Sea of Wonders
The Gods of the Pantheon
The Lawful Good Gods
Adun the Penitent (Light, Order)
Once called the Maimed and Arbiter of the Gods, Adun was one of the first gods to flee when destruction seemed certain. Adun took a large number of his followers with him in an effort to preserve justice and honor somewhere in the universe. After the return of the Fallen Thrones and the Amnesty, Adun and his followers were allowed to return to the Court of Stars, though none would allow him to regain his former glory as Arbiter of the Gods. Adun now preaches penitence and redemption. His followers act in the common interest and seek to rehabilitate the wicked and protect the innocent.
Domains: Hope, Justice, Protection
Pallas the Merciful (Fate, Light)
Called the Maiden, Pallas is filled with kindness. She is depicted as a young maiden or girl in simple robes, red or brown hair, and gray eyes. Pallas is the patron of healing and childbirth, and her priests are often gifted healers and midwives. She charges her priesthood with improving the quality of life for all people, caring for the sick and elderly, and curing the afflicted. Her holy precincts are usually known as hospitals. Her priests and invokers are numerous, but her paladins and avengers are few. Those who do hear her call to arms wield them to protect the old, the sick, and the helpless against those who would hurt or exploit them. Because of her universal mercy, Pallas is sometimes perceived as being out-of-touch or over-optimistic about the goodness of others.
Domains: Hope, Life, Love
Reya the Beautiful (Light, Order)
Called the Dawn and the Lady of the East, Reya is stunningly beautiful. She is depicted as a young woman clad in elaborate finery with clear white skin, auburn or golden hair, and green or blue eyes. Reya is the goddess of civilization, law, marriage, and order. Reya’s priesthood is active in civic matters, in engineering projects, and in expanding the influence of law and order. Her paladins, invokers, and avengers are usually officers of the law in addition to their divine duties. Reya is sometimes seen as uncompromising and unappreciative of nature or natural beauty.
Domains: Civilization, Creation, Skill
Shan the Defender (Light, Order)
Known as the Protector, the Platinum Knight, and the Peerless Sentinel, Shan is the god protection and righteous combat. He is depicted as a strong man in fine armor with a shining sword and a white or silver cloak and a golden halo. Shan has many invokers, paladins, and avengers that battle wickedness and tyranny with unswerving fervor. His clerics are militant as well, and his churches are usually called armories and citadels. Shan’s faithful spread the influence of cities and law and order, pushing back the savage frontiers. Shan demands excellence from those who serve him, and can be seen as unforgiving and implacable.
Domains: Freedom, Protection, War
Sunastien the Shining (Light, Order)
Also called the Blazing One and the Sun-God, Sunastien is one of the most powerful gods who embodies goodness, justice, and personal strength and fortitude. During the Dawn War, Sunastien used his power to end the Long Night and reignite the sun. Having taken the light of his Primordial parent, Sunastien is depicted as humanoid with light pouring forth from their head or face like a blinding halo, and sometimes is simply a sun-disk or sun with golden eyes. Sunastien has many followers and divine agents throughout the lands, from farmers to kings. His holy places are often outdoors or feature an oculus or solarium. After his becoming the Sun-God, some perceived Sunastien growing removed from earthly affairs and somewhat uncaring or distant.
Domains: Justice, Strength, Sun
The Good Gods
Osmura, Queen of the Fey (Fate, Light)
Also known as the Lady of the Woods and the Green Vixen, Osmura is closely associated with elves, eladrin, gnomes, and other Fey creatures. She has wild, mercurial moods and spends much of her time in revelry and brooding. Osmura is usually represented as a beautiful Fey woman clad in revealing finery with long hair and garlanded with vines and leaves. Her clerics venerate the wilderness and seek to remove corrupting influences, whether they be Far Realm encroachment or farmers clearing fields. She has few paladins or invokers, but many avengers do her bidding. Osmura values peace and prosperity above violence, however, and rarely clashes with those who pay proper respect to the wilderness and to the mysterious Fey. She is often unpredictable, and her inconstancy and promiscuity worry other faiths.
