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Published by Sebastian, 2021-04-01 11:18:56

History of Wildemount

History of Wildemount

G(;haoter 1
STORY OF WILDEMOUNT

ORN FROM NOTHING, THERE WAS SOMETHING. rock. Through the ashen skies of Creation Primordial,
the gods came from beyond the ether, new and formless.
Light, then thought, then life and fire. We who Looking on this roiling realm, they saw potential for
great beauty, great strength, and the chance to learn
are born of the will of the gods keep these re­ their own place in creation.

cords to preserve their deeds, their design, and Thus, divine hands birthed the First Children, the
elves, who embodied beauty and grace, to walk the
their lessons. We who live by our own will shall keep these verdant Green and know the music of the Blue. A
second creation was wrought: the dwarves, a hearty
records to know where we walk and where not to tread. people intent on taming the land, filled with the craft
and invention of the divinity beyond the ashen void. A
We who look to our inevitable end keep these records to third people were given life: the humans, endowed with
hearts of passion that burned as brightly as their spans
teach those who succeed our footsteps how to be better of life were short, and infused with the need to celebrate
and laugh.
than we could.
Other creations followed as the many races of Exan­
-Archivist Adia Shu of the Cobalt Soul dria were given form from the boundless inspiration the
of the protean gods. These Children of Creation walked
HISTORY OF WILDEMOUNT the land and, as their knowledge grew, attempted to
build on it. But the land was fierce and treacherous, and
The continent of Wildemount has undergone many the children were dashed on the rocks and consumed
ages of discovery, conflict, and renewal. These bygone by the elements. Sorrow filled the hearts of the gods as
eras are more than ancient history. Whether the people these first races struggled against a land that did not
of Wildemount know it or not, the struggles they face want them, and the children looked to their creators for
in their daily lives were set in motion by the turbulent guidance and protection. Thus, the gods gave to them
events of past ages. This section explores this history gifts, lending their own power to their children to create
and the major figures whose actions shaped the physical and shape the world around them; these were the first
and cultural landscape of Wildemount. divine magics.

MYTH OF EXANDRIA With these magics, the various peoples learned to
bend the angry earth to their will: to temper the flames
Life ever seeks t o understand its inception. Every civ­ that burst through the ground, to tame the floods that
ilization has its own interpretation of where its story threatened their abundance, and to turn seedling into
began. Even within the world of Exandria, different cul­ fruit and beast into meal. Language became common­
tures have creation myths that eventually converge with place, culture was born, and governance replaced anar­
recorded history, but there is no universally accepted chy. The protean creators, the divinity beyond the ashen
story. Even so, the ancient city of Vasselheim on the dis­ skies, saw progress and saw that it was good, yet fragile
tant continent of Othanzia is largely considered to be the and in need of guardians.
oldest surviving city, having endured a terrible war that
wiped out most of civilization nearly a thousand years Thus were born the First Protectors: the Dragons Me­
ago. Vasselheim houses the earliest known temples to tallic of Exandria, who safeguarded the gentler races.
the gods, as well as the earliest known records of his­ The realm grew quieter, the people multiplied, and new
tory that survived this catastrophic war. beings were given form and life. As culture grew, and
the people further understood the world around them,
The most widely accepted tale of the world's origins is they also looked up to their creators and gave them wor­
the myth of the Founding. This is the interpretation held ship, gave them form, gave them title and purpose.
and embraced within most of Wildemount, as well as
the vast lands of Exandria as a whole. But this realm did not wish to be tamed. Quaking
cliffs roared in defiance. Seas swelled and swallowed.
THE FOUNDING Flames erupted from the land. Beneath the elements,

Long ago, this world was one o f tumultuous and chaotic
forces, naught but unbridled fires and churning, jagged

