Deandi

Deandi is the name of the world in which the group's D&D game occurs, upon the continent of Roltwen. Yes, really. Stop laughing. Here's some worldbuilding.

Creation Myths
The Elder Gods have never told mortals from whence they came. Perhaps they hide some great secret to power there, or harbor memories of great shame or pain from it, or they could have simply forgotten after so many eternities. For all the arcane might the oldest wizards possess, after all, they are still prone to misplacing their spectacles. What those old scholars have divined for certain, however, is the World was a project of Moradin, constructing the material plane for some inscrutable reason before seemingly losing interest in it. He abandoned his creation, along with the Titans and Dwarves he'd fashioned to help him with its details, and it was left to its own devices for many millennia, during which the Titans became resentful of Moradin's abandonment of the task he'd created them for and claimed Deandi for their own, devolving slowly into Giants and Ogres, and taking the Dwarves as slaves. Eventually, for reasons unknown, Sehanine made her way into Moradin's workshop and found the world, bringing it back to her partner Corellon. Together, they set to beautifying it, creating the Elves and laying the foundation for magic. At such time, Moradin learned it had been taken and, perhaps only because he was loathe to give anything away for free, tried to take it back. The Titans he'd abandoned, however, thwarted his efforts, until the Dwarves (with or without Moradin's help) revolted against the Titans and returned to his service. By that time, Moradin had come to an arrangement with Corellon and Sehanine to share Deandi, though the feud has led to an eternal distrust between Dwarves and Elves.

The commotion, however, also raised an interest in the world from the other Elder Gods, who started to lay their touch upon it. Oa, the Dragon God and chosen leader among them, decided each god or goddess should add something further to it, and created, or perhaps had brought with him from whence the Elder Gods came, the many species of dragons. Concurring, Ioun took the wild magic Corellon and Sehanine had used to reshape Deandi and codified it, bringing stability and consistency to the realm. Displeased by the change, Corellon and Sehanine created the feywild as their own realm, tethering it to the mortal sphere, so they could continue to enjoy the formless flow of wild magic. Seeing such inanity, Asmodeus created the Nine Hells and the devils in hopes that they would one day bring about order by forcing the other races to obey them. Gruumsh, in turn, laughing at such tedious order, vomited the first orcs and goblinoids onto the world. Nerull, the Old God of Death, then looked upon the crowded world in disgust and made mortal all others which had been created, that the world might not overflow or rot in perpetual, ever-sustained life.

Thus, the world was made, and the Era of Emergence began. As the living that had been created found their places in it, some changed and adapted, as the lack of cooperation amongst the gods had left gaps in their creation, and here began the occurrences the gods hadn't planned for. Because of their carelessness, fate, at the time one of Sehanine's dominions, no longer controlled every aspect of the cosmos, and as chance became a determining factor in the universe, a new god was born from within the gods' creation: Avandra. Seeing the world in which she woke as a toy, Avandra created the halflings, and began traveling to explore it all. When she wandered into the feywild, she met Corellon and Sehanine, who had just announced the birth of their twin daughters: Melora and Lolth. Each inherited a domain from their parents; Melora was given control over the new changes life was making in the world, known as nature, while Lolth was given the power over fate from her mother. Seeing Avandra's chance casually thwart her power of fate, however, Lolth began to grow jealous, perceiving the gift she'd been given as less than that of her sister.

Unaware of the jealousy she'd sown, Avandra continued on her way, and soon found she would not be the only God, nor Gods the only unexpected thing, to spring from the creation. The paths she found in her travels, she told to the members of the races she met, and halflings, dwarves, giants, elves, orcs, and others met for the first time. Sometimes, these meetings ended in conflict, but not always, and interbreeding began to become a more and more common occurrence. The offspring of such meetings, however, were bastard children, claimed by no patron god, and for millennia remained outcasts even among their own families. Towards the final years of the Era of Emergence, however, a handful of halfbreeds and their companions, the first adventurers, led an exodus of these unwanted children to found the First City far in the south, becoming their own new species: the Humans. And with these new facets of life came new dominions to be claimed, which were filled by the powerful first heroes who ascended to godhood: Erathis, Goddess of Civilization, and Pelor, at the time God of Outcasts. Noticing these new gods for the first time, the Elder Gods met them with a variety of reactions. Already fond of Avandra, Corellon settled down to tend more closely to the Elves, magic, and his love Sehanine, and gifted his role as God of the Sun to Pelor, allowing human civilization to become stronger through farming. Gruumsh, however, disgusted by the unprecedented order of the humans, called for their destruction. And so, brought to court with the rest of her family, Lolth saw her opportunity to repay her slights.

In speaking with Gruumsh, Asmodeus, Nerull, and a number of the new Lesser Gods, Lolth guided the formation of an alliance to overthrow Oa, though it was led by Nerull. Though many hows and whens are lost to us, this began the War in Heaven, which was reflected in the material world. Oa gathered Ioun, Corellon and Sehanine to him, and Moradin equipped them for war, but even the five Elder Gods were outmatched when their opponents had called so many Lesser Gods to them, among whom were Torog, Lord of Pain, and Zehir, God of Assassins and Poison, and a mortal sorcerer named Vecna. It was Vecna who first bent the nature of arcane magic to his will in order to permit the reanimation of corpses, creating the first undead as such a cruel joke at the Gods' expense that he, too, ascended, and brought those who fell in battle on either side to fight again for Nerull's alliance. Thus, Oa's Elder Gods were forced to recruit Lesser Gods to their side as well, including Avandra, Erathis, and Pelor. At the point the war reached its zenith, two more Gods, brothers, came into being: Kord, God of Battle, and Bane, God of Conquest. Some accounts left in holy scriptures say their appearance horrified the Elder Gods; speculation says they may have known Gods of War before.

Seeing them, Oa at once abandoned his battle with Nerull to swoop down upon the newly-formed pair. As battle was their domain, however, they were unstoppable, and Bane used an underhanded strike to split Oa in half from head to tail. The war may have been over at that moment, had Kord not turned on his brother. Outraged by the disgraceful tactics, Kord fought Bane back, then drove into Nerull's forces with enough power to force their retreat. In the aftermath, though he was in part responsible for Oa's death, he was accepted among Oa's followers, while Bane joined Nerull. Meanwhile, from the split corpse of Oa rose two dragons: Bahamut and Tiamat. Like the pair that preceded them, the two joined opposite sides, as Bahamut represented the honor and pride of all dragons, while Tiamat embodied their spite and greed. The end of the war, however, would be provided by a mortal, a sorceress whose name is lost, but whom pledged herself as Nerull's queen for when he ruled as King of the Gods, only to betray and banish him to parts unknown, usurping his power over death. Captured by Oa's followers just as she assumed her power, she faced a choice: have power over death alone, the process of going from life to afterlife, and not the dead, or be destroyed. Grudgingly, she accepted the offer, and became known as the Raven Queen, her power kept in check because rampant death now wouldn't add to an army of the dead at her disposal.

Those who followed Nerull were subsequently banished to the fringes of the world. Torog, in slaying a number of Lesser Gods, had become trapped to live in eternal misery below the surface as God of the Underdark; Asmodeus, who had corrupted the leadership of the human empire, was sent back to his Nine Hells, leaving the first Tieflings behind; and Lolth, with her cursed Dark Elves, was cast out to find a place between Underdark and underworld.

Known History

 * For more information, see Deandi/Extended History

Mythic Era

 * Two planes exist alongside each other. One contains the universal axis of the world Aberith-Toril, ruled by the Elder Gods. The other contains the universal axis of Oreth, ruled by the Primordials.
 * The Primordials, powerful and of few emotions, manage to gain total control over their realms. They drive their rivals, the Obyriths, to near extinction - only a handful escape, going into hiding.
 * The Elder Gods rule justly over their people, but eventually lose control of the realm to the Voidlings. They flee through an interplanar portal to the realm of Oreth, with Ea sacrificing herself to bind the portal shut.
 * The Elder Gods are viewed as interlopers by the Primordials, who immediately try to destroy them for threatening their peace. The Elder Gods fight back and destroy the Primordials, breaking them down to bare essences.
 * Tharizdun, servant of Oa, is corrupted by the Obyriths. He forges the Allshard from the Primordials' energy and uses it to create the Abyss, which begins spawning demons. The Gods contain the Abyss deep within the Elemental Sea and lock Tharizdun within the pocket universe of the Harrow.