Domains: Change, Trickery, Wilderness
Reinhardt the Risen (Darkness, Light)
The Smith, Diamondfist, and Soul-Forger, Reinhardt was perhaps the greatest of the gods to be slain in the Dawn War. Reinhardt sacrificed himself to turn the tide against the First Ones in the final battle. Reinhardt was given a vast tomb in the mortal world, and legends persisted that his diamond hand remained among the living. His widespread cult and preserved artifacts allowed Reinhardt to reincarnate at the end of the Dusk War, returning to life with the Fallen Thrones. The Risen Reinhardt is darker and gloomier, less concerned with law and justice, and his followers less joyful and more disorganized. He toils now endlessly to reclaim the spark that once filled him with passion, but so far spirals deeper into ennui and despair. The Warforged are his latest inspiration, though some worry that his experiments continue to become more unsettling.
Domains: Creation, Strength, Undeath
Tanis the Wanderer (Fate, Light)
Called by some the Wandering Star or the Traveler, Tanis is usually depicted as a male in gray and green traveler’s garb with a stout staff or stick. He is the patron of those who must brave the wilds outside civilization and those who explore or wander for its own sake. He is usually characterized as happy and friendly, hospitable to strangers and fiercely loyal to those who have shown him and his followers kindness. His havens are usually simple wayside shrines and camp sites bounded with ash trees and hedges of hawthorn. Tanis has few paladins or avengers, but those in his service protect travelers and guard the roads, ranging far and wide to root out bandits and monsters that threaten wayfarers. Others explore the wilds, blazing new trails for others to follow. Those who criticize Tanis’s church call him distant and irresponsible, leaving behind those who truly need his help to aid a handful in the wilderness. Tanis was the most forgiving of Adun, and guided him under his mantle for a time, showing him the world as it stands.
Domains: Freedom, Storm, Wilderness
Vangel the Wise (Fate, Light)
Called the Mystic and the Ancient Sage, Vangel is perhaps the most knowledgeable of the gods. His faithful are often students of arcane magic more than religious devotees, and their mastery of this art makes them formidable indeed. Vangel is usually depicted as an venerable person with silver or white hair and beard, clad in long robes, often missing an eye. According to lore, Vangel helped fashion the Feywild and trained the Eladrin there in the arts of magic while the elves remained in the world and the Drow descended into the Underdark. Vangel’s faithful use magic to enrich the lives of those around them and to battle the enemies of progress and knowledge. His followers are sometimes intolerant of tradition and push the boundaries of understanding with unpredictable and perilous results. Vangel is not trusted as much as he once was for aiding Lothar in destroying Veddun, though the reclusive and secretive god seems unconcerned.
Domains: Arcana, Destruction, Knowledge
The Unaligned Gods
Atrophis, Lord of Death (All)
The Final Shadow, the Waiting Lord, the Last Sight, Atrophis is the lord of the transition between life and death. Atrophis is one of the Risen Thrones, slain before the Long Night and returned after the Dusk War. His terrible sword is one of the most dreaded weapons in existence, bearing the reforged blade of the former Primordial of Death’s scythe. Atrophis governs a dark palace in the Shadowfell and oversees the final disposition of souls. He abhors undeath and those that extend their lives unnaturally, and has become a hated enemy of Lothar Bonelord. He pities Vladrak, but would happily destroy him given half the chance. Atrophis is depicted in art as a black-robed man of middle years with long black hair bearing a naked white sword. His followers are frequently avengers pursuing the undead wherever they hide.
Domains: Death, Destruction, Fate
Brand the Despised (Fate, Nightmare)
Also known as the Pariah, Widow-Maker, and Grave-Filler, Brand is one of the most feared and paradoxically widely-worshiped gods. People pray to him to look away, to spare them, to go elsewhere. When he is depicted, Brand is usually shown as an older male of stern countenance clad in black and gray, often carrying a death-crier’s bell or a hot iron. To mark another as an outcast is to give them over to Brand, to consign them to ruin (hence the term “branding”). Brand is the god of the unpredictable and all that should be avoided. Strangely, he is not an evil god, but simply lord of irresistible and inevitable forces. Brand’s motives are mysterious, and even his paladins and avengers often act without clear instructions or guidance. Many of his invokers follow the path of malediction, punishing themselves as they punish others. Brand chastises those who show excessive pride and undermines what others consider perfect. Brand is not well-understood by any faith, and is feared almost universally as a result. He has few direct servants, but those who do often mar themselves in some way to show their devotion to the God of Outcasts.
