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Organizations and Religions of Garn

Various organizations and religions exist on Garn which 

cooperate with one another, work against one another, or try

to avoid one another altogether. 

Organizations play important parts in just about ever person in

the world of Garn and its unlikely your character has gone 

their whole life without being touched by at least one of them.

Joining organizations give certain benefits to characters 

depending on their level as decribed in the organization's

description. 

Keep in mind that almost every organization has organizations

they don't generally get long with which can come into play at

any time. 

​The strongest organization in Westrn Garn is the Golden Order

of Astron who insist that order and especially Astron's tenets 

of order are the most important weapons and shields against

the Queen of Chaos ever touching the world again. 

Even five centuries later, the average common folk still fear a

recurrence of the events of the Chaos War and, as such, the

Golden Order of Astron (Also known as the Church) has been

given lots of power and control, some would say even more 

than the King. 

Because of this other organizations and religions are looked ar suspiciously, some being actively hunted by the Church others more tolerated for one reason or another. 

Another thing to consider when joining an organization is that each organization hs expectations of its members, listed in the organization's Duties description. These duties are often things your character may be doing anyhow, but not prforming your organization's duties can get your position lowered or get you kicked out of the organizaton. 

Organization Quick List

Golden Order of Astron, Adventurer's Fortune, Dawn of Hope, ​Eldritch Hunters, The Green Circle, ​Grand Knights of the Crown, House of Knowledge, Keepers of Shadows, ​Monastic Order of Enlightenment,  Preservationists, ​Primordial Order, ​Thieves' Guilds

Deities and Religions

Astron, Daen, Fulmina, Geb, Gorr, Hel, ​Magga, Marr, ​Nyxx, ​Raen, Saint Trevisard, Shael, Ullani, ​Valnish, Vulcanna, Washiki

Other Deities

Draconic and Draonborn Deities, Dwarven Deities, Elven Deities, ​Gnome Deities. Kenku Deities, Orc Deities,

Phanaton Deities, Tabaxi Deities, Vorrik Deities, Deities of the Far East. Nazenkan Deities, Northern  Deities,

Non Pantheon Deities

Position and Level in an Organization

Organization Descriptions

Golden Order of Astron

The Golden Order of Astron is made up completely of devotees to Astron the Father.

Also called the Order or the Church, this organization is dedcated to good and law 

above all else, some would say even militeristically but this is because the Order

believes that giving even a little slack to evil or chaos (they are one and the same

really) will lead to evil spreadng in the world (the Order points to the Chaos

War of five centuries ago where the Queen of Chaos was allowed to touch the

world, resulting in countless tragedies and losses for the side of good and law.

Sinee that time, people have turned more and more to Astron as the Father of Light,

Law, and the other so-called gods (whether the others in the pantheon are actually 

gods or not is moot to the Order as the only god who matters is Astron whom they see

as the truest of the gods. 

The current head of the Golden Order of Astron is High Bishop Harriford Grace IV based in Celestial Point in Auroria. 

Duties

As a member of the Order, you are expected to fight or report lawlesness, whether literal lawbreakers or those who break the laws of order showing great chaos and heresy. You are epected to not worship or give heedence to other powers outside of Astron nd his tenets. 

Benefits

Apprentice. When you join the Golden Order of Astron, you learn the Bless spell even if it is not on your spell list. You can cast the spell once per Long Rest without using a spell slot (or you may use a spell slot, upcast, etc as normal). 

Journeyman. Once you reach the level of Journeyman, you can use a Bonus Action to add 13 (3d8) radiant damage to any damage you deal to one creature. 

Master. You are gifted with the Avenger of Astron. When you are attcked, you can take a Reaction to cause the attacker to make a Wisdom Saving throw (DC equal to your Level) or take 18 (4d8) radiant damage, tking half as much damage on a successful save. 

Grand Master. You have becoe a Pontiff of the Order and are considered a candidate for the next High Bishop. Anyone under Grand Master in the Order must obey your orders. You may pray at a temple of Astron once per Long Rest to recover 3 (1d4+1) Spell Slots, starting with your lowest spent slots and not regaining spell slots above 6th level. 

Anchor 1

Adventuerer's Fortune

The Adventurerer's Fortune was once known as the Eplorer's Fortune or the Explorer's

Guild. Now, more into fortune and fame more than exploring the world for the sake of

exploration, Adventurer;s Fortune is becoming one of the best guilds for making quick

money, without becoing a rogue. 

Member's of Adveturer's Fortne also simply known as Fortuners, gather rare and 

expensive items of value (or recover them for the right price) as well as magic items

and other treasures. Its mebers get first picks of things "recovered" by the guild as well,

reason enough for any aventurer to be interested in the guild.

The current leader of the Adventurer's Fortune is Adventurer Guild Leader Orville Dewfoot, a halfling who works out of the Visitor Qurter in the Royal City of Kalemthar in Auroria. 

Duties

As a member of the Adventurer's Fortune, you are expected to bring highly valuable items to the guild (for a more than fair reward, of course) in order to allow senior members of the guild to have a chance at collecting such items. Not coming up with valuable items can result in lower rank or expulsion from the guild. 

Benefits

Apprentice. When you join Adventurer's Fortune, you gain a 10% discount off of items up to Rare in value. 

Journeyman. Once you reach the level of Journeyman, you have a 25% chance of finding any item appropriate for your level up to Legendary with the 10% Discount bing extended to Very Rare Items and lower rarity.

Master. You are gifted with Luck of the Adventurer. You gain the Lucky feat if you do not already have it and if you do have it, you get your Proficiency Bonus +1 in uses and can gain 1 use back during a Short Rest. 

Grand Master. You have becoe an Adventurer Extraordinare and are considered a cndidate for Adventurer Guild Leader when the time comes. Your chance to find a particular Legendary Item is now 25% as is your discount for items Legendary or less in rarity. 

Note. Legendary items may not be locted even with this ability. Gaining powerful magic items is always at DM discretion, though you might find two Very Rare items in the stead, or  different Legendary item.

Anchor 2

Dawn of Hope

The Dawn of Hope is dedicated to making the world a better place one downtrodden soul

at a time. An organization mostly of clerics but also any helpful soul who want to aid

those who cannot aid themselves. 

The Dawn of Hope does not follow any particular denomination of deity (though in

places like Auroria they may feign that they do to avoid conflict) and focus more

on helping others than on who follows which deity. 

For this reason, the Dawn of Hope is one of the easiest organizations to join as

they except anyone who wishes to help. 

The current head of the Dawn of Hope is Angelic Ferron Herenious of the Clffhaven

Chapter in Gillius. 

Duties

The duties of the Dawn of Hope is straight forward and concise. Simply help others whenever they are in need.

Be it, injured folks caught in a ba storm, heal them and help them to safety, or some cildren lost in the woods but trapped by wolves, defend them and help the get home, the poor and impoverished, find them sme funds if you do not have it on hand, yourself, or get them a meal at the very least, as a few examples.

Benefits

Apprentice. When you join the Dawn of Hope, you learn the Cure Wounds spell even if it is not part of your spell list. You can cast the spell once per Long Rest without taking a spell slot (or cast it with spell slots as usual. 

Journeyman. Once you reach the level of Journeyman, you heal an dditional 1d8 hit points to any creature you effect with healing magic including when you administer a healing potion. 

Grand Master. You have become a True Hopeful and are a candidate to become the new Angelic when the time arrives. You have developed great skill in your healing abilities and can cast your spells that regain hit points or buff another creature as a Bonus Action if the spell is 5th level or lower. 

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Anchor 3

Eldritch Hunters

Anchor 4

The Eldritch Hunters have always been dedicated to protecting the world from intruders 

and invaders from the Far Realms, the Lower Planes, and anywhere else that presented a

threat to this world as a whole or on an individual basis. 

During the events of the Chaos War when hideous demons and the Queen of Chaos,

herself, perhaps the Mother of All Evils, were allowed to step foot on Garn, 

changing our world forever, the Eldritch Hunters felt they had failed the 

peoples of the world. The orgniztion went through an upheaval that almost saw

it disbanded but, in the end, saw it refocused and recommitted instead. 

Now the Eldritch Hunters forcus more on Abyssal and Infernal incursions (though

they still keep an eye out for those who deal with the Far Realm, the Shadowfell, and the

like) and they work closer with the Church than ever before, despite the Eldritch Hunter's lack of a religious approach to their goals. In fact, a soul does not have to be religious in any way to become a Hunter, their shortened name, only have a dedication to guarding against what the organization collectively calls "Outsiders".

The current leader of the Eldritch Hunters is Mistress of the Hunt, Dahla Kahn of the Southport Chapter in Gillius. 

Duties

As an Eldritch Hunter, you are expected to guard against incursions from other planes at all cost and to report such incursions if they are simply too big to handle on your own (an entire conclave of mindflayers, an open gateway to the Nine Hells, a rogue summoner of fey, demons, or any otherworldly creature others try to bring

into the Material Plane, and so forth). 

You must not practice the sumoning of unholy or evil creatures, yourself, nor do you open gateways to other worlds or assist creatures from other worlds in entering ours. 

Benefits

Apprentice. When you join the Dawn of Hope, you learn the Hunter's Mark spell even if it is not part of your spell list. You can cast the spell once per Long Rest without taking a spell slot (or cast it with spell slots as usual. 

Journeyman. Once you reach the level of Journeyman, when you do damage to an abberation, celestial, fiend, or fey you do an additional 18 (4d8) damage to the target that can either be necrotic or radiant (your choice).

Grand Master. You have become a Relentless and are a candidate to become the new Master of the Hunt when the time arrives. You have developed a sense to detect nearby incursions and can detect the location of any creature within a mile that has recently set foot on Garn from another plane (as well as how many and approx. distance but not the type of creature). You can also take a Bonus Action to make a Charisma (Insight) skill check against a creature's Charisma Deception) Skill to determine if they are an abberation, celestial, fey, or fiend.

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The Green Circle

Anchor 5

The Green Circle is a collective of the druids, rangers, shamans, and anyone else dedicated

to protecting the natural world from dangers great and small. Comprised mostly of

druids, the Green Folk (as they are known as by most) work to end abusive 

deforestation, hunting, and especially magic that can corrupt the natural lands

of the world. 

The current head of the Green Circle is Green Mother Neylelli Spiritleaf, a

Winsharan elf of Raenatha but to join this organization which can be more

secretive in areas such as Auroria, a soul simply starts protecting a forest, mountain,

coastal area, or other natural stretch of land and the Green Folk will find them. 

Duties

As a member of the Green Circle, you are expected to always defend a natural area and its denizens from corruption or abusive behavior by others. This does not mean you attack every hunter or lumberjack (or that you cannot practce such skills, yourself) but that if you discover a group is destroying an area through over cutting of trees, hunting too many animals, corrupting the waterways, mining too much minerals, or otherwise truly abusing the area- then you are expected to step in or to get other Green Folk to help put a stop to the afront. 

Benefits

Apprentice. When you join the Green Circle, you learn the spell Speak With Animals whether it is part of your available spells or not. You can cast the spell once per day without requiring a spell slot (or cst the spell with spell slots as usual). 

Journeyman. Once you reach the level of Journeyman, you can use a Magic Action and touch a beast or plant that has been dead for no longer than 24 hours. The beast or plant is restored to life with 1 hit point (if it has hit points). You can do this one per Long Rest without requiring a spell slot or spend a spell slot to use this feature more than once per Long Rest 

Grand Master. You have become a Green Warden and are in consideration to be the Green Father or Mother. Your senses for the natural lands are unparalelled and you cannot be Surprised when in a natural, unworked area such as woods, mountains, natural caverns, oceans and lakes, and so forth. Furthermore, you can focus your senses on a natural, unworked area you have visited before, as a Magic Action, viewing the place as if standing in the mddle of the area, seeing and hearing as if there (but not able to move the sense). While using this ability, your body's senses are dulled but not gone (you have disadvantage on Perception checks to determne what is happning in the area where your body is located. You can use this ability once per Long Rest without requiring a spell slot and can use spell slots to use the ability beyond that. 

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Grand Knights of the Crown

Anchor 6

Grand Knights of the Crown are official knights to the Royalty of the Kingdom of Western Garn.

The Royal Knights as they are also known as, are not an easy group to join. It takes a lot of patience,

discipline, and proven loyalty to the Crown in order to get a soul's foot into an official boot of the

knight's uniform, much less to climb the ranks. 

A Royal Knight is expected to take and follow the Royal Oath (despite whether or

not the knight is a paladin, though a majority are). 

A knight is always finding themselves proving themselves and, often, losing rank

as quickly as gining it for their "lack of duty". 

The current head of this knightly order is Lord Gallant Artur Des'Alovrese who is

stationed at the Royal Palace, itself, in the Royal Castle located in Kalemthar in 

Auroria. 

Duties

Once becoming a knight, you have a long, rough road to travel. following a ever more stringent set of tenets and rules of the Royal Order you belong to. You are also expected to be at the beckon call of the Royal famly, as well as the Royal Kinghts, themselves, and the Church on top of this. You nd your companions can be pulled back to the Kingdom at a moment's notice, though this only tends to happen in wartime or times of gret troubles. 

On top of this, you have to follow the Knight's Code in order to not lose rank as a Royal Knight which is lso part of the oath you took to become a knight.

The Royal Knight's Code

  • Code of Honor. ​Thou shalt not misrepresent or lie in the name of the Crown. 

  • Code of Bravery. Thou shalt always show your metal and be as steel in the face of afronts and in defense of the Crown.

  • Code of Sacrifice. Thou shalt be a shield to the King and any Royal family member, placing yourself in hrm's way before allowing them to be harmed in any way.

  • Code of Nobility. Thou shalt alwys act in honorable fashion, not allowing a situation to embarrass you or, by representation, the Crown. 

  • Code of Chivalry. Thou shalt act with the utmost respect to all citizns who have shown loyalty to the Crown and will treat both your betters and lessers with the utmost respect. Thou shalt always conduct yourself as a member of the Court when addressing those of the Crown or fellow Grand Knights thereof.

  • Code of Fealty. Thou shalt never question an order handed down by the Crown and will always do your bsolute best to accomplish such tasks brought before you. 

Benefits

Apprentice. When you join the Grand Knights of the Crown, you are a Squire and learn the Compelled Duel spell regrdless if it is part of your spell list or not. If you are not a spellcaster, the DC for this spell is 10 + your Charisma modifier. You can cast this spell once per Long Rest without using a spell slot (or cast the spell with spll slots as usual).

Journeyman. Once you reach the level of Journeyman, you have become a Knight Commander. Once pr Long Rest, you can call on your resolve and have Advantage on a saving throw. 

Grand Master. You have become a Grand Knight Commander and are in consideration to be named Lord or Lady Gallant. When you cast the Complled Duel spell, the target is also Frightened if failin the saving throw.

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House of Knowledge

Anchor 7

The House of Knowledge, as eluded to in its name, is concerned with the pursuit of

knowledge and th responsible ue thereof, for the betterment of all scholars and,

in fact, all of Garn. 

That is what it says over the door of the main House found in the Royal

Cty of Kalemthar at least. 

This organization is concerned with studying everything that can be 

studied in order to gather the largest repository of tomes, parchments,

and other items of knowledge their Houses can collect. 

Often called on for their expertise in lore and arcane knowledge, the

House of Knowledge gladly provides it wisdom to those who need (or can

afford) it. 

Curious but cautious, a thirst to learn, an aptitude for the mystic arts,

responsibility to chores and studying alike, these are a few attributes 

that the House (as they are also called) looks for. 

The current leader of the House of Knowledge is Sage Galimus Renford who occupis the 

Duties

As a member of the House of Knowledge, you are expected to pursue learning and discovery. Likewse, you shoul do so responsibly not diving into, say, a cursed book without any proper precautions. Unleashing deadly forces is an easy way to et demoted or ecommunicated from the House.

