like them in their humility, always help where help can be provided, and do things primarily for the betterment of others, even at the expense of oneself. Raelynn does not have physical place of worship, rather his followers spread his word on the streets. Prayers to Realinn are accompanied by a donation to the poor. Increase • Make a donation to the poor • Live as the poor do • Protect the poor and downtrodden from injustice and harm Decrease • Hoard wealth • Harm or disenfranchise the poor and downtrodden • Care for yourself before others Alignment: Chaotic Good
54 Raelinn’s Devotee Piety 3+ Raelinn trait Your devotion to the poor has proven you a true champion of Raelinn. As long as you’ve no substantial wealth accumulated you have advantage on persuasion and insight checks. Raelinn’s Votary Piety 10+ Raelinn trait As long as you are attuned to no magic items your weapon attacks and unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Raelinn’s Disciple Piety 25+ Raelinn trait As long as you are attuned to no magic items your AC increases by 2 and you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature, Champion of the Poor Piety 50+ Raelinn trait You can increase your Charisma or Wisdom score by 2 and also increase your maximum for that score by 2. Peala: Bliss, Hedonia, Happiness, Peala is the goddess of sheer, unadulterated, bliss. The exact backstory of this goddess and how she came to be is unknown even to her most devout, and her personality is always second to her teachings. She preaches that fun and happiness are the greatest point in life, and to follow her to is follow the heart’s desire to be happy. She insists to follow the boundaries of others and of society, but several disregard these warnings, herself included. Despite being good natured, Bliss is the most mischievous of the good gods, going to great lengths for her own amusement, and vehemently disagreeing with the teachings of the other gods of good, individually the Beggar. She has a single holy text, short by the standards of these types of tomes, a small
55 white book adorned with flowers with several poems within endowed with her philosophies. She is physically a very bright, vibrant winged creature resembling a fairy, and of approximately the same size and stature. She is rumored to have had a hand in the creation of the feywild, and her symbol is a small copper emblem of a fairy in flight. She resides in the pleasant fields of the goldmeadow. Peala's places of worship are often dancehouses, taverns, or even brothels. Peala's archangel is Herroditous, who is a drunken man seen as a good omen at large parties and festivities. Prayers to Peala are done through indulgence in a pleasurable activity Increase • Perform actions that make you happiest • Organize and hold a party or similar festivity • Provide joy to the downtrodden Decrease • Favor obligation to others over yourself • Disrupt or prevent a party or festival • Disrespect the host of a party Alignment: Chaotic Good Paela’s Devotee Piety 3+ Paela trait Paela grant you the ability to party more easily with even those who might be less inclined. You can cast Charm Person with this trait, requiring no material component, a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest. Intelligence is your spellcasting ability for this spell. Paela’s Votary Piety 10+ Paela trait You gain advantage on persuasion checks. Paela’s Disciple Piety 25+ Paela’ trait You can cast Mordenkaiden’s Private Sanctum with this trait, requiring no material components. Once you cast the spell in this way, you can’t do so again until you finish a long rest. Intelligence is your spellcasting ability for this spell. Champion of The Party Piety 50+ Paela trait You can increase your Charisma or Intelligence score by 2 and also increase your maximum for that score by 2.
56 Malida, Marisha, Devotion, is the goddess of Devotion and patron of all angels. Malida was formed from the anger of a grieving plane of good at the height of the third war of the gods and served as general on the side of good. After the war, Malida preaches service and devotion to a righteous cause. Her holy texts, of which there are six, each named after one of her archangels, feature as much combat advice as religious commands. Malida's holy symbol is a flaming Longsword and her churches are often organized more like armies. After the fourth war of the gods Malida broke a hole in the great white wall between the material plane and the plane of Good and lead her flights of angels to exterminate millions of Light worshippers. She now leads an empire expanding ever south toward Stryx and Amnon. All gods have a solar, a right-hand man to organize their angels and execute their will, Malida however has 6. These archangels define Malida's personality and tenets, and it's not uncommon for followers to revere only one of Malida's archangels rather than Malida directly. Each archangel reigns over its own swaths of planetars, devas, and other lesser angels. These archangels are as follows: Galadriel, Loyalty, Malida's shield. Represented by an elven angel clad all in green. She is the patron of knights and orders. Galadriel represents Loyalty in all facets, loyalty to an order, loyalty to a cause, and even loyalty to one's self. She preaches against lying and self-benefit, and preaches the glory of a united whole, and insists that sense of wholeness and belonging can come from anywhere, not just family. Excazurite, Leadership, Malida's will. Represented by a brass wheel spinning inside of a golden wheel, Excazurite is the patron of generals and field marshals, he preaches fairness but sternness in leadership and strongly advises leading by example, with a firm understanding that leadership is all about respect, not just having your men respect you, but also respecting your men. Razriel, Righteous Fury, Malida's sword. Razriel takes the form of a somewhat grotesque multi eyes angel. Razriel is the patron of holy warriors. He preaches absolute devotion to your cause, weeding out evil and the enemy no matter the cost or personal sacrifice. All evil must be eradicated, and you must be the one to do it. Hetalia, Humility, Malida's scar. Hetalia takes the form of a timid little bird girl. Hetalia is the patron of the wounded, and the cautious. It is said that she used to be a bold eagle woman who represented
57 Pride. In the war of the gods she faced off against Tiamat and suffered grave injuries. Malida cured her, but her injuries were so great that Malida was forever scarred and Hetalia took a new form, and a new meaning. Hetalia serves as a reminder to know your limits, and remain humble. She preaches caution and seeking help if a task is too dangerous. Cintelae, Honor, Malida's armor. She takes the form of a boar person clad in dull gray plate armor. She is the patron of all who fight with honor. She preaches to treat all others with honor, respect and dignity, in and out of combat. Telltali, Fealty , Malida's squire. He takes the form of a winged tabaxi. Telltali is the patron of footsoldiers. Telltali preaches Fealty, and knowing one's place. A single person acting out when they shouldn't, even for the right reasons, can cost countless lives. Know and respect the wisdom of your superiors. Increase • Serve in the armed forces • Follow orders from superiors without question • Dedicate yourself to a creed Decrease • Disobey orders • Act against the ruling power • Abandon something you were devoted to. Malida’s Devotee Piety 3+ Malida trait Malida fills you with divine fury. You can cast Wrathful Smite with this trait, requiring no material component, a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. Wisdom is your spellcasting ability for this spell. Malida’s Votary Piety 10+ Malida trait You can cast Crusader’s Mantle with this trait, requiring no material components. Once you cast the spell in this way, you can’t do so again until you finish a long rest. Intelligence is your spellcasting ability for this spell. You can speak read and write celestial. Malida’s Disciple Piety 25+ Malida’ trait You can cast Summon Celestial with this trait, requiring no material components. Once you cast the spell in this way, you can’t do so again until you finish a long rest. Intelligence is your spellcasting ability for this spell.
58 Champion of Devotion Piety 50+ Malida trait You can increase your Charisma or Intelligence score by 2 and also increase your maximum for that score by 2. Whurbin: Creator, Forger, True God, Whurbin is the oldest of the gods and creator of the essences and material plane. The creator is said to have the first being to ever exist, seconded by the gods that would arise from the essences he forged, the first of which were his younger siblings, Time and the Mother. These three old gods conspired together to create the material plane, which the creator wished to be a perfect compilation of the separate essences he had created. The creator spawned the physical land of the world, as well as nature itself, while life beyond nature and the concepts of time and death were dealt with by the other two gods. This left all of the gods weakened and they slumbered for eons afterwords. The mother and time are still recovering, and so too, supposedly, is the creator. There are stirrings that the creator is once again active, planning something new to create, but these are unsubstantiated, and no one knows for sure. Many dwarves revere Whurbin as their chief god and call him the forger, who forged the world and its mountains into being. Their interpretation of the creator is a large dwarf like creature with idealized perfect features, but most non-dwarves characterize it as a ball of light, similar to the god of resurrection. Whurbin has a very strong follow among dwarves and non-dwarves alike, and has a separate set of holy tomes for each, 7 for the nondwarves, and 8 for the dwarves. The 7 are mostly the same save for minor alterations across races, but the 8th is where dwarves cement their ideas of the creator as a dwarf himself, and as a forger of the world. Whurbin’s symbol is typically an unrefined piece of Lapiz Lazuli, but several different churches use different ores and gemstones to symbolize their god. The Creator preaches to value and savor all of his creation, to attempt in small ways to create things of your own, and to value and cherish them above all else. The creator resides in Hopewood, and some druids even consider him a nature deity rather than a good one. Whurbin's places of worship are called workshops or sometimes forges. They are always places of creation. Whurbin has no archangel, at least none that are known. Prayers to Whurbin must be done through creating something. Increase • Create something new
59 • Honor and protect Whurbin's creation • Provide offerings of your creations to shrines to Whurbin Decrease • Destroy a creation • Go a long period of time without creating anything • Destroy or damage a part of Whurbin's creation • Steal from a workshop of Whurbin Alignment: Lawful Good Whurbin’s Devotee Piety 3+ Whurbin trait As a devotee of Whurbin, you have drawn the notice of the forge god with your skill. You can cast shield of faith with this trait, requiring no material components, a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest. In addition, you know the mending cantrip. Intelligence is your spellcasting ability for these spells. Whurbin’s Votary Piety 10+ Whurbin trait You can cast heat metal with this trait, requiring no material components. Once you cast the spell in this way, you can’t do so again until you finish a long rest. Intelligence is your spellcasting ability for this spell. In addition, you have advantage on saving throws against being knocked prone. Whurbin’s Disciple Piety 25+ Whurbin trait While you are standing and an effect would push you 1 foot or more, you can use your reaction to not be pushed. Champion of the Forge Piety 50+ Whurbin trait You can increase your Strength or Intelligence score by 2 and also increase your maximum for that score by 2. Gods of Man Osvaldo: Mercentile, Loman, Osvaldo is the god of trade and mercentilism. A newer god ascending during the fourth
60 war of the gods following the demise of Arcillious at the hands of Mechanus. Osvaldo was a gnomish man profiteering off of the war in the Golden Coast for years by selling weapons to both sides. He owned several ships trading to other ports and ran a rather lofty trade empire. When Arcillous died, he ascended to godhood as the god of trade. He resides in his golden palace in the great city on the plane of Man. He preaches the tenants of trade, that profit above all else is the proper motivator, that good faith dealings drive more trade, and that the free market will always self right. He has two holy texts, one outlining his stories and more philosophical teachings called the Silver Leaf and one outlining a practical guide to all trade and trade empires, called the Gold Leaf. His holy symbol is a set of gilded merchant's scales. He typically appears either in his mortal gnomish form or as a man made of shimmering gold. His archangel is a golden golem that adjudicates trade agreements. Osvaldo's places of worship are grand markets and prayers to him and done through trading goods, services, or information. Alignment: Neutral Evil Osvaldo’s Devotee Piety 3+ Osvaldo trait You can cast Distort Value with this trait, requiring no material component, a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest. Charisma is your spellcasting ability for this spell. Osvaldo’s Votary Piety 10+ Osvaldo trait You have advantage on investigation checks made to appraise the value of items. Osvaldo’s Disciple Piety 25+ Osvaldo’ trait You can cast Fabricate with this trait, requiring no material components. Once you cast the spell in this way, you can’t do so again until you finish a long rest. Charisma is your spellcasting ability for this spell. Champion of Osvaldo Piety 50+ Osvaldo trait You can increase your Charisma or Intelligence score by 2 and also increase your maximum for that score by 2. Chaos: Chaos is the goddess of Chaos. She is supposedly older than the plane of Marvels itself, being a part of a separate pantheon of anthropomorphized concepts. She was imprisoned on the plane of Marvels by her brother, Evil. She escaped, but was dogged by the dead god, Io, who was attempting to return to life to cease the Chrysalis. She killed Io, making her by ancient law, a god of the plane of Marvels. Chaos has released no holy texts and has no symbol, but occasionally the mad will spout her
61 scripture that doesn’t exist, and it has been written down, leading to an assemblage of what may simply be the ramblings of madmen being used as her holy tome. Her followers use inconsistent symbols, but most often they use rainbow quartz. She seems to simply preach chaos, being chaotic for its own sake, as rules are but constructs put in place for no real reason other than to give meaning to the meaningless. Can you imagine a sillier thought? After the fourth war of the gods, Chaos’ prayers have gone unanswered. This is because she has been imprisoned within a vivium Acheron cage on the moon by the Pale Men. Alignment: Chaotic Evil Increase • Behave unpredictably • Reinvent yourself often • Follow even your slightest whim Decrease • Remain the same for too long • Rigidly adhere to the laws of the land • Impede the natural chaos of the world Chaos’s Devotee Piety 3+ Chaos trait You can cast Chaos Bolt with this trait, requiring no material component, a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest. Charisma is your spellcasting ability for this spell. Chaos’s Votary Piety 10+ Chaos trait Your mind becomes a disorganized mess that only you can navigate, whenever a spell or ability attempt to read or modify your thoughts it fails and the caster take 2d4 psychic damage. Chaos’s Disciple Piety 25+ Chaos’ trait You can cast Confusion with this trait, requiring no material components. Once you cast the spell in this way, you can’t do so again until you finish a long rest. Charisma is your spellcasting ability for this spell.
