This thread is my world history for a setting I created. I hate it when things don't make sense, and having dungeons just plopped about the word with incredible treasures and magic doesn't make sense to me, so I created a world with a history where it does make sense. That would be what you see below. There are First Gods, Old Gods, demi-gods, races that rise and fall, and a history that forms the foundation for a world where people are both fearful and enthralled by magic, and where there is great reason to try and pierce the sealed-off depths of unknown dungeons. Let's begin!
First there was nothing, an endless sea devoid of form or purpose. Then, a thought occurred, and that thought formed the basis of reality as it exploded into being. This time is inaccessible by even the first gods.
The First Gods: In this moment, the Astral Plane was created, a realm of pure thought, and the First Gods were immediately created, omnipotent and omniscient. They exist across the entirety of creation, beings without form and with total knowledge of everything that ever has and ever will be. To them "now" is just a place they can walk up to, and they are aware of all alternate realities where alternate decisions were made. To them, reality exists, but there is little to no reason to get involved, as they see what happens whenever one of them gets involved. Gaining their attention requires extreme deeds. Few beyond the gods are even aware of their existence.
O'va: The First Goddess of Creation. She is interested in beginnings and ends of things. Cana: The First Goddess of Life. She is interested in change and adaptation. Barako: The First God of Death. He is interested in the struggle for endurance. The Unpronounceable One: The God of All That Isn't. If this god has any thoughts, they are but madness. This god has dominion over the Far Realm, which is all that was not created In the Beginning. This god is most in touch with What Came Before in that endless sea before there was form or purpose. The Unpronounceable One does not care about existence, and does not mean to lash out at it, but rather fills the void wherever existence fails. To look upon utter non-existence is to go mad, even for a god, so the Unpronounceable One is actually well thought of by the other First Gods.
The Old Gods: In this realm, as in most, the First Gods created the Old Gods to give existence meaning. Each First God created an array of Old Gods with purposes. The Old Gods were not given omnipotence or omniscience, but were given total power and purpose over their assigned tasks such that they would be compelled to completing those tasks. For example; Pelor is literally the source of the world's light. If Pelor died, there would be only darkness. The Old Gods struggle against each other, as their purposes sometimes conflict, but they do not wish each others destruction, as they are brother, sister, and cousin. Most Old Gods are neutral to the plights of mortals, but get involved when their domains are threatened. They do not age, but can be killed by weapons they forge - though the death of one of these gods would cause unspeakable calamities, as the world's natural order would fall to pieces. Such an event would likely gain the attention of the First Gods, as they would appear to correct the situation.
O'va's Gods: Nurgal: God of Death, also known as Death itself. Nurgal commands the Grim Reapers, entities that deliver the end to anything that ends. Nurgal was created by O'va to go wherever needed, empowered by Barako to administer the end, and blessed by The Unpronounceable One to not leave emptiness in their wake.
Misab: Goddess of Life, also known as Yggdrasil. Misab commands the Nymphs, entities that deliver the spark of creation to anything that begins. Misab was created by O'va to go wherever needed, and empowered by Cana to bring forth being.
Tyr: God of Fire, also known as the Eternal Flame. Tyr is the essence of change, from the destructive power of fire to bring down forests, to the creative power of the soul to seize opportunity. Though it would not be revealed, Tyr is the creator of Humans, Orcs, and Goblinoids.
Gyrosia: Goddess of Water. Gyrosia is the essence of chaos, for water is without form and is difficult to contain. The water bows to no one. Gyrosia is the creator of the Merfolk, Yuan-ti, and Sharkfolk.
Arthas: The Timekeeper God. Arthas the Knight controls the speed of time by defending a magical crystal clock. Arthas can allow passage into the past or future, but rarely grants this incredible privilege. This is the clock by which all other gods (besides the First Gods) keep. Mechanicus is the orderly plane controlled by Arthas.
Cana's Gods: Elendrea: The Goddess of Spring and Summer, is in competition with Hagus, the Goddess of Fall and Winter. When Elendrea is dominant, it is summer. When Hagus is dominant, it is Winter. Spring comes when Elendrea is gaining dominance, but in this realm it does not always lead to Summer, nor does Fall always lead to Winter. Unlike most Old Gods, Elendrea & Hagus actually vie for control of parts of the world, so it may be that it is summer in one place, and winter elsewhere. Elendrea is the creator of Elves, Dryads, and Centaurs.
Boccob: The God of Magic. Boccob is the possessor of the Arch Spell, and believes the moment of creation was its first utterance. Boccob is the creator of Djinn, Sphinxes, and Rakashas.
Zachai: The God of Disasters. Zachai is upheaval made manifest. He is a chaotic god that brings sudden change in the form of volcanoes, storms, earthquakes, and tsunamis. Zachai is the creator of Giants, Dragons, and Demons.
Faerin: The Goddess of Insight, also known as the Muse. She gifts mortals with new ideas, but cares not for how those ideas are used. Creator of Leprechauns and Faeries.
Luprel: The God of Wind, also known as the Laughing God. Luprel prefers the amusement of making things seem not what they are, and is as hard to catch as the wind. Luprel is the creator of Gnomes, Satyrs, and Pixies.
Barako's Gods: Moradin: God of Earth and Stone. Moradin is the unmoveable one. and helps protect buildings made of stone. Creator of the Dwarves, Troglodytes, and Halflings.
Evanis: Goddess of Nature. Evanis is a goddess of the forest and land. She creates animals and birds and other simple creatures.
Pelor: God of the Sun. Pelor seeks to touch every part of creation with his golden rays. Pelor drives mortals to form armies in his name to carry the light as far as they can. Pelor is the creator of Angels, Devas, and the Gith.
Vecna: Goddess of the Darkness and Secrets. Vecna battles Pelor to remain in the dark, hidden, and secretive. Vecna is the creator of Devils, Mind Flayers, and Undead.