Knowldge should be freely shared unless it is explicitly dangerous and witholding helpful information or knowledge, especially from a fellow House of Knowledge member is not acceptable. 

Be a teacher whenever possible, be a harbinger of impotant knowledge, signs, or other information whenever necessary. Never pretend to be (or actually induldge in being) ignorant.

Benefits

Apprentice. When you join the House of Knowledge you learn a single 1st level spell from the Sorcerer, Warlock, or Wizard class of your choosing regardless if the spell is on your class' spell list. You can use the spell once per Long Rest without requiring a spell slot (or you may cast it using a spell slot as usual). If you are not a spell caster, then your Ability score for casting the spell is Intelligence. 

Journeyman. Once you reach the level of Journeyman, you are a Scholar and have absorbed a lot of knowledge. When you make an Intelligence Skill check of any kind, you can reroll a roll of 1 once per roll, keeping the second roll. 

Grand Master. You have become a Philosopher in the Houe of Knowledge and you are under consideration to be the next Sage when the time comes. You have access to a large repitoire oof knowledge, including magics, and you gain an additional prepared spell per level. 

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Keepers of Shadows

The Keepers of Shdows (or the Keepers for short) are a very secretive organization which

you do not seek out but, instead, when you have a particularly deadly item in your 

possession, a cloaked figure will approach you, asking one simple questions. 

"What are your thoughts on saving the world?"

The Keepers do not met up in a local illkept guild hall or an official organization's

office (though it may well be in the guide of such things) but instead meet in a

local park under the cover of nightfall or in a crowded pub where it is too noisy

to give nything away. Keepers get nd give instructions through passed notes and

a language similar to thieve's cant that Keepers learn to speak without speaking.

The Keepers do not care where you are from or what you do, wich makes them

an easy group to b with but also makes them outright hunted by both the

Church and the Eldritch Hunters. 

The Keepers do not care, though, as long as you can be discreet and 

you bring them dangerous items that should not be out among sane

(or especially not so sane) mortals. 

No one knows what or who the leader of this group is, even the higher ups have seen her as a jet black skinned tiefling and seen him as a golden aasimar dressed in white. The leader, whatever he or she goes by, remains unkown for the betterment of all involved. 

Duties

When you join the Keeprs of Shadows, you undergo a ritual in a sunken, underground temple or an abanoned builing, or somewhere completely different.  pricking of your finger and you are told someone will be in contact when the time is right. 

If a Keeper approaches you with the phrase you agreed on you will give them what they ask for without question or arrange to go to a place they specify and retrive what they ask from the place. This might be as simple as a bear's den where a certain warlock got mauled to death, a wizard's private residence, or as dangerous as a dragon's hoard or a lord's vault. 

The Keepers do not send you places they do not thnk you have at least a chance of handling, however, it is a long vetting process an they cannot afford to just send Keepers to their death. 

Should you question or refuse to follow instructions you could be demoted, ousted, and probably worse. 

Benefits

Apprentice. When you join the Keepers of Shadows, you learn th spell Protection from Evil and Good even if the spell is not part of your class' spell list. You can cast this spell once per Long Rest without requiring a spell slot (but also may cast it with spell slots as usual). 

Journeyman. Once you reach the level of Journeyman, your sense for dark magics has reached new heihts. You can target a creature or object you can see within 30 ft of you and make a Charisma (Insight) chck against the target's Charisma (Decepton) skill if a creature or sentient item otherwise the DC is 10 +2 (Common or Uncommon), +4 (Rare), +6 (Very Rare) or + is Legendary...this ability does not work on Artifact items. 

Grand Master. You have become a Master Enigma in the Keepers and re under consideration for th head of the Keepers of Shadows should anything become of the current leader (through a decision process you are still not privy to). You have access to "borrow" powerful, dark items from the hidden vaults of the Keepers of Shdows. You have a 35% chance of having access to any item as long as it woulf be conidered an evil or at least darker natured item (DM discretion). If you do not have access to the desired item or you cannot think of an item, you

can opt to gain access to a random powerful (but deadly) item of the DM's choosing.

You have access to the item for no longer than seven days, after which the Keepers will demote you and attempt to recover the item from you by any means necessary. You can only possess one such item from this ability at a time. 

Anchor 8

Monastic Order of Enlightenment

Anchor 9

The Monastic Order of Enlightenment is the organized name of the collected monk

monestaries in the Western world. Due to the religious fervor of the Church and

the support thereof by the King, most of these monestaries pass as simple 

schools dedicated to martial arts and sarpening the mind through 

meditation, which for most of these schools probably is not far from the

truth. 

However, thse same "schools" will also, when the prying eyes of Templars and

Eldritch Hunters are not looking, the true lessons of unlocking ki and the 

tenets of the Dragon Emperor are touched upon, the deeper monestary teachings

being explored, carefully and silently. 

The current head of the Monks (as they are called by most) is Abbot of the Winds, Akari Kazima, an air genasi who hails from the Far East. She operated in the Monastary of Kumo Chi in the Wind Breath Mountains in Raenatha where the Monks are far more tolerated by the elves.

Note: Only monks can join this organization.

Duties

When you join a monestary, you take the vows of that monestary and become tied to that monestary. The vows may be slightly different for each monestary but they all cver the Tenets of the Dragon Emperor at the very least which they were based on. Once taking the vow, these are the most important tenets that must be dhered to in order to remain a Monk of the Order. 

Vows of the Dragon Emperor

  • ​Vow of the Spirit. You will always strive to improve your inner sight, until your spirit reaches Enlightenment. You will never interfere with nor stop another's Spiit Journey, no matter what path it takes. The spirit is te most important part of the being, feeding the Ki and you shall never detroy or abide the destruction of the spirit or soul. 

  • Vow of the Monestary. You shall never turn away a brother or sister of your monestary, be it shelter, meals, medicine or healing, or any other help they ask of you. You shall always be a positiv energy for your fellow monestary brothers and sisters. 

  • Vow of the Mind and Body. You shall keep your mind and body strong through constant ecercise and meditation. You will not destroy your body with excess alcohol or glutony nor will you allow you mind to find to idle distractions but keep it shrp and shielded from evil, destructive thoughts. 

Benefits

Apprentice. When you join the Monastic Order of Enlightenment you become an Acolyte in the Order. You gain the Monastic Meditation feature which allows you to spend 10 minutes once between a Short or Long Rest to regain 2 (1d4) Focus Points. 

Journeyman. Once you reach the level of Journeyman, your title is Prior and your meditation is more advaced only taking 5 inutes and regaining either 3 (1d6) focus points or 9 (2d8) hit points. The number of uses remains once between a Short or Long Rest

Grand Master. You have become a Master Enigma in the Keepers and re under consideration for th head of the Keepers of Shadows should anything become of the current leader (through a decision process you are still not privy to). You have access to "borrow" powerfuof your monestary an choose a title which speaks to your spirit such as the Master of Flowers, Master of the Four Winds, Master of the Resting Hand, and so on. You are in consideration to become the Abbot of the Monks should the time come. 

You have mastered your movements and mind and when you use your Deflect Attacks bility, you can use it to the same effect of a creature within 10 ft. of you instead. You can expend a Focus Point to gain Advantage on a Wisdom or Constitution saving throw. 

Preservationists

Anchor 10

The Preservationists are dedicated to protecting history, especially the relics, sites, and all

items concerned with civiliztions of th Bygone Ages, rushing to protect and collect all

they can when such sites are caught in the arena of war, the building of a new town

or city, or any other event that threatens to erase the last remnants of an ancient

or otherwise lost civilization. 

The Preservationists also protect the fossils and skeletons of extinct beasts, 

monstrocities, and other creatures, piecing them togther like a puzzle and

erecting them in their museums for any to gaze at in wonder or, with some

luck, even study and learn from. 

The ultimate goals of the Preservationists is to protect the memories of history

and the past. After all, learning from the world's past secures its future. 

The current head of the Preservationists is Grand Historian Deloris Johans, maintaining the Royal Museum in the Royal City of Kalemthar which is also the main Chapter of the Preservationists.

Duties

As a member of the Preservationists, you are expectd to seek out sites such as ruins, fallen cities and empires, old caves of ancient peoples and creatures, and other such places and procure any ncient relics or items, fsils, and so on to bring back to the museum (generally rewarded for your efforts of course). Never abide ancient sites, burial grounds, and the like to be corrupted, dstroyed or otherwise disturbed unless it is to collect the items mentioned before. 

Benefits

Apprentice. When you join the Preservationists, you gain the Identify spell regardless if it is part of your class' spell list or not. You can cast this spell once per Long Rest without requiring a spell slot (but can cast it with spell slots per usual). 

Journeyman. Once you reach the level of Journeyman, you have achieved a great deal of ancient knowlege. You hve Advantage on Intelligenc (History and Religion) rolls. You also gain an ancent language from the Exotic/Rare Languages. 

Grand Master. You have become an Arheologist of the Presrvationists and are in consideration to becom the Grand Historian of the organization when the time comes. You now have trained so closely to in your preservation of history that you can read an object by examining it for 10 minutes, answering up to thre questions about the item from how old it is to the last person handling the object, to how the object came to be where it is. You can use this ability once per hour. 

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The Primordial Order

Anchor 11

The Primordial Order is an extremely secretive organization, perhaps the most 

secretive in the world next to the hopefully dead Cult of Chaos. 

None truly understand the purpose of the Heretics (as they are commonly called,

especially by the Church) or if they do, they scoff and treat these goals as madness. 

Once a cult dedicated to Rhea, the Mother of Primordials, the group has spread from

revering one primordial to revering them all. Since tke rise of what the Heretics 

consider a pure religious tyranny (and in this regard they are not entirely wrong)

the group has redoubled its efforts to find and free (or find a way to resurrect) any

primordial they can. 

The Heretics maintain that the history of the Dawn War passed down by the so-called gods is a false narrative and the gods are usurpers, replacing the true gods that were the primordials and destorying or locking them away out of jealousy. 

With this belief, it is obvious why the Church, the Eldritch Hunters, and most who believe in one of the mariad gods demand the heads of the Heretics. 

The Heretics are not disturbed or detured by the way they are viewed by the people at large (no btter than a cult to som primal evil like Tharizdun is what the average person thinks) knowing their calling is important. 

The current head of the Primordial Order is Arch Geraius Sha'Nala Hvitrigim, a pale stone giant kin goliath who oversees the goals and efforts of the Priordial Order from the Ruins of the Shrine of the Ancients, hidden away in a cavern system in the Ironblud Mountains in Gillius. Outside of the Heretics, none know of the goliath as the the organiztion's leader. 

Duties

As a member of the Primordial Order, you are "chosen" to free, resurrect and restore the Forgotten Gods whom others call primordials. You are expected to aid any you discover in this endeavor, never abide those who would keep the primrdials chained (at least directly, it is fine to let them think you support their efforts until the time comes to keep them from tightening the chains or worse, attempting to destroy a primordial). 

Which bring us to your next duty. You shall never aid or abide the destruction or further enslavement of a Forgotten God. 

You will not worship the usurpers. If you are among the clerics, you will henceforth worship Rhea or nother primordial rather than one of the false, usurper gods. 

You will never share your beliefs outside the Primoridial Order and shall always keep the Veil, the secrecy of the Order, especially against our enemies which are everywhere. 

Benefits

Apprentice. When you join the Primordial Order, you learn the Absorb Elements spell regardless if its on your class' spell list. You can cast this spell once per Long Rest without it costing a spell slot (but can also cast the spell using a spell slot). 

Journeyman. Once you reach the level of Journeyman, you have learned much about the ancient lore of th world and the priordials, you have advantage on Intelligence (Arcana and History checks. 

Grand Master. You have become an Chief Geraius and you are under consideration to become the Arch Geraius when and if it is required of you. You ehave become blessed by the priordial masters of the eements and you are immune to one damage type from Acid, Cold, Fire, or Lightning (chosen when reaching this rank in the Primordil Order and changeable during a level up). 

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Thieves Guilds

Anchor 12

There are several thieve's guilds throughout Garn, but this organization concerns the

three most known and largest guilds in the Western world, the Faceless Lords, the Night

Shiv, and the Raven's Eye. 

It likely goes without saying that the thieve's guilds are very secretive, though most cities

see them as a necessry evil. Even the Church, denouncing the rogues an the vile act of 

stealing on one hand but like the wise leaders of most lands, all know that without the 

Guilds the rogues would become unruly and far more dangerous. 

Most of the Guilds are smart enough to keep the Night Trade out of sight of most common

citizens and nobles alike, to never steal things that are sentimental and could cause real

trouble for them, or to do undue harm to the populous at large. 

Rogues not part of a Guild will have a hard time of it in the West, as neither the uthorities nor

the Guild Master want a...well a rogue rogue on their hands.

The current leaders of the Thieve's Guilds are Guild Lord Gray Kith of the Faceless Lords,

Guild Mistress Lyonore the Sharp of the Night Shive, and Guild Master Tharon the Shdow of

the Raven's Eye. The Thieve's Guild Houses are on the constant move but normally the

Faceless Lords operate in the Royal City of Kalemthar, itself, while the Night Shiv operates

out of Southport in Gillius and the Rave's Eye operates out of Cliffhaven in Gillius. 

Regardless of your Guild, the following applies.

Duties

As a member of one of the Thieve's Guilds you are expected to pay yur Guild Dues which is ten

percent of your earings regardless of what the earnings are from. You are expected to accept jobs

offere by your guild as wel.

You must never betray your Guild or implement other members if caught, claimin independence

of your actions and accepting sole punihment thereof. 

The jobs given depend on the Guild but the following is what to expect from the three main Guilds.

Faceless Lords. The Faceless Lords is more involved in espionage, collecting harmful secrets for

blackmail, and spying on others. The Faceless Lords' most profitable customers is actually 

Lords, Ladies, and other wealthy and powerful nobles who want all the dirt on their rivals,

political or otherwise. 

Night Shiv. The Night Shivs are the least concerned with morality, willing to steal, con,

or even kill others without much remorse. This Guild makes a profit from assassination,

road robbery, and intiidating protection rackets. The only reason it is tolerated is due to

the expertise of the Guild's assassins leading to nobles and the wealthy seeking their services

and protectng them from the authorities. 

The Raven's Eye. The Raven's Eye is the Guild that is the most concerned with staying invisible

and out of the way of those that could cause them trouble. Mostly taking jobs to get into hard to

reach places and even to steal items back from a wrongful owner, or to steal an item from a

procarious creature such as an oni or giant (but the Guild will generally stay clear of the dens

and lairs of more powerful creatures such as dragons or a lich for example).

Benefits

Apprentice. When you join a Thieve's Guild, you gain proficiency in the Deception, Sleight of Hand, or Stealth skill (choose one) and if you are alredy proficient in the Skill chosen then you have Expertise.

Journeyman. Once you reach the level of Journeyman, you have become a master of thievery. If you fail at a Skill roll, spell casting, or Attack roll when you are hidden, you can use a Reaction to remain hidden. 

Grand Master. You have become a Master Thief and are under consideration to become the Guild Lord or Master when the time comes (or you arrange for the time to come). You gain a Master Thief die and can use it once per SHort or Long rest to add 1d6 to any roll, including damage or Initiative rolls. 

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Deities and Religions of Garn

Anchor 13

The primary religion in the Western world of Garn is the Golden

Order of Astron, the Father, who is the sire of the gods.

However, the Church (as most call the Golden Order of Astron)

have placed Astron as the only true god, the other so-called

gods being his children so are demigods or are heroes who have

been allowed into the Father's graces and the realm of Etheria

which the Church calls Paradise (as opposed to the Lower 

Planes which the Churh collectively call Torment). As the 

Golden Order of Astron have the most religious influence, so 

have the everyday peoples come to think the same way about 

these things. 