C H APTER 1 I STORY OF WILDEMOUNT

II

unknown to the Creators beyond the ashen skies, lived always to innovate. As mages practiced and perfected
ancient beings who had already claimed this world as their powers of creation, they soon unlocked the secrets
their home: the Primordials. These great elemental of life itself, giving birth to wondrous, dangerous new
titans that once dwelt deep within the world now rose creatures and power. Powerful archmages such as
from their unseen domain to sunder the land once more. Vecna the Whispered One and Halas Lutagran began
The gods watched as their children, their joy, were to carve their paths into history during this era of unbri­
flung against the broken rocks or fed to formless terrors dled magical experimentation.
unleashed by the destruction. Demonic entities spilled
from the umbra of the Abyss to feast on the carnage, The advent of the arcane seemed to be the key to a
called forth by the violence and released to pick the car­ bountiful age of plenty but also proved to threaten it,
rion clean. as prosperity soon gave way to greed. Petty squabbles
erupted over resources and wealth among the elite,
Some gods were so full of grief and anger that they while the rumor of immortality through perfected arca­
wished to leave this world behind and start anew. They num began to drive the greatest mages wild with a lust
tried to convince their divine kindred to join with the for unending power. One mortal mage, her name either
Primordials, allowing chaos to reclaim the realm. Other lost or struck from history, crafted now-forbidden rites
gods wished to remain and subdue the Primordials, to to challenge the God of Death, felling him and taking
tame the land for the sake of their creations. Thus was his place among the pantheon, making her the first and
created a divide among the gods. Celestial sentinels only mortal to ascend to godhood. The archmage Vespin
once dedicated to battling the chaotic forces of the Chloras was inspired by this display. Driven by his hun­
Abyss now fell to hate and tyranny, forging new hells ger, he sought the guidance and power of the banished
under a fallen angel now claiming lordship over all the gods, rending open the gates of their prisons and releas­
realms of sulfur and brimstone. ing the betrayers into the mortal world.

The Creators that remained, wishing to salvage their During their imprisonment, these gods of hatred
home, their creations, and their realized selves, were and despair twisted their prison into their own image,
forced to take up arms and learn to protect that which spawning unthinkable horrors that lived only to trans­
they valued most. They organized their followers and form peace into suffering, and righteousness into arro­
taught them how to draw from the powers of creation on gance and greed. The Nine Hells and the Abyss began
their own: to build, to change, and to destroy, all without to push their way into Creation. The Betrayer Gods and
the aid of divine power. Mortals learned to defend them­ their hateful children discovered a world unspoiled,
selves through practices such as alchemy or by bending save for the avarice of mortals. The urge to ruin was
the very fabrics of existence, though on a smaller scale now replaced with the desire to dominate, and the Be­
than that of their creators. trayer Gods began by turning on the mage who freed
them, making Archmage Vespin their first thrall. This
This gift was the knowledge of arcane magic, which corrupted divinity sought out the remnants of their off­
the good children used to drive away their traitorous spring, scattered across the world, and created a mighty
kin, banish the turned Creators to their own prison-like and terrible new kingdom on the plains of Xhorhas, at
planes, and ultimately destroy the Primordials, scat­ the far end of the world from Vasselheim-Ghor Dranas.
tering the chaotic elements to their own planes of ex­
istence. The world was at peace for the first time since In this land of evil, where the twisted power of the
its creation, and the first real civilization took root and lower planes seeped into Exandria, the lords of dark­
grew into a grand city called Vasselheim. The Cradle of ness tainted the minds of mortals, hungrily welcoming
Creation. The Dawn City. those who had lost their way, and offering great prom­
ises and boons to hearts easily swayed. These poison­
Culture developed anew, the races ventured forth to ous seeds found fertile ground in the hearts of mortals
discover and explore their own lands, and great music obsessed with the unlimited power of the arcane. With
filled the air to give a name to this world once and for a legion of the damned behind them, the Betrayer Gods
all: Exandria. soon made their presence known to the world with an
assault on Vasselheim itself.
AGE OF ARCANUM
Though much of the city was reduced to rubble, Vas­
Over time, some of the people o f Exandria grew arro­ selheim weathered the initial assault, saved by the inter­
gant. Seeing their arcane gifts as proof that the gods vention of the Prime Deities themselves, who descended
held no sway over their fate, a belief developed that, with to trade blows with their former brethren. The battle
enough understanding, they too could become as pow­ between divinity and mortals, between heroes and
erful as the gods. Many began to shun faith in favor of demons, raged ceaselessly for twenty days and nights
their own pursuits. Though this hurt and surprised the until the dark forces, their surprise attack thwarted,
Creators, they understood the willfulness of their chil­ were finally forced to retreat.
dren and endured out of love and hope for redemption.
Evil was repulsed momentarily, but with the revela­
Great kingdoms sprung up across Exandria. Castles tion of such a terrible foe, a dangerous arcane arms
were built in a day, accelerated by the arcanists' new­ race began. Trust was shattered indefinitely: if mortals
found power. Erudite cities hovered and drifted through could fall under the sway of the Betrayer Gods, who
the skies, shifting under the direction of scholarly magi was an ally? If ruin like this could be unleashed under
to wherever their interests took them. Even though the watchful eyes of the gods, how were they relevant?
magic could be used to complete the most difficult Not trusting any but themselves, the self-interested and
tasks with hitherto unknown speed, magic-users strove