First Era

 * FE1
 * The world of Deandi was created by Moradin for reasons unknown. He created the Dwarves and Titans as his assistants to craft the world.
 * FE232
 * Moradin abandoned the world. The Dwarves were devastated, while the Titans took over the world and enslaved the Dwarves.
 * FE615
 * After several centuries, the Dwarves revolted against their Titan masters. Led by Urist Giantsbane, they waged a decade long insurrection till Urist murdered King Ymir of the Titans. The remaining Titans were hunted down and slain: a few slipped into hidden places, falling into a deep slumber, while a handful of others fled to the far north of Deandi and created a hidden society of their own.
 * FE654
 * The Primeval Dwarven Empire arose as the Dwarves took over the Titan's cities, spreading through these and their own underground halls to create a vast empire.
 * FE709
 * The influence of the other gods begins to affect Deandi. Plant life and animals become more common and varied as magick spreads throughout the planet. The Fey are born in the forest-gardens of the eastern sub-continent of Dyyrows and slowly migrate to the west.
 * FE737
 * In the high peaks of the north, Oa places the nests of his children, the Dragons. These powerful Elder Dragons spread throughout the Adamantite Mountains, some slowly changing into subspecies to adapt to the climates.
 * FE765
 * The Elves of Dyyrows - Fey who clung to mortal forms - reach the Havsti Midlands and encounter the Dwarves. Initial interactions are abrasive, until an political insult triggers full on war between the two races.
 * FE774
 * The war between the Elves and Dwarves is cut short with the arrival of the Dragons in the Midlands. Together, the two races drive the dragons back: both sides take captives, which eventually become two distinct slave races.
 * FE799
 * Having recovered from the war with the dragons, the Elves set out to distance themselves from the Dwarves, splitting into several different groups and migrating across the continent in all directions.
 * FE820
 * Ioun crafts laws for magick after the formless flow begins to harm the order of Deandi. The gods Corellon and Sehanine take offense to this, alongside some of their Elvish followers, and form the Fey Wilds, a sort of "side dimension", which they tether to Deandi. Many Elves migrate here as well, forming the first High Elves
 * FE841
 * Asmodeus layers his plane of Hades over the world of Deandi and the Fey Wilds. Divided into the Nine Hells, twenty-seven portals (three to each Hell realm) form throughout the various continents of Deandi, spilling forth demons to bring a forced order onto the world.
 * FE877
 * The first battles between demons and other races occur. The Dwarven kingdom of Misthaven forces the main invasion force back, while elsewhere Dyrrow's sapient flora end the invasion there as well. The demons establish a home with the Fire Barrows, but refrain from further invasion for the time being.
 * FE894
 * Gruumsh decides to the world has fallen into too much order, thus he literally vomits the Varag progenitors out onto the land to wreak chaos. The vomitous thunderstorm creates the Uumk Bogs that many Varags begin to call home.
 * FE941
 * Many Varags begin migrating after the Bogs find themselves slowly being overpopulated. Roughly half only make it as far as the Red Sledge Cliffs before stopping to settle into shanty towns.
 * FE1000
 * Until this time, all races were immortal. However, seeing the Varags gross overpopulation ruining the world, Nerull struck the world with the gift of mortality, ensuring it did not soon overflow in endless, undying rot. Because of the time they had lived without death, the Elves and Dwarves retained very long lifespans.
 * FE1052
 * After three hundreds years of godly interventions and twists of fate, Chance takes hold at last, birthing from its power the goddess Avandra. She begins to wander the world and take in its beauty.
 * FE1061
 * Avandra grows lonely and creates the Halflings in the small hills of Bagen. Many set up homes there, while others follow their goddess on adventures.
 * FE1154
 * The twin goddesses Melora and Lolth are born to the Fey Patron Gods Sehanine and Corellon.
 * FE1233
 * Avandra's wanderings and tales begin to form the first highways between kingdoms, and the species begin intermingling on more friendly terms. Halfbreeds are slowly born, but are almost always outcasts among their people.
 * FE1476
 * The races begin systematically casting out the halfbreeds, who form small settlements on their own in the far plains and forested hills.
 * FE1641
 * The civilizations of Deandi grow and expand: the Eight Clans of the Dwarves split into the Winterheld and Serrin empires; the Fey of Dyrrows produce the eastern Osmul Confederacy, the kingdom of Feldin and the Boughs; lastly, the Varags spread trails across the continent of Rohltwen and establish innumerable shanty-towns, with the two largest at Sludgebattle and Breylock.
 * FE1755
 * The halfbreeds - now called Humans - have become so numerable that some of the races begin to feel threatened. The Great Migration begins as the humans travel to the south, forming the First City in the Sarranidine Lowlands.
 * FE1862
 * Powerful individuals known as 'demigods' begin to arise - some strong of their own power, others blessed by the gods. Among the first of these demigods are Erathis and Pelor, who help guide the early human government.
 * FE1945
 * Pelor creates the race of Dynol, sequestered away on the far western continent of Ni-shim. A pet project of Pelor, he combined the strongest traits of men, elves and dwarves, then left them to their own devices, hidden from the other gods and races.
 * FE2055
 * Oceanus the Seafarer leads a great exodus from Rohltwen to explore and colonize other continents. After four voyages composed of hundreds of elves, dwarves, humans and some of the more intelligent Varags, all contact with Oceanus and the colonies is lost.
 * FE2289
 * After several centuries of warring fiefdoms and competing kings, a wise warlord named Turath arises in the First City and begins taking control of the region. Proclaiming himself as the Bael of his people, he established an empire, which expanded its influence across the continent of Rohltwen as the Jade Empire of Bael Turath.
 * FE2573
 * Gruumsh calls for the destruction of humanity, leading to Lolth calling a secret meeting among the gods. This begins the War in Heaven: Nerull leads a rebellion against Oa, raising an army of both lesser gods and the undead.
 * FE2596
 * Fractures develop within Fey society as the stances of the patron gods split the race apart. While the most obvious rift occurs with the development of the Drow pledging themselves to Lolth, other factions emerge as the empires begin to fall apart.
 * FE2623
 * The Jade Empire suffers from insurrection as a false 'Bael' arises to challenge the aging Turath. This 'Bael Gajar' receives Asmodeus' blessing upon his followers, creating the first Tieflings.
 * FE2684
 * The War of the Gods begins to wreak havoc on the natural world: volcanic activity raises of the Wall of Wrath in the west while increased earthquakes begins sinking pieces of the world, including the entire Dyrrows sub-continent.
 * FE2699
 * The War in Heaven comes to a climax as an all-out battle begins as Oa and Nerull clash, starting with the destruction of the First City and the transformations of the Lowlands into the Endless Swamp. The war at last births the war god brothers Kord and Bane, who join the fight and split when Bane murders Oa. From Oa's two halves are born the two Dragon gods, Bahamut and Tiamat, who join opposing sides like the twins. The end arrives as Nerull is betrayed by a sorceress pledged to be his queen. She banishes him to another plane and takes his place as the death god, known only as the Raven Queen from thence on.

Second Era

 * SE1
 * The Second Era begins with civilization trying to piece itself back together. The Court of the Divines and their chosen high priests bless the process, but it remains an enormous, time consuming task: the gods cannot restore all as it once was, as they are now bound by certain rules of the Threads of Fate.
 * SE7
 * Vestiges of the Jade Empire begin to form into proper dominions, but without the army legions and mage orders that the Bael had used and lost at the end of the First Era, none are strong enough to control even a single region.
 * SE13
 * The final vestiges of the Feyic civil war comes to an end as Melora herself casts out the final followers of Lolth, exiling them into the Underdark with their mistress and her minions.
 * SE37
 * The Tieflings become hunted because of their planetouched blood, feared to cause a reprisal from the gods. The hunts and the excessive use of magick by their hunters, however, leads to a rise in demonic possessions and Demon invasions. The Holy Knights of Serris manage to repel these invasions.
 * SE45
 * From amidst the ruins of the Jade Empire's First City, a small group of loyalists gather three sorcerers of Vecna in a bid to resurrect Bael Turath and restore the empire. Instead, the plan backfires when Turath begins leading a zombie plague throughout the region, until an order of monks purge them after a three month rampage.
 * SE74
 * Berronar Truesilver sacrifices herself to protect her son, heir to the throne of Clan Silveraxe, from drake-riding assassins sent by Clan Stronghammer. Her son swears revenge and retaliates, taking thirty warriors and wiping out most of Stronghammer's military might. Clan Silveraxe of the north regains their preeminent place among the eight Dwarven kingdoms that had formed after the First Era collapse of the Dwarven Empire. Moradin, moved by her actions, takes Berronar as his queen and makes her Goddess of Protection.
 * SE102
 * After Oa's death in the War of Heaven, the Twin Dragon gods continually battled against one another. In one of their many spats, Tiamat birthed the greatest of her dragon children, Orochi. The eight-headed serpent spread death like a plague across the continent till at last an order of Knights, Sorcerers and Paladins led by Sarvan Berwyn managed to defeat the beast
 * SE123
 * Gorellik, God of Hunting, first appears wandering in the woods and blessing humanity's hunters. The next decade became known as the "Hunts of Bounty", as Gorellik's presence drew innumerable animals to the hunts.
 * SE195
 * War of the Arbor and Mages begins after human foresters evoke the wrath of the Arbor by deforesting the Deep Woods. Turning to the Mage's Guilds, a war broke out between the sorcerers and Arbor for some time till the mages brought about a compromise.
 * SE242
 * Elvish and human explorers from the midland regions discover small towns in the northwestern plains filled with the lizard-like "Dragonborn". The race refuses to explain their origins, but begins small trade arrangements.
 * SE347
 * After overpopulating their homes both in and under the Uumk Bogs and the Red Sledge Cliffs, the Goblins are whipped into a frenzy by the Varag Overlord Snask'tayla and sent east to claim lands. Their advance begins in the caves underground, leading to confrontations with the Dwarven kingdoms. This war soon spills onto the surface, where the elves and humans became embroiled in the surge of Goblins. Eventually, led by King Ulvar of the Dusk Dominion and Caesar Eljeeri of the Elves, the races of men, elves and dwarves pushed the goblins back into the underground and slew Snask'tayla.
 * SE398
 * The Winter Hold Invasion commences when Clan Icebreaker is attacked by an unknown army of wild men from the north at their farthest outpost, the Adamantium mine of Winter Hold. The Dwarves counterattack, discovering the wild men are lost tribes from one of Oceanus' sea voyages - though the fact that they were controlled by a imperialist Dynol faction remained unknown. Clan Icebreaker eventually drives the invaders out after a Thunder Dragon attack leaves them disorganized and superstitiously afraid.
 * SE456
 * The Emberi Imperium of the West rises as a powerful entity after human settlers enslave large numbers of goblins, monopolize the domestication of mammoths and wyrms, and become controlling force behind the midland trade routes.
 * SE485
 * First appearances of Yondalla, Goddess of Family, in the main Halfling cities of Lansdon, Charewarth and Round Fount. She joins Avandra as a god to the halflings, and in the next few decades the religious members of the Halflings end up causing the birth of three more deities: Sheela, Goddess of Love; Urogalan, God of Harmony; and Elvina the Trickster, daughter of Urogalan and Yondalla.
 * SE512
 * Establishment of the Adventurer's Guild
 * SE587
 * Led by their new king, Maglubiyet, the Orcs of the Red Sledge Cliffs found the city of Iro Talangs. Establishing it as the capital, Maglubiyet uses it as a symbol of the order he brings to this new Orcen empire.
 * SE674
 * Annam All-Father and his Giants - descendants of the Titans - return from the north, taking over the town of Blackrock and establishing a small kingdom there. Despite a few battles from angry denizens of the area, the Giants proceed to live relatively peacefully in the town. This inspires other Giants to spread south, which causes a few other conflicts as well.
 * SE711
 * Under Primarch Eucrastes, the Emberi Imperium declares war on the Plains Marauders after repeated attacks on their trade caravans. The Marauders evade Imperial efforts, leading the Primarch to dispatch the Inquistor Custodes to personally end the threat. Custodes leader Dremin manages to track down and single-handedly slay Marauder leader Jarvin and his ten strongest men. An attempt at uprising in the region immediately afterward prompts the creation of the subservient Sarranidine Potentate.
 * SE756
 * The Dragons of the north spread south and east for the first time in centuries. At first ignored, they are soon confronted separately by the elvish Kingdom of Feldin, the dwarven Winterheld Empire and the young mannish Sarranidine Potentate. After this brief dragon confrontation however, the cause is revealed: a religious Dragonborn sect had taken control of much of their people and provoked the dragons. Claiming all the lands visited as their own, the Dragonborn spread out and defeat all armies that challenge them, going so far as to enslave a large population of Orcs and conquer Iro Talangs. This establishes the Dominion of the Storm as a major power of the day.
 * SE798
 * After millenia of changes and shifts in magick, races of Beastfolk begin to emerge throughout Deandi. The first discovered are the Therin, Chucary and Jayoggo of the southeastern Oslo forests
 * SE811
 * The voyages of the demigod navigator Lady Umberlee reveal the fate of Oceanus' seafarers: while many were scattered among the Whirlwind Archipelago, others found their way to Wayfarer Isle, Seldain Island, and the continents of Karjunti and Ni-shim. After the second Ni-shim trip, Umberlee retreats to Deandi in fear of the giant Dynol living there.
 * SE842
 * Having plotted for nearly a millenia, Lolth attempts to rise from the Underdark using her Drow and the Great Spiders. Led by Sheabollant, the Spiders break into the surface through the Rift, taking over swathes of the Oslo Rainforest. The combined might of the beastfolk, the midland humans and the southern elves manage to force the Drow back into the Underdark, but the crafty spiders entrench themselves within the rainforest and leave a colony behind.
 * SE906
 * The Plight of Mother Othea
 * SE1162
 * A group of sorcerers pray to the gods to aid them in the creation of man-beasts: forsaken by civilization, their reasons vary between individuals, ranging from slavery to intellectual curiosity to perversion. Elvina the Trickster answers their prayers by transforming them into their creations as, in her mind, an awful prank: this backfires when the sorcerers praise her as their "Taurin Matriarch," slowly adding this aspect to her divine persona. This reviles Elvina so much that she cuts it out of her mind, spawning the goddess Telvinar instead.
 * SE1212
 * After years of aggressive expansion, the Dominion of the Storm collapses after a three sided assault: a revolt in the remnants of the Emberi Imperium, a strong armed attack by the Sarranidine Potentate, and an internal coup that removed the support of the dragons.
 * SE1457
 * Using Lady Umberlee's information, several kingdoms of men, elves, and dwarves send out parties to colonize the other continents. Much more successful than the colonies of Oceanus' day, large colonies begin to emerge on the Leiandrian Archipelago and many other islands.
 * SE1498
 * The new King of Clan Silveraxe's Great Hold banishes his half-sister in fear that she will take over the kingdom due to her popularity about the people. His sister, Gemma Riftrender, sets out into the surface world, eventually forming Clan Riftrender in the Gabbrostar Mountains
 * SE1566
 * The first colonies emerge on Karjun and Eos
 * SE1633
 * The Wellam League establishes itself as a major trade power in the Lelantmur, breaking away from its mother country and winning independence.
 * SE1854
 * Froth of the Elemental Sea. A great outburst of energy within the Sea causes large numbers of Elementals to enter the mortal realm, bringing the primordial chaos with them. However, many Fey take form to stop the uprising, holding the beings off long enough for Elven sorcerers to seal the breaches
 * SE1949
 * The colonies on Eos attempt to revolt, but are put down by the force of the Sarreed Empire. Insurrectionist cells begin plotting in secret after the open rebellion’s failure.
 * SE2052
 * The Rise of the Keeper's Phantasma: A powerful wizard known as the Keeper creates the Phantasma, a flying fortress, which he uses to traverse the land and enforce his will on whoever he pleases.
 * SE2207
 * Four Way War
 * SE2276
 * Centaur Unification
 * SE2341
 * The Karjun Covenant arises from a group of sorcerers who seek to aid and guide the settlers and natives of Karjunti. Due to the circumstances of their creation and their use of massive avatars, they soon are seen to threaten the gods: this leads to an agreement that the Covenant must be bound to Karjunti alone.
 * SE2462
 * The Thunder Dragon Crisis
 * SE2586
 * The Lich's Plague
 * SE2617
 * The Bloodstone Incident occurs when a surviving Necromancer from the Lich's Plague manages to beguile the king of Clan Riftrender. A lone mason manages to subvert the king and his sorceress queen, building a massive ziggurat and then using it to kill and excise the pair forever. Honored as a martyr, the center of the Riftrender's capital was forever sealed off as unholy grounds.
 * SE2753
 * The city-state of Jeorii on Eos attempts to gain the power of the Karjun Covenant. A blatant break of the godly rules, the city is destroyed by Lendys, God of Balance, to restore order.
 * SE?
 * SE?
 * SE?
 * SE?
 * SE4723
 * Second Great Varag War
 * SE?
 * SE?
 * SE5107
 * The Ash-Sweep War. Conflict erupts between Eos and Karjunti, then sweeps across the entire globe.
 * SE?
 * SE5633
 * End of the Era: The World Break begins when the new goddess of the Arcane, Mestril, is killed by the god of deception, Nesr. This causes magic throughout the world to become unstable, threatening the security of space and time provided by Ea’s barrier. Numerous gods die in the chaos that follows, Lelantmur and many other lands sink, and entire species and empires die. A brave alliance of heroes and gods manage to restore order, but irreparable harm is done.
 * SE5107
 * The Ash-Sweep War. Conflict erupts between Eos and Karjunti, then sweeps across the entire globe.
 * SE?
 * SE5633
 * End of the Era: The World Break begins when the new goddess of the Arcane, Mestril, is killed by the god of deception, Nesr. This causes magic throughout the world to become unstable, threatening the security of space and time provided by Ea’s barrier. Numerous gods die in the chaos that follows, Lelantmur and many other lands sink, and entire species and empires die. A brave alliance of heroes and gods manage to restore order, but irreparable harm is done.
 * SE5633
 * End of the Era: The World Break begins when the new goddess of the Arcane, Mestril, is killed by the god of deception, Nesr. This causes magic throughout the world to become unstable, threatening the security of space and time provided by Ea’s barrier. Numerous gods die in the chaos that follows, Lelantmur and many other lands sink, and entire species and empires die. A brave alliance of heroes and gods manage to restore order, but irreparable harm is done.