However, shrines to the "lesser gods" still line the temple alcoves

as the Church believe the Father's children and heroes should

still be revered. On occasion, a person might be seen giving 

silent prayers to these shrines in rverence to the god they truly

serve when the church's priests are oteriwise occupid of course.

The other peoples of Western Garn outside of the human

species, still worship and give reverence to their own gods and

neither the Crown nor the Churh care to challenge swaths of

other species on this point. 

In the Eastern land of Nazenka, the Western gods are unheard

of, the peoples of Nazenka, giving reverence to the elemntal spirits and, above all, the genies who rule Nazenka and grace the lands with gifts of rain, protection, and healing. 

In the Far East, the Dragon Emperor is the pimary deity along with his Celestial Court the peoples revering deities that most in the West have never heard of. 

The younger people of the Drow worship their one-time princess Lolth who proved herself during the Chaos War as Lolarin. However, she also paid the price of being trapped in the Abyss by the Queen of Chaos, a sacrifice that has lifted her newer, demonic form to godhood among her people. 

The orcs stil revere Gruumsh and many other peoples and creatures worship their various gods. 

The following are the most well known gods by the peoples of Western Garn. 

Deity Descriptions

Anchor 14

Astron

Anchor 15

The Father, the Ever Light

Domain: Light, Order, Protection

Astron is the father of the other gods, save for those elevated

to godhood, those being Shael, Saint Trevsard, and Vulcanna

respectively. 

The story of Astron is the story of the dawn of the gods and

the creton of the world. 

It is said that the world was shaped by the anient elementals

and primordials, completely by accident. Once, created, the

small jewel that was nameless was fought over, as some of

the primordials wanted to eat the pretty thing, some thought

it would bring about their destruction and wanted to destroy

it, instead, and some like Rhea and Helios saw beauty and

potential in the small thing, wantng to protect it.

But the primordials with wisdom and kindness were far

outnumbered by the mostly chaotic nature of the 

ancient, twisted primordials. 

Rhea cried for the children she had had to destroy protecting

the little world, but she cried more when she realized the

fighting of the primordials had created life on the world, new,

fresh life that was barely awakening before it would be 

destroyed as the few good primordials were going to lose the 

battle against Rhea's many children. 

Then a rift opened in the young reality of the universe and travelers came

through, fleeing something that might have been Tarizdun, the First Evil, or

might have been the precursers to the Obyrith or Yugoloths, or something

that the peoples of the world has never learned of, thankfully.

Leading this group of newcomers was Astron and his wife, Amalita, along

with their children Gaela, Geb, Marr, and Nyxx. Seeing the tiny world in trouble,

the first gods joind the good primordials in fighting the others, this becoming a

long battle known as the Dawn War.

During the war, Amalita was greatly injured, her blood creating the peoples of te world who both lived in peace with and hunted the life already on the world. 

The primordials were destroye or chained, causing Rhea to go mad at the horror of what had become of her children and the strange, often time violent creatures that had tainted the little world her and hers had creted. Rhea locked hrself away, somwhere in the universe that is unknown to this day. 

Amalita and Astron created a silver heaven near this small world so that they might be close by to defend it, calling this heavenly kingdom Etheria. 

But Astron began to ignore his own, fascinated and obsessed over the peoples of this young jewel of a world that the gods had named Garn. He began to ignore his own family as he enjoyed the worship of these new peoples and the energy it created. 

Countless time passed and more of the gods were born, siblings to the elder gods. 

While the elder children of Astron had children of their own, one such a terrible secret that Nyxx kept from her father. Nyxx had given sanctuary to and fallen in love with Yan-C-Bin the primordial now known as the Howling Hatred, Prince of evil air. Together, the two gave birth to Gorr, a horrifying and twisted god that his relatives tried to show love to despite his twisted form and nature. 

As Astron ignored his family, Yan-C-Bin and his young half deity half primordial son whispered into the ears of the gods, turning them more and more against these small, crawling and mewling things. A plot was formed to distract Astron and destroy the mountain he had created to allow these "people" to visit with him in Etheria. 

Little beknownst to the other gos, Gorr had stepped onto this world and spread his seed among willing and unwilling peoples alike, creating the monstrous beings (though many of these peoples and creatures deny this account for their own). 

Discovering the destruction and betrayal of his children, Astron levied a heavy punishment on them, that they and ll gods in fact would feel no true joy save through the worship of the peoples of the world and imprisoned Gorr in the Caverns of Kramor beneath Mount Etheria where it is believed he dwells to this day. 

Astron was softened in his punishment, however, when he realized how much he had ignored and deprived his family of his time and presence, his wife's injuries from the Dawn War, finally catching up to her and putting her on her death bed, her last request for Astron to not be to hard on their children and to temper his punishments with love and forgiveness. 

The death of Amlita and the realization of his own actions caused Astron to become more tempered, thoug he still required his children to tend to the newborn (to the gods at least) people of Garn. 

The other gods, for their part, followed their father's direction, even the now heartbroken Nyxx. 

Since this time, Astron has been a god of hope, light, law, and forgiveness. 

Through the Golden Order of Astron, the mmbers of the Church may take the domains of other gods than Astron, as they realize the importnce of these beings and, though still worshipping Astron, gain their blessings nd spells from the other god they "revere" more than worship and, of course, some secretly worship the other gods, silently making their prayers to them. 

In modern Western Garn, the followrs of Astron are expected to live a lawful life and forgo distractons from other religions or concerns that might be put before Astron. Though incredibly faithful, today's order of Astron is more militant than ever before, threatening to create a religious military state in Auroria.

A secretive sect among the Church try to practice what they consider the "pure" religion for Astron which ackowledges the entire story of the god and the other gods he sired, often aspects that the Church claims is meant to cheapen the faith in the Father. This sect is mingled in with the Church as a whole but lso meet among themselves, working bhind the scenes to keep the Church from becoming to abusive or tyrannical, as best they can.

Daen

Anchor 16

The Healing Hand, the Song of Hope

Domain: Life

Daen is the twin brother of Raen, both children of Nyxx and

both the epitome of good natures and good hearts. 

Daen is the god of both healing and music, his priests often 

chanting their verbal cmponents to cast their spells and it is

said he inspired the first hymns to the gods. 

Though primarily focused on healing those who need it be it

physical, mental, or healing the soul, itself, Daen nonetheless

loves the sound of music and song and cannot resist listening to

either as he gos about looking for those who need his healing

touch. 

It is said that one of Daen's saddest moments was when he 

heard the songs of Marianna a bard from ancient times. His 

heart flew at the sound of her harp and he fell in love with the 

mortal almost immediately. Of course, love with a mortal, 

though not forbidden by Daen's grndfather was disuded, if for

no other reason than the gods not being able to step foot on

the world, making for a love from afar at best, the gods only

able to whisper to mortals in their dreams or to their followers

who show enough faith in them. 

But Valnish, Daen's uncle told him he had a gift to really woo a

mortal in his love of song and that he should whisper a song to

the bard and, should she hear it, then surely their love must be

meant to be. 

Daen's eyes sparkled at this brilliant plan his uncle had come up

with, surely one of the wisest of th gods and Valnish almost 

admitted that he was just joking with his nephew but seeing how

much he had made the younger god smile, he didn't have the heart. 

Besides, he wanted to see what would happen. It promised to be entertaining. 

So it was that Daen sang his song quietly to Marianna, whispering directly into

her ear. Marianna fell into a kind of trance, hardly believing what she was

hearing, thinking herself surely possessed by some muse or other spirit of

music. 

But the bard became obsessed with the song, mreso than she had ever

been obsessed with a song her entire life and she endeavored to recreate

​the song she had heard, obsessed over recreating the most beautiful notes

she had ever heard. 

​But Daen knew that Marianna would never be able to recreate the music he had

made as t wa the very music of life, itself, made through an instrument that only

the gods could create. 

The bard, unable to reproduce the most beautiful soun she had heard went mad trying and she developed an illness that was on the verge of taking her life. 

Darn sent a healing man to her, on his bidding and will but the illness and madness had taken Marianna too deeply and she was soon to fall to her depression and sickness. 

Daen beseeched his uncle for an idea and the lughing god truly felt bad for how his idea had turned out. He told his nephew that though he could not save Marianna he coul capture her soul and place it somehwere hidden so that the other gods would not be able to find her and send her to her afterlife. 

After Daen's agreement, Vlnish captured Marianna's soul as she died and placed it in Daen's harp so that the two could still talk, Marianna even singing now and then when Daen played an especally beutiful song. 

Another tale tells how Daen witnessed a monstrous horror rampaging across the streets of the City of the Gods in Etheria. The creature had already gravely injured his mother, Nyxx and several other gods. 

The montster appeared to be a kind of dark furred and scaled wolf serpent. Arrows flew nto the creature cusing it to howl thn growl as it renewed its attack. 

Daen detected something in the serpent wolf, howver, and stepped before it. He retrieved some of the gods' golden arrows and to th gods' surprise, layed his healing hands on the creature, heling the arrow wounds. 

The monster still growled and reared, ready to attack the healing god. Marr, mocking the young god, was about to step in front of Daen to take the attack and then end this fight the best way the war god knew how. 

But then a bautiful music rang out from Daen's harp followed by an enchanting song giving both Marr and the beast pause. Then , astoundingly, Daen placed his glowing hand on the creature's chest as he sang. After just a moment's time, the creature lowered before Daen who had realized that the creture's creator, Gorr, had left a gaping wound in the creture's heart, causing its rampage. 

Since this time, the serpent wolf became a pet of Daen's and its children became guardians to the gates of the City of the Gods. 

Priests and followers of Daen are expected to heal first and harm as a last resort. They cannot bide suffering even if it means to end a creture's pain by ending its life. A cleric of Daen using sprit guardians may note that their spirits take the form of serpent wolves. 

Daen's followers are not banned from fighting, especially when facing those who cause undue suffering and pain, it just should not be their first solution. 

Fulmina

Anchor 17

The Maiden of Storms, Mother of the Sea 

Domain: Tempest

Fulmina is the second daughter of Astron and Amalita. It is said 

that when she ws born, her angry cry shook the world and 

unleashed the first storm, the storm only subsiding when 

Fulina's mother hummed a calming and soothing song to her. 

From this time hence, those wishing to sooth a bad storm, hum a

comforting song in hopes of calming Fulmina's short temper, sad

dirges of loss are sometimes sang to cause sadness and rain from

the Maiden of Storms and it is also said that the firt sea shanties

and limericks were sang to mak Fumina laugh, making her happily

protect the ships the sailors sang  on.

Fulmina appears as a greenish gray skinned woman with flowing,

gold clothing, loving the shine and color ofgold (not necessarily the

coin or ingot so much). 

Fulmina is quick to anger and lshes out at ny slight, real or 

perceived. 

But, it is said, that Fulmina also knows love, enjoying calming

music and sculpting especially. 

For this reason, temples and shrines dedicated to Fulmina have grand statues

of the goddess as well. 

​Fulmina is not an evil goddess but she is also not necessarily a good one,

her personality depending entirely on her mood much like the storms

she represents. ​

Fulmina has a certain envy and sometimes friendly, sometimes not so

friendly rivalry with Stormaus, the god of storm and cloud giants, his good nature and constant happiness Fulmina finding irritating. She delights in discovring more dour giants and converting them to her side, showing them special attention untl they are ingrained in her circle of followers where she forgets about them or becomes bore with them.

Fulmina has no rel expectations of her followers, save for taking special annoyance at those who follow her ut of fear. Cowardice, especially concerning storms, does not impress the goddess. Those who embrace her nature and wild her power with abandon are who she finds to be kindred spirits, or the closest this goddess could have. 

Geb

Anchor 18

The Woodland Lord, The Green Father

Domain: Life, Nature

Geb is the first son of Astron and Amalita, born in the wllderness

of the world the gods fled before coming to Eteria and Garn. 

Geb delighted in the nature of this nww world as soon as he steppd

foot on its grassy land. 

When the gods were forced to choose their domains of influence

after the Collapse (who the mountain to Etheria was destroyed) it

was easy for Geb to decide on being the protector and celebrator

of nature, itself. 

Geb is generally a joyful deity, happy and at home when surrounded

by trees plants, mountains, waterfalls, and all manner of animals.

Geb has always been close friends with Rillifane Rallathil, the 

nature deity of the elves, the two even working together to unite

their followers in driving out the minotaur hordes of Baphomet 

who wer working to turn the woodlands in Raenatha into a savage

wasteland and has even courted Khalreshaar, the elven form of an

ancient goddess named Mielikki, a goddess who prefers to be a 

part of all the worlds forests and animals instead of clinging to one

or two particular peoples. 

​Geb becomes fierce and as like a power of nature when confronted with those

who mean to do harm to the wilds or its denizens. 

Gebs follower are just a often druids as they are clerics, but his shrines can be

found in the alcoves of the Church and even in some elven villages as an

honorary elven god. 

​Geb's followers are expected to respect nature, to defend the natural places

of the world, and to never take nature for granted. 

When encountering a destroyd or greatly harmed area of nature, the

followers of Geb are expected to replant the trees, regrow plants, and 

promote the reemergence of animal life in the area.

The priests of Geb re usully taking the lead in promoting parks and plants in towns and cities as well as helping to keep hunters aware of the remaining animals in an area (convincing them to hunt elsewhere if necessary)

Gorr

Anchor 19

The Twisted, The Sundered

Domain: Vengeance, War

Gorr is the illbegotten son of Nyxx and the primordial evil known

as Yan-C-Bin. This forbidden union created a powerful immortal

who was as twisted in his mind as he was in his body. 

Gorr realized early in his immortality that when you are born in

darkns and you are hideous to behold, then the only thing you can

do is to be as ugly as they believe you to be. 

Gorr is a force of rage hate, pain, and vengeance not only against

thos who treat him wrongly, but also against those who brought

him into existence knowing the ill fated future he would face.

Gorr is the father of monsters and claims to have begotten all of

the so-called monsterous species on Garn, even the monsters

among them that rose to odhood (despite those very so called

gods denying this version of their creation) causing many of the

monstrous peoples on Garn to forsake their own deities and

follow Gorr, instead. 

​Gorr is not an overly demanding deity nor is he an overly 

rewarding one, mainly enjoying his worshippers for the energy he

consumes from their worship and seeing the destruction and 

hate that they spread more than any care for the wrshippers, themselves.

A few things that Gorr cannot abide is weakness, mercy, or especially

forgiveness as a vengeful god. 

Gorr's followers are almost always those who have been greatly wronged

or, at least, imagine they have been wronged and seek vengeance which

Gorr is more than happy to give them the power to pursue.

NOTE: The Vengeance Domain can be treated like the Justice Dmain, mechanically.

Thematically, you can think of Vengeance as a twisted, perverted version of Justice,

focused more on what others do to you, personally and your hatred towards them as opposed to correcting the injustices in the world and done to others. Vengeane is the more self serving side of Justice.

Hel

Anchor 20

The Death Witch, The Dead Lady

Domain: Death

Hel is the cursed daughter of Magga and Valnish, born in a still

birth, then resurrected by Daen but wrongly for reasons the gods

did not understand, Hel lived a hard life as a young god and a 

grown on as well. Obsessed over being what the gods called "half

dead", Hel began to study the undead and the power of the 

Negative Energy Plane, comparing notes with mortals and, 

through pure accident, teaching the mortals the arts of 

necromancy. 

The other gods were disgusted and appalled at what she had done

and at the desicration of the dead, especially the intelligent 

undead that seemed to trap souls rightfully belonging in the 

afterlife in rotted, undying corpses instead. 