Hagus: Goddess of Fall and Winter, is in competition with Elendrea, Goddess of Spring and Summer. When Hagus is dominant, it is Winter. Unlike most Old Gods, Elendrea & Hagus actually vie for control of parts of the world, so it may be that it is summer in one place, and winter elsewhere. Hagus is the creator of Hags, Yeti, and Shroomfolk.
The Common Gods: The Old Gods set about their work, many of them creating species and races that aided them. Some of the members of these races attained such great power that they are seen as gods themselves. The Common Gods have attained ageless immortality, but unlike the true gods, the Common Gods require a physical form that, if slain, would end their rule. All such gods can travel the astral plane, and when doing so can hear their name called from any distance. The pantheon of common gods is currently the following:
St. Cuthbert: God of Healing. St. Cuthbert is empowered by Misab to heal wounds and raise the dead. He travels the astral plane, instantly healing those who are kind and benevolent in spirit in the worst of situations. When someone miraculously heals, the common folk praise St. Cuthbert for his aid. St. Cuthbert will sometimes choose champions to help carry out his work, empowering them with a portion of his own power, and occasionally visiting them to increase or decrease their power. His body resides in the Sun, at the right hand of Pelor, who protects St. Cuthbert in trade for empowering his own priests.
Asmodeus: God of Evil. Empowered by Vecna to test the strength of civilizations, Asmodeus rules from the Nine Hells - another plane of existence home to the devils. Asmodeus gifts warmongers and barbarians with additional summoned or undead soldiers and enhanced strength, or gives powerful but cursed items to those who desire power through secrets. Asmodeus wishes to usurp Vecna as the god of darkness and secrets, though such attempts are in vain.
Tiamat: Goddess of Calamaties. The chromatic Dragon goddess and mother of all dragons, Zachai created Tiamat and allowed her to terrorize the world. Prayers to her are only whispered by the most desperate, and are (thankfully) rarely headed.
Bahamut: God of Protection. Bahamut rejected the insane destruction his mother wrought, and was empowered by Moradin to protect civilization. Moradin even gifted Bahamut and his prodigy with metallic skin to mark their purpose. Bahamut often appears wherever Tiamat does, and travels the Astral Plane to empower others to become Paladins.
Gruumsh: God of Orcs. Gruumsh desires conquest, and was given power by Tyr. His battlecry sends all of Orc blood into a frenzy. He can travel the astral plane to empower Orcs who call his name, though they may regret the violence he inflicts.
Lolth: Goddess of Spiders, leader of the Drow. Lolth stole power over darkness from Vecna. She rules the Drow, and only uses her powers to prove a point. She curses those that try to invoke her power, and just saying her name is feared.
Yollanda: Goddess of Feasts. Yollanda is a fertility goddess whose mere presence causes bountiful crops. She can take the shape of any creature and bring it offspring. Unlike most common gods, Yollanda often appears as herself, not in an astral form.
Zagyg: God of Trickery. Zagyg is a trickster god empowered by Luprel who plays pranks of mortals foolish enough to think they can become godes. Zagyg once tricked Yollanda into mating with him, and thus produced the Changeling race. Zagyg randomly appears and disappears across the universe to protect his body while his astral form travels and he uses illusion magic to manifest his form.
Tumutu: God of Wealth. Was a trader who gained such wealth and hosted such valuable parties that he was literally able to buy his way to immortality. Tumutu is empowered by Faerin and possesses the Philosopher's Stone - able to turn simple metals into gold. Now without need to acquire wealth, Tumutu travels the astral plane gifting diligent workers with gold during special holidays. (Santa Clause)
Haugoth: God of the Forge. Haugoth resides in the City of Brass, and is the greatest blacksmith in the multiverse. He is empowred by Tyr, Faerin, and Boccob to create weapons of the gods. Haugoth is almost never away from his forge, but when he is, incredible items find their way to desperate mortals facing monsters.
Echinda: Mother of Monsters. A Gorgon empowred by Hagus and Evanis to create the monsters of the world. Echinda also is a Goddess to Alchemists, and her attention can turn even simple ailments and poisons into lethal viruses and brews. She is worshiped by Assassins.
Old History & Religions: Mostly occurring before or during the rise of the Common Gods, the world was new. The Old Gods were active in creating and growing parts of their realms. Moradin raised mountains, and Gyrosin crushed them with water while Zachai exploded or shook them apart. The intelligent races each knew their purpose in this time, as they were directed by the gods that made them. Each god had temples built in their name, and religions founded upon them.
Light-bringers: A religious group dedicated to Pelor, Misab, Tyr, Elendrea, and Moradin. These five are seen as the most important old gods to the Lightbringers. These followers believe that acts of zeal and creation are fundamentally good, and that the world is better for everyone through these acts. The Light-bringers pushed back darkness wherever they went, founded many communities, and built many structures and temples. The ruins of their old temples are frequent in the wilderness of the world, and their "dungeons" are built like abandoned forts in the sides of mountains, atop hills, and connecting to long stone walls across plains.
Bloodleths: A religious group dedicated to Nurgal, Luprel, Vecna, and Hagus. These followers believe that what's good for all is impossible, as that naturally leads to conflict. Vecna and Pelor struggle for light and dark, just as Elendrea and Hagus struggle for summer and winter. Instead, you should do what's best for you, and allow the natural order to determine what happens. Bloodleths built few above-ground temples, most keeping small shrines instead. However, beneath hills, under cities, in the woods, and anywhere darkness' pull is strong, a dungeon-like temple can be found built to keep the disinterested away, and keep affairs secret.
Uvisites: A religious group dedicated to worshipping creation in all its forms and all the gods. Uvisites built temples in the centres of town, but rarely built anywhere else.
Tyrians: A religious group dedicated to worshipping Tyr. Often these were more like tribes than organized religions. They would take over caves and abandoned places to erect hastily-constructed monuments.
Oceanites: A religious group composed mostly of traders and rogues who praised Gyrosia and Faerin. Most often they'd carry trinkets for the two goddesses of chaos and luck to try to keep them on their side. They built hideaways - sometimes only accessible underwater or at the edges of streams or bogs. The Merfolk especially built these hideaways in underwater caves and ancient vents, though they tended to worship Gyrosia more than Faerin.