I2 C H APTER 1 I STORY OF WILDEMOUNT

singular humans reforged their instruments of cele­ Little record remains of the terrible war, but its effects
bration into instruments of incredible power-artifacts are still felt today. The sheer magnitude of the energies
that could be wielded by worthy heroes. The dwarves' unleashed in the ensuing battles by gods and mortals
fascination with rock and earth turned toward isolation alike was enough to fray the boundaries holding back
as they burrowed deeper into the mountains, using their the elemental chaos, spilling unbridled destruction into
divine gifts to animate legions of autonomous golems the world. It completely rearranged the known flow of
to protect their ancestral halls. Elves used their under­ magical ley energy across Exandria. The dark kingdom
standing of creation's beauty and intricacies to weave of Ghor Dranas was reduced to ash, but the conflict
spells of unimaginable destructive force, the likes of devastated Exandria's peoples, razing entire cities and
which Exandria had never seen before. inspiring in many a desire to flee from this plane of ex­
istence entirely. So great was the loss of life during the
For the first time since the Primordials were de­ war that historians believe no more than a third of Exan­
stroyed, the focus of magic was warfare. The gods them­ dria's population survived, leaving only one remaining
selves agreed to join their children on the field of battle, bastion of civilization: the Dawn City, Vasselheim.
descending from the heavens to take up arms once more
for the war now referred to as the Calamity. The world entered a long, dark period of regrowth.
The Betrayer Gods were banished once more to their
THE CALAMITY realms of deception and hate, but the threat of their
return weighed heavily on the world. The Prime Dei­
The battlefields of the catastrophic showdowns of the ties felt that their involvement in mortal conflict was to
Calamity were scattered across Exandria, but it was blame for the cataclysmic damage inflicted on Exandria.
Wynandir that suffered the full destructive powers of They knew that while the divine gateways were left
the gods. Divided by the Ashkeeper Peaks, the fields of open, the prison planes that held the banished Betrayers
Wynandir were once home to several powerful ruling would remain imperfect and temporary.
houses, squabbling over their own goals before being
drawn into either side of the conflict of the gods, or Thus, hoping to ensure that such ruin would not be­
abstaining for their own reasons. The immensity of fall Exandria again, they left their children to fend for
power wielded by the Prime Deities and Betrayer Gods themselves. The Creators returned to their own realms,
was enough to wound the landscape for eons, and the dragging both Betrayer and abomination with them and
irresponsible use of arcane knowledge developed by the sealing the pathways to the mortal realm behind them
mortals ensured the ruin of their own legacy. with the Divine Gate. Only in this way could they pre­
vent their corrupted brethren from physically returning