But that did not stop Hel' fascnation and he ever studied further

the arts of life and death and the state inbetween as she, herself,

was trapped inbetween. 

Due to her cursed nature and her mastery over death and 

undeath, Astron placed her in charge of the souls that do not

prove worthy of the Paradise of Etheria, in a demiplane known as

Viti. In Viti, the darker souls are punished and put to work for Hel.

Souls that prove too evil for even Viti are sent to Torment, the 

Lower Planes. Souls that spend a certain time in Viti and may 

have a chance at redemption are sent to the Shdowfell to be tested

(and for the Raven Queen to determine their ultimate destination.

Hel drew a group of elves that were trappe in Sylvania, pparently forgotten

by the Elven nation of Raenatha. These elves, the Shadow Elves followed the

Dead Lady until their princess became a demon lord named Lolth and, after

the Chaos War, bound thmselves to the Demon Queen of Spiders. Since this

time, Hel has had a hatred for the Demon Queen and her people, save for the

very few who still follow Hel and this hatred extnds to her followers.

Mortals suffering great loss and tragedy, losing loved ones to death, often

turn to Hel as well as those obsesed with death or undeah and several 

necromancers revre Hel whether they are priests of hers or not. 

Hel demands of her followers to do everything in their power to avoid being defeated by death, even if it means seeking one of the several paths to undeath. 

Marr

Anchor 21

The Bloodied God, The Warmaster

Domain: War

Marr is the epitome of violence and war, of anger and the 

ultimate example of "Might makes right."

It is said that during the Dwn War, Marr got a taste for 

blood that he could not quench thereafter, only feding his

hunger through the blood of his enemies. 

Though still the strongest of the gods in measure of raw

force, Marr's skin had turned ashen and gray, his eyes as

red as blood. 

Through the ages, the other gods, save mayhap for Astron,

came to fear Marr and his violent outbursts, his love of

bloodshed. He had begun to whisper things in the ears

of mortals and demand things of his followers that would 

lead to the bloodiest combat and even war whenever 

possible.

Since this time, only the truly brutal or the truly desperate

to win battles would call on Marr, promising their devotion

to the bloody god, not knowing, never again free of fighting

after their promised victory. 

This all changed when, Shael, a mortal knight who had served Marr, felt (rightfully

so) betrayed by Marr when her family was slaughtered by a rival when Marr had

promise both war leaders victory. 

Marr simply made the point that he promised victory for her, not for her family.

Since that day, Shael spent her mortal years fighting for justice and denouncing

the bloody, violent god of war.

Eventually, Shael sacrificed herself to save a village from a force of monsters led

by a demon that Marr had gifted to a murderous general. 

The other gods were so impressed that they gifted Shael with four arms and

godhood, giving a balance to the war domain that Marr represented with the domain

of Justice that Shael represents.

Thouh initially angered by this insult to Marr's perview of war an combat, Marr came

to welcome the rivalry of Shael, a combatant that finally met his own prowess in battle. Relishing every chance to pit his weapon against hers, though the laws st by Astron was that the gos could not kill one another, unfortunately. 

Marr enjoys pitting his chosen forces against Shael's almost as much as fighting her directly, the two constantly testing one another to see who is the more worthy of the mantle of war, the two's forces almot always fighting to a standstill. 

The followers of Marr must never run from a battle, must kill their enemies over showing mercy to them, and must constantly test their metal, finding the most worthy to fight. Though Marr delights in a wrhtwhile fight even if it leads to murder, he detests the weak and fightng against the defenseless makes for weak blood and weak rewards, fighting the weak is not acceptable. That is what dogs are meant for. 

Magga

Anchor 22

The Mother of Mysteries, The Mistress of Magic

Domain: Arcana

Magga is as mysterious as her name suggests. And though she is

given the credit for the existence of magic at least in utilizing

magic as a tool and for the spark of creativity and invention in the

world, little else is known about this goddess that through the

stories told down the ages sometimes appears as a young woman,

an old and wise hag figure, as well as that of an amethyst dragon. 

What Magga may be in her true form is something that only her

parents Geb and Ullani would be privy to. 

Those who worship Magga, tend to do so haphazardly, being more

devoted to the seeking of knowledge and unraveling the mysteries

of the world or the universe and occasionally calling on Magga to

bless them with knowledge to crack a certain riddle or to unravel a

mystery in one of their studies.

Temples to Magga tend to be as much places of study and research

more than true places of worship with symbols to Magga or

artwork and statues of her myriad of forms being cursory items

on display and often overlooked as those who come to such places

dive into tomes and scrolls to research what they came seeking

knowledge and learning of. The Royal College of Magic in the Royal

City of Kalemthar is one such place. With the advent of the Church

and it frowning on the true worship of gods outside of Astron, 

especially, this works for the followers of Magga and the mystic of the gods, herself,

as she feeds off the use of magic every much as she does having worshippers. 

All that Magga demands of her followers is that they rely on magic as the best​

tool that has ever been given to mortals, to guard against the replacement of

mgic or, worse, the outlawing of magic, and to dive into and uncover mysteries​

at every opportunity (but not in a foolish explode a ​​​​Fireball spell in your face sort

of way. ​

Magga is not concerned about good and evil spellcasters as much as she is about

the overall use and prootion of magic one is involved in. A lich who will be casting spells and uncovering magics for millenia is every bit as mportant to Magga, perhaps moreso, than a bright, wide eyed new apprentice to a wizard or school. That being said, Magga cannot abide magic so dngerous it threatens the world as a whole, either, and will send her followers to remove such magics, estroying the knowledge of it. After all, if there is no world, there is no Weave to feed her being and her own power. 

Nyxx

Anchor 23

The Mistress of Night, The Twilight Maiden

Domain: Twilight

Nyxx is depicted as a pale, eerily beautiful woman in black robes,

with eyes that show endless night within them. She is usually seen

atop a dragon whose scales are also made of many night time stars.

Some ancient cultures believed that the dragon actually chased

the fiery lion that Astron was said to ride on sometimes as play or

for more serious reasons. Though this has been dismissed as a silly

fancy of older generations, her holy symbol is never seen without

some reference to her wingless dragon, Stargloom.

Also known as Lady Twilight, Nyxx is a fickle goddess

and her ways are very mysterious even to other gods.

Nyxx will help the good and the wicked at various times as if she

has a view of a greater plan and knows when her

meddling will have the most impact on the world and on

the universe on a grander scale. 

Nyxx is not considered an evil goddess despite stories of her

helping evil being such as the Primordial, Yan-C-Bin the Prince

of chaotic air even during the Dawn War, a legendary war between

the gods and primordials that has little known history.

Because of the mystery that surrounds Nyxx and her methods and possible

agendas, giving her an almost seer-like nature, many pray to Nyxx when

they seek wisdom about upcoming events or seek out a seer to glimpse the

future. It is even said that if the event is important enough and the seeker of

the information plays an  important part, that Nyxx will bless a seer to give

more accurate information about the events that will transpire. Of course with her mysterious and fickle nature, no one can count on this information being truth or hopeful dream.

Nyxx is also prayed to in order to deliver peaceful sleep and dreams, nightmares being seen as Nyxx's displeasure by the more supersticious of Garn's peoples. 

Temples to Nyxx open at twilight and offer sanctuary and services until dawn break. The worshippers and priests of Nyxx try their best to interpret their mistress' woven plans and schemes and follow her will as best they can, while avoiding the eyes of any nightwatchmen or Church inquisition that sees Nyxx's followers as more of a cult than anything else. 

Raen

Anchor 24

The Comforting Mother

Domain: Peace

Raen is the twin sister to Daen and the daughter of Nyxx. She is 

known as the kindest and most tender hearted of all the gods, truly

wanting nothing more than to end suffering and to comfort the 

suffering of others, turning their cries of woe into laughter of joy.

It is told that when Almanita died, that it was only Raen who could

bring comfort to her grandfather, warming his ancient heart when

it threatened to freeze over. 

Raen is prayed to in times of suffering, calling on the peaceful spirit

of the goddess to relieve despair in the times of tragedies and bring

comfort. 

Raen is also a godess representing mothers and the incomparable

joy of childbirth, being the goddess that brings a baby's laughter out

of nowhere, ends a baby's crying suddenly with a comforting 

whisper, or giving a mother strength to carry on with the most 

tiring of days and nights. 

Raen asks of her followers to always endeavor to bring peace and​

joy to others, to choose healing over harming whenever possible, and​

of course to always defend the defenseless, especially children. ​

Raen and Daen's followers are, perhaps, the religious given the most​

leeway and freedom by the Church, seeing the workers of healing and​

peace to be truly doing Astron's work (even if they sometimes foolishly​

fail to give Astron the glory in the stead of Raen and Daen, themselves).​

​For this reason, the shrines for Raen and Daen in the temples and churches of

Astron are given more room than the other "secondary" gods. ​

​​​​​​

Saint Trevisard

Anchor 25

The Shield Maiden, The Redeemer

Domain: Protection

Saint Trevisard was one of th Chmpions of Order (also known as the​​​​​​

Raven's Wing) who fought and defeated the Queen of Chaos and her

general Miska the Wolf Spider, keeping the horror of a multiverse of

chaos and evil at bay. 

Rebeca Trevisard scrificed herself to save not only her friends but all

peoples across the multiverse. 

But this, alone, was not the reason Astron elevated her to godhood. 

The Father was impressed with Rebeca's pension for forgiveness and

believing all creatures, mortal, immortal, monster or fiend even, was

redeemable and deserved a second chance. 

As such, Rebeca gave a tearful, heartfelt goodbye to the mortal world

and the friends and family she loved, to join the gods and follow her

very important calling to be ever known henceforth as Saint 

Trevisard. 

The following was immediate and its growing has not dwinled in the

five centuries since the Chaos War. A fact that has come to concern,

some would say even enrage the Church, as many flock to this 

warrior whom the Church believes should certainly be revered but

hardly worshipped. Unfortunately for the Glden Order of Astron, 

the more they try to drive this point home, the moe petty and, some might

say jealous, they come across. 

The followers of Astron sem to have as much of a concern for the nature of

Saint Trevisard as they do with whether or not she hould be worshipped as a

godess. After all, despite her heroic deeds, Saint Trevisard is a chaotic

goddess (chaotic good but chaotic nonethless) and the Churh will always

speak of the dangers of chaos, seeing the worship of anything with a chaotic

bent to be a slippery slope. 

The followers of Saint Trevisard simply shake their heads at the Church and

continue to be faithful to their worship of the goddess, trying their best to redeem

those who deserve it, protect those who need protecting, and always trying to spread goodness in everything they do. 

Saint Trevisard is often followed by paladins as much as clerics, taking up an oath of redempton and rescuing those who made a few bad choices from the true evils that threaten the world and beyond. 

Shael

Anchor 26

The Justice Bringer

Domain: Justice, War

Shael was a knight and soldier of Ancient Garn, where war was 

rampant and claimed several ancient species such as the blood elves

(the Hul'Akara), the stone dwarves (Urdunnir), the garl, the island 

orcs (Kara-Kara), and the sauriel, as the most well known examples. 

Shael was dedicated to Marr and ha drenched in blood in his name

for the better part of her life. But she hd grown weary and tired of

war, falling in love with a warrior from her tribe, building a home, and

having children. 

Shael grew cofortable with her life in the plains and peceful veldt that

her family had discovered and made their family home. 

But Marr was not happy with the peceful end to her knighthood that

Shael had settled for, be it because he could never find this peace, 

himself, or because he simply couldn't understand the concept of

giving up war. 

So Marr brought war to Shael's dorstep. 

In the interest of defending her family, Shael donned her knight's 

armor once more, held her symbl to Marr, and called on her husbnd and a band of

mercenaies who used to be part of the same Kingom she once held fealty to,

herself. 

When the battle was joined, it was long and bloody, delighting Marr greatly. But

Shael, fighting heroically as she did, could not prevent her home from being

burne and her family being struck down despite her prayers to Marr. 

Shael broke her holy symbol on a rock and denounced Marr, crying to Etheria high

above that she mght have justice for the loss of her family and cursing Marr's name. 

Shael packed up her wepons and armor, her rations and cmping supplis, and mounted her horse, Windruner, triking out to bring justice to those who weren;t powrful enough to seek it on their own, determine to bring down the forces of Marr and receive her own justice as well. 

Whe Shael finally faced the man who had destroyed her life with his regiment of soldiers, she saw her old self, before she had found love in the man's eyes and sinking her sword into the dirt next to his head, let him live. 

But Marr's general was not done with Shael. Embarrassed at being bested by the ex-knight, he pleaded to Marr for nother chance at the woman and a wepon in his arsenal to truly strike deeply at her. 

Marr granted the general a demon, under his control, and guided him to the village where Shael was trying to make a new life for hrself. 

The regiment that fell on the village was terrible, led by the general and his warrior demon, a terrible merilith. 

Shael, fought and fought hard, throwing herself in front of the demon when it threatened a defenseless family. Other gods were attracted to her acts of heroism, watching on and unbelieving at how horrid Marr had treated his one time desciple. They imbued Shael with power, with four arms and blessed weapons which enable her to defend the village, finally putting down the general but taking on fatal wounds, herself. 

Astron was the most impressed with Shael, lifting her up and giving her the mantles of justice, until then unheld by any god and war to give Marr the competition he very much needed (and maybe to bring some humility to the bloody war god as well). 

The only thing that the gods were unable to cure was Shael's sight as the wepon that had burned her eyes was an rtifact of some power. Instead, the gods gave her eceptional hearing and a strong blindsight, making her ever the formidable warrior, as Marr has discovered in their time sparring. 

Shael's followers, a mix of clerics, paladins, and knights or other noble soldiers and warriors, are taskd with seeking out justice and bringing those who deserve it to justice, giving it to those too weak to seek it for themselves and to conquor the injust wherever they are found. 

Shael expects her followers to only enter into just wars but to never shy awy from such noble causes, especially when going aganst the forces of Marr which she grants her own armies the skill nd blessing to defeat or at least rout away from innocents. 

Ullani

Anchor 27

The Shrouded Lady, The Grim Maiden

Domain: Grave

Ullani is the shepherdess of the dead, taking souls from their sights

of their demise or from the "Waiting Realm" of the Shadowfell, often

meeting with the Raven Queen whom she respects (and also feels a 

little sorry for as the Queen of the Shdowfell once tried to achieve

the mantle of the grave which Ullani holds) and even once sent her

followers to aid the Raven Queen in repelling the Cult of Orcus from

the Shdowfell when Orcus attempted a coup over the Raven Queen's

realm, cementing Ullani and the Queen's friendship after a fashion.

Ullani, it is told, rescued the first soul of the first dying person from

falling into a limbo-like realm, bringing the soul before Astron, 

instinctively knowing the soul deserved a Paradise of some kind. 

Since then, Astron realized his daughter's skill for gracefully 

handling the souls of the dead and seeing to where they need to go.

When the gods were forced to choose mantles, Ullani knew hers, and

had alwys had a certain feeling that this would be her duty. 

When Hel unleshed undeath on the world, Ullani was disgusted and

instinctively, once again, hated this disruption to the natural cycle of life and

death. From this time forward, Ullani fancied herself the guardian of the dead

as well as its shepherd.

Ullani's image is usually found in mausoleums and graveyards, her statue

overlooking expensive crypts and, sometimes, set to guard treasures buried

with kings or other powerful figures, which is pointless as Ullani could

care less about the treasures of mortals. 

Some pray to Ullani to spare themselves or their loved ones, to no avail.

This is not because Ullani is evil, necessrily, but more because she sees her

duty as her job and will not work against the natural cycle of life and death no matter how

loud the prayers, the begging, or the cries of the mourning. 