Third Era

 * TE1
 * The Rebirth: in the aftermath of the World Break, what is essentially a second creation takes place. Many races are created or reborn, lands are healed, and gods roles are restored.
 * TE?
 * Third Great Varag War
 * TE?
 * In the aftermath of the Third Great Varag War, the kingdoms of Elves and Dwarves had retreated from the midland regions of Rohltwen for various reasons, leaving the human nations to fend for themselves against marauding bandits and Orc nomads. In this vacuum, several warlords formed the Empire of Eternity to unite mankind, crushing any who resisted their dream. Grand cities and a golden age returned, not seen since the Jade Empire of Bael Turath, all lead by a line of god-blessed kings and queens.
 * TE?
 * Pirate Lord Roberre Dahl
 * TE?
 * TE?
 * TE?
 * TE3175
 * Fourth Great Varag War
 * TE3207
 * Constructing the Guardian Keep: In the aftermath of the Great Varag War, the northern regions of the Eternal Empire attempt to build a massive keystone fortress to protect against Orc and Goblin armies. The Dwarves reject them, leading them to turn to a small group of Elves with a unique knowledge in architecture. This leads to establishment of the elven Moonstone Kingdom in the north.
 * TE3294
 * The Division: Following the death of the last king in the Fourth Varag War, the weak successor line leads to internal conflicts. Eventually, this and the secession of the Sarranid Caliphate fractures the Empire of Eternity and leave the Midlands of Rohltwen in chaos. Dark ages of knowledge, civil war and corrupt warlords rule supreme.
 * TE3322
 * The Moonfall: With the fall of the Eternal Empire, the power of the Moonstone Kingdom begins to wane as rising warlords turn against non-humans. The Moonstone Kingdom falls apart, with its citizens scattering, leaving only a few scattered villages and a final vestige of civilization in the capital near the Guardian Keep.
 * TE3334
 * Hrothgar is born
 * TE3347
 * Rise of the Midland Kingdoms: After the fourth major incursion of imperial remnants into the midlands, a warlord named Labraid in the Lochlan territory unites several warlords under his banner. Establishing himself as the High King, he creates the united Midland Kingdoms, forcing other groups to flee to edge of the midlands.
 * TE3366
 * A nest of sea dragons is angered off the coast of Bahnia, leading to a month long rampage through the coastal cities of the state before they're slain by a group of adventurers
 * TE3375
 * Derundar is born
 * TE3401
 * Auryn is born
 * TE3417
 * Yarva Technocracy is rediscovered by the world at large after a large raid by an Oni group
 * TE3432
 * Elgast is born
 * TE3437
 * Rise of High King Aib: Following the death of High King Murchad the Drunkard, his eldest son Galen ascends to the throne but is killed shortly afterwards, allegedly at the hands of elvish assassins. His brother Aib becomes High King and launches a campaign against the elvish Free City of D'huran in retaliation for his brother's death. D'huran is defeated and nearly all of its inhabitants slaughtered on Aib's orders. This marks the first of several successful military campaigns that reassert the Midland Kingdoms' military dominance.
 * TE3442
 * Caellach is born
 * TE3446
 * Roz is born
 * TE3452
 * Gaelvern Rebellion (10 years ago): The Midland kingdom of Gaelvern attempts to secede but is defeated. High King Aib executes many of the rebel leaders, including his own brother-in-law. His sister Aerlie is killed and her keep razed.
 * TE3462
 * The Nerullian Crisis. A group of prisoners end up seeking out the seeming resurrection of the old death god.
 * Gaelvern Rebellion (10 years ago): The Midland kingdom of Gaelvern attempts to secede but is defeated. High King Aib executes many of the rebel leaders, including his own brother-in-law. His sister Aerlie is killed and her keep razed.
 * TE3462
 * The Nerullian Crisis. A group of prisoners end up seeking out the seeming resurrection of the old death god.

Fourth Era

 * 4E1
 * 4E46
 * On the continent of Eos, a group of prisoners break out and stumble upon a deadly plot
 * On the continent of Eos, a group of prisoners break out and stumble upon a deadly plot

Humans
Often derogatorily called Twinborn, Hybrids or Muds, the first Humans were the bastard offspring of Dwarves, Elves, Gnomes, Halflings, Giants, and even Orcs, among other bipedal races, and these contributing races are now known as humanoids. As a result, humans come in a range of shapes, sizes, colors and strengths wider than any other group collectively calling itself a race. When Erathis, Pelor, and other heroes founded their first civilization, it was simply called the Empire, but came to be known as the Empire of Bael Turath, after its ruler, at the time of the War in Heaven. Seduced by the power of Asmodeus, many of the Empire's nobility were blessed with infernal blood and became the first Tieflings. Other humans, however, overthrew them and destroyed this Empire, leaving their realms to be split between into hundreds of regions and cultures.

Humans are the most prevalent race in Deandi, and the most wide-spread, as in the rest of the world. Their trade routes cross the World's Scar and across the badlands to humans in the East, and their ships sail to islands in the Far West to trade with even more humans there. Who does the trading is ever-changing, however. With the fall of the Stone Elves and their nation, the land is in flux once again, with their former allies, the Kingdom of Lochlan, rapidly filling the sudden power vacuum, while noble houses rose up on their own claiming ancient heritages as rights, or sometimes no rights at all.

The identifying terms and physical qualities of humanity vary from region to region, though not enough to be labeled proper subspecies like some of the other races. Most of humanity belongs to Chondatan ethnicity, named for the central provinces of Chondata wherein humanity's First City was established. To the south, both on Deandi's southern edge and the southern continent of Arpigee, live the dark skinned Calishite people, who still inhabit and built around ancient Bael Turath bases. In the isles of the far west, the Illuska raise vast trade fleets and are ruled over by powerful monastery orders. And in the east across the World's Scar, the Osmuli people live mundane lives without much in the way of major powers, save the Harbor Theocracy far to the north and the Yarva Technocracy in the central mountain valleys.

Dwarves
Created by Moradin himself prior to the solidifying of the world, the Dwarves worked alongside the Titans to help the First God to craft existence. As artisans of their god, the Dwarves divided the world into eight regions and molded each one to their liking. While the Titans carved out shifted continents and raised mountains, the Dwarves formed plateaus, molded valleys and shifted sands, forming details that the massive Titans could not imagine.

When Moradin first abandoned the world, the Dwarves were distraught at first. In time, they recovered from the loss of their god, viewing it as a test to see if they were capable of carrying out his will without his direction. In time, however, as the Titans took the world for their own and enslaved the Dwarves, using their precise craftsmanship to form mountains for their thrones, they learned self-reliance and first took to the underground in order to fight back, striking from where their gargantuan oppressors could not reach them. Only with Moradin's help, however, were they able to finally succeed, and thus have been a pious though independent race ever since.

Today, many clans exist where once only eight divinely-ordained stood. Moradin had commanded eight great heroes of their rebellion to lead these clans, and their bloodlines have continued ever since. When Gemma Riftrender, an illegitimate daughter of Clan Silveraxe, however, established a clan of her own from her own retinue of loyal followers and redeemed exiles, however, the Ninth Clan was born, and others followed. Large holds are usually ruled by monarchs of some royal lineage, whether true or not, while more remote enclaves too far for even the nearest kingdom to aid often adopt elected Chieftains as leaders. Many dwarf settlements now lie aboveground, trading with other humanoid races, but the governing body of the great kingdoms have only one official hand on the surface: the Overlanders, a monastic order of Dwarves dedicated to the sole purpose of seeing to their peoples' affairs in the light of sun and moon.