62 Champion of Chaos Piety 50+ Chaos trait You can increase your Charisma or Intelligence score by 2 and also increase your maximum for that score by 2. Mechanus: Order, The Vessel, A.S.S.E.A.T.E.R., Mechanus is the god of order. The legend goes that Mechanus was an automaton, made (or perhaps modified) by Cadick and used as a vessel for the dead god of dragons Io in an attempt to stop the chrysalis. However, Io was killed by Chaos and the vessel was left, somewhat alive from his experience with the dead god. The vessel traveled to a plane foreign to this one, the same plane Ormendal, the dead god of civilization has stumbled upon. The clockwork Nirvana of Mechanus. The vessel learned much here, but rather than being entranced by the civilization of the place, he was captured by the laws and order of the clockwork men. He assumed the name of his adoptive plane and returned to the plane of Marvels post chrysalis, using what divinity he had remaining in him from Io and becoming the god of order. During the fourth war of the gods he warred with Arcillous, god of Manipulation over the Gilded City of the Golden Coast and won. Now he marches an expanding empire from there enacting his divine order upon all he can. His symbol is a cog and he has 27 holy texts. Most of these texts are collection of laws from various places around the multiverse, but a few stand out as individually interesting. One is the story of how he became a god, which is interesting to chaos worshipers as it is one of the few divinely ordained mentions of her as a goddess. There are two books which are teaching on how to live life rather than mere collections of codes, and an inexplicable tome that seems to be the stories collected by a bard pre-chrysalis with hint to buried bunkers of magical items, which some followers of Mechanus have taken to mean it is his divine will to uncover these bunkers. Mechanus preaches to always follow the set order of things, if things are out of order, enact it, and that the universe, at its core, is an orderly place. Mechanus’ archangel is none other than the bard that granted him sentience, Deathy McGree. Prayers to Mechanus are done in a bureaucratic tone and can take hours to perform properly. Alignment: Lawful Neutral Earning and Losing Piety
63 You increase your piety score to Mechanus when you honor him or order through acts such as these: • Participate in the creation of new laws or the upholding of order • Abide by the codes of where you reside • Uncover and explore a Mechanus bunker Your piety score to Mechanus when you diminish Mechanus’ influence in the world, contradict his ideals, or let him down with acts such as these: • Defy the laws of the land • Destroy constructs without just cause • Embrace Chaos or any of her worshippers Mechanus’s Devotee Piety 3+ Mechanus trait Mechanus grants you a semblance of control over others. You can cast Command with this trait, requiring no material component, a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest. Intelligence is your spellcasting ability for this spell. Mechanus’s Votary Piety 10+ Mechanus trait You gain advantage on Charisma (Persuasion) checks while you are within a city. In addition, when you fail an Intelligence check or Intelligence saving throw, you can reroll the die, and you must use the new roll. Once you use this reroll, you can’t do so again until you finish a long rest. Mechanus’s Disciple Piety 25+ Mechanus trait You can cast Mordenkainen’s private sanctum with this trait, requiring no material components. Once you cast the spell in this way, you can’t do so again until you finish a long rest. Intelligence is your spellcasting ability for this spell. Champion of Order Piety 50+ Mechanus trait You can increase your Intelligence or Charisma score by 2 and also increase your maximum for that score by 2.
64 Cadick: Inventor, The Hermit, Cadick is the god of innovation and invention. Cadick is said to have in life been a gnome, and is said in Mechanus’ holy tome to be the one who originally created, or perhaps modified, Mechanus to become a vessel for the dead dragon god Io. In life he was a hermit living in the perilous climb, left alone to his machinations and inventions. Possibly due to his interaction with the dead god Io, or possibly due to his proximity to the plane of magic at the time of the chrysalis, Cadick was chosen by the essences to be the god of Innovation. While Cadick was the last of the new gods short of Chaos to release holy tomes, he eventually did, 10 of them. One of them seems to be a tale of his life before godhood but leaves out the part where he becomes a god and his interaction with Mechanus, so some speculate it is simply a story of a gnome hermit inventor. Nevertheless, some followers take this to mean that true innovation can only come from a place of solitude, some going as far to live out the lives of hermits as they believe their god did. Two tome espouse the “qualities of a good inventor” as well as the “qualities of a good invention” which is where most of Cadick’s real teachings come from. The remaining seven are confounding, arcane drawings and blueprints of inventions all of which seem to be physically impossible to create. Cadick preaches innovation and invention is mortality’s greatest gift and its purpose, each individual to should invent at least one thing, and inventions should further the goals of an individual or a society. Caddick's places of worship are called worshops and are places of invention and discovery. Caddick's archangel is an automaton of his own creation simply called "mark I". Prayers to Caddick come in the form of inventions and ideas made plain to him. Increase • Invent a new device • Create a solution to a previously unsolved problem. • Dedicate yourself wholly to the pursuit of innovation Decrease • Steal someone else's idea • Take the easy way out of a dilema • Favor tradition over innovation Alignment: Neutral Evil
65 Caddick’s Devotee Piety 3+ Caddick trait Caddick fills you with curiosity and solutions. You can cast Identify with this trait, requiring no material components Once per long rest. Wisdom is your spellcasting ability for this spell. Caddick’s Votary Piety 10+ Caddick trait Your ingenuity knows no bounds. You can use you tinker’s tools in place of any other tool check. Caddick’s Disciple Piety 25+ Caddick’ trait You can cast Summon Construct with this trait, requiring no material components. Once you cast the spell in this way, you can’t do so again until you finish a long rest. Intelligence is your spellcasting ability for this spell. Champion of Invention Piety 50+ Caddick trait You can increase your Charisma or Intelligence score by 2 and also increase your maximum for that score by 2. Hillregaurd: Adventure, Rule Breaker, Hillregaurd is the goddess of adventure. In life, Hillregaurd was a halflling adventurer from the Heartland. She had many adventurers in her life, but the most notable was the 20 level dungeon of Reliquary in the jungles of Verdentua. At the time, a multiplanar mecca, with a door sealed by 6 keys to which not one of the thousands who had tried could open. Hillregaurd was the first, she opened the door the very moment the chrysalis struck and became the goddess of adventure. Many speculate it was due to what must have been beyond the door, while others speculate that it was the raw emotion of pure anticipation, satisfaction, and adventure she felt opening it, as her
66 holy tome implies she never even saw what was beyond the door. Many have quested for Reliquary in her honor, described as a place of “weird magic” somewhere in the jungles of what used to be Verdentua. Some claim to have found it, and that the dungeon still sits, keys waiting to be found, door waiting to be opened, but none can be sure. Hillregaurd preaches to never stay in one place for long, always seek adventure at every turn, as fulfillment in this life can really only come from one thing, discovery. It is what we were put here to do. Her symbol is a compass rose and she has 5 holy tomes, her story of how she became a god, a book of lessons, a book or practical tips for adventurers, and 2 light adventure novels. Hillregaurd is known among the gods for being the only god who, after having became a god, still travels to other planes, which is typically taboo. As such, she has strained relations with the other gods, especially the god outside of the domain of man. She is said to be searching for something specific in her journeys, but exactly what is not known. Hillregaurd's archangel is the traveler, and he is said to live traveling and exploring the hidden places of the material plane. Prayers to Hillregaurd must be done in a new place each time, and in one that is difficult to get to, such as the peak of a roof or a locked dungeon. Alignment: Chaotic Neutral Increase • Discover something new • Clear out old ruins and dungeons • Venture as far away from home as possible Decrease • Stay in one place for too long • Ignore your innate curiosities • Turn down a call to adventure Hilregaurd’s Devotee Piety 3+ Hillregaurd trait You can cast Detect Traps with this trait without expending a spell slot. You may be this a number of times equal to your wisdom modifier. You regain all expended uses with a long rest. Wisdom is your spellcasting ability for this spell. Hillregaurd’s Votary Piety 10+ Hillregaurd trait Your dedication to adventure has granted you divine awareness of dangers lurking in dark dungeons. You have advantage on Dexterity Saving Throws against Effects that you can see, such as traps and Spells. To gain this benefit, you can't be Blinded, Deafened, or Incapacitated. Hillregaurd’s Disciple Piety 25+ Hillregaurd trait
67 You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors. You have resistance to the damage dealt by traps. Champion of Adventure Piety 50+ Hillregaurd trait You can increase your Constitution or Dexterity score by 2 and also increase your maximum for that score by 2. Pelianora: Harvest, Patience, Pelianora is the goddess of harvest. In life, she was a halfling who resided on the island of Harvest in the spellscarred sea. She was not a leader, never came in contact with some godly, otherworldly entity, she was simply a farmer. When the Chrysalis struck, she was elevated to the god of the harvest. She preaches to sow early in life with good deeds and investments in your own self worth as you will harvest later in life. She preaches patience and the value of remaining in one place to reap the land for what it is worth. She preaches that hard, honest labor pays off and is the true purpose of life. She is also the patron of actual harvests and farms. She has three holy texts, one is her story before she was a god, one is a more metaphorical teaching of harvest, and the other is a very literal guide to farming. Her symbol is a sickle and wheat. Pelianora is known to have a bitter rivalry with her fellow halfling goddess Hillreguard and is the only of the gods of Man to truly shun her for her extra-planar activities. Pelianora's places of worship always have farmland attached to them and have no real hierarchical structure. Prayers to Pelianora are done over meals thanking her for the harvest. Even those who do not revere her often recite these prayers. Increase • Work the fields • Sow the seeds of good fortune, put in the work for good things later to come • Appreciate the work that was put into any harvest, literal or figurative. • Celebrate the harvest festival
68 Decrease • Steal from another's harvest • Refuse to put in work to achieve your goals • Destroy crops or the work of others Alignment: True Neutral. Pelianora’s Devotee Piety 3+ Pelianora trait As a devotee of Pelianora, you have proven yourself a worthy potential champion of the harvest god. As a bonus action, you can invoke her protection; spectral plants cover you, providing you with a +1 bonus to AC for 1 minute. Once you use this trait, you can’t use it again until you finish a long rest. Pelianora’s Votary Piety 10+ Pelianora trait You can cast create food and water with this trait. Once you cast the spell in this way, you can’t do so again until you finish a long rest. Wisdom is your spellcasting ability for this spell. In addition, you have advantage on saving throws against being poisoned. Pelianora’s Disciple Piety 25+ Pelianora trait By performing an hour-long ritual, you can conjure enough grapes to fill three vials (4 ounces each) of wine. Each vial serves as a potion of healing for 24 hours, after which it loses this property. Once you use this trait, you can’t do so again until you finish a long rest. Champion of Harvests Piety 50+ Pelianora trait You can increase your Constitution or Wisdom score by 2 and also increase your maximum for that score by 2. Gods of Evil