Ullani expects her followers toperform rites for the dead, praying for their souls to travl where they belong, to not assist someon who has supernaturally lengthene their life (this foesn;t mean a cleric of Ullani can't heal a person, it just means they are less likely to do so if the person has used some kind of magic to give them an unnaturally long life or if they have been brought back multiple times through resurrection magic). In fact, Ullani may prevent one of her followers from bringing back a person they have already used such magic on before. 

A follower of Ullani should not abide the undead and should destroy them whenever possible. Her followers may tolerate such animated corpses as skeletons and zombies, but not sentient undead such a ghouls, wights, vampires, or liches where the creature's soul is prevented from moving on. 

Valnish

Anchor 28

The Laughing God, Master of the Light Hands

Domain: Trickster

Valnish, it is told, was born lauhing insted of crying and this 

worried his prents more than if he had cried like a normal baby's

birth. 

As Valnish got older, he invente the first joke which he told his father,

Astron, and it is told that the laughter from Astron cured a 

mysterious disease that had plagued the gods for some time. 

After this, it was discovered that while the gods were sick, Valnish

had stolen each of their most noteable items, Magga's books, Marr's

red sword, Ullani's scythe, and so on. 

It was all his siblings could do to keep Astron from ousting the 

mischievous trickster. 

Valnish was always the smallest and not the strongest of the gods.

However, he makes up for that by being fast and clever. As time has

gone on, the gos and the mortal alike have realized that many times

Valnsh's pranks and jokes came with a lesson of wisdom 

(unfortunately, sometims he also just likes jokes and pranks make

a good distraction for grabbing things that others claim belong to them).

​Valnish has never relly had respct for ownership. He understans the 

concept, but simply does not respect it, believing that if you can trick

seoeone or distract someone out of something then you deserve to take

the item in question. As long as you give it back at a time that the person

really needs it, as the exampl of a story of Valnish and Geb's bow. Geb had

dropped his bow when he and Valnish were sent to scout out the lair of

Norgamosh the dragon. When the two were trapped in the dragon's lair,

Vlnish produced the nature god's bow which he had had all along, saying

that he held on to it for him so Geb wouldn't drop it again. ​

Valnish is revered by priests with more of a humor to their approach or​

the right out heretic who laugh at the gods after their life has taken a​

terrible turn (discovering that one of the gods laugh with them). Of course, thieves tend to give little prayers to Valnish for luck in their heists or their day on the street pickpocketing, asking to please let them pull one over on the town guard just one more time. ​

​Followers of Valnish are expected to appreciate a good joke and/or prank, to nver be cruel in their joking with others, to bring laughter whenever possible, and to take things people are apt to lose anyway, especially with the intention of giving it back at the right time (most times). 

Vulcanna

Anchor 29

The Blacksmith of the Gods, The Maiden of Making

Domain: Forge

Vulcanna lived with her father on an island their vessel had crashed

on when she was very young. As she grew, she learned to build a 

shelter to protect her from the elements, to make weapons from ​

tree and bone, to build warming fires and fin lifegiving water, and

to hunt game and forage fruit. 

Her father had discovered an ancient mine belonging to some long

gone peoples, perhaps dwarves, prhaps not really mattering. Being

trapped on an island, there was only one real practical use for the

mine, to creat stonger materials for shelter and weapons. 

The first time Vulcanna stepped into the mkeshift forge her father

had made, was the first feelng of finding something spectacular for

her, of finding something that would fill her life. 

Vulcanna's father was astounded at how quickly she took to the 

forge and with little teaching as if she were born to know how to 

forge. 

When her father and Vulcanna saw a ship one morning, they rejoiced

that they were to be rescue until they saw the black flag and the well

known skull nd crosbones. Vulcanna's father instructd her on hiding their

shelter whle he kept the pirates busy. 

But he was captured and she was alone against the pirate horde. While she woke,

still spying the ship ff the coast of their little island, she did the only

thing she really knew to do, she fashioned something in her forge.

Vulcanna fshioned her greatest blade yet, perhaps the gretest weapon

made in that time.

The blade attracted spiritual energies which bound to it, giving Vulcanna the

power to fight back against the pirates, taking one of their boats, boarding their

ship, and rescuing her father. 

Unfortunately, her father had been poisoned by the pirates out of spite and lie dying in her arms. 

She prayed to the gods her father had taught her of and, to her surprise, her pryer was answered.

The image of the being before her, she new instinctively was the Shrouded Lady of Death and Vulcanna, for the first time in a long time, cried. 

"Relaxe Child," the specter of Death told her, "I am not here to take either of you this night. I have come with the urging of my fellow gods in all ther typical wisdom to offer you a deal."

Vulcanna gave the deal the god offered little thought or time though her father urged her to think on it longer. But he reminded him that they did not have longer. 

So it was that Vulcanna would travel to Etheria, the first mortal in many ages to travel to the Lnd of the Gods in Etheria, alive. 

Thre Vulcanna would forge equipment for the gods, themselves, the gods offering their own essence into the items and, thus, the first god items were created. 

In time, Vulcanna who was already aging much slower (as mortals do in Etheria) was offered true mortality and the mantle of a godess, herself. 

The followers of Vulcanna are expected to be able to work a forge or, othrwise build or make things of course, and ouside of clerics and paladins, any blacksmiths, builders, and crafters revere her. 

As a good goddess, Vulcanna expects her followers not to allow their works to be used for evil or for abuse and subjugation of others. 

Washiki

Anchor 30

The Great Teacher, The Mother of Wisdom

Domain: Knowledge

Washiki is the daughter of Astron and the last daughter of Amalita

before her death. It is said that all of Amalita's love and wisdom was

bestowed on to Washiki. 

Washiki was always a quiet goddess, silently picking up her mantle

when the time came even as the other gods cried out the unfairness

of their Father's punishment. 

Washiki was sometimes thought of as arrogant or as locked in 

survivor's guilt for her mother, but neither could be further from 

the truth. Wshiki wss often quiet because she was thinking, always

thinking. 

When the rogue primordial Karshimis was hiding in the world as

a wealthy lord (and cult leader to himself, ironically), Washiki was

able to warn the gods of the monsters survival of the Dawn War 

(though she slept for a half century afterwards, so the story says,

but maybe she was just lost in thought). 

Washiki is credited for teaching mortals everythng from starting

their frst fire to writing their first words, her symbol of an owl

showing up everywhere teaching and knowledge reigns supreme, colleges and

schools, places of jurisdiction and where laws are creatd, workshops of

invention, and so on. 

Washiki is ever trying to pursue knowledge and learn even more. She is not

all knowing, and will be the first to admit it, though she can bestow just

about any bit of knowledge to her followers. 

When a follower of Washiki presents her with a rare piece of knowledge,

whether it is something she already had the chance to study or no, she rewards such

efforts. 

Followers of Washiki are expected to pursue knowledge but also to gift that knowledge to

others whenever possible. Hoarding knowledge is an afront to Washiki no matter the nature

of it. To Washiki, knowledge in and of itself is neither good nor evil nor does she care much to consider the cncepts of good and evil, as they have little to do with the Great Pursuit, in her eyes. 

Washiki always expects her followers to fight smart before fighting with fist or weapon (though knowing the most effective and cunning way to use your fist or weapon is also important as a last resort).

Other Deities

The deties described above are the main pantheon accepted and

followed in the Western Kingdom of Garn. It is a mostly 

"humancentric" set of deities though other species have been

known to begin to worship these deities, the Golden Order of

Astron especially driving home the need for uniting under the

banner of Astron, concreting law and order in the world and 

opposing chaos, 

Other deities, such as Geb and Nyxx, easily cross into other

species who can appreciate the tenets of these deities, some

species even making them "honorary" deities in their own

pntheons. 

Still others continue to worship their species' deities of course,

holding to the traditions of their peoples and not easily swayed

to the worship of the gods of "others". To the Church's credit, 

they seem to at least understand this even if they do not agree

with it the Church maintains that Astron is the one true god 

and the others are all hroic figures to be revered intead of 

worshipped. 

Aside from this putting the gods of other species' at odds with 

the Church, some of the pantheons are and have been bitter

enemies, themselves. The elves and orcs have gods that have

been locked in combat since the beginning of their respective peoples as with the dwarves and duergar gods or the gods of the gnmes and kobolds. 

Some religions are simply shunned by most of the peoples of the world. There may be a cult dedicated to Ilsensine, the One Mind and god of the mind flayers, and this alien god will crtainly whisper and promise power, most do not fall into accepting the Illithid god as a typical deity to follow. 

The following is a list of more acceptabe gods or at least the gods of the playable species in the campign nt having as much dedication as the above deities but still very aceptable to follow with the right Background. 

Dragons and Dragonborn Deities (Draconiter)

As the Chaos War raged, the metallic dragons, along with their dragonborn allies, did battle

at the site of a gate to the Nine Hells in Eastern Garn, on the Isle of Scales. Bahamut was

felled in this battle and Tiamat greatly wounded, leaving the Mother of Evil dragons to

fight off those who woul take her place. In the end, the cleric of Bahamut, Eldras,

was able to restore Bahamut, and Hale, a dragonborn raised by the cunning and

conniving great green wyrm, Ulget, chose to make an attempt against Tiamat

rather than murdering his former companion. 

Ulget's play on Tiamat failed, but a mysterious power called Io, a great spirit dragon elevated

both Eldras and Hale to godhoo for their prospective ideals, Eldras being made into a titanium

dragon, the first of his kind, representing heroism, and Hale being made into a dragon with a

grayish metallic color, the first lord of neutral dragons. 

The newly restored Bahamut and the very weakened Tiamat both, were forced to set their war aside for now and, more or less, lick their respective wounds. 

Astilabor - The Treasure Mother

Domains: Knowledge, Trickery

Astilabor is the draconic goddess of hoarding, acquiition, and of wealth and prosperity. She is a neutral goddess and it is said that she created the Dragon Sickness (the obsessive illness of hoardin treasure that most dragons suffer from) when one of her children attempted to steal from her hoard, which is said to be the greatest of all dragon hoards. 

Bahamut - The Father of Good Dragons

Domains: Justice, Light, Peace

Bahamut is a great platinum dragon or he might be an bcentminded human wizard accompanied by golden canaries that are actually gold dragons or he might be a solitary elven sage accompanied by silver panthers who are actually dragons, themselves. 

Bhamut loves going about the peoples of the world (rarely if ever revealing his true identity), seeing his followers at work close up and seeming to disappear if needed in battle or the like. 

Bahamut is the epitome of decency and kindness, he is the ballwrk against evil, especially evil dragons and above all, the followers of Tiamat.

Eldras - The Titnium Shield

Domains: Justice, Light, Order

Born a dragonborn, when the other dragonborn were sent East to fight the war against Tiamat, Bahmut instructed Eldras to travel with the Champions of Order (though they were not called this at first) to collect the pieces of the Rod of Law. 

When Bahamut fell, he needed to transfer his essence into a vessel not present on the battlefield on Scale Isle and Eldras was the best candidate for this, transforming into a platinum, winged dragonborn. It became apparent to Eldras that he needed to restore Bahamut's essence before it was too late, deciding to leave his companions to defeat the Queen of Chaos while he journied to restore his god. 

And succeeed in this task he did, despite the deed felling him to the fierce dragon wraiths that guarded and tried to feed from the still decaying carcas of Bahamut. 

For his heroism, Io, the ultimate lord of all dragons, transformed Eldras into a great titanium wyrm, elevating him to godhood. 

Eldras is the epitome of heroism among both dragonkind and the newly recovering species of dragonborn. 

Falazure - The Night Dragon, The Master of Bones

Domains: Death

Falazure is thought to be the god who taught the Cult of the Dragon the ritual to create a dracolich, though none are certain why the dragon god of undeath grante this secret to a cult of mortals instead of the dragons, themselves, but the decision ever linked the dragons wishing to achieve lichdom to the mortal cult. 

Falazure is followed by those dragons who wish to travel the path to undeath or wish to learn necromancy. 

Gwellynna - The Splendor of Scale and Tooth

Domains: Light, Twilight

Gwellynna is the goddess of resplendit vanity and the looks of dragons, the very essense of what a dragon should appear as. Her scales are ever shifting in th light of day and night which she also represents. 

Dragons and dragonborn concerned with vanity and appearance dedicate themselves to her. 

Hale - The Gray Scale

Domains: Order, Trickery

Hale was born a dragonborn who was raised by the great green wyrm, Ulget who had disguised herself as an elven queen in Raenatha. 

Despite her selfishness and greed, Ulget recognied the importance of stopping the Queen of Chaos' plans as without a world to corrupt. she could no longer corrupt and cllect its peoples, so she sent th wizar drgonborn Hale with the group detrmined to be the Champions of Order with the understanding that Hale should do her bidding before all else. 

As Hale traveled with the group he began to feel a eertain friendship for them, trying to see them as part of his treasure hoard still, as he was taught by Ulget, but also finding himself thinking highly of this group, even doing some things that were risky enough that he wouldn't have done for the average elf in Ulget's village back home.

When Eldras received Bahamut's essense, though, he knew that he had to act and soon after chased after the platinum drgonborn to stop him from ascending or bringing back his god. He was about to achieve this when he found he could not strike down his former companion. 

It was an opportune moment, then, that Ulget was making a move against Tiamat and doing rather badly. Hale saved the green dragon and received a punishment for his efforts, Ulget screamng that she had the multiheaded bitch god, despite half her face beng burnt to bone, in her madness and anger she struck Hale down, or so he thought. '

He was taken somewhere else where the First Dragon, Io, spoke to him and told him he was going to receive the immortlity he so craved but not in his current form. Hale was elevated to godhood, the new god of the Neutral dragons, becoming a metallic gray color but keeping his icy blue eyes and cold and psychic breath. 

Hale's followers are dragons who want nothing to do with the Draconic war between Bahamut and Tiamat. A few to start with for sure. 

Hiujal - The Lughing Dragoness

Domains: Peace, Trickery

Hial represets stories, songs, and humor. She appears as a brilliant faerie dragon. Though she is large for a faerie dragon, she is quite small for a great wyrm or god dragon. 

Though she mostly represents the smaller dragonking such as faerie dragons and pseudodragons, she lso represents many of the brass dragons as well which she sometimes appears as. 

Hial is the rare laughter that true dragons feel, and she expects her followers to promote this laughtr and the wonder of stories whenever possible. 

Tiamat - The Mother of Evil Dragons

Domains: Trickery, War

Considered the mother of the first chromatic dragons, Tiamat is considered the mother of all evil dragons. This five headed ancient wyrm lairs in the Nine Hells, itself, and still influences te world of Garn and her worshippers, ble to give them commands and the power to accomplish her commands. 

Many chromatic dragons consider Tiamat the epitome of what a dragon should be, with one of the largest dragon hoards, several thousand personal followers, and an influence over her own lair in a savagely hellish place. 

Anchor 31
Anchor 32

Dwarven Deities (Morndinsamman)

Anchor 33

The dwarves believe that all life arose from the Soul Forge, the center of

everything, a great forge in Moradin's Forge Hall that can literally create anything. Moradin, 

the dwarves say, creatd everything from the Forge, though some things he created,

like any blacksmith, had some flaws in it. These flawed creations from the Forge, Moradin

through into the Lower Planes, but some leaked out into the world (or were caught by the

ancient and vile primordials and redirected to the world) creating the monsters we know

as trolls, ogres, kobolds, goblinoids, and others. 

Once Moradin forged the world and its mariad of inhabitants, he ws surprised to see

that only one collective of the peoples paid homage to him and his kin. These were the

first dwarves. 

The following is the Morndinsmman, the dwarven pantheon which is usually only 

dedicated to the mountain and hill dwarf gods but I am including the Duergar deities as

well (which I will note) since there are fewer of them. 