 * First Clan Kingdoms
 * Clan Silveraxe (Dwarves of the Northern Mountains)
 * Its line of kings sired by the greatest hero of the rebellion against the Titans, Urist Giantsbane, the Silveraxes are perhaps the most powerful of all the Dwarven Clans with great resources in silver and mighty armies which aid the others in times of need. Each other clan, of course, is too proud to admit this, naming themselves the preeminent, but each naming Silveraxe the second.
 * Clan Stronghammer(Dwarves of the Southern Mountains)
 * While the mountain dwarves of the north have armies, the Stronghammers of the south have warriors. While fewer in number than most, their members are taught to be fighters first and foremost, and it's a rare dwarf who can face one of them in single combat.
 * Clan Coalbeard (Dwarves of the Black Hills)
 * None can say if the coal this clan mines from their home was what turned their hair so lustrously black or if their ancestors merely passed the trait down. Either way, they're known for both now, and the export of diamonds besides.
 * Clan Ironwrought (Dwarves of the Titan Forge)
 * It's no coincidence that Clan Ironwrought became known for its great skill in forging and refining, as their home, Greathearth, was built surrounding the last Titan Forge, its worldshaping primordial flame long since gone out, but replaced by fires stoked to burn constantly. It's said the Titan Forge will only grow cold when the body of the last Ironwrought does.
 * Clan Copperhand (Dwarves of the Crags)
 * Natural partners of the Ironwroughts, the Copperhands are known for their red beards and as the finest miners in all the kingdoms, capable of finding a vein of ore as if by scent. Some scoff at this idea and say their progenitor snuck a peak at Moradin's plans for the world ages ago, and the clan has kept it as a closely-guarded secret ever since.
 * Clan Icebreaker (Dwarves of the Far North)
 * Beyond the Northern Mountains of the Silveraxes, only ice and frozen oceans remain, hardly a place for dwarves of any other kind. But here, the Icebreakers thrive, living in the fissures of mighty glaciers and brewing wondrous ales in the snow which can sink to incredible cold without ever freezing.
 * Clan Pewterfist (The Lost Clan)
 * According to all records, the Pewterhands were Dwarves who delved into the arts of arcane magic, and tunneled deeper into the earth than any other Clan. Too far, it seems, for the Pewterhands eventually disappeared without trace, their cities empty with nary a drop of blood nor body to hint at what happened to them. Since their disappearance, however, very few clans have openly encouraged the study of magic, turning instead to the orders of runepriests. The Gnomes are suspected to be their last remaining descendants, born of those who left the clan before it became lost.
 * Clan Dunebreaker (Dwarves of the Eastern Badlands)
 * Rarely interacting with the other kingdoms, the Dunebreaker clan exists in the wastelands where Orcs and other goblinoids dominate. A hardy people,
 * Other Clan Kingdoms
 * Clan Riftrender (Ninth Clan)
 * First regarded as renegades, denied by the Silveraxes who had supposedly lent them their first leader's claim to royal blood, the Riftrenders were the first to openly trade with surface races, and eventually became so wealthy through such trade that they could no longer be ignored, opening the way for other clans to seek legitimacy.
 * The Overlanders

Gnomes are an interesting case amongst the races of the world. While seemingly related to the Dwarves, and often categorized as Dwarf-like, no solid evidence can be found for the Gnomes being descended from the Dwarves. Theories abound, of course - most popularly that they rose from the remnants of the lost Clan Pewterhand - but none know the true answer, not even Gnomes themselves.

Having the same frame as a Dwarf, but fairly beardless and possessing large eyes and noses, Gnomes are far more gifted with sneak attacks and quests for knowledge than combat and brute force. Their culture at times appears primitive, living in small clans with no clear structure, but they are capable of learning if the opportunity presents itself. This is evident given the noted difference between the wild gnomes, those living in forests and mountain valleys, versus those who have slipped into major cities and become knowledgeable in arcane and technical ideas.

Titans
One of the two oldest races on the planet, the Titans were created by Moradin to work as his heavy lifters in the shaping of the world. While Dwarves would chisel out smaller things, Titans were large enough to shift entire mountain ranges and dig rivers into oceans. However, when Moradin grew tired of the world and abandoned it, the Titans lost faith in their master and claimed the world as their birthright. Enslaving the Dwarves and building massive fortress kingdoms, they ruled supreme over the land until the Dwarves, led by Urist Giantsbane, rebelled and overthrew their taskmasters.

Many of the Titans were killed while others slipped into deep trances as they hid, but those that survived fled far to the north and formed a small kingdom of their own. Having been stripped of their natural connection to the earth by Moradin at the end of their war with the Dwarves, the Titans grew weaker and weaker over time, slowly shrinking in size and losing many of their natural abilities.

After countless years of scraping together a life in the north, a large faction of the Titans remnants broke off and moved to attack the northern city-state of Blackrock. Pillaging the city and the surrounding region, they set up their own kingdom in the more temperate region, where people began calling them Mountain Giants. Content with a life where food was easily grown and temperature rose above freezing, the Giants remained in Blackrock without causing further troubles. A single group of knights led an attempt to retake the city, but when that failed, the elves and dwarves of the region cut their losses and left the Giants alone.

After the success of the Mountain Giants, others began to leave what became known as the Frost Giant enclave. Some traveled to the eastern badlands, becoming the sun-burnt Fire Giants, while others journeyed to the west, becoming the Storm Giants of the Cracked Isles. Still others crossed the continent, either at times settling down upon discovering well hidden colonies of Titan remnants or joining and inbreeding with the local residents.

It is from these two groups that the Ogres were eventually formed, distinguishing themselves significantly from their Giant brethren in looks and behaviors. Smaller and far more bestial, they tended towards brute force and strength over tactics or elemental affinities. Over time, even the Ogres began making ethnic subraces, giving rise to the cultured, magic-using Onis of the east and the simple-minded Trolls of the south.

Fey
The history of the fey dates back to the moment that the gods began intervening in Moradin's creation. Creating magic to beautify and shape Moradin's trimmed, ridged world, the fey were creatures of pure mana that worked alongside their gods in this task. Over time, many eventually began to take shape, and a large quantity of these became beings known in later years as elves.

Whereas most fey continued to use physical forms only sparingly, preferring the option to shift into mana at will, the Elves grew attached to their new physical bodies and the unique ways in which they allowed them to interact with the world. And so they began to form a physical, material civilization, all while working towards the beautification of the world that their gods desired.

By the time of the War in Heaven, the Elves had a vast network of civilizations, equal almost the Dwarves in size and outclassing them in complexity. But the War would not be kind to the fey. As the War erupted across the world, their gods were split: while most remained with their creators Corellon and Sehanine, many chose to side with Lolth and the other gods of chaos.

The civil war that raged among the Elven nation was unparalleled in ferocity and bloodshed that has never been matched since. Families and friends turned against one another as cities crumbled. Even when at last the War in Heaven ended, the war of the elves continued, till at last Melora herself forced the last of the Drow into the Underdark with their mistress Lolth.

The effects of the war lasted far longer though: the dark elves left their mark as they left, ceding distrust throughout the elves, to the point where the remaining fey split into three factions. A faction calling themselves the Eladrin - known to others as "Moon elves" or "High elves" - returned to the deep Fey Wilds to reside there without interacting with the outside world. Another faction, called the "Sun elves" in contrast, stayed in the physical plane and began to rebuild their lives there. A third faction, known as Stone elves for their vast architecture, formed their own kingdom separate from the Sun elves, having fled to the north to escape the constant conflict and distrust.

As the Stone elves consolidated their resources and began to form a small kingdom of high towers and magitek advancement, the Sun elves spread across the continent, adapting as they went. In many places, town and forest cities sprung up, but for some the connection with nature deepened. Becoming known as the Wood elves, these groups would go off to form nameless communities lost in the forests, wander in and out of the Fey Wilds or become nomads on the plains. For another select group, cities near the sea side began to expand into the oceans themselves as these "sea elves" began to adapt their bodies with magic, eventually moving under the waves to become the Murlaan or Merfolk.

Varags
In time immemorial, Gruumsh vomited out the first of what became known the goblinoid races. Calling themselves Varags, they were knobby, gnarled things, prone to violence and barely able to contain their emotions and ideas. This met with Gruumsh's hatred of order, of course, but in those early days it threatened to destroy their existence: were it not for their extraordinarily high reproduction rate, the Varags would have died off in two generations and been nothing more than a footnote in the creation myths akin to Senmurvs or the Roving Mauler.

Most numerous and still most prone to heavy breeding are the Goblins and their direct kin. Lithe and limber, they infest all manner of places, most commonly underground caverns, deep forests and abandoned cities. Tending to move and attack in giant swarms, they have started more than a few wars over the millenia and caused countless massacres. Indeed, the First Great Varag War was almost entirely caused and carried out by Goblins: their numbers grew so numerous that they wandered the countryside, pillaging village after village, until an alliance of humans, dwarves and Dragonborn cut them down and sent them scurrying back into their nests.

The Goblins have several distinct breeds that have sprung up throughout the ages, most common of which is the Nilbog. Having become attuned to magic through one mean or another, Nilbog live within greater Goblin communities as their shamans and magicians. They are occasionally winged, twin-tailed, or otherwise possessing a unique mutation due to their enchanted lineage. Naturally skilled with magic to the level of an apprentice magician, the oldest will grow more powerful with time, though nowhere near a serious threat without their numbers.

The other two common breeds of Goblins are the Bokoblins and Hobgoblins. The Bokoblins are often found within mountain caverns and valleys. Smaller and even more numerous than Goblins, they are more annoyances than true threats, and are often subject to regional hunts when they grow too numerous. The Hobgoblins, in contrast, are larger, more muscular, and more intelligent than their brethren, often filling the role of commanders when the Goblin races come together. There are also reports of Hobgoblins along the eastern coast that have adapted to living underwater: these "Koalinths", however, are rarely seen.


 * Orcs
 * Orogs
 * Uruks


 * Kobolds
 * Urds


 * Bugbears

Dragonborn
The origins of the Dragonborn lie in mystery. Humanoids beings, they only appeared after the War in Heaven, but none of the gods have ever claimed them as their own creations and the Dragonborn are none too happy to share. Some theorize they were the product of a mad sorcerer channeling the power of the Dragon Gods, but others believe they may have been a literal product of Dragon-human unions.

Regardless of their origins, the Dragonborn are a very sturdy folk. Actually made of four similar races - the Aurak, Kapak, Bozak and Sipak - their nations reside mostly in the north and the west, with colonies throughout the rest of the world, particularly in the Serrated Mountains.


 * Dragonborn ("Aurak")
 * Kapak
 * Bozak
 * Sipak

Halflings
Created by Avandra as she awoke in the world and began to explore her powers, the Halflings are instilled with a love of the world not unlike their patron. At home with the farmlands and the earth around them, they have avoided notice from a large portion of the world for ages. With much of Avandra's whimsy, they tend to their quaint homes, content to while away their days in peace. But at times, chance calls their names, and few things endure like a Halfling's wanderlust.

While Halfling adventurers and travelers remain uncommon, they appear often enough to grant them a certain level of mystique. Skilled in stealth befitting their size and build, they are well known as thieves and rogues, with a handful of scholars and mystics in their number as well.

Halflings of Jardestur descent tend to reside further east in or near more populated cities, where they're often mistaken for young dwarves or short humans. While taller, lither and more adventurous than their Harvan brethren to the west, they can still be identified as Halflings thanks to their pointed ears, large feet and large appetites.