Nurgalites: More of a duty than a religious group, Nurgalites were people that had seen death and recognized its important purpose. Nurgalites would dig and bury bodies, collect the recently deceased, and set up tombs. Nurgalites respected the other religions so that the shrines to the gods followed by the deceased would be respected and left in the tomb.
Magicians: The Magicians worshipped Boccob, never expecting answers from him, but always in thanks for their power that came through him. Magicians also commonly prayed to Faerin and Tyr for inspiration. Magician tombs would often hold some of the Magician's most prized possessions and be warded by powerful magic.
Druidic Circles: Some believed that the sentient races were doomed to destroy themselves if they blindly followed one god or faith. They considered it insane hubris to believe that a mortal could devote themselves to a cause like the gods could. This belief formed the basis of the Druidic Circles. These druids commonly worship Elendrea, Hagus, and Evanis as the nature gods, for they live like hermits and hunters away from civilization. Instead of building temples, they shaped the land, the roots, and the trees into temples that could be easily traversed, with secret codes as to where important artifacts would be buried.
Zachians: Rebellious and destruction, Zachians believe that mortals are little better than animals, and the only rule is strength. When they did build temples, it was to prove their strength. Their temples are built at the edges of volcanoes, atop plateaus, and at sites of insane battles.
Deep Dwarves: A religious group of dwarves, the Deep Dwarves worshipped Moradin and Arthas. They believed that they were charged by Moradin to build things that would last, and that is what they did. They lived lives of work and rationality - only performing that which furthered the work. They built shrines and temples to these gods in mines, in towns, and in mountains and hills, edges of rivers, and wherever construction happened.
The Weakening: Unlike the Old Gods, these races did not have that essence purely centred in them. After thousands of years, the races and faiths intermixed and intermingled, and each lost their way. Using weapons and powers given by the gods themselves, they waged war on each other. The Old Gods, saddened by these events but unable to deny their own purpose, abandoned their creations. They were now as powerless to control them as a man is to control ants.
The people still worshipped the old gods, but as their prayers were rarely heeded, they lost hope and stopped going to their temples or acting in their name. Occasionally one mortal would show great promise, a spark of that original purpose. When that happened, their god would take notice and elevate them to demi-godhood. These became the Common Gods. Still tied to mortals, the Common Gods take much more interest in the affairs of mortals. Their presence is easily felt, and their prayers are much more commonly answered.
In the times of the Weakness, many religions failed or became corrupt.
Light-bringers: Pelor fell silent. He still sits atop his golden throne in the Sun, but he no longer speaks. The Light-bringers first thought this meant he had abandoned them, but the leadership then said he spoke again, calling for renewed vigor. Over time they changed names to being called the Cult of Light. They have become fascist and controlling, their leadership vie for control of territories, and their leader, the Duke of Light, calls for crusades against those that speak out against them.
Bloodleths: Effectively disappeared, except for far-off tribes. They were not strong enough, but their creations still haunt the world.
Uvisites: Totally collapsed. Uvisites are now but scholarly knowledge.
Tyrians: Merged with Gruumsh worship for the most part.
Oceanites: Now called the Lady's of Luck, traders and rogues no longer recognize who they're worshipping, though it remains the same. Gyrosia still even answers some prayers.
Nurgalites: Destroyed by the Cult of Light, some people still answer the call upon seeing death, but these people quickly join the Cult of Light or else at least appear to in order to avoid public shaming.
Magicians: The teachings of the Magicians formed the first College of Magic that attempted to bring magic to the commoners, but they were seen as witches and sorcerers and evil-doers in league with Vecna. Now Magicians take on single pupils from an early age and train them. Many Magicians still worship Vecna and Boccob alone to help them keep their secrets.
Druidic Circles: Without written word, the practices of the druid became more ritualized, though their philosophy stayed the same. The world grew more dangerous and their numbers dwindled. Now mostly only tribes carry this knowledge.
Zachians: Continues to survive through force of power, though is now more about killing and arson than religious piety and actions that prove ones strength.
Deep Dwarves: The Deep Dwarves disappeared, digging so deep into the earth that they never returned. Occasionally a forgotten mine is discovered filled with gems and gold. When people return, it's all disappeared. Many dwarves are still proud of any ancestors that were Deep Dwarves.
The Rise of Kingdoms: As the religions of the world collapsed, the power vacuum allowed the greedy and corrupt to take control of communities. Often such communities would bind together for protection, but generations of power-hungry individuals would consolidate power for themselves. During this rise people would start to associate the champions of the gods as being the Common Gods, and started to worship them as gods instead.
Most of these kingdoms were based on a racial ancestry or claim that they were somehow pure. They waged more wars upon each other, but now many of the most powerful relics were becoming lost - either destroyed, damaged beyond repair, overused, discarded, buried, hidden, or taken. The kingdoms tried to create more of these, and though they were still excellent, they never reached that same quality.
Human Kingdoms: These are many throughout the world. Often controlled by kings, queens, princes, and lords. The most ancient human kingdom was the Arthurians, whom claimed lineage to the Time God Arthas. Over time human kingdoms rise and collapse, such that their towns often have many different building styles and materials, refurbishing or building on top of previous ones.
Elven Kingdoms: These were few and far between, keeping to the forests and jungles. The elven kingdoms would build citadels in places of beauty. They keep no homes, as they only meditate to sleep, and they meditate in temples and near places of beauty. Elven kingdoms that have fallen often have their cities disappear as if they were never there, and those that don't are made the headquarters for the wealthy and powerful that appreciate the beauty of the area.
Dwarven Kingdoms: Living stoic lives, the Dwarven Kingdoms claim ancestry to the Deep Dwarves and continue mining and construction. Dwarven workers are commonly brought in by Human Kingdoms as skilled tradesmen. Even simple dwarven mines are patiently and respectfully carved and constructed.