69 Stryx: Vistra, Stryxtra, The Defiler, Lady of Demons, Stryx is the goddess of pain and torture, and is also the lord of demons. Stryx resides in the Planes of Torment where she spends her days torturing the souls of the damned with her demon cohorts. She is rumored to have created demons herself to spread torture and chaos throughout the world. Her chosen appearance is that of a long dark haired teenage elf, but it is widely thought that her true form is something significantly ghastlier, resembling her demonic followers. Stryx was typically content to rule over the tormented souls of the planes and her demons, engaging in extraplanar affairs during large wars. However, during the fourth war of the gods she was possessed by The Light and rampaged through the plane of nature, killing both Grumbar and Finnickan. However, when she was wounded and nearly killed herself, Vistra, seeing her opportunity to grab power, leapt at Stryx to claim her power for herself. The two gods merged together, expelling the Light’s influence, and becoming an amalgam goddess. The resulting amalgam still takes the form of Stryx, leading scholars to believe she is the one to survive the merger, but she is fundamentally changed. Influenced by Vistra’s insatiable ambition, Stryx was no longer content to rule over just the planes of torment and lead her armies into the material plane forming the fifth divine empire. Most worshippers worship the current merged form of Stryx, but many revere her as Vistra and some still revere her teachings from before the merger. Her symbol is a coiled barbed whip. Stryx commands her followers sacrifice sentient beings to her, but not in death, merely in unbearable pain. If the subject dies afterword this is permissible. Stryx wishes to see pain inflicted upon all and demands her followers to inflict pain in any fashion wherever and however possible. As such, her religion is often banned in civil societies, but cults form quickly around her banner. Stryx's places of worship are called pits and the cruelist rule over them. Stryx’s archangel is the pirate king Luca from the age before the chrysalis, instead ruling over the demon lords as her servants. Prayers to Stryx have to be done while harming something, even yourself. Alignment: Chaotic Evil Increase • Inflict torture and pain unto others • Bring demons and demonic intent to the material plane • Make humanoid sacrifices to Stryx or her demon lords
70 Decrease • Slay a demon • Desecrate an altar of Stryx • Protect another from pain Stryx’s Devotee Piety 3+ Stryx trait As a devotee of Stryx, you have proven yourself a devotee of seeking out treasures no matter where they are hidden. You can cast detect magic with this trait a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest. In addition, you know the mage hand cantrip. Intelligence is your spellcasting ability for these spells. Stryx’s Votary Piety 10+ Stryx trait You can cast detect thoughts with this trait, requiring no material components. Once you cast the spell in this way, you can’t do so again until you finish a long rest. Intelligence is your spellcasting ability for this spell. In addition, you have advantage on saving throws against being charmed. Stryx’s Disciple Piety 25+ Stryx trait You can cast Summon Demon with this trait once per long rest. Wisdom is your spellcasting ability for this spell. Champion of Greed Piety 50+ Stryx trait You can increase your Constitution or Intelligence score by 2 and also increase your maximum for that score by 2.
71 The Nameless One: The Nameless one is the god of lies and selfishness. It is taught that he was once a good god, some even say the god of trust itself but that is disputed. It is said he was on a holy mission to aid humanity in a dire time against Stryx’s attempt to bring suffering to the material plane long ago. It is said he would have stopped such an attempt but he was betrayed by the humans he sought to aid, lied to and deceived. As such, suffering exists on the material plane, and this former good god’s heart turned cold. He entered the plane of evil and quelled its eternal flames to make a home for himself, a castle of pure ice. He struck his former name from all record and never acquired a new one. Similarly, no one truly knows the form of the nameless one, several depictions show him as an ice giant, but more artistic interpretations show a severely scarred figure, more in keeping with his story of having been betrayed. Mysterious books of his new teachings appeared throughout the land, though no one is entirely sure how. These teachings are of selfishness and lies, telling his faithful to never place faith in another, and to manipulate what trust others place in you for your own gain, as they will do the same if given the chance. More devout of the Nameless One never tell truths, while others interpret it as lying for personal gain whenever possible. His symbol is any symbol of another god, with a small alteration usually unnoticeable to those who do not follow the Nameless One. Despite his several infractions against other gods such as that one, none have ever come to his fortress to challenge him. The Nameless One has few official places of worship but shrines to him are often kept alongside Vistra in thieves and assassins' guilds. If the Nameless One has an archangel it is unknown to scholars. Increase • Take things for yourself over the wellbeing of others • Sow lies • Present a false identity Decrease • Admit the truth • Be selfless • Trust others Alignment: Lawful Evil
72 Nameless one’s Devotee Piety 3+ Nameless one trait As a devotee of Nameless one, you have proven yourself accomplished at deception. You can call on Nameless one’s blessing and cast disguise self with this trait. While the spell is active, your shadow still resembles your original form. You can cast the spell in this way a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest. Charisma is your spellcasting ability for this spell. Nameless one’s Votary Piety 10+ Nameless one trait Your words are inspired by Theros’s greatest liar. You have advantage on Charisma (Deception) checks. Nameless one’s Disciple Piety 25+ Nameless one trait When you are hidden from a creature and miss it with an attack, making the attack doesn’t reveal your position. Champion of Deception Piety 50+ Nameless one trait You can increase your Dexterity or Charisma score by 2 and also increase your maximum for that score by 2. Domi: Nicol, Power, Dark King, Domi is the god of power and dominance. Domi was created alongside his brother, Mud, in the wasteland of the dark citadel. Combined, they took over the dark citadel, the seat of power for both magic and evil, and ruled over the gods for a time. As more gods awoke, their power began to wane. Domi, who cherished his power greatly, wanted to reaffirm his power and launched an invasion into the plane of Magic with his brother. Mud turned on Domi and he had to defeat his brother with the help of the magic in the plane he had more control over than his brother. He imprisoned Mud in the dark citadel where both reside, unable to claim further power without the
73 others assistance. In the time immediately preceding the chrysalis, Domi finally killed his brother to secure a place for himself among the gods of evil, making him the only survivor from the previous gods of magic. Domi’s physical appearance is often a large, imposing figure, usually humanoid but occasionally a dragon or a fire giant. Domi’s symbol is a ruby encased in brass. Domi commands his followers on the material plane to attain power at any cost, to take no action that does not pertain to attaining power for yourself, and to never play subordinate in any situation. Domi’s Archangel is Medrah, the dragonborn king of dragon island. Alignment: Lawful Evil Increase • Exercise your power over others • Attain a sanctioned position of power • Route out betrayal and deception from your ranks Decrease • Display weakness and a lack of power • Lose power or a position of power • Betray others and abandon your prusiuits Domi’s Devotee Piety 3+ Domi trait As a devotee of Domi you are able to exert some supernatural control over others. You can cast Command with this trait a number of times equal to your charisma modifier (minimum of once). You regain all expended uses when you finish a long rest. Charisma is your spellcasting ability for these spells. Domi’s Votary Piety 10+ Domi trait You have advantage on Charisma (Intimidate) checks. In addition, you have advantage on saving throws against being frightened. Domi’s Disciple Piety 25+ Domi trait As a true champion of Domi You can completely bend others to your will. You can cast Dominate Person with this trait. Once you cast the spell in this way, you can’t do so again until you finish a long rest. Charisma is your spellcasting ability for this spell. Champion of Power Piety 50+ Domi trait
74 You can increase your Strength or Charisma score by 2 and also increase your maximum for that score by 2. Valoran: The Deceiver, No One, Valoran is the god of Trickery and deception. Valoran was originally a god of evil, transitioning into magic at the dawn of the forth age with his defeat at the hands of Domi, and then back to evil after his death in the Chrysalis and subsequent revival after the fourth war of the gods. Valoran was to be a replacement for Domi’s brother who has recently betrayed him. Valoran detested this life, and learned to lie and cast illusion to fool Domi, in attempts to get him to free him from his service. Eventually he came across Qui’ara and tricked her into coming with him, where he traded her life for his with Domi. Freed from the Dark citadel, he reunited with the plane of magic proper that gave him dominion over illusions and shaped the magical chaos of the plane into a confounding illusory maze. After the Chrysalis destroyed all magic god, Valoren was "dead" for a time, though many of his followers believe he tricked the chrysalis and simply fled the plane for a time, and then returned after the fourth war of the gods as a god of evil in the vacuum left by Stryx and Vistra's merger. Around this time, illusory tomes of his teachings and stories appeared on the material plane and were copied by scribes. There were 5 tomes in total, 2 of which were tales and stories of the trickery god’s exploits (of which, it is estimated, half are outright false) 2 of which were actual teachings to eventual followers, and one of which simply details a challenge, whosoever can enter the plane of Evil, find his maze, and get to the center, will take his throne as god of trickery. The others which outline his teachings indicate that his followers never believe what they are seeing, it is possible, and even described in one of his stories that the entire material plane is an illusion. He preaches that facts are trivial, what matters is solely belief, if someone believes something, it may as well be true. He preaches to use these facts to your advantage and manipulate to get your way. His archangel is the Modydeus Micheal, known as the demon of a million faces. His holy symbol is a dowsing rod. His places of worship are place of deception, and his prayers take the form of tricking others. Alignment: Neutral Evil Increase • Trick someone into doing something for your benefit
75 • Utilize illusion magics to deceive • Solve a grand puzzle Decrease • Tell truths that do not benefit you • Dispel grand illusions and reveal lies to others • Be tricked by others lies and illusions yourself Valoran’s Devotee Piety 3+ Valoran trait Valoran grant you the ability to manipulate others. You can cast disguise self with this trait, requiring no material component, a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest. Intelligence is your spellcasting ability for this spell. Valoran’s Votary Piety 10+ Valoran trait You gain advantage on deception and forgery kit checks. Valoran’s Disciple Piety 25+ Valoran’ trait You can cast Modify Memory with this trait, requiring no material components. Once you cast the spell in this way, you can’t do so again until you finish a long rest. Intelligence is your spellcasting ability for this spell. Champion of Manipulation Piety 50+ Valoran trait You can increase your Charisma or Intelligence score by 2 and also increase your maximum for that score by 2. Mugrunden: Koth, The Raging Flame, Anger, Mugrunden is the god of fury and wrath. Little is known of Koth’s origins or even much of his true teachings beyond the absolute basics. This is as his traditions are entirely verbal among his church and they vehemently deny any scripture of his