Planetouched humans
Originating with the War in Heaven, the first of the Planestouched beings were created when Asmodeus mixed the blood of demons into many of the officials of the Jade Empire of Bael Turath. Stronger and more naturally attuned to dark magicks, the Tieflings as they became known waged war against the rest of the empire, cracking it into pieces and sending human civilization tumbling into the dark ages alongside their Elven counterparts. As such, they became feared and hated in the years to come, going so far as to endure the Demon Hunts when Paladins sought to wipe them from the face of the planet.

In time, Tieflings became accepted, though never truly trusted by the majority of the races. Evolving into two separate breeds over the years, Fendrus Tieflings embraced their devil lineage, becoming larger and stronger but exhibiting more demonic traits, such as talons, horns and occasionally wings. The Impellion breed of Tieflings, in contract, retained the agile look of humans while attuning themselves further with the shadow currents of the world's magicks. Whereas Fendrus Tieflings became powerful soldiers and warlords, Impellions would employ themselves as assassins and court magicians.

Over time, other Planestouched began to arise.


 * Aasimar
 * Genasi

Beastfolk

 * Therin
 * Chucary
 * Jayoggo

Taurins

 * Centaurs
 * Minotaurs
 * Nagas
 * Arachnins

Fiends

 * Baatezu/Devils
 * Tanar'ri/Demons
 * Yugoloth/Daemons
 * Hellions/Dybbuk (ruled by Baernaloth, child of the Obyriths)

Other races
As vast a world as this setting is, there are dozens of other races with origins unrelated to the above categories or simply unknown. Having untold ages to develop, they have formed their own societies and customs oftentimes, and it is rare for them to mingle with the prime races.


 * Arbor
 * Bladelings
 * Deva
 * Gellas
 * Githzerai
 * Golems
 * Illithid
 * Istari
 * Ixzan
 * Killoren
 * Krinth
 * Kuo-toa
 * Lupin/Gnoll
 * Mongrelfolk
 * Rakshasa
 * Umber Hulk
 * Vampires
 * Warforged

Factions

 * The Titans
 * Titan Lords
 * Blackrock
 * The Eight Clans of the Dwarves
 * Primeval Dwarven Empire
 * Winterheld Empire
 * Serrin Empire
 * Kingdom of Misthaven
 * The Fey Realms
 * The Wilds of the High Elves
 * Fey of Dyrrows
 * Osmul Confederacy
 * The Boughs
 * Kingdom of Feldin
 * The Drow of the Underdark
 * Varag Hordes
 * Uummk Bog Hovels
 * Red Sledge Shanties
 * Sludgebattle
 * Greylock
 * Iro Talangs
 * Asmodeus' Hosts
 * The Nine Hells
 * The Fire Barrows
 * The Halflings
 * Homes of Bagen
 * Lansdon
 * Charewarth
 * Round Fount
 * The Humans
 * The Jade Empire of Bael Turath
 * Dynol Imperium
 * Dusk Dominion
 * Plains Marauders
 * Emberi Imperium
 * Sarranidine Potentate
 * The Wild Tribes of the Sea
 * The Dragonborn
 * The Conclaves
 * Dominion of the Storm

The Elder Gods
The Elder Gods came to rest at this particular point in the cosmos after fleeing someplace else—though where or what is even meant by "place", whether plane or realm or physical spot is unknown—together and created the Material Plane, from which the Lesser Gods would spring later. Though equal in power to the Lesser Gods, these entities embody concepts more basic to the universe, and thus are sure to endure longer, even after the Material Plane ends and takes their worshipers with it.


 * Oa (deceased)
 * The first Dragon God, the embodiment of things both great and terrible. The hunger for power to lead, and the nobility to lead well. When he died, he was split into two halves that rose again; the noble Bahamut, and envious Tiamat.
 * Ioun
 * "I think, therefore I am." To exist is to know, and this earliest piece of knowledge manifested the God of Knowledge, Ioun, mere moments after the long-lost First Gods came into being alongside Reality. So long as there are conscious entities capable of understanding and reason, Ioun will persist as the God of Knowledge. His are the secrets of the universe and its history, as he's seen the beginning of all things and may yet be one of the few to see their end.
 * Corellon
 * Called Corellon Larethian in full, he is one of the elves' two patron deities, the husband of Sehanine, God of the Arcane, the Fey, and formerly of the Sun. He resides now in the Feywild, tending to its creatures and touches the physical world only remotely through magic.
 * Sehanine
 * Goddess of the Moon and formerly Fate, wife of Corellon, Sehanine is known as the patron of young and forbidden lovers, sending shadows to hide their trysts. She and her husband once courted in such a way, dancing around the world as sun and moon, until her husband settled in the Feywild where they can now join each night.
 * Moradin
 * While the Dwarves believe him to be the First God, being God of Creation, his fellow deities maintain this isn't strictly true. Moradin embodies creation, not merely existing, meaning he represents the process of advancement through craft and ingenuity, not all things which have already been created.
 * Asmodeus
 * Gruumsh
 * Nerull (deceased)
 * The God of the Dead, Nerull was the leader of the rebellious faction during the War in Heaven. His endless armies nearly succeeded in granting him the throne, until the Raven Queen banished him from existence.
 * Ea
 * Tharizdun

The Court of the Divines
After the War in Heaven, the victorious deities formed the Court of the Divines to govern the world with. However, as time marched onward, other deities began to spring up once again. These younger deities came under the wings of the Court Gods, forming individual pantheons among the different races that were then governed and bound together by the sixteen Court Gods. Of note, Ioun and the Raven Queen refrained from forming pantheons, preferring to exist almost completely alone.

Bold font denotes a permanent member of the Court of the Divines, regardless of their own pantheon and cohorts.


 * The Court
 * Ioun, God of Knowledge
 * Moradin
 * Corellon
 * Sehanine
 * Melora
 * Avandra
 * Erathis
 * Pelor
 * Kord
 * Bahamut
 * Maglubiyet
 * Othea
 * The Loregiver
 * Haku
 * The Jonquil Sovereign
 * The Raven Queen, Goddess of Fate and Death - Once a lowly human sorceress, the Raven Queen’s name was forgotten after she ascended to godhood by banishing Nerull – to whom she had promised herself as a queen – and bringing an end to the War in Heaven. Taking on Lolth’s power over Fate and Nerull’s power over Death, the Raven Queen became a begrudgingly accepted member of the Court. She counts none of the other gods as friends, though not enemies either, and has little to do with the chaos gods either.
 * Jergal, the Master of the End - The Reaper of the dead
 * Mystra, Goddess of the Arcane - An Exarch who took on the powers over the Arcane Weave of magick after Corellon’s previous successor, Mestril, was killed at the start of the World Break


 * The Dwarven Deities
 * Moradin, Lord of Dwarves and Maker of the World – While the Dwarves believe him to be the First God, being God of Creation, his fellow deities maintain this isn't strictly true. Moradin embodies creation, not merely existing, meaning he represents the process of advancement through craft and ingenuity, not all things which have already been created. Regardless, he is the greatest of the gods to the Dwarves, and retains much respect among the Giants (his other progeny), humans and Halflings.
 * Berronar Truesilver, the Revered Mother and Goddess of Protection – Ascended by Moradin himself for her acts of self-sacrifice, she is now regarded as his queen. Her realm often revolves around the homes and families of the Dwarves. She is a kind goddess, concerned with her people above all else, but remaining friendly with the other queenly goddesses
 * Baervan the Wildwander, God of Travels and Summer – Born from the spirit of the roads and the wild, Baervan is an adventurous, traveling raccoon. Called upon by many wayfarers, Baervan is rarely in the home of the Dwarven gods: he prefers to meet his followers most of the time, both in secret and in public. He enjoys a host of human, Halfling and even elvish patrons as well.
 * Vergadain, the Merchant King – Twin brother of Dumathoin, Vergadain has always been the brains of the outfit. True to his name, he is a genius king among merchants, managing to single-handedly establish the economic power of Clan Copperhand during his mortal years.
 * Dumathoin, God of the Earth, Ores, Gems and Earthquakes – Twin brother of Vergadain, Dumathoin was the jewel of Clan Copperhand in his mortal years. Locating hundreds of ore veins, his talents earned him godhood upon his death, and he continues to grant blessings upon the prayers of earnest miners. Having spent years digging, he honed a skill for slaying underground beasts and Underdark creatures: these blessings have also passed on to his followers.
 * Duin Brightmantle, God of Innovations – All Dwarves strive to better themselves and improve their work, and the followers of Duin Brightmantle are merely the pinnacle of this train of thought. With endless craftiness and boundless inquisitiveness, the clerics of Brightmantle advance Dwarven culture in uncountable ways.
 * Sharindlar, God of Judges – Although her priests are often called “those who are merciful,” Sharindlar’s realm of justice lies squarely within facts and the letter of the law. Though not without mercy, her ways deal with the prompt, straight-forward judging of deeds and intent: any attempts at bending the truth are punishable in her sight.
 * Boccob Glittergold, God of Gnomes – Accepted within the Dwarven pantheon by his own invitation, Boccob is an enigma. How he relates to the Gnomes, as well as when he became a god, remains unknown. All that is known is that he loves the Gnomes, listening to their every cry, and that his fear of misused magic and love of laughter are his two most defining traits.


 * The Elven Deities
 * Sehanine, Goddess of the Moon, the Arcane and the Fey – Goddess of the Moon and formerly Fate, wife of Corellon, Sehanine is known as the patron of young and forbidden lovers, sending shadows to hide their trysts. She and her husband once courted in such a way, dancing around the world as sun and moon, until her husband settled in the Feywild where they can now join each night.
 * Corellon, the Fey-Lord – Called Corellon Larethian in full, he is one of the elves' two patron deities, the husband of Sehanine, and formerly the God of the Arcane, the Fey, and the Sun. He resides now in the Feywild, tending to its creatures and touches the physical world only remotely through magic, having given up all his magical duties over the millennia.
 * Mestril, Goddess of the Arcane and Keeper of the Weave (deceased)
 * Melora, Goddess of Nature and the Sea – One of the twin daughters of Corellon and Sehanine, Melora was granted power over nature that her mother once possessed. While originally just a goddess of the land and forests, Melora eventually took over control of the sea as well when its god, Procana, was murdered by Lady Umberlee.
 * Lakal, Goddess of Healing – A rival of the human god Kukul, Lakal was the first and greatest Elvish healer. So skilled, in fact, that she began to prevent death itself: while incapable of returning beings from the dead, her healing could maintain the aged and sick for years after treatment. The Raven Queen eventually ordered her to be executed, and instead Corellon exalted her into the pantheon, cementing her powers as a healer but excluding her from warding off every sickness.
 * Aerdrie Faenya, God of the Wind and Spring – Caressing and carefree, Aerdrie’s domain over the wind is ever changing, just like Aerdrie herself. She mostly keeps to herself and makes no enemies, and has become the patron of the avians, especially the Aarakocra.
 * Elebrin, God of the Harvest – The child of Sehanine and Pelor, and double step-brother of Chauntea, Elebrin joined his mother among the elven gods. While his sister worried and cared for farms and agriculture throughout the year, Elebrin blessed the harvest and all the celebrations surrounding it.
 * Solonar, Goddess of Archers and Hunting – Appearing in a flurry of bountiful hunts that fed entire cities for weeks, Solonar was soon worshipped by many beyond the Elves. Solonar’s place among their pantheon exemplifies the Elvish skill with bows, making her a favorite among rural communities and Rangers. Aloof and proud, her senses are keener than any other, able to hit the tiniest flee from miles away. It is said the greatest of her followers have let arrows fly true for a league, hitting their mark to the confusion of all witnesses.
 * Procana, God of the Seas (deceased)