Orc Tribes: Marauding bands and tribes that clash in the wilderness, going on great hunts, and occasionally destroying towns. Human kingdoms will hire them as mercenaries with promises of great battles, and reward them with plenty of food and drink.
Goblin Clans: Goblins have built their own holes in the ground, usually near trade routes they can pillage, or behind Orc Tribes they can scavenge off of.
Merfolks: Reside beneath the waves where they hunt and play, careless about others. They sometimes explore the seasides. Some tire of life without purpose and join sailor crews, in which their skills are invaluable. In return, they acquire trinkets from further inland. In such a way, the Merfolk have a large number of ancient relics lost at sea.
Merrows: Unlike their Merfolk cousins, Merrows attack ocean vessels and Merfolk villages to cause pain and feed. They enjoy taking and hiding valuables and watching suffering, making them feared pirates.
Yuan-ti: Reside in the jungles and see themselves as nascent gods, though are often too concerned with their own vanity to do any real conquests. They have temples built in their own names and stone pyramids constructed for their tombs.
Dryad Groves: The Dryads protect areas of forest from the encroachment of civilization. The kind ones allow passage so long as no harm is done to the jungle. The evil ones kill any sentient that enters.
Centaur Clans: Hunters and nomads. The Centaur clans travel to eat and keep family. They avoid contact with other sentients and carry their camps on their backs.
City of Djinn: The Djinn were trapped in magical artifacts by the Cult of Light. However, they could not destroy these items. Instead, they built hidden dungeons to hold them, though some were discovered. The City of Djinn still exists as the City of Brass, populated by the Efreets that continue to hold the grudge against the Cult of Light for this outrage.
Sphinx Skyhorts: The Sphinxes are widely respected as the ultimate historians. They have always been few in number, and tend to travel with herds of griffons. They make roosts upon mountaintops, though, very rarely, one will perch in a castle or a city.
Rakasha Sects: The Rakasha's have kept hidden, owing to their evil ways. They prefer to keep to cities and control the destinies of others. Rakasha's will take over the tombs of others and try to find hidden dungeons of the past to use as their own.
Giant Families: Nomadic and ponderous, Giants simply move from place to place without urgency, and never create anything.
Dragon Roosts: Valued for their incredibly rich magical properties, dragons are hunted. Many regions are host to powerful dragons considered too strong to hunt, and these dragons keep a roost far from prying eyes. Maps often name nearby dragons to warn travellers.
Demon Cults: Thankfully, demons are only ever summoned to the mortal realm. Without something to bind them, they fade back to the Abyss relatively quickly, and are much weaker to mortal's attacks. In the Abyss, demons fight each other constantly, healing all their wounds and never dying, driven near-mad with anger and sadism.
"The Fae": Leprechauns, Faeries, and Pixies were never real civilizations, but rather shy folk who kept to (literally) small communities away from the big people. Most of these are found not deep underground in woods and forests, and they are rare and largely primitive.
Halfling & Gnome Hobbles: Most Gnomes and Halflings live near other races, but there are small pockets of Hobbles, with everything build to Gnome and Halfling sizes. These communities are often hidden in very hilly areas or in forests.
Satyr Bands: Satyrs form into family groupings called bands that travel from village to village. They bring songs and art along with them, keeping oral histories alive, and their tales are the basis for many common faiths.
Troglodyte Warrens: Often found near farmland sewage run-off, bogs, and in dank caves they've carved out, Troglodyte Warrens are often unsettling and dangerous parts of communities. Their greatest asset is that the junk thrown away by the towns are often snatched up and re-used by the Troglodytes, so they make effective waste removal. However, they are primitive and brutish, so the treaties they make mean little to them if an easy meal shows itself.
Armies of Angels: Pelor's Angels were one of the few creatures imbued with true purpose. Without their god, the Angels have mostly gone silent, allowing armies and darkness to creep back into the world. When an Angel is convinced to intervene, it means their expulsion from the Army of Angels, which is a terrible loss to the Angel, often resulting in their death as they start to lose their immortality.
Devas: Without Pelor to guide them, the Devas travelled away to distant lands to try and find something to appease the Sun God, like building temples in frozen wastes or in scorching deserts.
Gith: The Gith race broke apart. The warriors of the Gith formed the Githyanki and built hidden forts before setting off on expeditions to find the most powerful weapons that existed. The Githerzai became hermit monks that live wherever conditions are extreme enough that their silence would be respected. As time has gone on, temples and forts by both have been uncovered and moved into, though many remain hidden. (In my game, the Githyanki started the race to explore dungeons, as they gave away vast riches in exchange for magical items to attempt and dethrone Pelor. Their actions nearly succeeded, with a "Day of Darkening" where the sun stopped providing light. The Heroes of Light rescued Pelor, and now there are cities abuzz with the new influx of magical items. However, mixed with the sense of excitement that these new items will bring bountiful times is a fear that it will also lead to death and damnation as the world repeats its previous sins that caused the gods to leave them.)
The Nine Hells: The Devils never missed a beat when Vecna disappeared. To them it was a challenge. Asmodeus now commands the Devil Legions from the Nine Hells - a real place deep within the earth. He fashions it to be a magical realm, and encourages worship of him.
Mindflayers: Unlike the Devils, the Mindflayers now had no clear superior, and fell to infighting. They could barely stand each others presence, though the few survivors are well hidden. Mindflayers created many secret dungeons to store their precious possessions.
Yeti Clans: The Yeti are the masters of survival in the mountains and frozen parts of the world. Though nomadic and feral-looking, they trade with other races to help them across their lands. The Yeti do not seem to care that Hagus is missing, as they continue to pound out icy caves and temples to her.
Hag Clutches: Hunted as witches, and rightfully so. Hags kept their numbers small and isolated. At most a clutch would hold three hags, and their desire to remain independent has meant they will continue to fight for that existence.
Shroomfolk Mossfarms: The Shroomfolk function similarly to the Troglodytes - they can be found growing in many similar areas. However, Shroomfolk have also grown their own dungeons in the forests and wetlands, where natural-based weapons and tools can be found.