76 word that has been written, even if they had spoke it mere moments ago. Mugrunden does not stand for permanency, he preaches of living in the moment and only in the moment, and acting solely on emotion. Many link Mugrunden’s other various scattered teachings to take emotion to mean only rage, but this is not necessarily the case, following any emotion includes the more typically positive ones like happiness as well as a negative. The god himself however is only ever described as a manifestation of pure rage. He has no determinable form, and most portrayals depict him only as flame, many believe him to be the flames that cloak the plane of evil itself. His symbol is any object, though usually a gold coin, enchanted with ever-burning flame. He preaches his followers act on their emotions at every opportunity, never dwell on the past nor plan for the future, and never let rage go unstated. Mugrunden doesn't have very many formal places of worship, his followers prefering to act rather than ruminate. Mugrunden's Maledeus is a raging flaming barbarian that inspires war and revelry. Prayers to Mugrunden take the form of acknowledging and embracing emotion Increase • Act on a whim • Destroy something in a rage • Act on emotion over reason Decrease • Deny your emotions their place • Quell your or another's rage in undue time • Invoke reason and planning Alignment: Chaotic Evil Mugrunden’s Devotee Piety 3+ Mugrunden trait As a devotee of Mugrungen, you have shown yourself to be a brutal combatant. You can call on Mugrunden’s favor and cast wrathful smite with this trait. Mugrunden’s blessing manifest as a bloodred glow around your weapon, causing it to shed dim light in a 5-foot radius until the spell ends. You can cast the spell in this way a number of times equal to your Constitution modifier (minimum of once). You regain all expended uses when you finish a long rest. Constitution is your spellcasting ability for this spell. Mugrunden’s Votary Piety 10+ Domis trait You can cast blinding smite with this trait. Once you cast the spell in this way, you can’t do so again until you finish a long rest. Constitution is your spellcasting ability for this spell. Mugrunden’s Disciple Piety 25+ Domis trait
77 You are attuned to Mugruden’s fiery form. You have resistance to fire damage and the first attack you make each turn does an additional 1d6 fire damage. Champion of Rage Piety 50+ Mugrunden trait You can increase your Strength or Constitution score by 2 and also increase your maximum for that score by 2. Nicor: Tibalt, The Horned One, King of Almald and Devilkind, Nicor is the god of schemes and ruler of devils. Nicor makes his home in the devil capital city of Almald in the plane of Evil. Tibalt’s rise to power as lord of devils is shady and mostly unknown, and this vacuum of knowledge has left quite a lot of room for speculation. Some speculate that he rose to power because he was a god, the first interested in the banal politics of the devils, while others insist that any who are able to execute their will over devils as a whole, becomes a god themselves, and therefore Nicor was originally a devil himself. While whether either is true may never be know, Nicor is far less obscure about other aspects of his faith. He is the most determinable, physically, of all of the gods of evil, having only one known form and it being an over-sized, charismatic looking, horned devil. His symbol is as such understandably a horn, usually from a deer, but the more exotic a horn you have the more fervent your devotion to the horned one, with priests and heads of his churches have genuine devil horns as symbols of their faith. Nicor commands planning from his followers, technically followers of Nicor are not supposed to make any decision of any bearing without first considering it for an entire 10 days, though it is common practice to take this as only meaning “think before you act” or shortening the period to 1 to 3 days rather than 10. He commands his followers play within the rules of the systems lain before them, manipulate things already in place to get your way whenever possible instead of creating something new. He commands his followers make sacrifice to him, granting him a piece of knowledge, a secret or some valuable form of information, once a year in a special ritual. Many faithful take this as a sacred mission once a year and spend 10 days acquiring or even creating a secret to give their dark master. Nicor's places of worship are called conclaves and have a highly organized hierarchical structure. Nicor has no archangel, instead relying on the various Devil Princes. Prayers to Nicor involve explicating your plans to him and occasional sacrifices.
78 Increase • Intricately plan every facet of your life • Successfully execute a scheme • Summon a devil or devilish intent to the material plane Decrease • Act on whim or emotion unplanned • Slay a devil • Fail to plan for an eventuality Alignment: Lawful Evil. Nicor’s Devotee Piety 3+ Nicor trait As a devotee of Nicor, you have access to the denizens of Hell. You can cast unseen servant with this trait a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest. Nicor’s Votary Piety 10+ Nicor trait You can cast detect thoughts with this trait, requiring no material components. Once you cast the spell in this way, you can’t do so again until you finish a long rest. Intelligence is your spellcasting ability for this spell. Nicor’s Disciple Piety 25+ Nicor trait You can cast Summon Fiend with this trait, requiring no material components. Once you cast the spell in this way, you can’t do so again until you finish a long rest. Intelligence is your spellcasting ability for this spell. Champion of Hell Piety 50+ Nicor trait You can increase your Constitution or Intelligence score by 2 and also increase your maximum for that score by 2. Dead Gods Through various divine wars and catastrophic events, god have died. Their slumbering corpses rest in the divine graveyard beneath the City of Chrome. Gods can return from the grave, as Virdain, formerly a primal god, has done. Below is a list of dead gods, should they ever choose to rear their heads once more. Magic
79 Ormendal: Order, Oronius, Ormendal is the god of civilization. Born into the chaos of the plane of magic, Ormendal did not take to it like his fellow gods of magic, in fact, it was quite the opposite. He abhorred the chaos and knew there must be something different. He was, for the first few thousand years of his godhood, known as the Shaper, and symbolized the attempt to control and shape magic itself. However, once he did master shaping the chaos of Magic, he formed a massive city, and enacted several laws, and cemented himself as the god of civilization. He was displeased with his early city however, and spend a millennia traveling to other outer planes seeking other civilization gods and realms, the only god of Marvel to ever leave the plane. Some scholars at the time and since attempted to rebrand him The Traveler, and turn his teachings into ones of wanderlust and discovery, but this never truly caught on, especially due to Qui’ara taking that slot at the time already. When he returned, he entirely reformed his city, making it more resemble the clockwork nirvana of Mechanus of other planar systems. His symbol is, due to his discovery, a cog. His teachings are preached in his 50 holy tomes as laws, and they are far to numerous for any but his most faithful to grasp. The jist of these teachings are to always follow the law above your own morals, cities and large gatherings are the epitome of the mortal experience and living elsewhere is living lesser lives, and law is the will a society and society’s will is law. Though a true follower of Ormendal would object to such gross oversimplifications. Ormendal met his end at the hands of Chrysalis. Alignment: Lawful Neutral Cylis: Isaac, Lucien, The Librarian, Cylis is the god of knowledge. When he emerged from the writhing chaos of the Plane of Magic, Cylis immediately sought to understand its wonderful randomness. He spent many years under the name of Isaac trying to do just that, and he is considered the first wizard, who bound spells from the planes’ random effects into tomes that could be specifically called upon by any who has the inclination. While he never fully mastered the understanding of magic, he eventually moved on to other things, understanding every facet of the world and of the other planes. He used his knowledge of magic to shape himself a library and began collecting books from the most remote corners of the planes, never leaving the library himself, he used minions such as foxes and owls to seek out this knowledge. A portion of his being remains eternally in his library, this being is named Lucien, or simply, the Librarian. In addition to claiming preexisting knowledge, Cylis was individually interested in the concept that knowledge can be created, thus making it virtually impossible of any being, even a god, to know everything. While Lucien is still attempting to do so, another form of Cylis, one not bound to the library gathering knowledge already made, is out (presumably in the plane of magic or the material plane) creating knowledge itself. This being, and truly the name to which the entirety of the god’s aspects is cataloged, is Cylis. The first bit of knowledge Cylis created was his holy tomes and teachings, of which there are an estimated 67, though with lost additions and forgeries that number is contested by 5 or so books. His holy tomes outline his teachings to his followers, which include: Gather knowledge as fervently as possible, as learning from others is vitally important to performing life’s true purpose, creating newfound knowledge. Everyone in their life creates some amount of knowledge, their own personal stories, all of which are cataloged as they occur by one of Lucien’s many minions, but to create more than simply that is the truest point of life. There are also several arcane leanings to these teaching in some of his books, honing knowledge to arcane
80 knowledge and created knowledge new spells. Due to this leaning, Cylis’ symbol is a spellbook with a particular rune on the cover. Cylis met his end at the hands of the chrysalis. Alignment: Lawful Neutral Malagos: Maelstrom, The Writhing Chaos, Magic, Malagos is the god of raw magic. Created in the second wave of gods after the initial creation, Malagos immediately erupted into the chaos of the plane of magic. In this eruption he spread his seeds into the material plane, creating the first sorcerers. Later various beings and people would claim his font of power and attempt to organize it, but he exists as he was created, a writhing chaos. Some believe Malagos is the form and orichalcum heart at the center of the plane of magic, some believe him the entire plane of magic, and others even believe him to be the entirety of magic itself. His singular, though long, holy tome does little to clear up this ambiguity in his true nature. It does, however, lay out several doctrines for his followers, including: Magic is a raw force, best left raw, it has a will of its own and it will make it known to you. If you are able to wield magic your goal is to allow magic to execute its own will, not the other way around. Magic is chaos and Nature is order, and chaos should reign supreme, as we are an order-less people. One should never seek to understand magic, as magic is an inherently incomprehensible force and attempting to understand will bring only madness and pain. His symbol is a specially cracked crystal orb. Alignment: Chaotic Evil Sara: The Golden Light, Rebirth, Sara is the Goddess of Resurrection. Often depicted as a ball of pure, glowing light, warm energy. She is the one of the very few new gods to occupy her own realm, the Realm of Resurrection, the intersection of magic and life. Some scholars believe her to be the center of this realm, while others believe she embodies the entirety of the realm itself. She has three sacred texts, usually printed with elaborate golden inlaid covers to mimic the original scripts given to her old shrine long since deserted. Sara is the patron of the long life, instructing her followers to believe that everyone should live as long as possible, so long as they wish, and untimely demises need not be the end. She works within the bounds of time and instructs her followers to respect time’s flow as well, never attempting to unnaturally extend their life. If given her way, Sara would resurrect all willing until their time of natural death given her option, but the other gods, individually Alighieri, the keeper of the dead, prevent her from doing so, providing various barriers to reaching Sara’s divine light. Sara advocates doing as