 * The Halfling Deities
 * Avandra, Goddess of Chance and Change – The first of the gods to arise from within the world instead of existing before its creation, Avandra embodies change and chance itself. This made her a direct enemy of Lolth’s rule over Fate, inadvertently causing the War in Heaven. Avandra has since become the patron of the Halflings, filling them with wanderlust at her whimsy.
 * Yondalla, Goddess of Family – The second Halfling deity to appear, Yondalla came to embody one of their most basic ideals: the importance of family. One of the closest knit races throughout Deandi, Yondalla exemplified this, falling in love with and marrying Urogalan soon after his appearance.
 * Saint Hiatea, Exarch of Children – Patron of children and Yondalla’s sole exarch, the humble Giant maiden was born in a time of great crisis. Many had assumed children would never need cry for a deity, but after the atrocious acts of Sulizhar Abrim, this was no longer the case. A saintly cleric, having pledged herself to the motherly goddesses, Hiatea ascended into exarch power and destroyed the Sulizhar. From thence on, she became a defender of all children, watching over them.
 * Sheela, Goddess of Love – Why the goddess of love manifested so late and within one of the smallest races is often questioned, but Sheela once answered it very simply: a Halfling’s love is, with little exception, the purest of all races. A patron to all lovers, Sheela has been known to veil secret loves from prying eyes on a whim. She has no temples, considering the worship partners give each other to be sufficient.
 * Urogalan, God of Harmony – There is nothing that a Halfling enjoys quite so much as quiet harmony. One of the first Halfling magistrates, Urogalan Haut ensured prosperous harmony throughout the flourishing race, something that eventually ascended him to the realm of the gods. It was there he, a lonely mortal bachelor, became enamored with the goddess Yondalla, and established a family.
 * Elvina the Trickster, Goddess of Rogues, Thieves and Mischief – While not the greatest or first among rogues, Elvina was the most notorious for centuries. Always a master of hiding and escaping, Elvina’s craftiness was so successful she managed to steal the fruit of the gods right out from under their noses. Granted immortality by the fruit, Elvina became the Goddess of Rogues, forcing her way into the pantheon and spreading her trickery throughout the world. Always exhibiting the tenaciously mischievous spirit of the Halflings, Elvina often prefers tricking other races: to her own people she merely extends her insatiable desires for trickery. These desires have backfired on the goddess more than once, such as a joke gone wrong that led to Elvina sacrificing a piece of her own divine power and accidentally creating the goddess Telvinar.
 * Taiia, Goddess of the Seasons (deceased)


 * Pembe Bolizko, the Ivory Tower (The Human Deities)
 * Erathis, Goddess of Civilization and Law – One of the first demigods, Erathis was a human in the First Era, shortly after the Great Migration. Helping to lead her people to create a better world for themselves, Erathis became known as the God of Outcasts upon ascending. Taking on power over civilization and law after the founding of the First City so long ago, Erathis continues to lead humanity’s expansion with pride, taking each of their failures on as her own.
 * Pelor, Lord of the Sun and Time Keeper – Erathis’ brother in arms in the ancient days, Pelor would succeed him and later follow him to godhood. Granted the power of the sun by Corellon of the Elves, Pelor managed Time as well, often bringing him into arguments with Savras Enoreth. He was nearly killed during the World Break, and his divine essence that escaped gave rise to several new gods. When Nesr was executed afterward, Pelor was resurrected to full strength using Nesr’s power.
 * Kord, God of Storms and Battle – In the final fight of the War in Heaven, two brothers were born as gods: Kord and Bane. Relishing in the combat, the two were unstoppable together, until Bane’s underhanded tactics slew the Dragon god Oa: Kord, outraged, split off from his brother and joined the good gods, opposing his brother. Since then, Kord has become the Lord of Warriors, often accompanying their battles with powerful storms. His followers extend beyond humans to dwarves, dragonborn and others.
 * The Loregiver, God of History, Lore and Books – Often referred to as Ioun’s apprentice, the Loregiver is an enigma. Having existed since the First Era, he did not make himself known till the Second Era, when he began gaining followers throughout the east. Knowledgeable in all matters of history and lore, the Loregiver never forgets, and many cities ask for his blessings upon their records and libraries. He is also oddly respected by bards, who see his realm affecting storytelling also.
 * Aoskar, God of Portals – Often at war with the Titan deities Arno and Julian over the realm of doors, Aoskar controls all portals and passages, no matter their form or location. While many question his strength, Aoskar is always quick to remind doubters that passages are everywhere – and when all else fails, the disbelievers soon find a portal beneath their feet, never to be seen again.
 * Azul-Eha the Red Knight, Goddess of Strategy and Spirals – Having arisen from within the ranks of Kord’s faithful, Azul-Eha was a sorceress with unique magic skills and a gift for stategy. One of their greatest leaders, she always managed to twist and spiral her combat moves, as well as her plans, ever to her advantage. When she eventually ascended to godhood after the Battle of Caer Alnus, she caught the eye of Kord, who sought her as his wife. Challenging him, she bested him in a match of wits, but later accepted his attempts at courtship and became his consort. Later still, she took the power of tornados and rivers from Melora’s nature portfolio, adding that to blades under her own “spirals” portfolio.
 * Kukul, God of Blood and Doctors – Lakal’s rival god, Kukul was born divine, the child of Kord and Azul-Eha. Originally a god of blood alone, he eventually adopted the portfolio of doctors, supporting the domains of his father and mother. Whereas, Lakal remains highly followed throughout the rural regions, while Kukul is far more popular in cities.
 * Maztica, Goddess of Fertility, Growth and Motherhood – The wife of the sun god Pelor, Maztica is often called upon by females of society, regardless of race. While very much formed after a human ideal in regards to her domains and appearance, the goddess blesses all who call upon her, even outcasts and halfbreeds.
 * Chauntea, Goddess of Agriculture – The daughter of Corellon and Maztica, and double step-sister of Elebrin, Chauntea is the goddess of agriculture, looking after the farms and herdsmen of the world. Often worshipped alongside Solonar, Chauntea finds the god of hunting an arrogant brute, instead preferring her gentle, long-lasting ways to Solonar’s quick, violent approach.
 * Lathander, God of Dawn and Youth – The child of Pelor and Maztica, Lathander rose with his father and has continued to do so, never changing but never failing to appear. The only time that Lathander failed in his duties was when he was kidnapped by Khala, the goddess of frost, at the start of the Endless Winter. While closest to his parents, he also has a close relationship with Saint Hiatea, the goddess of children.
 * Mielikki, Goddess of Autumn, Dryads and the Woods – a true daughter of the forest, Mielikki sprang when the trees and Arbor cried out for someone to protect them. Mena d Dwarves had begun wiping out too much of the forests, which in turn birthed and God of the woods. Often seen as a patron of the wood elves as well, Mielikki is more concerned with the woods themselves, as well as the Dryads she helped the Arbor to create. Because of her association with the woods, Mielikki took on the aspect of Autumn after the death of Taiia
 * Selune Faerun, Goddess of Navigators, the Stars and Half-Elves – one of the many demigods who partake in Lady Umberlee's sea voyages, Selune was the first mate and an unparalleled ship’s navigator. Taking on rule over the stars after her ascension, Selune looks over all seafarers, as well as her half elf kindred
 * The Nest of World’s End (The Dragonborn Deities)
 * Bahamut, God of Justice and Honor – Born from the corpse of the Dragon God Oa, Bahamut arose symbolizing all of Oa’s honorable traits. A champion of justice and noble in character, he swiftly defeated his twin Tiamat in combat, starting their timeless rivalry. Accepted with some hesitation among the gods, who were disconcerted by this youthful dragon sharing Oa’s features – he eventually championed his own pantheon
 * Aasterinian, God of Messengers – The second of the Dragon gods to arise, Aasterinian was a proud messenger to the gods for years, eventually becoming a god in his own right. Symbolizing the ideal messenger, Aasterinian blesses all those who carry messages, granting them speed and protection.
 * Sardior, God of Psychics – It is said that the first race to perfect the arts of the psyche were the dragons, and while Sardior reveals nothing about their past it seems to suggest the legend is true. Sardior, however, cares not for the race of the mind user, only their dedication to him.
 * Tamara, Goddess of Light – While Pelor, Sehanine and Selune rule the skies of the night and day, Tamara rules all other light, no matter its source. Often called the Everpresent Maiden, many have called on her in dark times and dark places – her blessing is all but required by those surface dwellers who seek to venture into the Underdark.
 * Hlal, God of Storytellers – Dragons live for ages, and witness many things: it is this trait that make them some of the best storytellers in the world. Hlal is their patron god, having learned all he can from Ioun and the Loregiver, and turned it to song and tale. A favorite of bards, Hlal himself finds them amusing, but would hardly call them his favorite people.
 * The Fortress of Iron (The Varag Deities)
 * Maglubiyet, Lord of Orcs and God of Strength – For ages, Gruumsh was the only God the Varag races could call their own, and he was as uncaring as he gluttonous. When Maglubiyet rose to power and forged his kingdom around Iro Talangs, he forsook Gruumsh and the gods. Ironically, after his death, he ascended to godhood, becoming the Lord of the Orcs and encouraging their use of power and cunning. One of his most famous acts as a mortal was killing a Dragon with a ferocious headbutt. Most of his followers are the strongest, most power hungry orcs in the legions.
 * Ulgulu of the Barghest – It is not certain if the Barghest were ancient beings or beyonders, but neither matters now: Maglubiyet destroyed the race as soon as they threatened Iro Talangs. Enslaving their master, Ulgulu, to serve as a reminder of Maglubiyet’s power and his guardianship of the Varag race.
 * Kurtulmak, God of Kobolds – As the Kobolds spread, they eventually mustered enough faith power to give birth to their god, Kurtulmak. Unfortunately, much like the relationship between Kobolds and Orcs, their god was quickly enslaved by the Orc Lord
 * Sekolah, God of Sahuagin – The master of the aquatic lizard races, Sekolah is known to be both aggressive and agile, often compared to pirates and sharks. For centuries, he agitated and evaded Maglubiyet’s coastal followers, till at last the great god captured him and bound him to Orcish will.
 * Eadro, God of Locathah-Toa – Viewed as the creator god of the Locathah-Toa, Eadro was known as the god of the merfolk. Rather peaceful, despite some of his more vicious followers, he saw the might of Maglubiyet and willingly submitted himself in order to save his people. As such, many of the aquatic races have been spared the true harshness of Orc society.
 * Ramenos, Exarch of the Bullywugs – A subspecies born from the Locathah-Toa, Ramenos was the greatest hero of the Bullywugs and a devout worshipper of Eadro. As such, he became the god’s exarch upon death, back in the days before the enslavement by Maglubiyet.
 * The Unsought Citadel (The Titan and Taurin Deities)
 * Annam All-Father, God of Philosophy – When the Titans first fled to the north, they forsook the gods for having abandoned them. Centuries later, when Annam led his people to take Blackrock, the minds of the Giants had changed since the time of their forefathers. A philosopher, Annam became the All-Father for his people after peacefully gaining place for his people to live a better life. His followers spread beyond the Giants, with many Elves and Humans following his ways. A seeker of solitude, Annam lived on as head of the Titan gods, but preferred to allow Mother Othea manage many of his duties.
 * Skoraeus, Exarch of Oni – Elder child of Annam and Othea, Skoraeus tends to the enlightened Oni of the east and their matters
 * Vaprak, Exarch of Ogres – Younger child of Annam and Othea, Vaprak tends to the simpler matters of Ogres and their kin
 * Othea, Great Mother and Goddess of Hope and Cats –
 * Bythigul the Great Feline
 * Arno Surtr and Julian Thrym, Twin Gods of the Ettin, Gods of Duality, Fire and Ice – There are no gods like Arno and Julian, twin brothers conjoined in a single body. Where Arno calls himself the Surtr, lord of fire, Julian claims the title Thrym, lord of ice. They are gods of duality: always diametrically opposed, but merely two sides of one coin.
 * Memnor, Titan God of Mountains, Glaciers and Fortresses (deceased) – Titan deity killed during the World Break. His domain passed on to ??
 * Stronmaus, Titan God of Memories and Dreams (deceased) – Titan deity killed during the World Break. His domain passed on to Olutiu
 * Diancastra, Titan Goddess of Cunning and Traps (deceased) – Titan deity killed during the World Break. Her domain passed on to ??
 * Haku, God of Freedom – If there is one characteristic that defines all Taurins, it is their desire for freedom. Haku represents this, being born of their profound desires shortly after Telvinar sprang into being. Despite being one of the members of the Divine Court, Haku only appears when a desperate meeting is called: at any other time, he could be anywhere, as he never remains stationary.
 * Telvinar, the Taurin Matron – The first of the Taurin gods, Telvinar was spawned from Elvina after the tricksters prank that created the Taurins backfired. Playful, crafty and easily amused, much like her progenitor, Telvinar also possesses motherly pride for the Taurins and a vindictive streak against any that wrong them
 * Nula, Goddess of Animals, Whispers and Cooking – given their nature, the Taurin people have always had an affinity for animals. Nula sprung from this love of animals, becoming the leader of the Shepherds and crafting the subtle, softer sides of Taurin society.
 * Skerrit, Taurin God of Emotions and the Plains (deceased) – Taurin deity killed during the World Break. His domain passed on to ??
 * Qotal, Goddess of Birds, Flight and Tribulations (deceased) – Taurin deity killed during the World Break. Her domain passed on to Nula instead.
 * The Celestial Heaven (The Western Deities)
 * The Jonquil Sovereign, God of the Celestial Empire – master of the western deities, the Jonquil Sovereign rose to power as an emperor of one the western empires. Establishing the Celestial Heaven as his palace, he reigned justly for two centuries before transcending, taking his palace and closest confidants with him.
 * Azuth, Goddess of Mages – The sorcerers of the western empires have, on average, always been the strongest of mankind. Azuth’s blessings may be a large part of that, but she herself arose in the early days of the west's magical renaissance. Focusing on the art and details of spells and magecraft, Azuth is often considered the apprentice of Corellon, the maker of magick. Given that she was passed over when the time came to take on the domain of the Arcane, Azuth holds a strong grudge against Mystra, the eventual inheritor of that domain.
 * Cazor, God of Purity – Often mistakenly called a naive god, Cazor is perfectly pure in form and mind. While he offers his blessing to the simple minded, Cazor is patron to those who swear to purity, in whatever form. However, even gentle purity has limits: those who attempt to swear themselves to “pure evil” are excluded from Cazor’s blessings, as he sees no purity in evil.
 * Shar Eshow, Goddess of Shadows – Often seen as a dark god, Shar Eshow is indifferent to such thoughts, as she feels her shadows are neutral things. Granting sanctuary and secrecy to all followers, no matter their goals, Shar Eshow is a favored goddess among thieves and those who seek safe passage in dark places
 * Liira, Goddess of Joy and Festivals – Sister to Eilistraee, Liira represents all things happy and joyful, with a special place in her heart for festivals. It is said in some legends that the sisters were born within a grand festival, but who can say? Liira, despite being its god, is not always joyful though: she has lost her sister to the Underdark, a place she dares not venture.
 * Savras Enoreth, the Far Seer – A lord of prophets, Savras Enoreth sprang into being during the early days of Elven futuresight magic as the God of Foresight. Granting order and rules to the art, he became its god, granting visions to those in need.
 * Ubtao, God of Jungles and Dinosaurs – A god whose realms exist within just a handful of places, Ubtao maintains a powerful following due to his portfolio’s dangers. Jungles are no laughing matter, despite their existence being few and far between, and dinosaurs (sometimes called behemoths) are fearsome, powerful beasts in almost every case. With the common use of dinosaurs by western empires and the tall jungles covering many eastern continents, Ubtao’s following is likely to stay strong for centuries to come.
 * Olutiu Mestarine, God of Sleep and Silence – The Elves and their predecessors, the Fey, have always been known for their drive to seek solitude or at least solace deep in nature. Olutiu is the embodiment of this ideal. Having travelled from the far east to the distant islands of the west, all to seek solitude, Olutiu came to understand the power of silence better than all others. Known to often forsake the godly assemblies, friendships and even followers, Olutiu is the paragon of a lonely Elf, just the way he wants it.