C HAPTER I I STORY OF WILD E M O U NT

to the material plane. Sadly, for the Prime Deities, this WE STE RN WYNANDIR
action also carried with it a self-imposed sentence of
exile. The Creators would henceforth never be allowed The lands o fWestern Wynandir were the epicenter of
to visit their creation. the Calamity's destruction. Rocky ranges of mountains
were sundered, entire landscapes burned, and hovering
The disappearance of the gods is known by many seats of power crashed down from the sky, their floating
names: the Second Spark for those who study the ar­ cities consumed beneath the hungry earth.
cane, and the Penance for those who seek closeness
to their gods. The most common name for this time of GRIMGOLIR
warfare and divine separation is the Divergence, and it
marked the end of the Age of Arcanum. The dwarven clan of Grimgol that once helped hold the
center of the Ashkeeper Peaks was nearly wiped out
Much time has passed since, and the world has been during the Calamity. The surviving families and war­
reborn once again. The gods still influence and guide riors burrowed deep beneath the surface of Exandria to
from beyond the Divine Gate, bestowing knowledge and wait out the chaos. Collapsing nearly every established
power on their worshipers, but the path of mortals is tunnel used in the wars above, the clan found them­
now their own to make. New cities, kingdoms, and cul­ selves cut off from the rest of Exandria. For centuries,
tures have retaken the world, building over the ashes of the dwarves of Clan Grimgol endured the darkness
the old. New songs fill the air, and the hope of a brighter alone, defending against the dregs of the Betrayer Gods'
future drives people day after day, while buried ruins forces and adapting themselves into a hardy and stal­
and ancient relics remind all people of a darker time of wart people.
mistakes that should never be repeated.
Half-remembered tales and myths of their forgotten
WILDEMOUNT AFTER THE history, mingled with worship of Moradin, began to stir
an eagerness to return to their ancestral home and build
CALAMITY anew. With new purpose, they carved their way back
toward the surface, only to find the mountains of their
In the wake of the vast destruction ofthe Calamity and home reduced to dust and pebbles.
the exile of the pantheon in the Divergence, the sur­
vivors began to emerge from the ash and shadows to Not easily dissuaded, the dwarves returned to the
reclaim and rebuild Exandria. Across the continents, surface for the first time in generations, finding the
many took the pieces of their cultures and sought a once-ruined world now recovering with renewed life
place to forge a new age. This tome focuses on the and color. The resilient clan made their way north along
rebirth of the deeply scarred land now known as the Brokenveil Bluffs and found a massive mountain to
Wildemount, the site of the most terrible conflicts of house their new city. They built their stronghold into
the Calamity, where the echoes of those deadly battles this monolith among the Dunrock Mountains, and gave
linger to this day. their new home the name of Grimgolir.

I N THE WAK E OF THE GOD S RISE OF THE jULOUS DOMINION

After the Calamity, the lands of Wildemount became In the Marrow Valley, the numerous decades following
wild and perilous, filled with monstrosities and beasts the Divergence left the landscape blackened and inhos­
that prowled its broken fields and shattered mountains. pitable. The remaining people struggled for food and
The land's new denizens reclaimed the newly untamed shelter as they wandered the rocky hills for centuries,
realm, hunting any mortals not clever enough to hide. avoiding the colder weather of the north. Nomadic
The masterless creations of the Betrayer Gods ruled sects of humans and halflings defended themselves
their own territories, establishing themselves as a against the hungry beasts and lingering evils threaten­
new pantheon. ing their homesteads, and fought with each other over
fertile land.
As the dust settled, surviving mortals grasped at what
they could from their bygone lives and hid away in fear Small civilizations began to form amid the chaos, but
of what would come next. Those of faith dealt with their it wasn't until the central township of Zadash was estab­
sense of failure and abandonment, while enlightened lished as a safe outpost that the unification of the Mar­
scribes mourned the loss of their research and the great row Valley began. Helmed by the Julous family, suppos­
magical secrets that had enabled the previous age to edly of noble blood from before the Calamity, a guarded
rise to such prominence. community with an organized military force was built in
the center of the valley around four hundred years ago.
Others picked up what they could from the ruins It became both a haven for the struggling masses and a
and chose to start anew, hoping that their descendants center for agricultural expansion.
would learn from their mistakes. Over those early centu­
ries, the scattered survivors fought back the terrors that Increasing their strength with each generation, this
stalked the abandoned lands of Wildemount, continuing movement guided by the julous family became known as
to endure and build new societies, civilizations that the julous Dominion, stretching across the south end of
eventually reclaimed Wildemount and brought the world Western Wynandir. Not all agreed to join the Julous Do­
to this modern age. minion, however. Some outliers rejected the Julous in­
terests, founding their own village of Kamordah on the
boiling earth of the hills in the southwest Marrow Val­
ley. In time, the people of Kamordah came to worship a