81 you will during life, regardless of whatever that may be. The symbol of her church is a ball of light, often a light spell that has been enchanted to remain permanently. Alignment Chaotic Neutral You increase your piety score to Sara when you honor her or resurrection through acts such as these: • Resurrecting someone from the dead • Smiting undeath and other false forms of life and resurrection • Enlarging another’s life through magics or good works Your piety score to Sara when you diminish Sara’s influence in the world, contradict his ideals, or let him down with acts such as these: • Killing outside of self-defense • Allowing an ally to die and remain dead • Embracing Alighieri or any of his teachings Sara’s Devotee Piety 3+ Sara trait You are a devotee of Sara, you can cast the spare the dying cantrip and can always tell exactly how long a creature has been dead. Wisdom is your spellcasting modifier for this spell. Sara’s Votary Piety 10+ Sara trait You can cast Revivify with this trait. Once you cast the spell in this way, you can’t do so again until you finish a long rest. Intelligence is your spellcasting ability for this spell. Sara’s Disciple Piety 25+ Sara trait You can cast Raise Dead with this trait. Once you cast the spell in this way, you can’t do so again until you finish a long rest. Intelligence is your spellcasting ability for this spell. Champion of Resurrection Piety 50+ Sara trait You can increase your Wisdom or Charisma score by 2 and also increase your maximum for that score by 2. Good
82 Calira: Innocence, Purity, Nia, Calira is the goddess of innocence and purity. She takes the form of a small elven female child, and spends her days aimless frolicking the goldmeadow. Innocence represents an idealized life, and all of her teachings are interpretations of her actions, as she does not speak, only giggles and occasionally laughs. Those who follow her see this as the primary state of life, not continually chasing joy, nor sacrificing yourself for the poor or your family, simply existing, at harmony with the world around you. She does have a singular holy text, transcribed by ancient scholars to permentantly ingrain her teachings. As it was not written by the goddess her self as many other holy text were however, it is often ignored by her devout. Followers of innocence attempt not to sully themselves in the realm of higher though, and instead chose more “pure” lifestyle, one of long relaxed days and peaceful meadows. Of course, this is difficult to achieve within the city of marvels and as such Innocence’s following there is smaller, but still active, mostly taking to the many of the city’s wooded recreational areas to live and play, away from the evils of the world. Innocence’s symbol is a piece of unstained pure white cloth. She resides in the pleasant fields of the goldmeadow. After Amnon was freed from his constraints during the chrysalis he invaded Good and killed Calira. Alignment: Neutral Good Finnickan: Ike, Finn, Mikeaus, Finnickan is the god of friendship and loyalty. He takes the form most often of a gnome man, though slightly taller than an average gnome and with a tuft of hair that changes color with his mood, most often it is orange or brown. Finnickan is portrayed often in the holy texts of other gods, often in a favorable light as he has befriended nearly all of them, even some of the more evil ones. Finnickan preaches that the primary objective of life is to interact and make the lives of others better, not through selflessness however, through mutual benefit. He preaches fierce loyalty to friends and family, stating that dependability is crucial to provide proper interactions. He detests lying, and some holy texts even proclaim him the god of truth. He is viewed slightly differently across races, Humans and some elves prefer him as Ike, while the general messages are the same they portray him as a human with black hair and play up the more knightly qualities of loyalty and truth, downplaying friendship. Dwarves call him Mikeaus, an old dwarf in large armor, and he represents loyalty to family and traditional values. This dwarven aspect is likely farthest from the truth and widely considered a dying interpretation. His symbol is an apple (Finnickan), two hands clasped in a handshake (Ike), or a garnet surrounded by copper (Mikeaus), and he has two holy texts, one preaching the value of friendship and loyalty, the other the values of truth
83 and dependability. The dwarves do not have their own holy book, but their versions of the two are substantially modified. Finnickan, when not visiting other gods, resides in the white expanses of good. Finnican's places of worship are called circles. Prayers to Finnican can never be said alone, they must be done with a friend. Finnickan was killed by Stryx while she was possessed by the Light in the fourth war of the gods. Alignment: Lawful Good Increase • Make a new friend or companion • Swear or uphold an oath • Act with honor and loyalty above self interest Decrease • Betray a friend • Break an oath • Act solely out of self interest Finnickan’s Devotee Piety 3+ Finnickan trait Finnickan grant you the ability to bolster your allies. You can cast Heroism with this trait, requiring no material component, a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest. Charisma is your spellcasting ability for this spell. Finnickan’s Votary Piety 10+ Finnickan trait You gain advantage on deception and forgery kit checks. Finnickan’s Disciple Piety 25+ Finnickan trait You can cast Modify Memory with this trait, requiring no material components. Once you cast the spell in this way, you can’t do so again until you finish a long rest. Intelligence is your spellcasting ability for this spell. Champion of Finnickan Piety 50+ Finnickan trait You can increase your Charisma or Intelligence score by 2 and also increase your maximum for that score by 2.
84 Death Ibis: Pestilence, The Queen of Suffering, The Harbinger, Ibis is the goddess of disease. She is a vile god, one of the few viewed as nearly universally evil, revered only by cultists. Her sole purpose seems to be to thin the ranks of the living, believing them to have spread to far relatively unchallenged by the threats of nature. Those few who follow her believe disease to be her blessing, and that these are extra challenges to reveal the strong among the living, and weed out the weak, and often view overcoming a diseases as a sign of strong moral character rather than physical fortitude. Her high clerics often willing infect themselves with diseases to this end. Her holy texts, the tomes of desolation, of which there are 6 in total, agree with these practices, and are often outlawed in civilized society as two of tomes are simply a list of diseases and how to create them. Her symbol is the skull of an ibis bird and she is often characterized as a humanoid Ibis creature, though many believe her to be disease itself. She dwells within the fetid swamps of black marsh. The Ibis has no organized religion. Prayers to the Ibis include reveling in disease. Alignment: Chaotic Evil You increase your piety score to Ibis when you honor her or pestilence through acts such as these: • Infect yourself with a disease • Encourage a disease to spread • Utilize poisons Your piety score to Ibis when you diminish Ibis’ influence in the world, contradict his ideals, or let him down with acts such as these: • Cure a disease • Use healing magics • Allow a weak thing to live unjustly Evil Mud: Tezzeret, Betrayer, Mud is the god of betrayal and vile machinations. Mud is the brother of the magic god of power. They appeared at the same time in the wastes between Magic and Evil, and instantly claimed the dark fortress from the previous god of Power, with their powers combined. For a time, Mud and his brother ruled over the planes of Evil and Magic, but over time new gods emerged and less obeyed their rule. This caused strife among the brothers, of whom Mud was the weaker one. His brother, stronger and more rash, wanted to launch an attack upon the plane of Magic to regain control of the new gods there. Mud
85 originally objected, but ultimately agreed. In the middle of combat with the gods of magic, Mud turned on his brother in attempts to become the true god of power, but underestimated the chaos of the plane of magic, and was stunned by several lighting strikes and then overcome by his brother. His brother was too attached to him, and rather than killing Mud he imprisoned him within the dark citadel where Mud the betrayer still sits to this day. His brother destroyed all of his previous holy books and symbols and renamed his brother Mud, in attempts to quell any following his brother could receive. In spite of these efforts, Tezzeret still commands a substantial following on the material plane. His symbol is a small, hollow cube, symbolic of his imprisonment. His physical appearance is unknown, but he is typically portrayed as a frail humanoid with long greasy black hair. He commands his followers to learn from the mistakes of others such as himself, and never make mistakes of your own, as that is too costly. Plan every action, and only take actions that will increase your own power and influence. Never trust anyone. During the time immediately before the chrysalis, Mud’s Brother finally killed him to secure a place for himself in the realms of evil, making him the only survivor from the realms of magic of the chrysalis. Alignment: Neutral Evil Grissila: The Goddess of Demons before Stryx. She died fighting Satan’s devil incursion into the plane of Evil in the third age. She rests in the divine graveyard. Shaveth: God of Chaos and Slaughter he died out with the more civilized age that came with the Third Age and the arrival of Lucifer, who destroyed physically his psychically weakened form. Shaveth was destroyed completely, and rests not within the divine graveyard. However, some serial killers and orc clans still kill in his name. Nevelerix: The foreign winter goddess that originally tempted Amnon to include time in his creation, which she did because her own creation was dying, and her manipulations would give her a place in the new creation of the Three. Following her reasonings she eventually infested the cold depths of evil as the goddess of temptation and cold in the creation she manipulated. However, with the coming of Lucifer and Mugrunden and the swirling of Hellfire within Evil she found it no longer a suitable home and ceded her position, leaving the plane after the fourth age, replaced with the Nameless One after his turning toward Evil. She lives yet still, again as a goddess of winter, on a distant plane. Vistra: Vraska, Envy, The Covetess, Vistra is the goddess of greed and envy. Her story spins more of a cautionary tale than she would like. According to her own holy books, she was the first god of evil and originally held dominion over the entire plane of evil, though this is widely disputed. Eventually, more gods appeared as they are prone to do, and challenged Vistra’s rule over the plane and eventually took it from her. Most attribute this to Mugrunden but stories of who exactly did so are vague at best. Vistra went mad with envy, and began challenging other gods, both evil and not, for their power. Most accounts say she became so consumed with this conquest that her own form, once beautiful and enchanting, melted away into nothingness, usually artistically displayed as a gibbering mass of darkness. Vistra, possibly due to her many conquests, appears more often as a cautionary tale of the other gods than serving as her own religion, and the tale of one so consumed with greed and envy of others that she made nothing for herself, losing even her very form, is recanted endlessly across
86 stories of the gods. However, there are those who see Vistra as a sympathetic and even idealistic entity, so fervent in the pursuit of what matters that she is willing to toss everything else to the wayside. These followers often adapt slightly different versions of the stories told in other churches to cast Vistra in a more sympathetic light. To her limited number of followers she commands the following: Take all you covet, never let any slight go unpunished, and follow your conquests and desires to the bitter end. Vistra’s symbol is the thing of most value to the follower they’ve taken from someone else. This eclectic symbol works well for Vistra’s followers as her worship is banned in most civil circles and carrying a more uniform moniker would prove disastrous for them. Vistra’s Archangel is the Wandering Hand, a beggar-esque figure who is said to have stolen over a billion gold in his time. Prayers to Vistra are done with offerings of stolen trinkets and valuables and are sometimes done via the act of stealing or lusting after another’s possessions. During the fourth war of the gods, seeing an opportunity for power, Vistra leapt out at the wounded goddess Stryx. The resulting amalgam encompasses the ambition of Vistra and the cruelty of Stryx. While there is argument among scholars who, if either, is in control, the amalgam tends to take the form of Stryx, so it is assumed she has more control over the form. Alignment: Neutral Evil You increase your piety score to Vistra when you honor her or envy through acts such as these: • Taking what you want when you want it • Always having large ambitions • Executing elaborate heists Your piety score to Vistra when you diminish Vistra’s influence in the world, contradict his ideals, or let him down with acts such as these: • Being content with what you have • Allowing a desire or ambition to go unacted upon • Allowing yourself to be stolen from