Abbathor - The Lord of Greed

Domains: Trickery, War

Abbathor hords everything he finds, instead of sharing it with the rest of his godly kin. For this and his stealing of others' treasures, he was locked in Moradin's Deep Vaults but his influence still creeps out to grip others and promise them the most riches under the mountain if they will just do his bidding. 

Those who believe its better to let others do the hard work while they count the gems, metal bars, and coin are perfect matches for Abbathor, as well as dwarven rogues who revere the Lord of Greed as well.

Berronar Truesilver - The Revered Mother

Domains: Forge, Knowledge, Peace, Protection

One main tenet of the dwarves is loyalty and betrovement. Dwarves marry for life and never engage in adultery. And this is exemplified by Moradin and his marriage to Berronar. 

The Revered Mother is the mother of the Morndinsmman and represents a mother's protetion and love of her children and her partner.

Clangeddin Silverbeard - The Lord of the Twin Axes

Domains: War

One of the oldest of the dwarven deties, Clangeddin represents the honorable battle and heroism and bravery during warfare. 

Clangddin is prayed to when dwarves enter battle whether to defend their homes and mines or when going to war againt goblinoids, duergar, or anyone else. 

Dwarven Warpriests are something to behold with awe and fear, often starting battles with warcries in angry dwarven. 

Deep Duerra (Duergar) - The Mistress of the Mind's Shadows

Domains: Death

Often just called Duerra, this deigoddess of the Gray dwarves represents conquest, expansion, and the mysterious "invisible art" (what the dwarves and duergar call psionics), venerated by those few talented in the invisible art. 

Sometimes lover of Laduguer and sometimes taking mortal consorts (the duergar spitting on the idea of the dwarven custom of mating for life along with all of their cutoms). 

Duerra somtimes personally teaches an especially talented and promising psionicist to make the Art stronger in the Gray dwarves.

Dumathoin - Keeper of Secrets Under the Mountain

Domains: Forge, Knowledge

Dumathoin is the dwarven god of mining, gem cutting, and exploration, as well as the uncovering of secrets making him both venerted by miners and dwrven explorers as well as dwarven rangers and scouts who pray to the god to uncover the hidden thngs for them. 

Haela Brightaxe - The Luck Maiden

Domains: Trickery, Twilight

Haela Brightaxe is the maiden of bravery, stealh, and luck. As well as gmbling. As such, she wades into battle tking all kinds of risks but also weaving in and out of the mountain shadows, expecting those who follow her to take her example and live life with abandon. 

Laduguer (Duergar) - The Gray Protector

Domains: Protection, Trickery, War

The xenophobic leader of the Gray dwarves, Laduguer urges the duergar not to trust or interract with others, save through limited trading, raiding, or conquest. Since being named the Exile by the other Morndinsmman when he was cast out for murdering another of the gods (though to his people he maintains that he left voluntarily). he has harbored resentment for all other species, especially for the dwarves closer to the surface than his children dwell. He even urges caution with those who offer them the closest alliances such as the mad derro. 

He urges the duergar to raids, to take what is due to them, not abiding those who show weakness. 

Moradin - The Dwarfather, The Soul Forger

Domains: Forge, Knowledge, War

Moradin is the creator of and the father of all dwarves. 
Moradin promotes creativity and necessary chane while respecting tradition. He pushes for his children to always improve themselves and to fight their natural, isolationist ways, embracing the other good peoples of the world and not abiding the evils that raise their ugly heads from the depths of the earth and beyond.

Elven Deities (Seldarine)

The elves trace their lineage back to the Feywild and the Eladrin thereof. It is believed

that their patron deity was once a denizen of the Feywild, taking on fey consorts as he

is want to do, but eventually leading his children from the Fey for one reason or 

another (perhaps upsetting one fey matron or another in the process). 

When the world was young, the first elves steppd onto the leaf laden soil in the deep

woods of the world, Corellon Larethian staying with his people in those young days

before his wanderlust led him to the realm of Avandor in a plane called Arborea which

is considered the elven paradise and afterlife. 

The elves don't contemplate too much about who created who in the world, believing that

is the business of th individual peoples of the world. 

Aerdrie Faenya - The Lady of the Winds

Domains: Arcana, Tempest

Also known as the Queen of the Avarials, an eagle-like celestial form of Guardinal, Aerdrie is a winged elven godess of winds storms, and turbulent emotions. She is considered to be one of Corellon's consorts. 

Corellon Larethian - The Woodland Protector

Domains: Arcana, Knowledge, Peace, Protection, War

The king of the Seldarine and the lord of all elves, Corellon led the elves from the Feywild to make their own way in the woodlands of the world, aided them in their first confrontation with the goblins and orcs, being the one who injured Gruumshe and making him Gruumsh One-Eyed, and taught the elves all they know to this day about the arts, music, magic, bowcraft, hunting and tracking, and communing with nature. 

Corellon rewards those who aid others in their time of need and protects those who cannot protect themselves, as well as detesting those who defy nature or the dead.

Deep Sashelas - The Lord of the Seas

Domains: Life, Tempest

The elven god of the seas, sometimes appearing as an elven merfolk, sometimes a dolphin which is Sashelas' symbol as well, revered by the sea elves. Deep Sashelas is also revered by some triton communities and the very rare weredolphins. 

Erevan Ilesere - The Chameleon

Domains: Trickery

Sometimes called the Shadow, Erevan is the trickster deity of thievery, revered by elven rogues. 

Hanali Celanil - The Brightest Star

Domains: Peace, Twilight

The elven goddess of beauty, love, and the stars. One of the consorts to Corellon. Elven Astronomers and pets/bards revere her.

Labelas Enoreth - The Lord of the Continuum

Domains: Arcana, Knowledge, Order

Labclas is the elven god concerned with the passage and knowledge of time and history, protecting the histories of the world from those who would try to change them. His worshippers tend to be teachers and historians, as well as elven wizards. 

Lolth (Dark Elves) - The Demon Queen of Spiders

Domains: Arcana, Nature, War

Lolth was once the shdow elf known as Lollarin untl she ws twisted and transformed during the Chaos War into Lolth, the demonic spider queen. As the princess of her peoples, the shadow elves came 

to worship her once becoming the peoples known as dark elves (or drow).​

Rillifane Rallathil  - The Runner in the Wilderness

Domains: Nature

The most revered by the Quinabrekk (wild elves), Rillifane is the elven god of the wilds nature, and the deep wood. Druids and rngers alike tend to follow Rillifane who appears as any number of woodland beings or beasts. 

Sehanine Moonbow  - The Lunar Lady, Mistress of the Night

Domains: Nature, Twilight

The elven goddess of the moon, the night, and of journeys and archery. Sehanine is prayd to during night hunting or when having to do battle with other creatures at night such as orcs or goblins. Sehanine is possibly Corellon's favored consort though she is also the consort of Labelas. 

Vandria Gilmadrith  - The Grieving Maiden

Domains: Grave, Justice

The elves being a more carefree people, do not usually pay much attention to the lady of grief and justice, save for those who have suffered loss, especially at the hands of monsters or criminals. 

Anchor 34

Gnome Deities (Lords of the Golden Hills)

The gnomes are also known as the Forgotten Folk. When they were enslved by the Fomorians, 

beneath the Fey Realms in the Feydark, none came to their aid, many pretended as if the

gnomes had never existed and spoke of them as one might speak of a children's story

to warn young fey against speaking to ugly strangers (for in the minds of the fey,

only the beautiful can be trusted). But, eventually, a tricky fey gnome named Garl

Glittergold not only tricked the Fomorian giants into lowering their guard so he

could lead his people out of their domain, but also managed, through illusion, to

scare the not so bright (in looks or brains) giants into dropping the keys to their 

treasure vaults. 

When Garl presnted the treasure, demanding an explanation from the Fey as to why he and his kin had to endure centuries of enslavement by the Fmorians, the treasure that he and his kin had freed from the giants, was siezed and the fey gnomes were eiled from the Fey Realms. 

They wandered for what might have been another age (or it might have been a week, who knows really?) and then Garl, with some few treasures he had hidden from the Fey court with illusion, bought them passage to a place called the Golden Hills in a plane known as Byopia. 

The Lords (and Ladies) of the Golden Hills settled into their new home comfortably, but thir children and thir children;s children became restless and set out to find other lands. 

Eventually, they came to this world. The first peoples the gnomes met were dwarves who thought the gnomes were fey dwarves of some sort. Gnomes spread thoughout the world, but still kept their ties to their much more powerful ancestors who became their deities. 

Baervan Wildwanderer - The Masked Leaf

Domains: Arcana, Nature

Also known as the Queen of the Woods, Baervan i the goddess of nature and the closest thing the gnomes have to a druidic goddess. Mostly revered by Green Gnomes.

Barva Cloakshadow - The Lady of Illusions, The Sly One

Domains: Arcana, Trickery

The Lady of Illusions is the goddess of illusion magic and dception. 

Callarduran Smoothhands (Svirfneblin) - The Deep Brother

Domains: Forge, Nature

Mostly venerated by the Underdark dwelling Deep Gnomes, the Earthshaper or Deep Brother is the god of underground nature and shaping items from stone. 

Flandal Steelskin - The Metal Master

Domains: Forge

The gnome god of the forge, mtalsmithing, and mining. It is said that Flandal cn smell minerals and gemstones and his fllowers pray for his nose to lead them to riches. Mostly revered by Rock Gnomes. 

Garl Glittergold - The Gnomefather, The Watchful Protector

Domains: Arcana, Knowledge, Peace, Protection, Trickery

The leader of the gnomish gods, the first of the Lords of the Golden Hills, Garl Glittergold is the most revered and certainly the most popular of the gnomish lords and ladies, as he constantly reminds other gods of other pantheons (especially when he is pulling a con or trying to bed one of them). 

Garl has pulled any number of tricks from stealing an artifact eye from Gruumsh that ws meant to replace his missing eye, to pulling a vicious prank on Kutelmak the kobold god making gnmes the hated enemies of the kobolds ever since. 

As much trouble as he has caused for his people over the ages, Garl has also gotten them out of just as many scrapes and hs brought much properity to the gnomes of the Golden Hils and those of the world. 

Grenna Stareyes - The Lady of Love

Domains: Peace, Life

The gnomish goddess of love and beauty, said to be chased by ost of the Lord of the Golden Hills, none capturing her forever though. 

Nebelun - The Meddler

Domains: Arcana, Knowledge, Forge

The goddess of curiosity, magic exploration, and invention. Some of the best (and worse) ideas that haver ever come to gnomish minds are acredited to her. Sometimes also referred to as the Muse. 

Urdlen - The Crawler Below

Domains: Trickery, Vengeance, War

The only evil deity in the gnomish pantheon, it is said that Garl Glittergol let's the twisted creture remain as part of the pantheon to remind gnomes of the dangers of greed and bloodlust. 

The Crawler Below appears as a hairless, sexless, albino molerat that jelously hoards treasures deep beneath the earth. Only a few deep, dark gnomish cults actually worship this monster.

Anchor 35

Kenku Deities

The kenku of Garn are both an exiled species and few left in number.

Most of the kenku live in the Far East where they live in Monastic

Aeries, ttempting to regain their honor, if not their former, beautiful

forms. 

Most of the kenku today who revere highr powers, revere the Raven

Queen who has claimed the flocks who journeyed into the 

Shadowfell as her own (or reclaimed them depending on the story

you believe). 

As the kenku have told so many different stories over the aes, even

their own people don't really know the truth of it anymore, though

each kenku speaks one of their species' origin stories confidently,

even the ones they make up on the spot. 

But there are a few, called th e Old Voice by the kenku as a whole. 

These kenku have held on to and still worship the Ol Trickster, some

calling him the Original Kenku, some the Flockless Feather.

All that is known bout this deity is that he is a trickster god that

comes from the days before the kenku were changed into the people

they are today. 

Flocks or Gangs with a priest to Quorlinn are cosidered blessed and safe from beig

raided or having their territories taken by other kenku.

As the Rven Queen has been closed off fro being a true goddess, she is barred from

outright worship. This does not keep her from making pacts, however, likely

through the Veil warlocks and this is often how kenku who revere the Veild Lady

revere her. 

​​

Quorlinn - The Raven, The Masked Shadow

Domains: Arcana, Nature

Quorlinn was a peery and deceitful trickster god known to be easily irritated, bad-tempered, snappy, and fickle. He whined constantly about the responsibility of caring for the kenku and bemoaned his very godhood, complaining that it weighed him down.

Despite these traits, Quorlinn was not actually evil, and was in fact strangely likable. The oddball was akin to a jaded jester, and though he might be indifferent to matters of cosmic destiny, he was not truly uncaring. His attitude towards his patron race was possibly just an excuse stemming from insecurity and a concern that he was too weak to be a decent protector. The Raven had an edge of malice at times, but no true viciousness, and was even said to help races besides his own (and be embarrassed if confronted with such claims).

Those communing closely with the Raven, get the impression that he is the last survivor of some tragedy that befell the other gods in the circle of kin he belonged to though he will not expound on this, a certin sadness lays on the trickster god that breaks through his lughter and sarcsm whn the subject comes up. 

Followers of Quorlinn are expected to b pranksters, the jester of any group but also the utimate scavenger, not really working or hunting for themselves but tking advantage of the kindness and charity of others at every opportunity. This isn;t to be lazy or cruel, but is simply the way of the Raven, and by contrast his peoples. 

​​

Anchor 36

Orc Deities 

Anchor 37

The orcs of Garn are  proud people who have gon through various ages of history

being on their side such a driving the Queen of Chaos' forces out of Gillius, and 

times when history was not on their side such as the Gret Purge of what was then

Queensland (now Auroria). 

The orcs have been marked both as monsters and as hoorable warriors over

the ages. 

The Orcs of "modern" Garn are the most diverse than they have ever been. 

The orcs of Gillius hold their own port city of Stormcrag, whereas Srgoth

still remains largely controlle by the orc clans. 

Some orcs have denounced the clans, altogether making their own way

and some even turning to other gods, such as Astron, becoming exiles

for their effort lest th clans be infected with their sullied human beliefs.

Despite this outlook, half-orcs who swear their loyalty to the clans and to

Gruumsh, are more than accepted by the clans, even if they start on a tougher slope, needing to work harder to prove themselves. 

Most orcs still hold to the Old Ways of Gruumsh and the other orcish gods, following his tenets of not allowing wekness or abiding it in the clans, and a very might mkes right approach to all things. 

Though the orcs are not currently officially at war with the elves, the bitter rivalry of Gruumsh and Corellon still persists to this day, making it unlikely to find orcs and elves sitting down to share a meal together. 

Most clans have a High Priest or Priestess whch gives the oral legends and laws (as orcs do not typically write such things down) and tech the young through dominance, fear, and tyranny, driving home that orcish kind is meant to conquor and rule the world. 

Though Gruumsh is a very jealous god, he does tolerate the worship of other orc deities by lone orcs or in clans, especially larger hordes, where sevrl priets prctice. 

​​

Bhagtru - The Fist of Gruumsh

Domains: War

 

The Fist of Gruumsh, Bahgtru is the orc god of brute strength and loyalty, as well as the son of Gruumsh and Luthic. His divine peers fear the idiot god's great might, but call upon him when needed. He trusts only his parents and completely so, but when forced to choose between them would unfailingly follow his mother, a minor defiance Gruumsh grudgingly permits from his otherwise obedient son. 

The war priests of Bahgtru are expected to maintain their bodies in pek strength and resilience and to meet any challenge with a show of force as the first solution. 

Drathuu - The Storm Mistress

Domains: Tempest

 

The Storm Mistress, Drathuu is the orcish goddess of lightning and the power of storms. The storm priests of Drathuu tend to not b the trongest, physically, of the orcs seeking to make up for this by seeking the power of the storm, itself. A power that the destructive goddess is happy to gift, both for the energy of worshippers and to see the destruction her priests can wrought on the world. 