14 C HAPTER l I STORY OF W J LD E M O UNT

A FLOATI N G CITY FROM A BYGONE AGE

being of primordial fire that lives beneath the mountains THE MARROW WAR
and speaks to them in dreams and visions.
It wasn't long before the expanding borders of the
FOUNDING OF THE DWENDALIAN EMPIRE Dwendalian Empire began to push up against the grow­
ing Julous Dominion. An agreement was brokered to
In the frigid fields north o f the Marrow Valley, the survi­ avoid conflict as long as favorable trade could be estab­
vors of the Arcanum city of Zemniaz scraped by in the lished and maintained. Even so, the resource-rich center
snow for centuries, clutching their surviving scrolls and ofWestern Wynandir was split between the two states,
fragments of cultural history. They established the dour with both factions eager to discover the other's weak­
outposts of lcehaven and Yrrosa, but it wasn't until the nesses. Rumors of the discovery of a massive platinum
Zemnian people wandered east to the Pearlbow Wilder­ mine within the julous Dominion further increased the
ness that they found fields that were fertile enough to empire's desire to conquer their neighbor.
nurture a new society.
At this time, religious leaders throughout the Dwen­
Founded atop the ruins of an ancient temple to the dalian Empire rebelled against the emperor's religious
Dawn Father, the city of Rexxentrum rose to become the restrictions. After his coronation, Emperor Manfried
hub of Zemnian culture. Now that the Zemnian people Dwendal enacted laws limiting worship and prayer to
no longer had to struggle for survival amid the harsh subjects concerning the power, profit, and expansion of
elements, their leaders argued over how to establish a the empire. In the year 544 PD, internal strife and insur­
centralized government. Some wished for a republic, gent action turned bloody when the zealous leaders of
while others sought a theocracy under the priests that varying faiths attempted, and failed, to usurp the throne
shepherded the people into this new age. Eckhardt for their council. An angered Emperor Manfried Dwen­
Dwendal, a well-respected merchant and tremendous dal had the rebellious priests executed-an event that
force behind the development of Rexxentrum, wished to came to be known as the Admonition.
institute a monarchy and place his son Manfried on the
throne. Debate spun wildly for over three years, while The emperor spoke of abolishing all worship within
Eckhardt privately made deals with the heads of the his boundaries. This caused further uproar among the
emerging guilds, using promises or blackmail to secure populace, but then Emperor Manfried's spies discov­
their cooperation. With the resounding support of the ered that the seeds of the uprising had been sown by
flourishing guild heads, the throne was established. In Julous interests. Publicly exposing the plot, the emperor
the year 539 of the post-Divergence era, Manfried be­ outlawed only select faiths that he felt threatened civ­
came the first emperor of the Dwendalian Empire. ilized life. He redirected much of the people's fury by
also proclaiming the Julous Dominion an enemy of the
r5
C HAPTER 1 I STORY OF WILDE M OUNT