Domains: Death, Fate, Sea
Clotha, Mistress of the Mind (All)
One of the Risen Thrones, Clotha is a subtle and mysterious deity. She is the master of the Dreamlands, a mysterious and strange place between realms that was kept secret from the First Ones to hide Death’s Sword. Clotha governs dreaming, thinking, and inspiration among mortals, and is considered a benevolent deity. She appears in art as an achingly beautiful woman with long black hair, often lounging or sleeping peacefully with her harp nearby. Clotha has supplanted the Orb as the goddess of prophecy and is revered as a muse and patron of love and art. She has few paladins or avengers, but many invokers and clerics.
Domains: Darkness, Knowledge, Skill
Chroma, Mother of Dragons (Order, Nightmare)
Always shown as a five-headed dragon or multicolored hydra, Chroma is the also known as the Ancient and the Scaled Matron. She is believed to be the first of the Gods, and her children were the mighty dragons. After the Primordials corrupted her children, she went a little mad and became savage and unpredictable. Few civilized people other than dragonborn worship Chroma, but she is revered by kobolds, lizardfolk, and other savage or scaly races. Unlike the other Gods, Chroma makes her home in the Elemental Chaos in a vast temple of ice and snow, and she counts many elementals and demons among her servants. She is not evil or good, but is instead an unpredictable and frightening power. Like her offspring, she has grown greedy and rapacious, and her priests, paladins, and avengers tend to promote war and conflict in order to profit as mercenaries. However, she is just as happy to battle the wicked as the just, causing many to mistrust her followers. According to ancient legend, on the day of the Reckoning Chroma carried one last egg in her body. From this egg, she hatched the dragonborn in the hopes that they would redeem or destroy her other children, the wicked dragons. A new rumor has surfaced regarding the ancient dragons, the first generation of Chroma’s children that were never destroyed during the Dawn War. These nine dragons, the Nine Terrors, are said to be awakening once again and threatening the peace of the world.
Domains: Creation, Strife, Winter
Heimner, Thane of Thunder (Fate, Order)
Also known cheerfully as The Loud-Shouter and First-to-Fight, Heimner is a headstrong and stubborn god. He is depicted as a tall male with wild hair and beard, dressed in hides, and wielding a huge club or cudgel. Heimner is impatient, dislikes planning, and advocates swiftness over certainty. His followers often settle disputes through trials of strength and stamina, especially Holy Wrestling and Draughts of Truth, a blessed drinking ordeal. None doubt Heimner’s courage, but most have reservations about his intellect. He is stout-hearted, generous to his friends and followers, and unforgiving of his enemies (real or perceived). His clerics and other divine agents are often accomplished craftspeople owing to Heimner’s pleasure in carving and smith-work and pride in providing for one’s own. His paladins, invokers, and avengers battle the savage races that threaten hearth and home, especially on the frontiers. Heimner’s enthusiasm is expansive, and just as often becomes rashness.
Domains: Skill, Storm, Strength
Ket the Accomplished (Darkness, Order)
Once the paragon of honorable villains, Ket the Conqueror, the Dire Crusader, was the only Exile who was not an Exile by choice. Ket stood alongside the other Gods on the Day of Darkness and beyond, but in a later battle was grievously wounded protecting the goddess Vor. Vor opened a portal to escape the world, and Ket was drawn through when she escaped. Ket was trapped with Vor in her realm, and after she nursed him to health, the two became lovers. After the Amnesty, Vor was spurned by the other gods and remains Ket’s mistress. Ket turned away from slaughter and massacre to focus on knightly perfection.
Domains: Skill, Strength, Strife
Klaia the Subtle (Darkness, Light)
Also called Moon-Loved, the Lady of Shadows, and the Poison Maiden, Klaia is one of the youngest Gods but also the most cunning. In representations, she appears as a young woman with white skin and dark hair, often with a silver or green aura and frequently holding a knife behind her back. She manipulates from behind the scenes, and her priesthood does likewise, rarely revealing themselves as active participants in the events they shape. Klaia maintains an aura of mystery and misinformation about her goals and actions, and is widely worshiped by those who need secrecy or anonymity for their work. She is not wicked, but appears to hate the rules and limits imposed by others. Few faiths trust Klaia or her followers, even when their intentions are helpful. With the death of the goddess Jerra, Klaia became the goddess of the Moon.