87 Man Arcillious: Manipulation, Deceit, Arcillious is the god of manipulation. Prior to the Chrysalis, the Gods of Nature put out a trail with the reward to become a god. The trial was hidden, so only the truly dedicated and intelligent could even discover its existence. The trial was as follows: Find me an acre of land, between salt water and the sea sand / reap it with a sickle of leather, and gather it all in a bunch of heather. / Make me a cambric shirt, without no seams nor needlework. Arcillious, a mortal wizard, had the knowledge to uncover this riddle, but not the means to accomplish the tasks. So he outsourced the problem, offering a much smaller reward of his Tower and not mentioning the reward the gods of Nature had in mind. Eventually, a group came along and solved Nature’s riddle, fulfilling the three impossible tasks by some combination of ingenuity, manpower, and magic. Arcillious came forth to take credit and claim his prize, and the gods of Nature gave it to him, but rather than being the god of Man’s superiority over nature, he instead became the god of manipulation. This punishment seemed to make no difference to Arcillious. Arcillious preaches to his followers to value their own time and skills and utilize the skills of others for their own gain whenever possible. His symbol is a marionette. He has three holy books, one is the story of how he became a god, told to make him seem the best he can, one is his teachings, and another is the ongoing stories of his manipulations of the other gods of Man as well as some mortals. Arcillious has no archangel, but is rumored to be able to manipulate any of the Solars of man to do his bidding. Prayers to Arcillious take the form of schemes and plots. Arcillious was killed by Mechanus during the fourth war of the gods when he and his champion Iaodos challenged Mechanus for the Gilded City of the Golden Coast. Alignment: Lawful Evil Increase • Take advantage of another person for your own personal gain or self-interest • Steal another’s idea or achievement as your own • Do as little as possible while still ultimately completing your goals Decrease • Put in undue effort where the work of others could have been utilized • Allow others to manipulate you • Perform "an honest day's work" Nature Gravia: The goddess of gravity and physical constants. Gravia took the form of a void like woman with flickering bits of light floating within her like stars. She represented the law and order of nature, as well as the actual physical laws she embodied. She voluntarily ceded her life just before the dawn of magic sensing a change and became one with the plane. In the chaos of the immediate pre-chrysalis cultists of dunamancy managed to reconstitute her form in attempts to make her a new god of magic, but this was quickly thwarted by the chrysalis, slightly altering the laws of physics on the plane.
88 Solus and Nocta: The God of Day and the goddess of Night. Solus and Nocta emerged from the essence as conjoined twins and have nearly opposite personalities. Solus wad serious, and resolute on order and balance. Nocta was mischievous and believed in chaos and randomness. In truth their combination represented the balance between law and chaos. When Solus manifested, the world wad bright and orderly, when Nocta manifested, the world grew dark and cold. This was how days and nights transpired in the early ages of the world, until the first war of the gods. Solus and Nocta were the first divine casualty in the plane's history, and their body rests above the plane, continually in battle with itself, as the joint sun and moon above the plane. Their legend outlived them for several ages, growing into myth around the age of magic with scholars questioning if the god ever truly existed at all, or was a just a creation myth for the sun and moon. Their story, like the stories of so many dead gods, was all but forgotten in the wake of the fourth war of the gods and the Chrysalis. Primal Io: The primal God of Dragons and father of all dragonkind on the plane of Marvels. He is also the creator of drakes, kobolds, dragonborn and other dragonlike entities. Io was killed in combat with Satan and his devil incursion into the plane of evil. When he died, he was split into Bahamut, the patron of good dragons, Tiamat, the patron of evil dragons, Primarch, the patron of elemental dragons, and Nebulous, the patron of shadow dragons. He was later exhumed from the Divine Graveyard in an attempt to stop the chrysalis and killed permanently off plane by Chaos. Some say if one were to get all of the dragon archons together, one could still revive Io, but this is unknowable and unlikely. Geruda: The primal Goddess of Poison and Venom, Mother of snakes and snake-kin. Geruda was a definitively evil goddess, giving birth to both the naga and the yuan-ti in her image. She died in the second war of the gods against the gods of magic, and rests in the Divine Graveyard. Urn: The primal God of the Forge and the elements, possibly the father of dwarves and elementals. He was severely weakened imprisoning Satan into a golden egg in the first war of the gods and was finally killed in the second war of the gods against the gods of magic. He rests in the Divine Graveyard. Garld: Alpha, Fendriel, Szarn, Garld is god of packs and hunting. Garld was once the primal god of the hunt, killed by Lucifer's legions in the first war of the gods. He was replaced by Grumbar, and when Grumbar was slain in the fourth war of the gods Garld rose from the divine graveyard to reclaim his
89 rightful place. Garld resides with his pack on forever hunting on the plane of Nature. He preaches that man must hunt to survive, that hunting alone is a foolish and deadly mistake, and that meaning can be found in the pack. He has but one holy tome called the Hunt extolling his philosophies, but has numerous allegorical hunting tales that are passed down verbally. His holy symbol is a wolf's tooth. He is depicted either as a longtooth shifter, as a wolf-headed man, or just as a wolf. His Archangel is Omega, taking the form of a large wolf. He is prayed to by hunting and offering animals, specifically herbivorous prey, never fellow hunting beasts. Alignment: True Neutral Mugrunden and Virdain were formerly Primal gods but after the destruction of that realm both have found new homes among the essences. The Afterlife When a person dies they tarry in the world for a minute, this is why Revivify functions within a minute. After a minute Oriax appears before the deceased in the form of their most loved person and escorts them across the material plane and the Sands of Death to the line before the great bone courthouse of Xendal where they wait in a line of thousands of souls awaiting judgement. However, due to altered perception and the timeless nature of the Sands they appear before the judge before they know it. Xendal then judges them and sends them on to their final resting place, where their soul is flung at high speeds over the Essences with the bang of his skull gavel. There are several possible afterlives for mortals but the most common is for them to become outsiders native to the Essences. A person who has lived their life cruelly in service to Stryx could become a demon in perpetual service to torturing the souls of the damned, but they need not be in service to a god, if someone worshipped Alvyn but spent their life manipulating their peers they would still become a Yugoloth in service to Arcillious the god of manipulation. This applies also to the positive planes, a person who lived their lives in service to motherhood may enjoy life eternal with her children on the plane of Life, perhaps at the side of Helga, goddess of fertility. Each of the six planes have their own outsiders one could become, as represented in the following table. Essence Outsider Method of Becoming Life Guardian Spirit Dedicate your life to the tenets of Life or a god of Life Goodmeadow Anointed Spirit Dedicate your life to living and living well with others Good Angel Dedicate your life to upholding Good at all costs Hopewood Archon Dedicate your life to maintaining harmony Nature Nature Spirit Dedicate your life to the tenets of Nature or a god of Nature. Black Marsh Therianthrope Destroy vast swaths of Nature or disturb the natural order. Death Undead, Lost Soul Lead a life with no purpose or
90 meaning, die on the plane of Death Planes of Torment Demon Live a life of exceptional cruelty Tormented Soul Live a life of varied purpose or that disagreed with the gods. Evil Devil Live a life of organized Evil, such as a corrupt politician. Dark Citadel Yugoloth Dedicate your life to the tenets of a god of Dark Citadel, or in service only of gold. Man Free Soul Dedicate your life to the tenets of Man or a god of Man Modron, Inevitable Dedicate your life to the tenets of Mechanus, god of order Faerie Fae Spend a significant amount of time in Faerie or sell your soul to an Archfey. Material Plane Undead, ghost Have unfinished business on the material plane preventing your final judgement All Elemental Dedicate your life mostly to an Essence, but fall short somewhere. In addition to judgement one can also become an outsider via selling their soul to another outsider. This is typically done for power a la warlocks but can also be for more conventional otherworldly goods and services or even won in a game. These contracts are mostly acknowledged by Xendal who foregoes his judgement in favor of supremacy of contract in all but the most extreme cases. Xendal also only judges planar natives, those whose souls are tied to the soul of the world. Non-natives who just happen to die here are escorted off plane by cosmic forces. Most outsiders are some semblance of immortal. Demons and devils return to the fires of Evil as a one rank lower than they were before upon their deaths, as do Angels, and the various souls and Spirits of the other planes are generally non-combatant and difficult to kill. However, when a fiend of the lowest rank dies or one of the spirits is destroyed they are gone forever, fading from this existence. Only the power of a Wish spell can bring back souls destroyed in this way and even then, only within 30 days of their destruction. Strangely, there is a flowery gate in the Goodmeadow that souls can walk through to willfully end their eternal existence. Other Planes While the Essences are the primary other planar entity associated with the plane of Marvels, there are still several other planes that connect or overlap with the plane that are detailed here. Faerie
91 Also known as the feywild, Faerie is a place existing in the same physical space as the material plane, but on a different magical dimension. On faerie emotions and magical whimsies are far more pronounced than on the prime material. As faerie exists in the same physical space as the material plane getting in and out of Faerie is tricky business. There are places in both planes where the veil between worlds is thinned. On the material plane, these veil thinning spots are wholly natural or magical places, ranging from a faerie ring (a circle of red and white mushrooms) to a cave untouched by men for hundreds of years. On faerie these veil thinning are spots where large cities or perversions of emotion or magic have occurred on the material plane, such as the site of patricide or large cities. While within he feywild, visitors are inevitably presented with a path. Staying on this path, of which there are infinite within the plane, will eventually lead the visitor to what they came to plane to seek, even if that is exit from the plane. Straying from this path will have the visitor trapped in the plane, usually unwitting to themselves, for thousands of years, dancing with faeries, perpetually about to be eaten by the Baba Yaga, or some similar fate. If a path is taken to its very end, a process which could take centuries, it would lead to the very center of all feywilds. The center of the feywild is a great forest with doors on each of the great trees. Each door leads to a random place in the multiverse. It is believed this forest of doors is the origin of all feywilds in the multiverse. Faerie is inhabited by a multitude of fey creatures, including the titular faeries, centaurs, eladrin, brownies, and many, many more. These creatures are divided along very simple lines, the Seelie and Unseelie courts. The Seelie court draws its power from positive emotions and exist in positive places.
