Tuesday, August 5, 2025

Worldbuild24 - Men and Animals of all the Earth and The Powers that Be

Men and Animals of all the Earth

Aasimar – Just as Tieflings bear the mark of fiends, some mortals are born with celestial markings. Like their fellows, the largest contingent defines them, the ever-reincarnating Deva. For few celestials beget lineages. Those that do or those born at miraculous times impart a radiance. Bright or golden skin, hair and eyes are common, halo-like glows and sacred geometries make them distinct from a distance. Great are the expectations and many join religious orders for correct instructions. Some say there is a connection between the celestials of draconic Gods and types of Kalashtar.[i]

Animal Nomads – Quite a broad range of people who have their homelands east of the Vidya Mountains or the Forest Wall Mountains. In early Antiquity, the nomads of the southern plains were known to ride any animal but horses while those of the northern plains rode horses alone. Nowadays the horse riders predominate but there are still occasional bands of mammoth or bison riders in the Spearwood. Ethnically, they tended to be Nangian, though many of the antiquated western sort have ridden into Adventia, Zakhara and Arodia and forgotten their origins or their cities have been consumed by the growing desert.

Ballbeasts – A variety of monsters found in Adventia inside and along the Deepwoods. Each monster is a mammalian creature with a head as large as its body and no neck. Some are like pine martens, some like sheep and some possess no limbs and just a maw to bite into prey by weight of numbers. They are domesticated to serve as field and forest animals by the Goblinoids, Humans and Elves of the northern Deepwoods. They are emblems of the Riverlands and appear just as often as sheep and cattle in markets and crests.[ii]

Cavemen - A variant of Humans who live literally primitives lives in the remote places of the world. They differ from people who are merely Mesolithic in technology with a hardier physique and limited imaginations, favoring routine on a millennium scale. They are frequently thought to be Ogres, Orcs, or some form of severely devolved Giant, but have distant relations to the Dwarves. The largest number of them, though still very few, can be found in the remote lands of the Forest Wall, with tiny remnants in the Mountains of the Moon and the World Pillar Mountains.

Changling – It is said that Avandra helped a beautiful woman when the world was young. She was pursued by a cruel suitor and after helping her twice the goddess gave her the ability to change shape. She became an Assassin and gave birth to children of her own gifted the same. Doublegangers are self-centered creatures with rubbery flesh. Ols in the ancient togues. Their children with the deceived are slender and ethereal, uniformly light in tone and with oversized eyes. Changelings are mercurial yet peaceful, changing physical identity and beliefs to adapt into large communities, coopting into the societies of others.[iii]

Dark Ones – A two-tiered caste society, comprised of two brother races, the small dark creepers and the man-sized dark stalkers. Native to the Shadowfell and Underdark, these mysterious Humanoids enrapt all but the upper face in black cloth to shield themselves. These are all that is left of a Goblinoid society from western Imaria, destroyed by the Yellow Plant Empire. Those who first fled did not mutate from the toxins but instead were immersed in true darkness. It is speculated that there is a great deal of Human in them now, from gloomy planar folk and patrons of Assassin societies.

Demi-Human – The races which share a similar form of bipedal, primates with “natural” skin tones and hair thickest on the top of the head, with Humans having the commonality and so being the baseline. Magic is not innate except as a Plannar condition or inheritance. All of them can interbreed, though some phenotypes become indistinguishable from one kind except in subtle ways or the median not meeting one race’s standards. In some cases, groups like Goblinoids or Giants overlap to some extent, indicating the boundaries are more porous. Or that definition is defined more by appearance than heritage.

Dinosaur – Know to the common people as behemoths along with other massive reptiles, these animals first arose on the early Earth during the Hot Period of the Dawn Age. Though badly reduced by the Cold Period and the upheaval of the Dawn War, they continue in the remote regions of the world. Independently tamed in Zannad, Peloria and beyond the Known World. Dinosaurs are prized as first war beasts and then as beasts of burden. Like elephants, dinosaurs must be captured in the wilds and tamed though there is never a guarantee they won’t turn on their handlers even in battle.