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This thread is my world history for a setting I created. I hate it when things don't make sense, and having dungeons just plopped about the word with incredible treasures and magic doesn't make sense to me, so I created a world with a history where it does make sense. That would be what you see below. There are First Gods, Old Gods, demi-gods, races that rise and fall, and a history that forms the foundation for a world where people are both fearful and enthralled by magic, and where there is great reason to try and pierce the sealed-off depths of unknown dungeons. Let's begin!
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In the Beginning:
First there was nothing, an endless sea devoid of form or purpose. Then, a thought occurred, and that thought formed the basis of reality as it exploded into being. This time is inaccessible by even the first gods.
The First Gods:
In this moment, the Astral Plane was created, a realm of pure thought, and the First Gods were immediately created, omnipotent and omniscient. They exist across the entirety of creation, beings without form and with total knowledge of everything that ever has and ever will be. To them "now" is just a place they can walk up to, and they are aware of all alternate realities where alternate decisions were made. To them, reality exists, but there is little to no reason to get involved, as they see what happens whenever one of them gets involved. Gaining their attention requires extreme deeds. Few beyond the gods are even aware of their existence.
O'va: The First Goddess of Creation. She is interested in beginnings and ends of things.
Cana: The First Goddess of Life. She is interested in change and adaptation.
Barako: The First God of Death. He is interested in the struggle for endurance.
The Unpronounceable One: The God of All That Isn't. If this god has any thoughts, they are but madness. This god has dominion over the Far Realm, which is all that was not created In the Beginning. This god is most in touch with What Came Before in that endless sea before there was form or purpose. The Unpronounceable One does not care about existence, and does not mean to lash out at it, but rather fills the void wherever existence fails. To look upon utter non-existence is to go mad, even for a god, so the Unpronounceable One is actually well thought of by the other First Gods.
The Old Gods:
In this realm, as in most, the First Gods created the Old Gods to give existence meaning. Each First God created an array of Old Gods with purposes. The Old Gods were not given omnipotence or omniscience, but were given total power and purpose over their assigned tasks such that they would be compelled to completing those tasks. For example; Pelor is literally the source of the world's light. If Pelor died, there would be only darkness. The Old Gods struggle against each other, as their purposes sometimes conflict, but they do not wish each others destruction, as they are brother, sister, and cousin. Most Old Gods are neutral to the plights of mortals, but get involved when their domains are threatened. They do not age, but can be killed by weapons they forge - though the death of one of these gods would cause unspeakable calamities, as the world's natural order would fall to pieces. Such an event would likely gain the attention of the First Gods, as they would appear to correct the situation.
O'va's Gods:
Nurgal: God of Death, also known as Death itself. Nurgal commands the Grim Reapers, entities that deliver the end to anything that ends. Nurgal was created by O'va to go wherever needed, empowered by Barako to administer the end, and blessed by The Unpronounceable One to not leave emptiness in their wake.
Misab: Goddess of Life, also known as Yggdrasil. Misab commands the Nymphs, entities that deliver the spark of creation to anything that begins. Misab was created by O'va to go wherever needed, and empowered by Cana to bring forth being.
Tyr: God of Fire, also known as the Eternal Flame. Tyr is the essence of change, from the destructive power of fire to bring down forests, to the creative power of the soul to seize opportunity. Though it would not be revealed, Tyr is the creator of Humans, Orcs, and Goblinoids.
Gyrosia: Goddess of Water. Gyrosia is the essence of chaos, for water is without form and is difficult to contain. The water bows to no one. Gyrosia is the creator of the Merfolk, Yuan-ti, and Sharkfolk.
Arthas: The Timekeeper God. Arthas the Knight controls the speed of time by defending a magical crystal clock. Arthas can allow passage into the past or future, but rarely grants this incredible privilege. This is the clock by which all other gods (besides the First Gods) keep. Mechanicus is the orderly plane controlled by Arthas.
Cana's Gods:
Elendrea: The Goddess of Spring and Summer, is in competition with Hagus, the Goddess of Fall and Winter. When Elendrea is dominant, it is summer. When Hagus is dominant, it is Winter. Spring comes when Elendrea is gaining dominance, but in this realm it does not always lead to Summer, nor does Fall always lead to Winter. Unlike most Old Gods, Elendrea & Hagus actually vie for control of parts of the world, so it may be that it is summer in one place, and winter elsewhere. Elendrea is the creator of Elves, Dryads, and Centaurs.
Boccob: The God of Magic. Boccob is the possessor of the Arch Spell, and believes the moment of creation was its first utterance. Boccob is the creator of Djinn, Sphinxes, and Rakashas.
Zachai: The God of Disasters. Zachai is upheaval made manifest. He is a chaotic god that brings sudden change in the form of volcanoes, storms, earthquakes, and tsunamis. Zachai is the creator of Giants, Dragons, and Demons.
Faerin: The Goddess of Insight, also known as the Muse. She gifts mortals with new ideas, but cares not for how those ideas are used. Creator of Leprechauns and Faeries.
Luprel: The God of Wind, also known as the Laughing God. Luprel prefers the amusement of making things seem not what they are, and is as hard to catch as the wind. Luprel is the creator of Gnomes, Satyrs, and Pixies.
Barako's Gods:
Moradin: God of Earth and Stone. Moradin is the unmoveable one. and helps protect buildings made of stone. Creator of the Dwarves, Troglodytes, and Halflings.
Evanis: Goddess of Nature. Evanis is a goddess of the forest and land. She creates animals and birds and other simple creatures.
Pelor: God of the Sun. Pelor seeks to touch every part of creation with his golden rays. Pelor drives mortals to form armies in his name to carry the light as far as they can. Pelor is the creator of Angels, Devas, and the Gith.
Vecna: Goddess of the Darkness and Secrets. Vecna battles Pelor to remain in the dark, hidden, and secretive. Vecna is the creator of Devils, Mind Flayers, and Undead.