Domains: Darkness, Moon, Poison
Kulgan the Undying (Order, Nightmare)
Also known as the Ever-Bleeding and the Father of Trolls, Kulgan is depicted as an older male with a terrible, bleeding wound in his chest, smeared with gore, and carrying two pieces of a broken spear. Kulgan was gravely wounded during the Dawn War, but hid his life away somewhere in the world to keep from dying. He can never heal, and his blood is said to have given rise to the hideous trolls who share his unnatural vitality. Kulgan despises the extremes of his fellow Gods, and seeks to frustrate the efforts of the most noble and the most vile alike. His servants are often on the run from both the law and the criminal element in any area due to their meddling and private vendettas. Many of Kuglan’s invokers follow the path of malediction, bleeding as they make others bleed. Kuglan advocates moderation, compromise, and a sort of grim pragmatism most find unsettling or difficult to fathom. Kulgan’s injury came as a result of the Grimgoth’s betrayal and desertion, and doubly despises him after his return following the Amnesty.
Domains: Earth, Life, Vengeance
Lacheum the Master of Time (All)
Lord of Hours, the Turner of Seasons, Lacheum is the grim and stalwart lord of time. He takes his duties quite seriously, governing the length of days and turning the seasons. His agents are few, but are charged with maintaining the flow of time and the continuity of events. Lacheum is depicted in art as a slim, white-haired man with a youthful face, wearing dark gray robes and cradling an hourglass. Lacheum dwells in an Astral Realm of his own creation that no one has ever seen.
Domains: Change, Creation, Protection
Lanrac the Decadents (Fate, Order)
A strange double-god, Lanrac is in fact a twin being, a creature that exists in two bodies simultaneously. Always shown as a young male and female of strikingly similar features, Lanrac’s relationship to itself is interpreted as the Twins or the Lovers (usually both). Lanrac is a god of personal pleasure and indulgence, advocating sensuality and worldly delights. Selfish but not hurtful, Lanrac encourages exploring the one’s own abilities and interests and finding happiness wherever it lies. Lanrac recognizes this right in all things, and urges that its followers help one another and others to find joy rather than extort or coerce it from anyone. Lanrac is revered by entertainers, artists, and romantics, but its teachings are also espoused by those of strange and unsettling turns, earning the faith mistrust, criticism, or dismissal.
Domains: Freedom, Love, Luck
Vor, Marred Mistress (Fate, Order)
Once called the Bountiful, Green Mother, or Vine-Mother, Vor was a great goddess of nature. After the Day of Darkness, she was one of the great healers among the Pantheon. When she was trying to save the life of Ket, her position was overwhelmed by the First Ones. Out of fear, she fled the mortal world, drawing Ket with her into Exile. Vor healed Ket and the two became lovers over time. After the Amnesty, she was shocked to learn of the depth of anger and resentment towards her among the other Gods, and was pushed from their company. Vor retreated to Ket’s side again, and remains his mistress. Her followers are cagey and tough survivors, and she has become increasingly hostile to the other Gods.
Domains: Creation, Life, Wilderness
Undyne the Truth-Sayer (Darkness, Fate)
The Trickster, Undyne the Sly, Undyne the Unknown refused to agree to the other Gods’ plan to barter with the First Ones, and refused to keep it secret afterward. Driven into Exile by the agents of the many Gods, Undyne hid upon the world and was instrumental in bringing about the events of the Dusk War and the Amnesty. He now sits in Adun’s old throne as Arbiter of the Gods, though he paradoxically chooses to retain his undignified trappings of his life in Exile. His cult grew rapidly in popularity and many of his followers are avengers, paladins, and invokers, though often they are not easily identified as such.