Taking pity on the survivors, the dwarves took in Discarded abominations seeped from beneath the ru­
the elven refugees and offered them a home. This act ined earth of Xhorhas's eastern shores, climbing past
of kindness changed the course of Uthodurn's history, the Penumbra Range where the forgotten creations of
eventually forming a unique union of dwarven and elven the Betrayers were locked away.
culture that has endured for nearly three centuries.
Craftsmanship within Uthodurn is second to none, but Throughout this wasteland, scattered bands of aim­
nothing is traded beyond the borders of the city, aside less men, beasts, and goblinkin battled for shelter and
from the odd stolen artifact. Small excavation parties sustenance. These tribes were confined to their desolate
are often sent to the corrupted Veluthil Forest-now home by the Ki'Nau leviathan who guarded the waters
called the Savalirwood-to search the ruins of Molaes­ past the southern shores and the surviving dwarves of
myr, attempting to piece together what caused the cor­ Grimgolir, who prevented any Xhorhasians from moving
ruption and determine if the forest can be recovered. farther west. The nomadic, warring clans fought against
the harsh conditions of the valley for centuries, only able
Unfortunately, a township of criminals and outlaws to develop small bastions of civilization within the harsh
has sprung up on the southern edge of the Savalirwood, wilderness.
just beyond the Dwendalian Empire. In addition to the
dangerous denizens of this wretched thicket, which is THE KRYN DYNASTY
known as Shadycreek Run, there are numerous raiders
and thieves seeking relics from the ruins of the forest, Beneath the ruins of Ghor Dranas, a group of scaveng­
escalating conflict throughout the region. ing drow turned from Lolth, their primary deity for cen­
turies, finding renewed faith in an esoteric entity they
EASTER N WYNANDIR called the Luxon. Guided by the light of their new deity,
the drow survived their ascent from deep within the
The once thickly forested landscape o fXhorhas was Underdark and reclaimed the halls of Ghor Dranas for
the site of the final battleground of the Calamity. It was themselves, naming their new home Rosohna, or "Re­
subjugated to such intense destruction at the hands birth." The leading house of Kryn helped build a new na­
of the warring gods that when the dust of the Diver­ tion of dark elves who sought the surface as part of their
gence cleared, Eastern Wynandir was naught but a worship, and slowly began to reach out to the nearby
cracked, ashen wasteland. Ghor Dranas, the citadel of nomads to unite under the light of the Luxon.
the Betrayer Gods, lay broken, cursed, and abandoned,
while lingering demons and monstrosities fled to the As the first nation of post-Calamity Xhorhas, the
surrounding jagged cliffs and blackened marshlands. Kryn Dynasty worked to expand its reach throughout
the wasteland and bring unity to the ravaging hordes.
19
C HAPTER I I STORY OF W I LD E M O U NT

















her drow armies leaderless during the Calamity. Lolth TIAMAT, THE SCALED TYRANT
and Gruumsh also share a burning hatred for Corellon,
whom she claims drove her children below the earth, The evil queen of dragons is a fearsome god of greed,
and Lolth often manipulates Gruumsh's followers into envy, and hoarded wealth. While chromatic dragons are
attacking her enemies so that the drow may remain her foremost worshipers, Tiamat accepts the worship
safe. While Lolth cannot sense the will or power of the of any who crave wealth. All chromatic dragons have a
Luxon, the entity that is now worshiped by the dark fearful reverence for their tyrannical queen, but many
elves of Xhorhas, she is bent entirely toward the destruc­ dragons of near-deific power and ambition chafe un­
tion of its followers and their memory. der her rule.

COM MANDM E NTS OF LOLTH Tiamat remains imprisoned in Avernus, the first of the
Nine Hells, influencing the souls of chromatic dragons
• It is better to be loved than feared, but you may certai n ly across the planes and seeking the means to free herself.