Hagus: Goddess of Fall and Winter, is in competition with Elendrea, Goddess of Spring and Summer. When Hagus is dominant, it is Winter. Unlike most Old Gods, Elendrea & Hagus actually vie for control of parts of the world, so it may be that it is summer in one place, and winter elsewhere. Hagus is the creator of Hags, Yeti, and Shroomfolk.
The Common Gods:
The Old Gods set about their work, many of them creating species and races that aided them. Some of the members of these races attained such great power that they are seen as gods themselves. The Common Gods have attained ageless immortality, but unlike the true gods, the Common Gods require a physical form that, if slain, would end their rule. All such gods can travel the astral plane, and when doing so can hear their name called from any distance. The pantheon of common gods is currently the following:
St. Cuthbert: God of Healing. St. Cuthbert is empowered by Misab to heal wounds and raise the dead. He travels the astral plane, instantly healing those who are kind and benevolent in spirit in the worst of situations. When someone miraculously heals, the common folk praise St. Cuthbert for his aid. St. Cuthbert will sometimes choose champions to help carry out his work, empowering them with a portion of his own power, and occasionally visiting them to increase or decrease their power. His body resides in the Sun, at the right hand of Pelor, who protects St. Cuthbert in trade for empowering his own priests.
Asmodeus: God of Evil. Empowered by Vecna to test the strength of civilizations, Asmodeus rules from the Nine Hells - another plane of existence home to the devils. Asmodeus gifts warmongers and barbarians with additional summoned or undead soldiers and enhanced strength, or gives powerful but cursed items to those who desire power through secrets. Asmodeus wishes to usurp Vecna as the god of darkness and secrets, though such attempts are in vain.
Tiamat: Goddess of Calamaties. The chromatic Dragon goddess and mother of all dragons, Zachai created Tiamat and allowed her to terrorize the world. Prayers to her are only whispered by the most desperate, and are (thankfully) rarely headed.
Bahamut: God of Protection. Bahamut rejected the insane destruction his mother wrought, and was empowered by Moradin to protect civilization. Moradin even gifted Bahamut and his prodigy with metallic skin to mark their purpose. Bahamut often appears wherever Tiamat does, and travels the Astral Plane to empower others to become Paladins.
Gruumsh: God of Orcs. Gruumsh desires conquest, and was given power by Tyr. His battlecry sends all of Orc blood into a frenzy. He can travel the astral plane to empower Orcs who call his name, though they may regret the violence he inflicts.
Lolth: Goddess of Spiders, leader of the Drow. Lolth stole power over darkness from Vecna. She rules the Drow, and only uses her powers to prove a point. She curses those that try to invoke her power, and just saying her name is feared.
Yollanda: Goddess of Feasts. Yollanda is a fertility goddess whose mere presence causes bountiful crops. She can take the shape of any creature and bring it offspring. Unlike most common gods, Yollanda often appears as herself, not in an astral form.
Zagyg: God of Trickery. Zagyg is a trickster god empowered by Luprel who plays pranks of mortals foolish enough to think they can become godes. Zagyg once tricked Yollanda into mating with him, and thus produced the Changeling race. Zagyg randomly appears and disappears across the universe to protect his body while his astral form travels and he uses illusion magic to manifest his form.
Tumutu: God of Wealth. Was a trader who gained such wealth and hosted such valuable parties that he was literally able to buy his way to immortality. Tumutu is empowered by Faerin and possesses the Philosopher's Stone - able to turn simple metals into gold. Now without need to acquire wealth, Tumutu travels the astral plane gifting diligent workers with gold during special holidays. (Santa Clause)
Haugoth: God of the Forge. Haugoth resides in the City of Brass, and is the greatest blacksmith in the multiverse. He is empowred by Tyr, Faerin, and Boccob to create weapons of the gods. Haugoth is almost never away from his forge, but when he is, incredible items find their way to desperate mortals facing monsters.
Echinda: Mother of Monsters. A Gorgon empowred by Hagus and Evanis to create the monsters of the world. Echinda also is a Goddess to Alchemists, and her attention can turn even simple ailments and poisons into lethal viruses and brews. She is worshiped by Assassins.
Old History & Religions:
Mostly occurring before or during the rise of the Common Gods, the world was new. The Old Gods were active in creating and growing parts of their realms. Moradin raised mountains, and Gyrosin crushed them with water while Zachai exploded or shook them apart. The intelligent races each knew their purpose in this time, as they were directed by the gods that made them. Each god had temples built in their name, and religions founded upon them.
Light-bringers: A religious group dedicated to Pelor, Misab, Tyr, Elendrea, and Moradin. These five are seen as the most important old gods to the Lightbringers. These followers believe that acts of zeal and creation are fundamentally good, and that the world is better for everyone through these acts. The Light-bringers pushed back darkness wherever they went, founded many communities, and built many structures and temples. The ruins of their old temples are frequent in the wilderness of the world, and their "dungeons" are built like abandoned forts in the sides of mountains, atop hills, and connecting to long stone walls across plains.
Bloodleths: A religious group dedicated to Nurgal, Luprel, Vecna, and Hagus. These followers believe that what's good for all is impossible, as that naturally leads to conflict. Vecna and Pelor struggle for light and dark, just as Elendrea and Hagus struggle for summer and winter. Instead, you should do what's best for you, and allow the natural order to determine what happens. Bloodleths built few above-ground temples, most keeping small shrines instead. However, beneath hills, under cities, in the woods, and anywhere darkness' pull is strong, a dungeon-like temple can be found built to keep the disinterested away, and keep affairs secret.
Uvisites: A religious group dedicated to worshipping creation in all its forms and all the gods. Uvisites built temples in the centres of town, but rarely built anywhere else.
Tyrians: A religious group dedicated to worshipping Tyr. Often these were more like tribes than organized religions. They would take over caves and abandoned places to erect hastily-constructed monuments.
Oceanites: A religious group composed mostly of traders and rogues who praised Gyrosia and Faerin. Most often they'd carry trinkets for the two goddesses of chaos and luck to try to keep them on their side. They built hideaways - sometimes only accessible underwater or at the edges of streams or bogs. The Merfolk especially built these hideaways in underwater caves and ancient vents, though they tended to worship Gyrosia more than Faerin.