Domains: Change, Justice, Knowledge
The Gods of Evil
Allimandra, Queen of Spiders (Order, Nightmare)
Queen Mother and Matriarch Supreme of the Drow people, Allimandra was called the Ill-Mother and the Matron Below. Her drow supporters were fanatically loyal, offending the other races and faiths to prove their slavish devotion, and her sudden abandonment of them devastated their power and belief. She fled into the outer darkness, the Far Realm, and her return was quite surprising as well. She bestowed lavish rewards on her faithful and punished those who rightfully doubted her, earning her few new followers but once again returning the Drow to her side as their masters grew even more powerful. She has been tainted by her time in the Far Realm, and grown more unpredictable and prone to frenzies of violence, further destabilizing the drow empires.
Domains: Darkness, Poison, Torment
Dom, Warden of Hell (Darkness, Order)
Also called the Forger of Chains and the Devil-King, Dom is the grim god who rules over the Nine Hells, a dark place of punishment and torment where many Primordials and their servants are bound. Devils and other corrupted immortals are shackled here, as well as souls fallen into darkness and despair. Dom is depicted as a gray-skinned male of middle age with black hair and beard, wielding a falchion and a set of scales, all wrapped in chains. Dom’s priesthood punish criminals and wrong-doers as executioners and torturers, and wordly prisons are often dedicated to Dom as well. Dom does not tolerate disobedience and is quick to chastise those who anger him. His unforgiving nature does not allow for mistakes or misjudgments, and the finality of his decisions often drives away those who might otherwise ally with him. Dom has many invokers and avengers that serve him, and few paladins or clerics.
Domains: Death, Torment, Vengeance
Lothar Bonelord (Darkness, Order)
Also called the Hollow King and the Prime Lich, Lothar is unique in that he did not begin his existence as a God. Lothar was a human magician who unlocked the secrets of life, death, and undeath through study and experimentation. He became a powerful undead creature, the first lich, and was able to use his vast knowledge and experience to drain the powers of a dying Primordial during the Dawn War, creating himself as a God. The other Gods fear and hate Lothar, for he is not their kin, but their creation gone beyond what even they believed possible. Lothar was careful to expunge any knowledge of the world about his previous life and origins so that no one else might recreate or undo his experiments. Lothar’s great cunning allowed him to help slay Veddun and secure himself a place among the Gods after The Dusk War, though he and Atrophis are now sworn enemies. His terrible paladins and avengers scourge the land, slaying those who would oppose the Bonelord. His clerics and invokers research secrets of life, death, and undeath alongside their arcane brethren.
Domains: Arcana, Skill, Undeath
Sharth the Deceiver (Darkness, Fate)
A strange, ever-changing God, Sharth is also called the Whisperer and the Author of Lies. He is not worshiped by many, but his influence is strong because he tricks so many into his unwitting service. He routinely imitates and mimics other Gods and powerful beings, sowing mistrust and manipulating events to his liking. Sharth created doppelgangers to serve him, though some have turned away from him out of loathing for his cruel games. According to many teachings, Sharth can take any shape, but has none to call his own. In art, he is depicted as other Gods and powerful beings, but is distinguished by having bestial purple eyes. He is revered by those who love secrets and lies, especially con-artists, shapechangers, and spies. Sharth’s motives are his own, and no one trusts him, which is especially vexing since many serve him without knowing it at all. With the destruction of the Orb during the Dusk War, Sharth has grown quieter and more circumspect.
Domains: Change, Strife, Trickery
Tyranthraxis the Terrible (Order, Nightmare)
Called Lord of the Grotesque and the Oozing Emperor, Tyranthraxis is a horrifying God of cruelty and conquest. He creates hideous beings of slime and ooze to serve him, and those who worship him often have disfiguring diseases and afflictions that grant unnatural powers. When depicted, Tyranthraxis is always shown in full armor with ferocious spikes and spines and a tremendous executioner’s sword. Tyranthraxis desires of world of cringing, abject terror and domination rather than one of choice or inspiration. His followers follow strict hierarchies, though they constantly backstab and seek to outmaneuver one another to gain their master’s awful favor. His paladins and avengers lead horrible crusades against peaceful civilizations to expand their dark lord’s influence while his invokers and clerics minister to flocks of ruthless and fanatical servants. Tyranthraxis himself is fearless and honorable to a fault, and some grudgingly admire his unswerving leadership and competence during the Dawn War.