Dragon – Dragons were made in the image of their God, Io. He made them without his divine spark but intermixed the forces of the Elemental Chaos and with a mind and soul from the Astral Sea. Though Io met his end, his divine children, or born from his corpse, Bahamut and Tiamat became competing gods, and dragons the same or deliberately opposing to both. The fundamentum, is the true mark, conveying elemental-charged blood from the heart to the gizzard and maintains their temperature. A leviathan, a singular society and lord, cooperating seldomly.[iv]

Dragonborn – An age-old question has consumed this race, are they made from Dragons, dragons born from them or are they separately made by dead Io? Such an answer would define the nature of subserviate and arrogance. Dragonborn are equally Humanoid and dragon, possessing a fundamentum, snouts, frills and claws but neither normally wings nor tail. Dull scales give no indication of inner power. Their heyday was Antiquity, where the clans ruled Arkhosia that stretched across the Earth. Honor was their food and self-improvement trumped face. With its fall they are scattered, even Nerath denied the clans never congregation, out of fear.[v]

Dwarf – A race of Demi-humans, so named by the Elves and Humans. Originating in the Forest Wall mountains, dwarves were created by Moradin but subjugated by the Giants during the Cold Period of the Dawn Age. Following their rebellion and emancipation, the dwarves migrated to the Underdark of the Known World. Dwarves live in increasingly interbred clans, with clans forming kingdoms which claim theoretical descent from the Empires of the Deep Darkness. Their knowledge of craftmanship is magical even if they shun somatic spells as too unreliable and prone to dialects.[vi]

Dwarf, Duergar – When the Giants enslaved the Dwarves during the Dawn Age, they held to their creator Moradin. When their freedom came, there was division because many felt that they had done so by their own hand and done so by delving deeper where the giants could not follow. Unfortunately, they came upon the Mind-Flayers, who were far eviler. The duergar escaped again, with Asmodeus as their god to haunt the Underdark as sinister and slave-driving as the Drow. They took their anger against the Northern Empire of Deep Darkness under Tronskal and brought death to any clan which could not escape.[vii]

Dwarf, Half – Curiously, half-dwarves have one of two phenotypes. A median build with muscular upper backs, a common trait to go white-haired even when young and a tendency to voluminous hair and beards. Or a taller and more heroically build than even a human, with limited hair even on their heads. These so-called Mul (mull) from the regional dwarven term mulzhennedar, which means strength. The rarer Mul seems to be associated with difficult pregnancies and limited fertility. Half-dwarves can be found in the hills where Dwarves and Humans have mingled for centuries, carving out hamlets of prospectors and surface miners.[viii]

Elven Caste System – Elven communities of the early empire were unspecialized, but as the complexity of the Elvish Empire grew, dedicated crafts and specialties were soon enshrined in law as family rights and eventually whole categories of occupations were devised to be practiced as allied crafts. The use of magic for scholars, Magic-Users and priests was reserved for the Summer caste/High Elves. Pathfinding, hunting, and arboriculture for the Spring caste/Wood Elves. Agriculture, smithing, and warfare for the Autumn caste/Fire Elves. And entertainment, storytelling, and assassinations for the now missing Winter caste.

Elf – A race of Demi-Humans, Elves ae descendants of the Eldrain of the Feywild, who settled on Earth during the Dawn Age and began to diminish due to a lack of available Magic. Though they are diminished in both size and lifespan, they still forged the Elven Empire over the course of early Antiquity. Many still live under the magical Elven Caste System imposed there. Elves are uncommon on Earth, despite this, Elven culture is seen as the root of civilized Adventine society.[ix]

Elf, Half – During the time of the Elven Empire, relatively little contact was made between the elves and the Primal animists. But with the arrival of the Korlathi in Adventia, this changed, echoed wherever elves and human civilization met. Elves were the epitome of everything someone could wish to be and the Fire Elves more so. In the collapsing frontier, many dynasties were founded by this wooing and elvish culture became high culture. There are enough to form their own communities when they don’t live among one people.[x]

Elf, Non-Caste – When the Elven Empire was at its height and instituted the Great Enchantment, many on the poorly governed fringes rebelled or fled. In Zakhara, they fled the oases into the desert. And in the Spearwood, bands of independent wanderers tore down the magic towers in rebellion. In this way the Desert Elves and the Wild Elves formed, independent, violent, and bitterly estranged from Elven culture.