Gruumsh - He Who Never Sleeps, The Ever Watchful Eye

Domains: War

 

Gruumsh the almighty, the patron god of the orcs is the epitome of orcish nature, or what he instills as orcish nature into the clans. War, conqust, strength, brutality, tyranny, these ll fall under the iron fist of the Orc Father, and he rewrds those who show the most ferocity in his tenets and his ways. ​

Most orcs are far too chaotic to show the ledership and true potential to be a priest or priestess of Gruumsh, so when he finds a promising orc, he marks that orc with his touch, making it unquestionable that this is a Grummian Orc, a true follower and chosen of Gruumsh. 

Gruumsh strives for war and expects his priests to always lead chieftans and hordes to the drums of war, bloodshed being the ultimate glory to Gruumsh and his kin. 

Weakness, be it physical weakness or the wekness of heart such as mercy for an enemy or, worse, striving for peace. 

The War Priests of Gruumsh, those baring the Hand of Gruumsh burned into their flesh, are the most respected of a clan or horde, even bove that of a chieftan whom always heeds their advise. 

Ilneval - The Captain of the Hordes

Domains: Justice, War

 

The war master of the orcs, Ilneval represents martial prowess and cunning, being the revered god of Horde Captains and War Chiefs, leading the orcs into the most victorious of wars.

Ilneval is worshippd by orc leaders and especially leaders in war. 

Luthic - The Cave Mother

Domains: Protection, Trickery

 

The matron goddess of the orcs and Gruumsh's mate, Luthic represents the shield maiden who protects her family and is the matron of all orcish women warriors of which their are not many due to the nature of orc society, a nature that Luthic slowly changes from within the orcish circle of gods. Though all fear her claws, none of the other gods truly respect her, which secretly frustrates her. Even the orcish storm mistress, Drthuu, earns more fear and respect due to her unpredictable temper. But Luthic has found other ways to achieve her goals, by whispering inspirations into her husband and son's ears. 

Moarkuthikk - The Elder Mystic

Domains: Arcana, Knowledge

 

The worship of Moarkuthikk is widely outlawed by the orcs, for only the mad would call on a primordial power knowing that the Dawn War was one time Gruumsh had to work with the so-called good gods to vanquish the ptimordial and titan threat. 

But this Ancient Power can whisper to orcs who stop, even for a moment, to listen, corrupting them but at the same time, giving them great magical power among their clan, and with it great respect, other orcs not suspecting where the true power comes from. 

Being a secret priest or priestess of the Primordial Moarkuthikk can be a death sentence if dicovered but a solitary orc, out in the world, will have a much esier time worshipping this ancien, evil being. 

Shargaas - The Night Lord, The Lurker Below

Domains: Arcana, Death, Trickery, Twilight

 

The Lurker Below, Shargaas is the lord of stealth and shadows as well as the god of death and undeath among the orcs. He serves both as Gruumsh's head of assassins and as the lead necromancer among the orc gods. 

Shrgaas is venerated by both assassins, thieves, and necromancers. Orcs in several clans have been inspired to become rogues and necromncers both, if they can hold the discipline to do so, these are among the most cunning, untrusted, but also powerful of the orc skulkers. 

Yurtrus -  The Master of Maggots, The Crawling Unlife

Domains: Death, War

 

​Yurtrus is the orcish god of death and disease, a constant terror that silently waits for their demise. The vile god is a counterpart to Shargaas, for while the Night Lord symbolizes the fear of what lurks in the shadowy unknown, the morbid Lord of Maggots is the ceaseless threat of sickness and inevitable death all orcs face. Shargaas merely hates life, but Yurtrus is nothing more than its denial, embodying the principles that destroys it — antilife.

Priests of Yurtrus are quite few, typically orcs who secretly seek to prolong their lives through undeath but do not want to abandon Gruumsh for Orcus to do so, rather being an undead servant to one of the orcish gods, even a filthy disease ridden ne like Yurtrus, than a demon lord. 

​​

Phanaton Deities

The phanatons are a young people, still very tribal in their nature and most of

their numbers are druids and shamans, revering spirits more than the gods

of the "big ones". 

The only deity the phanatons worship as a people is the Mother, which

is really their name for the forest or jungle they dwell in (some 

religious scholars theorize that the Mother might be another aspect of 

Meiliki, her enjoying taking on different forms and names. 

Tribes of phanatons who do have a priest dedicated to the Mother are 

considered blessed in the eyes of the small, wilderness folks. 

When phanatons encounter wanderlust, breaking away from the tribes and

striking out on their own, they are very flexible in their spiritual beliefs, 

often "dopting" the gods and powers of other peoples, following whatever

powers "feel right" or "speak to them". This confounds the more religiously 

strngent, especially among species who do not "share" their deities, finding it

frustrting and challenging to try to explain to the phanatons that they cannot

worship their gods, a concept that phantons cannot fathom or wrap their limited

world concept around, usually resulting in uncomfortable questions such as

"Do you own your gods?"

​​

The Green Mother - The Mother of Life

Domains: Life, Nature, Peace

The Green Mother is not just a spirit of the forest or a spirit of the jungle, she is the forests, and the jungle, and the mountins, and the lakes, and everything of the natural world we see around us. She nurtures us, protects us with the beasts who are larger than us, bringing us friends such as the tree peoples. She gives us her energy to heal and she feeds us. 

This is the Green Mother and to serve her is the utost honor, to protect her in turn is our duty. 

​​

Anchor 38

Tabaxi Deities

Anchor 39

The tabaxi are a multifaceted people. In their jungle

nomaic tribes in Nazenka, they tend to be simply

trying to liv day to day, fending off thieves, other

nomadic tribes from othr specis, and monstrs such

as sand devils, brown dragons, and sand giant 

raiders. 

Cn be of any wonder then, that so many tabxi forgo

this life and strike out on their own, giving in to 

their wanderlust and seeing what else the world 

gas to offer?

As is their multi-faceted nature and various ways 

of living, that their way of worship is every bit as

different. 

Some tribes of tabaxi in Nazenka adapt the worship

of the Eleental Powers, primordial elementals that

many in Nazenka, even some genies, worship. 

Still other tabaxi, tribal and solitary both worship more traditional

gods to the tabaxi people, the Cat Lord and Bast the Ancient Lady

of Cats, or those of the darker bnt might choose to follow 

Felumbris the Stalking Shadow, and yet others though even more

rarely, worship the warrior lion goddess, Sekhmet.

Whoever a Tabaxi chooses to worship, much like their friendships

they tend to be loyal to that deity for life, though not many

worshippers of the gods have the discipline to bcome actual priests

or priestesses. 

​​

Bast - The Lady of Cats

Domains: Arcana, Grave,  Knowledge

The Ancent One, Bast the Cat Mistress, represents arcane knowlege, mystic secrets, and keeping the purity of the buried dead. 

Bast is more serious of a goddess than the Cat Lord, but leans more towards the good of heart than the Shadow Strider, Felumbris.

Bast onsiders cat-kind superior to others and feels that non-cats bowing to the cat kind just a natural stte of things. 

Cat Lord Miuu - The Master of Enigmas

Domains: Knowledge,  Trickery

The Cat Lord is a god on another world known as the Beastlands. Priests of the Cat Lor get glimpses of this fantastic paradise of talking beasts and all manner of beast-like peoples, centaurs, the few good minotaurs, wemics, bird folk, and of course tabaxi, just as a few examples. 

Tabaxi wishing to join the Cat Lord in this paradise or those who simply love a good mystery an solving said mysteries which is the purview of the Cat Lord, align themselves with this cat-god. 

 

Felumbris - The Stalking Shadow

Domains: Death,  Trickery, Twilight

Felumbris is a shadow shrouded large cat who stalks the night and represents the night-hunting assassins both in nature and in cities or towns. Felumbris is the "hidden danger" that represents murder, bloo and fear. 

Felumbris expect his followers to never feel remorse for killing, as killing is a natural part of life.

Simple rogue tabaxi and the more serious assassins among them pray to Felumbris. 

Sekhmet - The Twin Goddess of Healing and War

Domains: Life, War

Sekhmet, it is said, was one of the greatest healers in the heavenly worlds and the mortal one both, teaching her artful heling craft to any who would learn so that more and more of the world's people could be heled of injuries, illnesses and any other ailments. 

But the Set-Kith lernd of her craft, secretly to subvert and corrupt it to find a way to undo it. 

And undo it they did, tuning Sekhmet's family into undead monsters that she could not cure or heal, only destroy. 

Sekhmet, it is said, fell into a rd, blody rage, seeking out every member of the Serpent's cult and brutally killing them, but not stopping there, killing anyone who knew the cultists, and ultimately challenging Set, himself. 

But Set easily struck aside the healing mistress. Despite this, she kept arising again, more bloody and enraged each time, until she finally injured the Serpent Lord enough for him to withdraw. 

Yet still enraged, she was bent on destroying Set until the genie, Kaleem the Peaceful, sensed her hurt and nger and chose to touch her with his healing spirit. Th Djinn lord comforted her through hr sorrow but could not completely cure her loss. 

Since this day, Sekhmet has been a godess of healing but also one who makes war on the evils of the world, especially those who deal with the undead or those who follow Set.

Vorrik Deities

The Vorrik are one of the younger species on Garn an unfortunate

experiment that escaped to become a full-fledged people. Many

a sage surmises that the gods of the Vorrik are simply the first

of their kind, elevated to godhood on the pity of the gods since

these troll-blooded people had no gods of their own. Others say

their gods took the people, as a whole, into their fold, seeing 

their strength and potential (but also wanting to lure them 

away from worshipping Vaprak or one of the other troll gods and

giving them more strength than they already had). 

However the gods of this proud people came about, their priests

are dedicate, disciplined and devout followers, teaching and

holding their tenets and interweaving them more and more into

the Vorrik people as a whole. 

​​

Amon'Korr - The All King

Domains: Forge,  Knowledge

The Father of the gods and King to all vorrik and gods both. A

story tells of how Amon'Korr was once the king and god of the 

trolls, peaceful forest giants in that time. But the giants grew weart of

not being either as bg or as strong as the other giants and

giant-kin and they grew tired of their god being a god of wisdom

and healing more than a god of war and brutality which even then the

trolls craved. 

An especially powerful troll named Vaprak whispered among his fellows,

that if he were to be elevated above Amon'Korr that he would give the trolls

a power to rival bing big, but that he would make them bigger too!

Vaprak had discovered the key to regeneration that the trolls are known f

or today, but what he did not tell his people was that it would twist them and turn them into the ugliest of giant kind. 

The trolls betrayed Amon'Korr, enraging the god and turning him into a god of war insted of healing. But he was still a god, and one of leadership, leaving with those still loyal to him and turning his back on the trolls ever since. 

Amon'Korr, it is said, whispered into the arcnists who creted the Vorrik, the secrets to make a people more resembling the true trolls, before they were twisted,but he would never call them such or associate them with the once great trolls in any way. 

Vorrik's followers believe this account with utmost fervor (and maybe out of dsperation to not have their people's origins be an accident some might say). 

As such, Followers of the All King are expected to kill trolls and worshipers of Vaprak especially, losing to such cretures being a source of redicule and shame until rectifying the dishonor suffered by such a defeat.

Baetyl - The Great Crafter

Domains: Forge,  Knowledge

The Gret Crafter, Baetyl is responsible for being the god of hearth

and home to the Vorrik but also of craftsmen, blacksmiths, and

the cretion of tools and goods in general, especially the forger of weapons. It is prophesied mong the Vorrik, that Baetyl will one day create the weapon that will kill Vaprak, making him an important figure in the Vorrik pantheon. 

Malku - The Mountain Father

Domains: Nature, War

The Mountain Father is the guide to the Vorrik, helping them survive in the mountainous regions they prefer to roam and dwell in, helping them avoid or ovrcome mountain beasts, hunt, fish,  and gather the most abundant food sources, and to climb with expert skill. This god also gives the Vorrik the bility to defen their homes through battle and wrfare. 

 

Tialok - The Storm Mother

Domains: Protection, Tempest

The Mother of Storms, Tialok is the wife of Amon'Korr the king of the Vorrik gods. She is the protector of newly born children but also the vicious anger of the storm. She is prayed to for protection of the family and safety durng storms both. 

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Deities of the Far East (Shichi-Fuku-Jin)

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The peples of the Far East hold very different beliefs and a completely different

cosmology from most of those in the Western Kngdom, despite the efforts

of missionaries of the Golden Order of Astron to travel to the East in an

effort to bring the news of the True god to them. These efforts have

not een completely in vane and there is a presence of the Chruch in

the Far East. However, so vast and populous is the number of people

in the East that this small incursion into their belief have little effect

on their over all traditions and religon, as a small stone dropped into

the sea, the Jade Sea one might say, small ripples but the ocean, over 

all goes largely unaffected. 

The same could be said for the Ways of the East coming to the Kingdom

of the West, both sides of the world being largely unmoveable and 

unshakeble in their traditions and beliefs. 

Eastern peoples traveling to the West generally bring their deities

and religions with them more than trying to start a shrine in the

West (though some do build such places for as long as the Church

will let them be).

The Primary god of the Far East is the Dragon Emperor, the Father

of Creation, followed closely by the Court of the Seven, the seven gods

holding authority next to the Dragon Emperor. 

Priests from the Far Est are genrally known as Shukenja. Shukenja tend to blance their spells with protection, heling, and combat spells and generally have prohibitions or rituals they must complete to regain their spells, such as being forbidden from certain foods (or an entire food group such as not being allowed meat, fish, vegetables, dairy, or other forbiddances), or not bein allowed to grow hair of any kind, not being allowed to have sex, unable to read anything but holy texts, not being able to talk, as some examples. 

NOTE: So much more can be said about Eastern Garn and, one day, I hope to write that supplement complete with classes such as the Ninja and Wu Jen but for now, and since this campaign is happening in Western Garn, keep in mind there is the bare minimum about the East here, enough to create a character hailing from the East but not enough to have a fully carved out adventure there. 

Also, as a disclaimer, though I borrow some actual mythological creatures and charcters from Asian mythlogy, like with other mythologies in D&D, it is not an accurate lesson in mythlogy, only inspired by such. 

No offense is meant. 

 

Benzaiten - The Wise Beauty

Domains: Arcana, Knowledge, Light, Peace

The only female deity of the Lucky Seven, Benzaiten (called Benten by those close to her) is the goddess of song, dance, beauty, and love. She is also known for wisdom and teaching. 

Bishamonten - The Enduring Wall

Domains: Protection, War

The god of defense of the home and country, this muscular lord often has a pagoda or a sprawling wall as his symbol. Bishamonten is known for his strength and his protection of others, expecting his followers to do the same. 

Daikoku - The Time Giver, The Time Taker

Domains: Arcana, Grave, Life, Knowledge

The Father of Time and Fortune, both good and bad, Daikoku is followed by those wishing to unravel the myteries of time and the unverse at large as well as those who believe that fate is sacred and history should be protected. 

The Dragon Emperor - The Creator, The Four Winds

Domains: Knowledge, Nature, Light, War

The Dragon Emperor is the ruler of the Lucky Seven and his voice and will are the ultimate decison in any discussion or action. Though he has the ultimate say and power over everything that happens, he often let's the Seven mak the day to day decisions, only truly enacting his power when it is a serious decision or serious action is of the essence. 

It is told that the Dragon Emperor found a beautiful concubine and taking her as his mate, made her with child. But this beutiful maiden retired into a clam and when the Emperor opned the clam, a beautiful unusual pearl was inside. The Dragon Emperor wore this pearl between his stag-like horns, protecting the treasure. The pearl, of course, was the world, newly created. 