Nurgalites: More of a duty than a religious group, Nurgalites were people that had seen death and recognized its important purpose. Nurgalites would dig and bury bodies, collect the recently deceased, and set up tombs. Nurgalites respected the other religions so that the shrines to the gods followed by the deceased would be respected and left in the tomb.
Magicians: The Magicians worshipped Boccob, never expecting answers from him, but always in thanks for their power that came through him. Magicians also commonly prayed to Faerin and Tyr for inspiration. Magician tombs would often hold some of the Magician's most prized possessions and be warded by powerful magic.
Druidic Circles: Some believed that the sentient races were doomed to destroy themselves if they blindly followed one god or faith. They considered it insane hubris to believe that a mortal could devote themselves to a cause like the gods could. This belief formed the basis of the Druidic Circles. These druids commonly worship Elendrea, Hagus, and Evanis as the nature gods, for they live like hermits and hunters away from civilization. Instead of building temples, they shaped the land, the roots, and the trees into temples that could be easily traversed, with secret codes as to where important artifacts would be buried.
Zachians: Rebellious and destruction, Zachians believe that mortals are little better than animals, and the only rule is strength. When they did build temples, it was to prove their strength. Their temples are built at the edges of volcanoes, atop plateaus, and at sites of insane battles.
Deep Dwarves: A religious group of dwarves, the Deep Dwarves worshipped Moradin and Arthas. They believed that they were charged by Moradin to build things that would last, and that is what they did. They lived lives of work and rationality - only performing that which furthered the work. They built shrines and temples to these gods in mines, in towns, and in mountains and hills, edges of rivers, and wherever construction happened.
The Weakening:
Unlike the Old Gods, these races did not have that essence purely centred in them. After thousands of years, the races and faiths intermixed and intermingled, and each lost their way. Using weapons and powers given by the gods themselves, they waged war on each other. The Old Gods, saddened by these events but unable to deny their own purpose, abandoned their creations. They were now as powerless to control them as a man is to control ants.
The people still worshipped the old gods, but as their prayers were rarely heeded, they lost hope and stopped going to their temples or acting in their name. Occasionally one mortal would show great promise, a spark of that original purpose. When that happened, their god would take notice and elevate them to demi-godhood. These became the Common Gods. Still tied to mortals, the Common Gods take much more interest in the affairs of mortals. Their presence is easily felt, and their prayers are much more commonly answered.
In the times of the Weakness, many religions failed or became corrupt.
Light-bringers: Pelor fell silent. He still sits atop his golden throne in the Sun, but he no longer speaks. The Light-bringers first thought this meant he had abandoned them, but the leadership then said he spoke again, calling for renewed vigor. Over time they changed names to being called the Cult of Light. They have become fascist and controlling, their leadership vie for control of territories, and their leader, the Duke of Light, calls for crusades against those that speak out against them.
Bloodleths: Effectively disappeared, except for far-off tribes. They were not strong enough, but their creations still haunt the world.
Uvisites: Totally collapsed. Uvisites are now but scholarly knowledge.
Tyrians: Merged with Gruumsh worship for the most part.
Oceanites: Now called the Lady's of Luck, traders and rogues no longer recognize who they're worshipping, though it remains the same. Gyrosia still even answers some prayers.
Nurgalites: Destroyed by the Cult of Light, some people still answer the call upon seeing death, but these people quickly join the Cult of Light or else at least appear to in order to avoid public shaming.
Magicians: The teachings of the Magicians formed the first College of Magic that attempted to bring magic to the commoners, but they were seen as witches and sorcerers and evil-doers in league with Vecna. Now Magicians take on single pupils from an early age and train them. Many Magicians still worship Vecna and Boccob alone to help them keep their secrets.
Druidic Circles: Without written word, the practices of the druid became more ritualized, though their philosophy stayed the same. The world grew more dangerous and their numbers dwindled. Now mostly only tribes carry this knowledge.
Zachians: Continues to survive through force of power, though is now more about killing and arson than religious piety and actions that prove ones strength.
Deep Dwarves: The Deep Dwarves disappeared, digging so deep into the earth that they never returned. Occasionally a forgotten mine is discovered filled with gems and gold. When people return, it's all disappeared. Many dwarves are still proud of any ancestors that were Deep Dwarves.
The Rise of Kingdoms:
As the religions of the world collapsed, the power vacuum allowed the greedy and corrupt to take control of communities. Often such communities would bind together for protection, but generations of power-hungry individuals would consolidate power for themselves. During this rise people would start to associate the champions of the gods as being the Common Gods, and started to worship them as gods instead.
Most of these kingdoms were based on a racial ancestry or claim that they were somehow pure. They waged more wars upon each other, but now many of the most powerful relics were becoming lost - either destroyed, damaged beyond repair, overused, discarded, buried, hidden, or taken. The kingdoms tried to create more of these, and though they were still excellent, they never reached that same quality.
Human Kingdoms: These are many throughout the world. Often controlled by kings, queens, princes, and lords. The most ancient human kingdom was the Arthurians, whom claimed lineage to the Time God Arthas. Over time human kingdoms rise and collapse, such that their towns often have many different building styles and materials, refurbishing or building on top of previous ones.
Elven Kingdoms: These were few and far between, keeping to the forests and jungles. The elven kingdoms would build citadels in places of beauty. They keep no homes, as they only meditate to sleep, and they meditate in temples and near places of beauty. Elven kingdoms that have fallen often have their cities disappear as if they were never there, and those that don't are made the headquarters for the wealthy and powerful that appreciate the beauty of the area.
Dwarven Kingdoms: Living stoic lives, the Dwarven Kingdoms claim ancestry to the Deep Dwarves and continue mining and construction. Dwarven workers are commonly brought in by Human Kingdoms as skilled tradesmen. Even simple dwarven mines are patiently and respectfully carved and constructed.