Elf, Sea – A race of Elves, adapted to live and breathe under the ocean. Their origins are somewhat of a mystery as they share no features from the Great Enchantment, and they live across the western Known World. Their own legends say they took to the seas to be as changeable as their ancestors could in the Feywild. The Elven Merchant Fleets trades bronze tools for information on sea currents and movement. They are friendly to fishermen who do not overstep their perceived boundaries.

Giant – When the Earth was still hot, the Primordials set forth their elemental servitors to mold. The titans found the work too small, so they made their own. These smaller being were of flesh as they were of the Plane. Inspiring divine prototypes in their common image, yet soon discarded. When the Gods’ creations emerged, they were there to enslave them, Dwarves, Gnomes and True Dark Ones especially, for they were shapers. Such actions and their allegiance to their forefathers brought them destruction in the Dawn War, though many hoards they gathered. Still vengeful, they lurk among the wildest regions.[xi]

Gnolls – Large zoomorphic Humanoids formed by the Dead God Gorellik, who was slain and eaten by Yeenoghu during the Dawn War. Under his sway, gnolls can be born from demonic hyenas and seek only violence, winnowing themselves, deliberately scavenging and not making, enslaving and eventually eating captives too strong to perish but embracing those who descend to their savagery. Fiendish blood has tainted them so that those packs who turn to Gods or Primal Spirits still dream in Abyssal. As a culture, they retain the nature of hyenas; nomadic bands, strong pack lines and lineage traced through equal-sized mothers.[xii]

Goblin – The most common and so most reviled form of Goblinoid. Goblins live in tribes throughout the Known World. It is believed their origins lie in the ancient Hobgoblin empires of the Dawn Age, where they were bred to serve as servile labor, marked by their stunted form and rigid tribal authority by unstable chiefs. This same approach makes them robbers, with only the weak and the takers. In Adventia, their main body is in the Greentide. Whose length has sapped some of their aggressive spirit and now live as men in Sactaphrax & Undertown.

Goblinoid – Any member of the Humanoid races which emerged from the Vale of Blood during the Dawn Age. Formed from the conceptual void of Fey Elf and savage Orc, goblinoids hew closer to their aggressive father Gruumesh, and so are frequently synonymous with their dimmer orc kin. For their base cunning, their Gods were ensnared by Bane and their bloodlines warped by the masters of breeding, the early Hobgoblins. They made themselves pitiless and perfect. Bred weak goblins to lord over and mighty yet animalistic bugbears to remove what could not be thrown down. Few have escaped their hateful masters.

Goliath – Hailing from the Frostfell, the utter cold, are a race of semi-giants which have split across the vast plains of northern Nangia. To the east they travelled to Noonara, on the borders of the Spirit Kingdoms to contemptuous laugh at the rider Animal Nomads. To the west they have settled the tops of Dwarven mountains. Driven by a love of competition, they prize honest challenges and their own victories. No territorial boundaries for their wanderlust and they are foolhardy in their daring. Their cultures tend towards the worship of Primal Spirits, and the Gods of the sky or mountains.[xiii]

Hobgoblin – The most basal form of Goblinoid. More akin to Demi-Humans in shape, hence hob - “man”. They emerged from the conceptual void between the divine brothers Corellon and Gruumsh sometime during the middle of the Dawn War, when the pantheons clashed in the now-lost Vale of Blood. Proto-Hobgoblins (Uruks) developed several militarized proto-states during the Hot Period, taming Dinosaurs and undergoing selective breeding to create other goblinoid races. The longest-lasting was in the Feywild, giving some a Fey cast.  In the east were the Bakemono and in the south, the ancestors of the Dark Ones and Night Men.

Halfling – Created by the workings of Sehanine and Melora yet adopted by Avandra. Halflings are erroneously assumed to be half the height of a Human. But tend to be taller and heavier than “half” suggests. They are proportioned as humans and share the same complexions, yet most have dark hair and eyes. They do not grow beards, but sideburns, with complicated hairstyles common. Seen as warm, fearlessly curious and affable, they have avoided notice of the bigfolk through humbleness and practicality. This and the emphasis on the hearth, even while commonly nomadic, has kept a consistent culture for thousands of years.[xiv]