Followers of the Dragon Emperor are usually leaders in their community, party, etc. and are expected to take time to reflect on every action, not rushing to rash decisions, though decisive action in situations of immediate risk is sometimes necessary. 

The Dragon Emperor is choosy about his followers, one does not choose to follow the Ruler of all Gods, one is chosen to by that god. 

Ebisu - The Abbundance of Nourishment 

Domains: Nature, Knowledge

The god of fising, farmng, and otherwise gathering food. A god of abundance who is pryed to by the hungry or those who do not want themselves or their family to go hungry. 

 

Fukurokuju - The Great Crane

Domains: Life, Nature, Tempest

The Gret Crane is the god of healing, protection from disease, and surviving dissters such as storms, earthquakes, and the like. 

Sun Wukong - The Monkey King, The Smiling Joke

Domains: Knowledge, Trickster

As the story goes, the Monkey King Sun Wukong, was an arrogant and self important creature, always embarrassing the gods and causing any manner of trouble. 

After an especially tough expedition that Sun Wukong and others went on where his arrognce and joking demeanor caused the death of one of his friends, Sun Wukong journied into the Underworld to fe the gods and bring his friend back. 

In the end, King Yama of the Underworld offered him his friend but in exchange Sun Wukong had to stay, to no longer be a threaat to the other gods or the world as a whole. 

The Monkey King, surprising all even his friend, agreed and he was imprisoned in King Yama's realm for twelve centuries after which the rest of the gods wnted to see what he had learned in that time, and ordered him freed. 

Sun Wukong underwent a test of Wisdom and passed the test, showing his groth in wisdom and discipline. 

Sun Wukong is still a god of trickery and celebration but he and his followers are tempered with wisdom as well.

Jurōjin - The Master of Moths

Domains: Nature, Twilight

The Master of Moths, is a god of nature and the night time, gifting hi followers and those who pray to him safety in the night, and the skill to use the night as their tool. 

Yama - King Yama, Lord of the Underworld

Domains: Nature, Twilight

Not a member of the Lucky Seven, the evil and vile King Yama is the king of the Underworld and the enemy of all the gods, even powerful enough to dfy the Dragon Emperor, himself. 

It is told that King Yama attempted to usurp the Dragon Emperor's power after seeing the Great Pearl that he newly acquired and knowing it was a powerful artifact. It took the combind power of the Dragon Emperor and the Lucky Seven to defeat him, locking him away in the Underworld. 

But prophesies say that if King Yama collects enough souls, within one thousand in number close to the Dragon Emperor, then he will be freed again. 

Shukenja who are appointed to take on King Yama as their deity are doing so to appease him, to use his power to keep him content and in the Underworld as a duty more than wating to do his bidding (though there are warlocks who serve Yama just for that reason, using his power and trying to free him, cnsciously or not).

Nazenkan Deities

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The Nazenkan Empire is largely ruled by the elementals which are revered

by the peoples of the Eastern Deserts. As such, many of the deities

are genies that have been elevated to godhood and are revered by

mortals and genies alike. 

Most genies, however, as immortals themselves, have little use

in actual worship of the Nazenkan deities, though they most

certainly respect them and do their best not to cross them or

attract their ire. 

The creator and father deity, Almaqah, is largely a mystery.

Not an elemental power or a genie, the God King is nonetheless

uquestioned in his authority despite his more animal and 

nature-like appearance. Some scholars of the celestials believe

that he used to be a guardinal before becoming the God King.

The priests of the Desert Kingdoms are known as kahin or speakers

with the divine. 

​​

Allāt - The Queen of the Dead

Domains: Death,  Grave

The queen of the underworld, Allāt is one of the daughters of Almaqah and a mysterious shadow genie named Leila. 

Not only the guardian and shepherd of the dead, Allāt is also the punisher of the dead and granter of unded spirits to her worshippers and those who call on her.

Known to be a prticularly cruel and cold deity. 

Almaqah - The God King, The Rising Sun

Domains: Light, Life, Protection

The father of many gods and the undisputed king of the gods of Nazenka, Almaqah is a being with a bull's head and a sun-like star above his head. 

Almaqah has fathered many gods, demigods, and genies, having taken many wives as is his way. 

The Father of the Rising Sun represents strength in leadership light, hope and life. 

Only the most skilled and potential showing kahin are worthy to follow Almaqah.

Al-'Uzzā - The Light of Fire

Domains: Light

The fiery daughter of Almaqah and a particularly beautiful Ifritti, this goddess of light and fire, said to have lit her father's way when the Serpent of Eternal Night threatened to plunge the world into eternal darkness. 

Al-'Uzzā demands of her followers to bring light and warmth to the darkest, coldest places. 

Anbay - The Old Seer, The Avenger 

Domains: Justice, Knowledge, Protection

The Old Seer is an ancient Djinn with ivory white skin and flowing beard and hair to match. He is the god of justice as well as the gifter of oracles, giving them the power to see the future, thereby imparting 

​great knowledge to them. 

Hagar - The Lord of Stone, The Solid Strength

Domains: Protection

The Lord of Stone, Hagar is a dour and serious soul. The god of stone and earth, he was once the most powerful Dao of his time, holing an earthern empire built on slaves and tyranny as hard as his stone heart. 

But he was placed in a stone box of his own making, tricked by the very slaves he owned, becoming enslaved himself, only able to step out of the box when granting wishes. 

But he earned not only his freedom but his elevation to godhood when  slave named Elsheeb found him nd did not want anything but his happiness. 

He found out that her Kingom was under thret of a flight of red dragons that had been sumond and controlled by the vile desert hag, Tabasa. 

Rlsheeb was reluctant to win this battle with but a wish becuse it did not seem like the natural order of things, moe like a  "shortcut" to solving her Kingdo's problems. 

She freed th dao, instead but so oved was he by this pure soul that he felt something for someone other than himself and he helped to protect her Kingdom not becuse she wished it but because he wished it. Then he married the mortal fter, taking her from being  slave to being a queen and th mother of the first earth genasi.

After his wife's death, Hagar becme a more marose deity but still a protector and master of stone to his followers. 

Hapi - The Water Giver, The Great Flood

Domains: Knowlege, Nature

The god/goddess of rivers, rains, and floods. Appears as an androgynous figure, a male figure, or a female figure, somtimes a an animal such as a gint frog or crocodile. Hapi was once a powerful marid genie who became a god when proving their good judgment in when to bring or withold water to mortals. 

Isis - The Wind, The Gentle Breeze, The Mother

Domains: Knowlege, Nature, Life, Tempest

The mother of gods, Isis is Almaqah's longest enduring consort and, though it took some time, his queen. She was the most beautiful of djinni and a powerful weaver of the winds, made even moreso once elevatd to goddess. 

Isis is a goddess of the winds but she is also among the most peaeful and level headed among the gods, as well as being naturally matrony and protective of both the gods and mortals.

Nuha - The Rising Sun

Domains: Light, Knowledge, Peace

The sun god of Nazenka, another god that was never a genie but is, instead, an eastrn dragon hatched from the sun, itself. 

Followers of Nuha are expcted to greet the sun each morning and take the sun's light to all th dark places of the world. 

Siʿlā, - The Dark Queen, The Lady of Poisons

Domains: Arcana, Death, Knowledge

The evil daughter of the God King, Siʿlā, is said to have murdered the first genie to be destroyed, taking its power for her own, then raising the elemental, tormented soul as the firt ghul, unded genies that are a abomination and an afront to all genie kind. 

She and her followers ever thirst for more dark and forbidden knowledge and power. 

Northern Deities

The Frozn North, the Frostreach, the Crown of the World. 

Whtever name a given cultur calls this wsteland of ice and rock, this

dangerous place is the home of the sturdiest an mghtiest of peoples, the

clans of barbarians and goliath. 

Some clans are a mix of the two and some clans, especially the further 

North one gets, are very particular to being only or motly goliath and only

or mostly human, with perhaps a few adopted children from other 

species. 

The goliath and barbarians of the North share most of their deities, through

being so close and intermixed, just as the fiery, cloud, and storm goliath of the

East have adapted those deities into their own cultures, or some goliath clans adopt the

giant's gods such as Surtr or Ymir.

 

Angrboda - The Giantess Queen

Domains: Knowledge, Peace

The giantess who left the frost giants to join with the gods, having had a vision spelling the loss of the giants at the hands of the gods. 

Accepted by the gods only after she married Heramon nd bore him chidren tht some say were the first goliath. 

Brajja - The Maiden of Poetry and Song

Domains: Knowledge

The great muse to the skalds (bards), Brajja was said to have fallen in love with a mortal poet named Hovan Jorgansen. So heartbroken was Brajja when he grew old and died, as mortals are oft to do, that Udon could not stnd to see her tears and turned her loved poet into pure song and poetry, so she would always have him close to her. Ever since, she has creted music, song, and poetry and inspired others to do the same to keep her love alive. 

Dis - The Lady of Punisment, The Hammer of Judment 

Domains: Justice

The Lady of Punishment, Dis is a maiden of polished onyx who drags the guilty to the Underworld just as Valkyries usher the worthy to Valheim. 

Followers of Dis tend to be hrsh and unrlenting judges among the clans, bringing criminals to quick justice, usually at the head of a hulking warhammer. 

NOTE: Not to be confused with the Plane of Hell or the City thereof, though she may well e conected to the foul place. 

Freyja - The Mother of Love, the Goddess of Beauty

Domains: Knowledge,  Peace, Protection

The mother goddess, wife of Udon, the All Father and goddess of love, fertility, mothers, and protector of the home and hearth.

Hugin and Munin - Thought and Memory, The Twin Ravens

Domains: Arcana, Knowledge

The Twin Ravens are spirits, much like the Ram-Lord, but are worshipped as deities as well, usually by the few, rare scholrly types amon the clans, the skald (bard) or völur (spellcster). 

Worshippers of these twin birds are highly vlued in clans as tacticians and wise men/women who guide the clan in mattrs requiring their good wisdom and instincts. 

Kavaki - The Ram Lord, The Spirit of Survival

Domains: Nature

More of a great spirit than a professed deity, the Ram Lord, Kavki is venerated by scouts, clan chiefs, and those leading others through the harsh and dangerous lands, finding the safest areas with the most abundant food to build camps or villages. 

This spirit was revered by the goliath mostly but then becme adoptd by the other barbarian clans. 

Kuliak - The Dead Goddess, the Exile

Domains: Death, War

The goliath goddess of exiles and death, Kuliak was once a goddess of springs and rivers but, falling alseep one day and failing to lead a clan under her charge to water, the clan dying, she was exiled and shunned by the other gods, hiding in the Underworld where she sought vengeance against the rest of the gods. Kuliak whispers to those separated or exiled from their clans, goliath and other clans as well, any who will hear her, even orcs or giants. She corrupts the lost or the disposessed and builds a hatred in their heart changing them into the bludgr sadi (bloody shadows), twisting them into murderous, hate filled creatures. 

Heramon - The Axe of the Gods

Domains: War

The god of war in the North, this warrior is always ready for a fight, with a short fuse to rival even Utorra's stormy anger. 

Heramon is prayed to before every battle and especially during wartime. It is said that he blessed the hero Modi, turning him into a great ice bear before he waded into battle against the frost giants and ice trolls in the War of Giants. 

Udon - The All Father

Domains: Knowlege, Nature​

Udon is the All Father, and the King of the North, the Lord of the Northern Spirits and Gods. 

Udon is  wise king, being a more than capable warrior but tempering his abilities for war with great wisdom, having hung on th world tree for a year and a day then sacrificing one of his eyes for the wisdom to lead his brethren. 

Followers of Udon are spiritul leaders and advisors, alwys supporting their clan chief or their king, or jarl. All of their power gained from the All Father is channeled into uplifting thir leaders or leading, themslves, though priest rarely lead a Clan. 

Utorra - Mistress of Storms, Shield Maiden of Lightning

Domains: Tempest, War

The Storm Mistress, Utorra has the shifting moods and short fuse of the storms she represents. 

Utorra is alwys looking for the next chance for glory and to prove herself worthy to her father, Udon. 

Followers of Utorra are quick to anger and lways ready for battle. 

Valori - The Lady of  Valor and Bravery

Domains: Grave, Justice, War

The Lady of Valor and Bravery rewrds the fearless and ushers them into the Spring House, Valheim. She leads the Valkyries as their queen and detests the undead and the corruption of the spirit in any way, especting the same of her charges. 

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Non-Pantheon Deities

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Some deities walk independantly of belonging to a prticular people or a family

of gods, or, more sadly, they have lost their family or kindred. 

Many of these gods are outlawed in one land or another, though to be linked

to secrets or things that the peoples of Garn should not be involved in

or groups like the Church see them as no more than distracting and

misleading cults. 

Some of these gods are facing becoming or hav becom interloper

deities, their power waning and willing to accept any worshippers,​

though most still stick to their basic natures. 

Beshaba - Lady Misfortune

Domains: Trickster

The lady of hexes, misfortune, accidental deaths, and all around bad luck, Beshaba is often invoked to avoid such fates but it is always to no avail as it is her nature to bring bad luck upon all those who know her or speak her name. 

The priests of Beshaba invoke her power purposefully, hoping to rout her power towards their enemies or those they feel have wronged them. Though Beshaba does grant power to these individuals, she does not have the heart to tell them that the mifortune that powers their spells will tke its toll on everyone around them, friend or foe, even themselves if no one else is clos to them. 

Beshaba is an evil goddes but she is not heartless, pined by what seh is as much as hateful to everything else for not sharing her curse and her pain. 

Meilikki - Mistress of the Woods

Domains: Life, Nature

Meilikki is the living forest and the epitome of nature. Some say she walk the world as a unicorn, more powerful than the averge celestial creature. Others claim that she walks different peoples' pantheons as their nature god such as the Mother of the phantons or Baervan Wildwanderer of the gnomsh gods. 

Some revere her as who she is, the Woolnd lady of the natural world and healing. 

Milikki is a mysterious goddess whom some say the woods, themselves, gave birth to her and that sh has alwys walked among other deities without belonging to ny of their kin.

Parrafaire - The Naga King

Domains: Knowledge, Protection, Trickster

The god of the nags. It is said that the same heroes who defeated the Quee of Chaos, met with Parrafaire in his realm known a Trickster's Pardise whre he tested them then found them worthy to deliver a never spoiling fruit to the naga Nuwa. Upon eating the fruit, she not only gained wisdom and the knowledge of where her fellow naga were in the world, but also th knowledge of Parrafaire's existence, his story, and that her peoples are not alone in the multiverse. 

Since then, the first devout to Parrafaire have travele the world, sharing and imparting the knowledge of Parrafaire to not only ll naga but all good serpent peoples, including the couatl. 

Mortal followers of Parrafaire are expected to spread hppiness and laughter, especially through puzzles and pranks, as well as protect sacred areas and treasures. 

Raena - The Mother of the Titans, The First Primordial

Domains: Knowledge, Nature, Tempest

Raena is imprissoned dep in the depths of a plane known as the Tartian Depths of Carceri, but she still touches the world, still mourns the loss of the titans that have ben killed, or like her imprissoned, and her pin is still very felt by those who mnage to reach her. 

It is a series of rituals and trials to become a follower, nay a servant of Raena and, by association, the primordials as a whole. 

Raena asks one thing of hr followers, to work to free her and the other primordials and restore them to the godhod that the usurper gods took from them. 

Stelio - The Outcast, The Walker of Shadows

Domains: Arcana, Knowledge, Twilight

The frst and mybe only god of the tieflings of Garn, Stelio spent his life running and hiding from others, living in the shadows and in disguise in order to not be hunted as a monster or run out of cities and towns. 

Stelio presents himself to tiefling priest, especially, but not only tieflings, to anyone who finds thmselves unwelcome among others. 

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