try to be both . Depiction. Most representations of Tiamat exist as
warnings within sanctuaries of the Platinum Dragon
• M i s d i rect i o n , s l a n d e r, and s h a d owed steps have more Bahamut. She is shown as a drake of frightful size, with
massive leathery wings spreading clouds of poisonous
fu n ct i o n than d i rect conflict. mist, while she shouts from five vicious dragon heads,
each one a chromatic color of her evil children.
• Death to the e l ves who l i ve u n d e r the s u n , and death to
Enemies. The Scaled Tyrant's hatred for Bahamut is
all their allies! as old as the Founding, and her cults are ever hunted by
his justice. For centuries, the zealous paladins of Baha­
THARIZDUN, THE CHAINED OBLIVION mut have limited her worship to the chromatic dragons,
but a rise in cult activity in the underbelly of Dwendalian
It is darkness unending, less like a god and more like society has priests of the Platinum Dragon on edge.
another world. Life and death do not exist within Thariz­
dun, only utter destruction and madness. Even the other CO M M A N D M E N T S OF TI A M AT
Betrayer Gods treat this mad god with caution. In its
endless imprisonment, Tharizdun dreams the infinite • Amass wealth, but spend little. The gold-and the power
depths of the Abyss into reality, along with all its de­
monic legions. The Prime Deities had thought it locked that comes with it-is sufficient reward in itself.
away during the Founding until it nearly returned to
ruin the world during the conflicts of the Calamity. Do not forgive n o r forget an i n d ign ity to you rse lf. Let no

Now, its chaotic mind has fallen into more frightful affro n t go u n p u n i s h e d .
dreams, imagining nightmarish aberrations into exis­
tence deep beneath Exandria. The Chained Oblivion's • Take what you covet. Those without the strength to de­
demented cultists work without word from their twisted
patron, awaiting the Epoch of Ends, when its freedom fe n d their d o m i n i o n are not worthy to have one.
will be attained and all beings shall be consumed in
deathlessness unending. TOROG , THE C RAWLING KING

Tharizdun is believed to be chained in the deepest The dark god of the endless tunnels and caverns be­
pits of the Abyss, bound by divine shackles that slowly neath Exandria, Torog is the patron of torturers, slavers,
weaken, leaking its madness into the planes. and jailers across the realms. His violent tears carved
the pathways under the world, and his realm of impris­
Depiction. Few visual attempts to depict Tharizdun onment is a network of deadly caves and manacles from
exist, but the texts speak of a creature of rolling, hungry which few return. Creatures that wander the desolation
ink and darkness, a spreading cloud of lightless destruc­ of Carceri often construct prisons in his image. Those
tion born from a thousand ravenous mouths. Current who rob others of their freedom offer prayers to him in
references show the nightmare constrained by chains of cellars and other subterranean domains, and many crea­
gold and black, barely keeping the dark at bay. tures who live in the darkness below worship him and
seek his guidance.
Enemies. The few remaining followers of Ioun are
dedicated to ensuring that Tharizdun is never again un­ Torog remains banished within an unknown sliver
chained. Ioun led the charge against the all-consuming of the Far Realm that now borders the deepest pits of
destroyer god's reemergence, and her bravery allowed the Underdark, where the boundaries between worlds
the other Prime Deities to shackle their enemy, though grow thin and birth terrible abominations bent on
the victory nearly cost her immortal life. Some say Ioun subjugation.
can only be fully restored if the Chained Oblivion is de­
stroyed for good. Depiction. The Crawling King is rendered as a swol­
len, malformed worm that slithers through the dark be­
CO M MA N D M E NTS OF THA R I Z D U N low, with a screaming, hairless human head at the helm
and three arms carving through the lightless rock.
• Offer a n d s i p h o n power to Tharizd u n u n t i l h is l i bera­
Enemies. Pelor and Raei defeated Torog during the
tion comes. Calamity by luring their nemesis above ground. Pelor
pierced Torog's tenebrous body with ten thousand
• U n cover, restore, a n d exalt forgotten s h rines a n d re l i cs i n lances of sunlight, and the Everlight imprisoned him
beyond the boundaries of Exandria. The tears of pain
his honor. and anger the Crawling King shed burned through Ex­
andria, and his faithful fled into these tunnels to escape
• R u i n a n d raze the rea l ms to prepare for the their enemies' holy light.

Epoch of Ends.

'2. 8 C HAPTER I I STORY O F WILDEMOUNT












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