Human - Born of clay and as common as clay, the Demi-Humans are measured against their most common element. Those who eternally seek new opportunities and in doing so display a decisive rashness. Bereft of patron God, for he was slain in the Dawn War and none truly remember him. This void is filled with a craving of power and moral flexibility. Their commonness means human settlements are the first locations distant races flee to. And their many empires mean they are accustomed to seeing other races, so long as they are local. Indeed, many regional races have some human ancestry.[xv]

Humanoid – So dubbed by being beyond the limited boundaries of the Demi-Human form. With a combination of traits such as pronounced features, animalistic countenance and coloration. On a higher level, these races bear the service or make of Gods in disjunction with the Systematic pantheon, yet may adopt it regardless. Hence why Tieflings are not humanoids but demi-humans for their god is an unwholesome, if consenting member. Zoomorphic humanoids, are much simpler, being bipedal and thumbed versions of animals.  Yet even then the Animal-Headed People of the Thousand Thousand Islands break any pattern.

Kalashtar – In ancient times, immortal dream spirit bound themselves to lines of mortals. Why is varied, Shamans who reached out to the spirits of reams, generations of psionic practices and even those who subsumed into greater dreams. Each kalshtar or many at once is tied to one of the inhabitants of the plane of dreams, while they sleep their companion is said to live. Those practicing psionic disciplines are of the east, the shamans are of the north and those whose who are part of the western Dragon dream with the redness of their skin replaced with blue or gold.[xvi]

Minotaur - Children of a Primordial after his corruption into a demon prince. Baphomet’s defeat, yet not destruction, led to the minotaurs settling the isle of Ruul in the Crowded Sea, shepherded in civilization by Erathis and their wild nature by Melora. Such acts by higher powers leaves them still revering priests and cult leaders as the highest. A massive, furred Humanoid between neck and ankles, frequently making and adopting labyrinths as symbolic metaphors for their dual nature. Yet Baphomat always was preaching. In the end Melora and Kord destroyed their island, scattering them and marking their undying enmity.[xvii]

Orc – The sons of God, and that god is Gruumsh. Shaped by his will for victory in the manner of his nature. Sometimes copied through gouging out their own eye. In that way they are as perfect in form as their cousins are made in the manner of the Seldarine. Orcs process the caverns of the hills and mountains into raiding strongpoints. It is always easier to take from those deemed not worthy. In that manner orcs see kin as the sole social tie. A tribal leader will change as strength waxes and wanes, but far-wandering bands still recognise tribal kin.[xviii]

Orc, Half – The origins of this nearly Human people are obscured for being obvious. They certainly favour their human lineage excluding a tendency of shorter lives, gray skin, dark graying hair, subtle yet Orcish jaws and greater heft. Their origins have been said to include interbreeding along the frontier by Primal-worshiping societies, brutal barbarians or disparate survivors of previous chaos clinging together. Some say the Hobgoblins brewed them up or Kord made them wholecloth. Another legend says they were a tribe drenched in the gore of Gruumsh’s falling eye. Regardless, they burn with a willful fire that takes hold anywhere given time.[xix]

Ogre - During the Dawn War, Giants were drawn to the southern coast of Nangia by the lure of megafauna. The sudden collision of Arodia thrust the Mountains of the Moon beyond the sky. Hill, storm, and cloud giants build their halls throughout the ranges, bringing enslaved dwarves to carve their palaces. In time the magic faded, stunting the great people. Ogres ate their uncles and Irda pined in their chambers, brewing magic akin to flesh twisting Zannad. The Gods did not entreat this and turn the mountains over. The ogres have since scattered to dance and breed with evil spirits.

Ogre, Half – The beings called Half-Ogres are rare in the world, larger than Humans but far smaller than Ogres. They either occur rarely on the fringes of society or in larger numbers within Nangia’s Zomia. There, they are an ancient if sparse race, dating back to the end of the Dawn Age where the Ogre and Idra lords of the crumbling mountain palaces bred with the human nomads to form a hardy people. Those half-ogres have a poor reputation as bandits, but so do most of the mountain people. With chaos in Jungo, more are following the mercenary paths down the rivers.

Ogre Magi – Over a thousand years, the Ogres have sought spiritual power through the worship of powerful elementals, savage Gods and fiendish spirits. Those spirits which have come among them gave birth to a planetouched race, the equivalent of Tieflings but much closer to their source. Ogre Magi have terrifying magical powers and greater intelligence, allowing them to rule or destroy as they see fit. The parental spirits have taken on quality of the ogres as well and become oni; fiendish, shapeshifting, flesh eating and deceptively quiet monsters.