Domains: Destruction, Poison, Tyranny
The Chaotic Evil Gods
Grimgoth the Ghastly (Darkness, Nightmare)
Brother of Dom, Grimgoth the Gorger, the Ever-Greedy, was a terrifying god in battle. Stuffing himself on the bodies of his enemies and reveling in slaughter and plunder, Grimgoth was content to fight alongside the Gods when victory seemed possible. When the First Ones erupted from the Far Realm on the Day of Darkness, Grimgoth fled the battlefield, wounding Kulgan in his escape to leave him an easy target on the field. After the Dusk War, Grimgoth returned, raving from starvation and guilt. He and Kulgan feud endlessly, and Grimgoth’s cults are few and far between. He is desperate for advancement and makes pacts and bargains to further his own ends and that of greedy mortals.
Domains: Change, Destruction, and Strife
Tarn the Mad (Darkness, Nightmare)
Known as the Broken One and the King of Fools, Tarn is a frightening and unpredictable thing. Tarn’s mind is shattered, and it grants him strength beyond that even of other Gods. He is depicted as a hunched male with long, tangled hair, dressed in rags and trailing a noose tied around one of his ankles. Tarn wanders between the Realms, sometimes even appearing in the world for short times. Wherever he goes, madness, misery, and despair follow. He acts without warning or provocation, and the results are almost always horrifying. No sane creature worships him, and many pray for his destruction at the hands of the other Gods. It is suspected that his greatest followers are actually among the First Ones and their descendants in the Far Realm, the Underdark, and the Shadowfell. No one knows why Tarn fought the Primordials and did not go into Exile, but his strength played a part in the Gods’ victory. Now they wish he would just disappear or die, but none is willing to draw his wrath by clashing with him.
Domains: Madness, Strength, Torment
Ulvi the Corrupted (Light, Nightmare)
First of Angels, the Fallen Star, Ulvi was a shining beacon of the Gods, created in unity by them to battle the Primordials as a new type of weapon: an immortal servant shaped solely to carry out divine will. He was corrupted by Primordial energies during the Dawn War and was driven into a perpetual murderous rage as the immortal and elemental energies war within him. Ulvi is shown as a fully humanoid angel, often with broken or burning wings, wreathed in smoke, flame, lightning, and wielding a long, jagged lance. Ulvi now dwells in the Nine Hells in a realm of his own making where he is served by angels, devils, elementals, inevitables, and countless souls deceived by false promises in exchange for their service who cursed their masters with their dying breaths. Ulvi seeks to corrupt and destroy others as he was turned, and intends to prove that nothing is immune to the forces that overwhelmed him. His clerics and other divine agents are mainly drawn from savage humanoids who revere his awesome might, especially orcs, gnolls, and bullywugs.
Domains: Destruction, Vengeance, War
Vladrak the Devourer (Darkness, Nightmare)
Called the Red Wolf, the Father of Ghouls, and the Hungry Dark, Vladrak is a terrifying God who endlessly hungers and can never be filled. In depictions, Vladrak is usually shown as a hideous ghoul or vampiric being with a bloody mouth or gaping jaws, or as a person with a ravening wolf’s head. When his followers died by the thousands during the Dawn War, he supposedly raised them as the first undead, restoring them to an imperfect mockery of life and transforming them into ruthless killers. He seeks only to slaughter and consume all life, all love, and all hope. Many of his followers are undead or those that create undead beings, as well as killers, executioners, and death-cults. His worship is ill-regarded in civilized regions, but runs rampant among gnolls and other savage humanoids. Lothar and Vladrak cults sometimes form secret alliances, but their masters are too different to co-exist for long.
Domains: Change, Darkness, Undeath
The Dead Gods
Despite their awesome powers, even the gods can be slain by powers equal to their own. During the Dawn War, many of the great gods were dragged down to death by the Primordials and the First Ones and their tremendous powers flowed back into the seething Elemental Chaos and the fabric of Creation. Others perished in the Dusk War at the hands of their fellows or by the acts of heroes. Some dead gods have even managed to return from death, the rebirths fueled by energies unleashed.