92 They are the attractive, elven interpretation of Faerie. While the Seelie court can still be harsh and unforgiving and the nature of all Faerie is chaotic, the Seelie court is generally viewed as good. Similarly, the Unseelie court draw from negative emotions, and are typically ugly, malformed creatures like boggarts. They exist in negative places like swamps and marshes. Within theses courts are dualities of creatures, faeries become brownies, the oleander dragon becomes the mushroom dragon, Queen Titania becomes Queen Mab, and so on. The Unseelie Court is the darker reflection of the Seelie court. These courts are in perpetual conflict, but very seldom does this conflict erupt into full scale war. The most powerful of the Fae creatures are referred to a Archfey, or occasionally, Fey Gods. The most powerful archfey post-chrysalis is Titania, Queen of the Seelie court, but several other archfey exist, such as her husband Oberon, her Unseelie counterpart Queen Mab, and unrelated entities such as Damh, patron of song and dance. These fay grant powers to mortal to enact their will and whimsy on the material plane and elsewhere, and are akin to gods in power, but are much more concerned with their own matters within the feywild than most gods. Their culture is very different from what has become on the material plane, such that their laws seem random and harsh to what visitors arrive here. For instance, while not displaying proper etiquette during teatime is a minor social faux pau on the material plane, in faerie is a serious indignity punishable in some cases by death or vile curses. Similarly, certain assaults and magical trickeries heavily frowned upon in the material plane are the rules of the day in faerie. Their strange rules are intended to be unknowable and listing them all here would be impossible and counter-intuitive to their purpose; however, some very important ones are listed here: Do not accept any gifts, lest you owe something of equal or greater value, and cannot leave until that debt is repaid in full. Do not steal, lest an item of your own of the stolen parties’ choosing be forfeit. Do not eat, even food brought from the material plane will seal a visitor to the feywild for seven times seven years. Do not stray from your path lest a grisly fate befall you. True Names All things are born with a true name from birth. Some say it is the name Symma, goddess mother of all life’s name for you, others insist it is something universal, beyond even the ken of the gods. They have different meanings for different beings. For mortals, their true name can provide purpose and is useful for some spells, but means very little. For demons, angels, and other outsiders their true names provide them power, but can be used to summon or bind them. But for the creatures of faerie their true name provides them their power, and the mere utterance of it can grant one control over them. As such, the true names of faeries are intensely guarded. They say the power is because faerie is a realm dominated by identity, and there is no truer identity than a true name. The Ethereal Plane
93 Another plane that exists in the same physical space as the material plane. It is where souls reside while they are in transit between the material plane and their final resting places, or indeed viceversa. This was the plane’s only intended purpose, but magical perversion of the natural has led to numerous beings becoming trapped within the plane. Being killed by certain undead seals the soul to this place, as well dying before your path and purpose could be complete results in Xendal, the gran judge to sentence you here as a ghost until your path fulfilled. The Astral Plane Accessible from the material plane only through magical means, the astral plane is the metaphysical space between spaces. It can be used to project images into places where they should not be, and to travel at increased pace. It is also home to the Githzerai and Githyanki, as well as other astral beings. Its primary purpose however is to use the many veiled portal it contains to travel to other places in the multiverse. These portals do have a grand pattern to which they appear, but such things are imperceptible to mere mortals, and appear to appear randomly. They lead primarily to alternate material planes. To determine where a portal may lead, roll on the random plane chart found in Appendix III. The Far Realm While the astral plane is the metaphysical and magical space between spaces, the far realm is the somehow physical space between spaces that should not exist, but yet it does. Here is unknowable and untraversable by mortals, even most gods have difficulty in the unforgiving far realm, where chaos is absolute. Here the great old ones and abominations originate from and reside, and at the center of the infinite far realm is the field of stars, the great book of blood, and Azathoth himself spinning his lunacy into reality. The Plane of Dreams The plane of dreams is not bound to the plane of Marvels, indeed some claim it is not bound even to this multiverse. Within the plane of dreams are several localized pockets of order forming dreams from malleable dream stuffs where most people interact with the plane in their sleep. Between these pockets is a purple-orange void of nothingness populate with stray half formed bits of old dreams half remembered and nightmares and other beasts of dreaming roaming freely. It is not a place for the unexposed soul and any who reside outside of a dream without proper protection take 2d8 psychic damage per round as their form fades away. Those who die in the plane of dreams do not pass on in the form of their plane, but rather become dream creatures themselves. These dream creatures and nightmares are sometimes call quori by kalashtar, who house fled dreams within them. At the center of the plane of dreams is a vast castle where the king of dreams makes his home, with several servant dream-things to abide him. Around the neck of the dream king is the dream heart, which provides stability to the plane of dreams, less the unreal merge with the real and create chaos incarnate on reality. While within their own dreamspace, a person cannot be harmed, but once outside of their space and into the void of the real dream, a person can not only be harmed, but even killed. Before you can take
94 any special plane of dream actions you must first realize you are dreaming. Below is a small table of special actions creatures can take in the plane of dreams. Effect Wisdom Check DC Action Realize you’re dreaming 12 Free Reform dreamstuff within your own dreamscape 12 Standard Reform dreamstuff within another’s dreamscape 14, or opposed roll where owner of dreamscape has advantage Standard Reform dreamstuff in the dreamheart 20 Standard Leave your dreamscape or enter another’s dreamscape 16 Move Remove another from a dreamscape Opposed wisdom checks, advantage if in personal dreamscape Standard The Plane of Mirrors and Other Oddities Using certain magics wizards can find a great hall that connects certain mirrors to one another (bound together by some minor contrivance, certain adornments, materials, location, etc.) that can be walked through, but creates corrupted mirror versions of travelers who enter. This place is accessed only by magic, but was not created by it, at least it is not created by the spell that grants access to the place like many demi-plane spells. Rather it is an oddity that exist for unknowable reasons and is seldom accessed. There are many of these such oddities, including an infinite stairwell which connects to every door in existence, a strange bar where eldritch entities can exist physically along mortals, and many more that typically cannot be accessed by any but the most magical of means. Other Material Planes As discussed in the Cosmology section, the plane of Marvels is not the only material plane that exists within the multiverse. There are virtually infinite other planes each with their own creatures, gods, lore, and outer planes. These planes are only accessible through very specific planar travel methods such as the astral plane, plane of dreams, or the forest of doors in the feywild, or (more likely) through magical means such as plane shift or the amulet of the planes. Notable Outsiders In addition to the many gods, there are several noteworthy outsiders that reside on the Essences, laid out here by Essence. Devil Lords The Devil lords presented in the Bible and in Mordenkaiden’s Tome of Foes exist within the city of devils, Heinmosh, in the plane of evil. While their dominions are smaller, and all of them pay fealty to Nicor, god of all devils, they function mostly the same in the plane of Marvels as they do in any other D&D setting.
95 Demon Lords Similarly to the devil lords, the demon lords from Mordenkaiden’s Tome of Foes exist in the planes of torment. Each resides on its own demiplane, and while most revere and heed the call of Stryx, goddess of all demons, some, like Orcus, disobey her mighty whip. These demi-planes they control resemble their respective realms of the abyss in a traditional D&D setting. Lolth Lolth, patron of spiders and drow, also exists within the planes of torment. She is not a goddess in this setting, instead she is a demon lord, the same as Orcus or Jubilex. She is still patron to several drow, and believed to be their creator similar to how Yenoghu created the gnolls. She obeys Stryx’s commands but as with most demon lords does so reluctantly. Tiamat The dragon goddess exists also in the planes of torment as a demon lord. She is a fragment of Io, the primal dragon god that passed many ages hence, but even she does not know of this. She controls her own demiplane on the realms of torment and is engaged in an ages long dragon war with her other half, Bahamut, presently cold. She obeys Stryx when she is called upon and is as a result granted autonomy when she is not needed. Bahamut The Platinum Dragon exists in the plane of Good. He is a fragment of Io, the primal dragon god, but he knows not of this. He is not a god but rather simply a very powerful entity of good. He is the great guard at the top of the white wall of good should any ever actually scale its 36 million steps. Freelancers Each essence has a collection of Solars and other more minor angels that are bound to no particular god and emerge from the essences or are converted from mortal forms much like the gods themselves. Unlike the gods, there is no set number of freelancer angels or powerful demons and devils a plane may have. Generally there are less than 6 freelancing solars or molydeus’ on any given plane, but this has been untrue in certain ages of the world. The angels all have their own purpose, and are sometimes views and infrequently worshipped as minor gods. These freelancers are more likely to travel to the material plane than those under the orders of gods. Dream Also called the Forgotten God, Dream rules over the plane of dreams, which while not entirely localized to the plane of Marvels, certainly holds its sway over it. Some believe the plane of dreams also houses all imagination, that all ideas come from this place before becoming reality, thus making the dream king an immensely powerful entity, but the truth of this is unknowable. Very few worship the dream king on the plane of Marvels, but there are still a few ancient shrines and holy symbols to him peppering the lands. In truth, Dream is the fifth most powerful entity in the multiverse, following Azathoth, Entropy, Third eye wielders such as Libitina, and the great elder brain of the future illithid empire.