Orc Tribes: Marauding bands and tribes that clash in the wilderness, going on great hunts, and occasionally destroying towns. Human kingdoms will hire them as mercenaries with promises of great battles, and reward them with plenty of food and drink.
Goblin Clans: Goblins have built their own holes in the ground, usually near trade routes they can pillage, or behind Orc Tribes they can scavenge off of.
Merfolks: Reside beneath the waves where they hunt and play, careless about others. They sometimes explore the seasides. Some tire of life without purpose and join sailor crews, in which their skills are invaluable. In return, they acquire trinkets from further inland. In such a way, the Merfolk have a large number of ancient relics lost at sea.
Merrows: Unlike their Merfolk cousins, Merrows attack ocean vessels and Merfolk villages to cause pain and feed. They enjoy taking and hiding valuables and watching suffering, making them feared pirates.
Yuan-ti: Reside in the jungles and see themselves as nascent gods, though are often too concerned with their own vanity to do any real conquests. They have temples built in their own names and stone pyramids constructed for their tombs.
Dryad Groves: The Dryads protect areas of forest from the encroachment of civilization. The kind ones allow passage so long as no harm is done to the jungle. The evil ones kill any sentient that enters.
Centaur Clans: Hunters and nomads. The Centaur clans travel to eat and keep family. They avoid contact with other sentients and carry their camps on their backs.
City of Djinn: The Djinn were trapped in magical artifacts by the Cult of Light. However, they could not destroy these items. Instead, they built hidden dungeons to hold them, though some were discovered. The City of Djinn still exists as the City of Brass, populated by the Efreets that continue to hold the grudge against the Cult of Light for this outrage.
Sphinx Skyhorts: The Sphinxes are widely respected as the ultimate historians. They have always been few in number, and tend to travel with herds of griffons. They make roosts upon mountaintops, though, very rarely, one will perch in a castle or a city.
Rakasha Sects: The Rakasha's have kept hidden, owing to their evil ways. They prefer to keep to cities and control the destinies of others. Rakasha's will take over the tombs of others and try to find hidden dungeons of the past to use as their own.
Giant Families: Nomadic and ponderous, Giants simply move from place to place without urgency, and never create anything.
Dragon Roosts: Valued for their incredibly rich magical properties, dragons are hunted. Many regions are host to powerful dragons considered too strong to hunt, and these dragons keep a roost far from prying eyes. Maps often name nearby dragons to warn travellers.
Demon Cults: Thankfully, demons are only ever summoned to the mortal realm. Without something to bind them, they fade back to the Abyss relatively quickly, and are much weaker to mortal's attacks. In the Abyss, demons fight each other constantly, healing all their wounds and never dying, driven near-mad with anger and sadism.
"The Fae": Leprechauns, Faeries, and Pixies were never real civilizations, but rather shy folk who kept to (literally) small communities away from the big people. Most of these are found not deep underground in woods and forests, and they are rare and largely primitive.
Halfling & Gnome Hobbles: Most Gnomes and Halflings live near other races, but there are small pockets of Hobbles, with everything build to Gnome and Halfling sizes. These communities are often hidden in very hilly areas or in forests.
Satyr Bands: Satyrs form into family groupings called bands that travel from village to village. They bring songs and art along with them, keeping oral histories alive, and their tales are the basis for many common faiths.
Troglodyte Warrens: Often found near farmland sewage run-off, bogs, and in dank caves they've carved out, Troglodyte Warrens are often unsettling and dangerous parts of communities. Their greatest asset is that the junk thrown away by the towns are often snatched up and re-used by the Troglodytes, so they make effective waste removal. However, they are primitive and brutish, so the treaties they make mean little to them if an easy meal shows itself.
Armies of Angels: Pelor's Angels were one of the few creatures imbued with true purpose. Without their god, the Angels have mostly gone silent, allowing armies and darkness to creep back into the world. When an Angel is convinced to intervene, it means their expulsion from the Army of Angels, which is a terrible loss to the Angel, often resulting in their death as they start to lose their immortality.
Devas: Without Pelor to guide them, the Devas travelled away to distant lands to try and find something to appease the Sun God, like building temples in frozen wastes or in scorching deserts.
Gith: The Gith race broke apart. The warriors of the Gith formed the Githyanki and built hidden forts before setting off on expeditions to find the most powerful weapons that existed. The Githerzai became hermit monks that live wherever conditions are extreme enough that their silence would be respected. As time has gone on, temples and forts by both have been uncovered and moved into, though many remain hidden. (In my game, the Githyanki started the race to explore dungeons, as they gave away vast riches in exchange for magical items to attempt and dethrone Pelor. Their actions nearly succeeded, with a "Day of Darkening" where the sun stopped providing light. The Heroes of Light rescued Pelor, and now there are cities abuzz with the new influx of magical items. However, mixed with the sense of excitement that these new items will bring bountiful times is a fear that it will also lead to death and damnation as the world repeats its previous sins that caused the gods to leave them.)
The Nine Hells: The Devils never missed a beat when Vecna disappeared. To them it was a challenge. Asmodeus now commands the Devil Legions from the Nine Hells - a real place deep within the earth. He fashions it to be a magical realm, and encourages worship of him.
Mindflayers: Unlike the Devils, the Mindflayers now had no clear superior, and fell to infighting. They could barely stand each others presence, though the few survivors are well hidden. Mindflayers created many secret dungeons to store their precious possessions.
Yeti Clans: The Yeti are the masters of survival in the mountains and frozen parts of the world. Though nomadic and feral-looking, they trade with other races to help them across their lands. The Yeti do not seem to care that Hagus is missing, as they continue to pound out icy caves and temples to her.
Hag Clutches: Hunted as witches, and rightfully so. Hags kept their numbers small and isolated. At most a clutch would hold three hags, and their desire to remain independent has meant they will continue to fight for that existence.
Shroomfolk Mossfarms: The Shroomfolk function similarly to the Troglodytes - they can be found growing in many similar areas. However, Shroomfolk have also grown their own dungeons in the forests and wetlands, where natural-based weapons and tools can be found.