The Dark Gods

 * The Halls of Rancor (The Malevolent Deities)
 * Garyx Ilsensine, the King who Waits and God of Plots – Known for ages as simply The Mask, Garyx Ilsensine is the dark god of plots, formed from the resentment and hatred of all the fallen and forsaken gods. Patient beyond reason, he has plotted to overthrow the Court of the Divines for millennia, even orchestrating the rebirth of Nerull.
 * Mother Beshaba, God of Misfortune – The Lady of Doom
 * Gargauth – General of the Final Army
 * Asmodeus, God of Tyrants – Often called the Lord of Devils, the Devil Master is often considered a would be king of the dark gods ever since his Tieflings proved crucial in the War in Heaven by destroying the Jade Empire. For now, he and his Demon Princes plot the takeover of the material plane.
 * The Nine Demon Princes – Demogorgon, Orcus, Pazuzu, Mephistopheles, Dagon, Baphomet, Yeenoghu, Bel, Graz’zt
 * Gruumsh, God of Destruction – The creator of the Varag race, Gruumsh represented disorder and destruction. His progeny were created simply to disrupt the unity of the new mortal plane, and the god himself is no different: there is no logic or reason, instead just blind decay in acts of ruining cities, killing, decaying craftsmanship, and everything in between.
 * Torog, God of Torture – Sometimes called the Lord Who Crawls, Torog is unique among the gods in that he refuses to deal with avatars, exarchs or possessions: when he appears, he appears in full, godly power. Trapped in the Underdark by an alliance of sorcerers years ago, Torog appears torturously crippled, and whenever his body is not needed it separates into swarms of bats, rats and worms. At times, Torog will reach up to the surface to drag pompous, unsuspecting cities into the depths.
 * Vecna, God of the Undead – When Nerull was defeated, his lieutenant Vecna became the proper god of the Undead, stealing that portfolio when the gods limited the Raven Queen to death alone. Known for a penchant to take on avatars and preside in desolate places, experimenting with isolated villages. Despite all his efforts, Vecna never managed to achieve proper rebirth as he desired, only various forms of the undead.
 * Zehir, God of Poison – A mortal schemer that ascended into godhood shortly before the War in Heaven, Zehir is a favored god among murderers and tyrants. Specializing in poison – both of body and mind – he sows discord among all peoples, making him a favored ally of Cyric and Kiaransalee
 * Bane, God of War and Murder – Born alongside his twin brother Kord, Bane is the less noble of the two. While Kord is brash and headstrong, Bane is honorless and prone to dark deeds, often approving of the deeds of assassins and murderers. Prone to stirring up arguments among the gods that will lead to wars between their followers, Bane thrives on hatred and strife.
 * Tiamat, Goddess of Greed and Envy – Taking on all the ignoble traits of Oa, Tiamat is a jealous hoarder of treasures. Known to lead the many selfish dragons throughout the world, Tiamat’s entire body is encrusted in gems and precious metals, to the point where she is said to manipulate them with her magical aura. Prayed too by the greedy and envious, Tiamat is a whimsical goddess, known to grant many of her supplicant’s pleas due to it feeding her jealous ego – and then twisted them horribly to suit her fancy as well.
 * Talona, Goddess of Disease – Once a follower of Melora corrupted by Gruumsh, Talona became the Plaguebearer. A lover of nature and a healer cleric, Talona was tortured and brainwashed by Gruumsh’s minions, eventually becoming a spreader of pollution and hater of health. Having invented many diseases to harm the world, she spreads them through any means necessary, making vermin and rotten beings her favored followers.
 * Kiltzi, God of Lust – Once a mortal woman, Kiltzi was proclaimed the most beautiful wife in all the world by her husband, the king of Magistai Regime. Drawing the ire of both Maztica and Eilistraee with these claims, her husband was killed by the goddesses and Kiltzi was cursed to become the ultimate object of Lust but never know love again. Even death did not spare her from the curse, as she became a goddess thanks to the people's worship of her. From then on, Kiltzi fought against the two goddesses and their followers. However, she is kind to her followers in what ways she can be, having rekindled many a romance
 * Umberlee, Goddess of the Deep Sea – Once a famous demigod explorer, Lady Umberlee's demeanor changed as she aged, and eventually she murdered the God Procana to achieve immortality. Taking residence within the Deep Sea, she became cruel, taking on the aspects of the sea’s harshness.
 * Malar Beastlord, God of Werewolves and Beasts – The first lycanthrope, Malar spread the plague and has since taught his followers to share it's chaos throughout the world. Patron to both were beings and wild beasts, Malar also leads hunters and warriors to give in to their darker desires in the hunt
 * Cyric, God of Madness and Lord of Lies – Often called the most hated god, Cyric is a liar, thief and ruiner of lives. Hated by all people and gods, he is feared for his unpredictable whims and madness inducing acts. The god has lost much of his former power, having been split in two – Cyric and Nesr – one of which was executed by the gods for causing the World Break


 * The Great Eye
 * Tharizdun, Creator of the Abyss – In the First Era, there was one Exarch whose records would be forever wiped from history. Chained within the bottom of the demon-spawning Abyss, Tharizdun was its creator, having made it as a place to try and coalesce all evil and eliminate it – a plan that backfired horribly. A secret god, with most records of his existence purged by the Divine Court, Tharizdun is always plotting his return, though for what purpose we do not know.
 * Nesr (deceased)
 * The Web of Shadows (The Drow Pantheon)
 * Lolth Araushnee, Patron of the Dark Elves and Queen of Spiders – Cast out by the gods, Lolth was once a god among the elves before the War in Heaven. Retreating into the Underdark to flee her sister Melora, she became the queen of the Drow and took power over the spiders as well. She later lost her power over Fate to the Raven Queen during the World Break.
 * Kiaransalee, the Underdark Assassin – Lolth’s personal agent of vengeance, the banshee of death is not to be trifled with.
 * Vhaeraun, God of Forbidden Lore, Amorality and the Occult – A schemer to his core, Vhaeraun seeks out all of the darkest secrets of the world, regardless of the cost. His followers are usually questionable scientists and sorcerers, occultists hidden in the dark corners of the world, and they like their god have no qualms about morals.
 * The Xammux – A hivemind order of analytical servants, they aid Vhaeraun in his numerous experiments and forbidden arts.
 * Ghaunadaur, God of Slimes and Experiments – within the Underdark, many semi-sentient beasts reside. Slimes and subspecies of them constitute the majority of the beasts, and from their primitive minds grew Ghaunadaur. A god with little presence of mind, he has immense power thanks to his followers devotion.
 * Eilistraee, Goddess of Song, Music and Beauty – unique among the gods, Eilistraee chose to join Lolth in the Underdark after the spider queens failed attempt to overtake the surface. It's said the goddess of beauty was enamored by Lolth, and so she went the darkest places to bring hope with her songs and her bright face
 * Khala Dersain, Goddess of the Frost, Mist and Vampires – the murderer of Taiia who sought power over the seasons, Khala succeeded only in stealing the Frost. Escaping in the chaos into the Underdark, she was taken in by Lolth and used her power to bring a false sense of seasons to the land beneath.
 * Lendys, God of Balance – a dragon deity, Lendys is not truly evil. However, his unwavering devotion to balance led to the noble gods rejecting him. Thrown out, Lendys began reaching out to the darker gods, as their tendencies to destroy could still bring a balance by countering those with power to create and bring order. Lendys still cares deeply for his followers, but judges all impartially