96 Warlock Patrons While players may (and should be encouraged to) invent their own patrons for their warlock characters, below is a synopsis of patrons known to exist on the plane of Marvels for player inspiration and NPC use. Fiend While demons and devils in the plane of Marvels are all (willingly or unwillingly) subservient to Stryx or Nicor respectively, the traditional D&D Demon and Devil lords from Mordenkaiden’s Tome of Foes exist in my world and make up the vast majority of the fiend patrons. You may also have lesser patrons such as balors or pit fiends, that are more customizable than the somewhat set in stone lords. Additionally, the archangels of the gods of Evil, Death, and Man are also the fiend for the sake of warlock patrons. Archfey The reigning archfey of Marvels is Titania, the queen of the Seelie court. You can also choose Oberon, a lesser archfey and husband of Titania. Queen Mab of the Unseelie court is also an option for archfey patrons. There are a few waning “old fey gods” consisting of the real world fey gods from celtic folklore or previous D&D editions. These are weaker in universe than Titania or Mab but this will not impact your statistics. These fey used to be incredibly powerful at the dawn of the age of magic, but now are susceptible to death at mortal hands, but that is not to say they are not still powerful. Great Old One The Cthulhu Mythos exists within the multiverse the plane of Marvels exists in and the vast majority of Great Old Ones patrons are deities of the Cthulhu mythos. I have removed their connections to earth, so Cthulhu is imprisoned in R’lyeh, but R’lyeh is somewhere in the far realm, not in the Pacific Ocean. Several Lovecraftian horrors never penned on Earth could be used as Great Old One patron as well. Undying The majority of warlocks of the undying post-chrysalis follow the liches of the towers of magic. These are few and far between, but each school of magic has a lich that offers some power to a small cult of followers. Even rarer are those that follow the few other “undying” peoples of the plane. Some follow the Pale Men of the moon, a mysterious group of immortals from the other side of the sun, all but condemned to legend. Some follow other immortals, people blessed (or cursed) by gods or granted immortality by other means, such as members of the former council of immortals. The largest contingent of these are the followers of Gilgamesh, a sentient, immortal Neoillithid who defends the borders of the plane. Celestial Celestials in the plane of Marvels are mostly the archangels of the gods of Good, Nature, and Life. Each god has an archangel which effectively embodies their message with more focused militant ferocity, with the exception of Malida, who has 5 archangels, each embodying a separate virtue.
97 There are other minor celestials more associated with the individual good plane rather than an any specific god. For instance, Fendriel is cat-like a celestial on the plane of life who safeguards the wellbeing of children, conversely Hendra is a many-eyed celestial from the plane of Good who seeks the eradication of evil at any cost. There are also lesser celestial patrons as there are every other type of patron. An individually powerful Ki-Rin or especially motivated Planatar could be a celestial patron, but they are weaker and this is less common. Hexblade Hexblades are the most altered for the Plane of Marvels as it does not have a shadowfell. Rather, Hexblade patrons are any entity that is sealed inside of a weapon (it’s more common than you’d think). This could be something that would fit into the other patrons, such as a sealed old fey god or fiend or even great old one, or it could be something entirely unique such as a more mundane powerful entity like an elder dragon or a kraken. Hexblades bind with their wielder and their ultimate goal is to be free of their imprisonment. This is often attained by killing a certain number or type of creatures. All hexblade patrons seek death in some fashion, even the “Good” ones. Hexblades are far more personable with their Warlocks than the other patrons as they often only have one warlock bound to them. Hexblade patrons are far more varied than the other patrons, so there is no easily found list of patrons NPCs may use, but a few examples include one of the Tendrils of Great Mother, one of 9 swords that bind the great old one god of beholders, or the Fang of Yagaris, a blood red sword that contains within it Yagaris, Tiamat’s most valued lieutenant from the Dragon Wars, or Alvyn’s Might, A coral studded blade containing within it the Kurthalan, the Kraken Alvyn the Wise used to terrorize the seas for a century. Genie As there are no elemental planes in the world of Marvels Genies have a different origin from traditional Dungeons and Dragons. On Marvelum various regions of the world like a bay, an ocean, a forest, etc., like spirits of nature. These genies have limited control over the area they rule over, as well as similar areas. Many of these genies are worshipped as god like figures by more primitive societies. Genies are not a purely material phenomenon, and exist in greater forms on the outer planes, but are still subservient to the Gods and these essential genies never appear on the material plane. Genies can be of any alignment and temperament. Some genies seek the aid of mortals for preservation of their land or expansion of their territory. They almost always only lend power for selfish reasons. The Fathomless The primary patron of the fathomless in the world of Marvels is Kurthalan, the great Kraken formed by Alvyn the Wise after the third war of the gods and the death of his children. Kurthalan was dismembered, his powers place in swords of power for a time, but legends tell that he has reformed and aims to take control of the seas from his creator and is amassing an army of warlocks to do just that. Of course, he is not the only patron of the deep on the plane. Some krakens have grown so old and so powerful in the depths of the spellscarred sea that they have developed smaller cults of warlocks, so too have certain deep faring covens of sea hags. Of course, the false gods of the Kua Toa
98 often dwell in the deep ocean and offer their borrowed power to others for their unknowable, often random goals. Moreover, some derive their power not from beings on the material plane but from the great aquatic beasts in Alvyn’s infinite sea on the plane of Nature. There is no limit to the type and power of creature one may enter into a pact with from this plane, but how one on the material attracted the attentions of such an entity would be quite the story indeed. The Pale Men The Coda of the Pale Men, a deceptively thin white tome that outlines, seemingly factually, the history and goals of the moon men, referred to exclusively as the Pale Men. During the second war of the gods an elf and early student of magic named Cornelius Quital (kee-tall) had his wife and 3 sons killed not by the invading devils (the "antagonist" on the second war of the gods), but by the armies of the primal gods marching across the material plane to avoid losing power by traveling through their opposing essences as they had in the last war. This left him only with his daughter, who had already been wed off to a more powerful family. Seeing this abuse of power by the gods themselves, he sought to find a life above the gods influence and traveled the world in search of knowledge to aid in this goal. he eventually found cultists of the eldritch one, the master of the winds whose name may not be spoken elsewise the winds carry the words to his very ears. The elf cared not for their Yellow Idol, as he saw him as just as manipulative and power abusing as the gods themselves, but the elf was caught but the idea of otherworldly power and became the first man on the plane to untether himself from this world using magic and travel the planes beyond. He wandered for unknowable eons before he found it. The being had no name, no thoughts, it was as an insect, or even perhaps a germ floating through the cosmos, but of a size and power strong enough to rival all 36 of the gods and their minions. Using dark magics and experimentations the elf found a way to tap into the power of this beast. To become immortal and untethered to the gods, but at the cost of his only remaining daughter. The ritual had to be performed when the stars were in the right alignment, and at the highest point to the sky. Fittingly, this was atop the moon, the corpse of a dead god itself. Over the years the elf, and elf no longer, transcending his mortal form and trivialities such as race, found other ways to draw on the power of the Being, and others who were likeminded to him. The process to joining the pale men was twofold. Drawing the attention and proving your worth to the pale men who existed, and then sacrificing something you loved most to sever your connections to the world, as well as alchemical augmentations, to connect with the Being. Of course, not all are compatible. Some attempt to cheat the system and sacrifice something other than what is most dear to them, and others just have not the constitution for the transformation. These failures can still be use, as they are broken in mind, but usually not of body. As the ones the Elf and his disciples deemed worthy were wizards willing to sacrifice everything, they indulged in dark magics and experiments with their new found immortality, some even reaching back to the material plane, attempting to free specific areas from the god's influence, which to them includes to march of time and mortality. In the beginning the Pale Men were too small a group to have grander aspirations than simply liberating themselves from the tyranny of the divine, and after the great Chrysalis, it seemed as though perhaps the gods has realized the mortal realm was no theirs to mettle with. But then the
99 signs were showing. The gods were returning. With their wars. With their manipulations. And in greater force than ever before. The Pale Men were still a selective group, but were more plentiful and powerful now than they ever have been. So, as though it were his plan all these thousands of years, the Elf led the Pale Men in a scheme to destroy the gods. Simply killing them would not do, as a new gods or host of gods would simply emerge from the essences to replace them. So he launched a plan, to capture and manipulate the gods to - The rest of the book's pages are completely blank.
100 Chapter 2: The World Overview The world of Marvels is an old place, with a 50,000 year long history spanning eight ages. Each age’s cultures and innovations built upon themselves until they culminated in the magical utopia of the sixth age, the age of nations. It is during this age that magic items were forged en masse in enchantries and magical cities whose ruins would stand for thousands of years were created. Then came the Chrysalis and magic ceased to function. For 2000 years magic was ostracized and false idols came to replace the true gods. Now, after the fourth divine war against the false prophet Daniel and his patron The Light, the Gods have returned to the material plane in greater force than they ever have before and the once broken city states of the Chrysalis have formed into fledgling empires, rapidly expanding on a warpath with one another. Some parts of the world live in these divine empires, where their needs are well taken care of and miracles run abundant. The rest of the world is less lucky, still living in city states amid the wilderness, foraging for food and magic items from the ruins of the old world. Historia The Dawn In the beginning there were three gods, Whurbin, the eldest, Symma, the middle, and Amnon, the youngest. It is unknown how long between the three gods each appeared as well as what created them, but at the time before the Dawn, there were those three and nothing else. They had planned since their appearance to bring about creation. Whurbin sought to bring about the land, all of the being of nature. Symma sought to bring about life, beings with wills similar to their own, and Amnon sought to bring about time so that their creations could grow and decay and be reborn anew. Whurbin and Symma saw Amnon’s actions as inviting Entropy, the greatest evil in the universe to their creation and forbade him his contribution. It is said they gave him another task; most myths point to him originally being the god of magic, but this is disputed. At the moment of creation, Amnon enacted time against his siblings wishes, as was as such cast out into a timeless land. This creation and banishment drained the three eldest gods, and they are now but husks of their former selves. This initial event created essences used to make the world, along with their counterparts. A plane of the perfection and balance of the nature that Whurbin had made, and