One of the minor gods, Beylan was sworn to uphold the balance between Good and Evil and Law and Chaos. He was the last of the Exiles to depart, terrified beyond reason by the arrival of the First Ones. Swept aside by their monstrous evil and chaos, Beylan wept and fled the world. After the Amnesty, his realm was found to be empty. In his grief, Beylan destroyed himself. What happened to his essence and energies remains a mystery.
Elam – Good
Elam the Messenger, the Swift-Flyer, the Winged One, was slain by the First Ones during the Long Night. She was overwhelmed by aberrant monstrosities and dragged down into a trackless desert. Her cult continues, and messenger guilds still bear her winged crest as their sign.
Fayhd – Unaligned
Fayhd the Recorder, the Silent Watcher, the Sentinel, was a minor god overwhelmed early in the war. In choosing to stand and do nothing but observe and record, he was mercilessly smashed by the Primordials that fashioned him. Never a particularly popular god, Fayhd’s legacy is all but gone in the current age.
Jerra – Unaligned
Jerra the Huntress, Lady of the Changing Moon, was killed in the last terrible battle before the end of the Long Night. Jerra held back the First One horde long enough for Sunastien to absorb the essence of the Primordial of Light and rekindle the sun. However, her injuries proved too great for even divine healing, and she succumbed. Jerra was placed in a vast tomb that became the heart of the Shadowfell, marking it forever as a somber realm of death.
Jet – Lawful Good
Jet the Bold, the Paragon Knight, died early in the war, before even the return of the First Ones. Jet matched his might against the Primordials, but was overwhelmed and destroyed. Jet’s followers still maintain a cult in his honor, and he is invoked at tournaments, melees, and other chivalric events. Rumors persist that Jet’s arms—-his lance, sword, and shield—-remain in the mortal world someplace. His brother Ket now carries his mantle as the perfect knight and strives to educate others to be more skilled and dutiful.
Morinfen – Unaligned
The nature god Morinfen, known as the Furious and the Unshackled, was destroyed battling the Primordials early in the Dawn War. His burial mound gradually faded away from the mortal world and now lies near the heart of the Feywild, a place of stunning unnatural beauty. It is believed that the four greatest Spirits rose from Morinfen’s defeat, and his cult persists with great fervor among the Primal.
The Orb of Prophecy – Good
Called the Orb or the Lens of Truth, the mysterious Orb was depicted as a sphere or lens of clear crystal shining with an inner light. The Orb was a powerful artifact that housed the intellect and memories of some of the Primordials and their followers destroyed during the Dawn War. It was, in fact, the first phylactery used by Lothar before his ascension to godhood. After his ritual transformed him into an entity that no longer needed to store his life, the Orb itself awakened to true consciousness. The Orb was wise beyond reckoning, but its stolen essence made it a target for others that needed its power. During the Dusk War, the Orb was destroyed with the Sword of Atrophis to reawaken the Death God and begin the unraveling of the First Ones’ foul plans. The cult of the Orb has faded, and most that once worshiped it now worship Lacheum, Lady of the Mind instead.
Theya – Good
Theya the Thunderer was slain in one of the many battles during the Long Night after she unsuccessfully sought to make peace with the Primordials long enough to eradicate the First Ones. Theya was killed and dragged away by the First Ones and her ultimate resting place is unknown. Her cult has dwindled over the years, with most of her former followers becoming Heimnerites instead. Still, a handful of worshipers follower her teachings.
Veddun the Primordial
Called the Mountain Who Walks and the Long-Strider, Veddun was one of the Primordials who created the Gods. When they Reckoning occurred, he sided with the Gods against the other Primordials, some say because he missed the First Ones he had created or because he pitied Chroma for what had been done to her dragons. Veddun was fed by the power of belief like the other Gods, but still boiled with the raw forces of Creation, which made him one of the most powerful and formidable beings. At the start of the Dusk War, Vangel and Lothar created an enchanted arrow that was able to pierce Veddun’s heart and spill out his enormous energies to create the raw power from which the Fallen Thrones were able to reincarnate. So enormous was this outpouring of energy that Reinhardt was returned as well. Veddun’s destruction caused great damage to the world and Elemental Chaos, and many elementals and giants still chafe at his betrayal, forming the backbone of the Cult of the Mountain Betrayed.