The Karjun Covenant
Formed from eleven ascended sorcerers, the overall goal of the Covenant was to control and guide the settlers of Karjuni. Taking on many of the key aspects of the continent's peoples - both indigenous and migrated - the Covenant's gods and goddesses help shape the fate of the continent daily. As such, they stand out among other deities, especially given their constant use of giant avatars in lieu of spiritual forms and limited appearances


 * Jira, God of Survival
 * Angkyl, God of Loyalty
 * Meraa, Goddess of Defenders
 * Plushai, Defender of the Golden City
 * Bardorga, God of Gluttons and Waste
 * Simtanus, Goddess of Slaves and Rebellion
 * Orgillen, God of Envy
 * Gydra, God of Conquest and Pride
 * Desguir, Goddess of Cruelty and Domination
 * Gailon and Medatec, Gods of the Night, Assassins and Mercenaries

The Way of Ashen Flame
First arising in the Second Era, the Way of Ashen Flame involved the worship of the goddess Ea, the Khrystlinoqan, Goddess of Sacrifice and Hope, as well as the seeking of guidance from the Holy Saints. Originating in the western kingdoms, this religion taught that the world of Deandi itself was formed to seal the passage back to the Elder Gods' homeland: requiring a powerful seal, Ea, the consort of Oa, sacrificed herself to create the world and block the way.

However, in the Second Era, natural disasters rose and an invasive race of Voidlings began to appear throughout the world. At this times, a cleric of Bahamut divined the source of the issue as Ea's barrier weakening. Travelling through the Underdark, the cleric reached the barrier and sacrificed himself to create the Undying Flame to maintain the barrier.

For centuries, in times of disaster, other clerics will at times follow the example of this first Holy Saint and replenish the power of the flame

The Six
Formerly a single, outcast god - Aganon, God of City-States - the Six were formed when Aganon was split into pieces by Bane. Much more popular among the urban areas, the Six often take precedence over the other pantheons in those regions.


 * Draxis, God of Logic
 * Tythia, the God-King and God of Government
 * Archigue, God of Language and Mathematics
 * Benuarbu, Goddess of the Arts
 * Romena, Goddess of Peace
 * Strulay, God of Architecture

Cults of the Dark Sea
More common in the southern realms and near the larger oceans, the Cults of the Dark Sea worship arcane creatures from beyond the realms of the gods. Often persecuted and eliminated whenever they are found, the dark cults continue to live on, claiming to listen directly to their gods and thus always surviving somehow.

Winter's Hold Enclaves
Although veneration of ancestral spirits is spread throughout the world, especially the continents of Rohltwen and Eos, it has an especially strong following in the northern lands known as the Winter’s Hold Enclaves.

Lelantmurel Deities
Old Lelantmur was a thriving society once, complete with an entire pantheon of ascended God-Kings. But after it sunk beneath the waves, its people were too scattered – or dead – to continue the worship of their masters.

Worshipers and forms of worship
Humans are generally the only communities to worship the entire pantheon, though some groups of the other races may as well, and any group of humans may put some gods above the rest. In rural areas, for example, farmers pray most fervently to Pelor for good weather to allow a good harvest, while denizens of the cities hold Erathis as their guide before all others. Craftsmen pay homage to Moradin, and scholars to Ioun, and some dark sects, hidden away in secret sanctums, prostrate themselves to the Gods of Chaos. In some places, sects of The Remembrance have arisen, honoring the memory of the dead gods. In many other places, smaller pantheons have arisen, sometimes rearranging the roles of the gods.

Often, the deities play vital roles in the workings of nations themselves. The empires of central Rohltwen, for example, all claim a divine lineage and right to rule, often coupling that with orders of The Eleven.

The Dwarf Kingdoms, in their stalwart halls belowground, decree only Moradin, the world's and their own creator, as worthy of their worship. Because of this, Moradinic orders, temples and artisan work flourish all throughout their keeps and halls, far more than any other place on Deandi. This fervor sometimes means the other gods are not even acknowledged at all, though the tenets of honorable battle given by Kord resonate with many of their warriors. The surface dwelling clans tend to defer some rites to other gods, but this is more out of necessity than any desire to admit their right as a deity.

The Elves, by contrast, recognize the existence of other gods, and may respect them, but look only to their own family of Gods for salvation. Their religion, as with their culture, is defined by duality, reflecting the partnership of Corellon and Sehanine. Corellon, as god of magic, is held highest by the High Elves in the feywild and the few cities deep in the oldest Elven Woods on the material plane. Their daughter, Melora, Goddess of Nature, is patron of the Wood Elves who left the Feywild long ago to live solely in the physical world, and the self-identifying groups to split from them are likely to still hold her in high regard. The Dark Elves, or drow, however, swear themselves only to the service of Lolth, the Queen of Spiders, in their subterranean empire in the Deeps of the Underdark.

Halflings, small as they are, trust often in luck, and in its goddess, Avandra, for their survival. Many of those who take to the trails she first walked also pay her homage, and roadside shrines to her are very common.

The other major race of Deandi, the Dragonborn, remain very mystery in their worship. Their relationship with the Dragon gods is unknown but seems important to their society, while worship of Pelor has also been mentioned many times.

Magic and Technology
Deandi is a vast world that has lasted for ages. Time has not treated all realms equally however: the understanding and use of both technology and magic varies from region to region greatly.

Magic stuff, mana, blablablah

Magitek Elven stuff, shiny shiny

Steampunk tech, Dwarf rules

Rohltwen
The main continent of the world is Rohltwen. Its southern shores are a mix of arid regions and swampy marshes, both of which contain a few shoddy villages spread miles and miles apart. A handful of larger city states exist, surviving off fishing and trade with the southern continent of Arpigee's Calishite nations, as well as occasional dealings with pirates. The most prominent feature of the region is the Endless Swamp, which also serves as a marker of the region's northern edge.

As one travels further north, the swamps and badlands give way to temperate plains and rolling hills, eventually leading into the Midland Regions. It is here that almost all the former empires of humanity have all established themselves, most recently the Eternal Empire and the rising Midland Kingdom of Lochlan. On the southernmost edge of the prairies though lies the smaller Sarranid Caliphate, with the Ecalian Federation existing as a loose alliance of small states to its north. Along the coasts to the east lie a series of independent city states thriving off trade and war profiteering, and further to the north is the Midland Kingdom of Lochlan itself.

Beyond Lochlan, the world begins to grow colder and more mountainous. It is in these regions that the final vestiges of the Moonstone Kingdom reside, as well as the imperial remnants from the Eternal Empire. This region is also infested with Giants as well as Goblins, and also houses the oft-forgotten Clan Icebreaker of the Dwarves. Past these realms few dare travel, as the freezing cold becomes too much to bear, and legends of paranormal ice beasts ward off many in fear.

To the east of the midland regions lie vast forests that hold the Great Beat Mountains, a blockade bisected by the World's Scar, a vast, treacherous canyon like no other in the known world. Those who manage past it eventually reach a tropical jungle region along the eastern shores of Rohltwen. Here the Osmuli people reside in largely self-contained cities, save for the greater powers of the Harbor Theocracy and the isolationist Yarva Technocracy. This region is also home to many of the stranger lesser races, as well as colonies of magic-wielding Onis and Kitsune.

West of Lochlan, the world is split by the Serrated Mountains, towering peaks unmatched anywhere else on the planet. These are the homes of the Dwarves. On the far side - usually reached via trade ships due to Dwarves possessive nature over the mountains and their halls - the land becomes fertile plains with beautiful deltas near the coast. Eventually this shifts into a vast network of peninsulas, archipelagos and islands on the western coast where humans are ruled by monastic orders.

Arpigee
Beyond Rohltwen itself, there is also the continent of Arpigee. Mostly deserts and savannas, mountains and plateaus in the south form an area not unlike Lochlan in the mountains. It is here that the Calishite Arbiter rules over his people, maintaining power throughout the entire continent via his warrior priests, the Azure Wind.

Leiandrian Archipelago
Additionally, numerous islands exist within the oceans surrounding these two continents, including the Leiandrian Archipelago's powerful naval nation to the southwest of the Rohltwen. The Leiand navy is stronger than any other, and the only force known to match the southern pirates.

Eos
A moderate sized island continent, Eos' western coast consists of Great Crescent Bay as well as plains and forests on the plateau to the south. Northward, the temperate hills and forests cover nearly coast to coast till land declines into boggy lowlands. South of this, the Oceanus Mountains run like a spine to the southern tip, with arid deserts on the thin eastern side. Only the Seltin Peninsula houses any life, rising up alongside a spur of the mountains to form a tundra plateau. The southern tip of the continent houses many valleys and caverns in the mountains.

Wavecrest

The Material Plane
Deandi, Oreth, moon 1, moon 2, the Glyth Ring

Aberith-Toril

Languages

 * Khazad - the original language of Titans and Dwarves (First Era)
 * Bharuk - old Dwarvish (Second Era)
 * Ta Daash - Giants language (Second/Third Era)
 * Kazmori - new Dwarvish (Third Era)
 * Alfr - the original language of the Fey (First Era)
 * Almeri - pure fey/high elf language of the Fey Wilds (Second/Third Era)
 * Felder - eastern elf language and sea elf language (Second Era; minor Third Era)
 * Bouhit - midland elf language, adopted by halflings (Second/Third Era)
 * Merbofel - "common" elvish (Third Era)
 * "Mannish" - a mish-mash of Khazad, Alfr, Raag, and their own original words (First Era)
 * Dragon (First Era)
 * Dragonborn
 * Raag - original orcish language (First Era)
 * Raalin - spoke by Goblins
 * Infernus (First Era)
 * Infernus (First Era)

The Thieves' Harbor Militia

 * Caellach (Chaotic Neutral)
 * Hrothgar (Neutral Good)
 * Derundar (Chaotic Good)
 * Auryn (Chaotic Neutral)
 * Roz (Lawful Good)
 * Roz's dad (Emmitt?) (Lawful Good)
 * Marissa (True Neutral)
 * Lyssa (True Neutral)
 * Elgast (Chaotic Good)
 * Bassadin (Neutral Good) (Left Party)

Prisoners of the Ravenous Claws

 * Sir Arthur Lane (Neutral Good)
 * Zertarthel Matelson (Neutral Good)
 * Delfnabberyl Kain (Chaotic Good)
 * Issei (??)
 * Merick Stonefeet (??)