Shifters – All across the world, the others fear the hidden hunger of the shapechangers, the flesh-hungry, cursed were-beasts. Yet in hidden corners, some change to a brutal irony, becoming more like a man and only slightly like a beast. Like a panther or wolf. It’s not known why, but these shifters are truer in soul and form. Yet that does not make them tame, those of the Spearwood have thrown back countless tribes of Animal Nomads and Korlathi, as have others elsewhere. Yet the Age of Chaos has driven many to be neighbors to the settled, with many conflicts and opportunities.[xx]

Thri-kreen – They say the Primal Spirit Sand Father, or Old Grandfather to others, plucked a sand beetle, giving the wisdom of the lizard and cunning of the fox, among varying insect traits. Reinforced by their inborn knowledge, what they call the Ancestral Khanate. Allowing newly hatched communal clutches to talk and hunt together, even when not claimed by their birth pack. Not as a religion, for they see worship as a source of legacy-granting power, like money. Allowing their empire, Val-Karri a century’s dominance of the Known World’s deserts prior to their subjugation by Arkhosia.[xxi]

Tiefling – While applicable to any child born tainted in body by fiendish powers, commonly it refers a specific culture. Those of Bael Turath bear a common origin and similar infernal appearance. Large growing horns, thick non-prehensile tails, pointed teeth, solid-colored orbs and unnatural skin and hair, frequent reds. A certain amount of arrogance has never left, they bear the heritage of nobility. Scattered and frequently shunned since, the vagabond imperial bloodlines were once seen as dying. But the Turathi nobles have begun to reclaim their place. From Nerath to the current age, they continue to rebuild with their Human brethren.[xxii]

Quaggoth – Savage wanderers of the Underdark. Humanoid in form, they survive their lowly position with the ferocity of a boar and the succor of the subterranean Primal Spirits. Though they make stone, they eagerly take metal to complement their strength and resistance to poisons. They attack Elves as surface Drow. They may be the yetis of the Mountains of the Moon. Certainly, they are called Mi-Go.[xxiii]

Warforged – Stone and metal without, wood and blood-like lubricant within. A unique rune upon the forehead, “ghulra”, Truth in Primordial. Others recount that Bael Turath made something similar and in the province of Héyun were skull-faced guardians. More than three centuries ago, King Eothyr III of Nerath first paid the Society of Imperial Artificers to make an artificial being that imprisoned no independent spirit. His son Elidyr bade them for war against Humanoid unrest. Mighty were their hollow victories, and many noble paid scutage for them. Yet most veterans were lost in the regional wars after. They still are made albeit fewer.[xxiv]

Yuan-ti – Zehir could not create a race of his own in the Dawn Age. So, he seduced Avandra for the teachings of reshaping what others made. She was not fool, and her love came the caution he would need permission. So Zehir taught Asmodues the art of murder when the angel came for plotting. The death of He Who Was meant no permissions needed for Humans, and he reshaped many to his pleasing. Yet eventually he was forced to relinquish them unaligned. They built or expanded Zannad, his Continent-spanning empire of slavery and sacrifice. Caste purity by closeness to serpent form.[xxv]


 

The Powers that Be

Circles, Druidic – Though not all of them are priests or think of themselves in the Westermen term. Across the Earth, Primal mystics and warriors form informal groups for worship and coordination. With mystics seeking out far off others as they grow older and introspective while warriors banding together for a mutual goal. Circles number between three and seven and may not align in any form except a desire for sharing knowledge. These circles can be dedicated to good or ill as they please. Irregular meetings and overlapping groups are common.[xxvi]

Gardens, Druidic – Druids spend a great deal of time, energy and sometimes gold cultivating their gardens. Though few may ever recognize them as such. Druids use their shapeshifting abilities to create spaces or activities in remote or seemingly natural surroundings. Growing powerful herbs, ancient species of creatures and glorious plants. The goal is, after the druid has passed, the garden will spread naturally and non-invasively into the natural heritage of an area. It is one of the few things that bind druids beyond their Circles.[xxvii]

Gods – Deities are spirits of the Astral Sea that possess a spark of divinity. Like others of that Plane, they are immortal and comprised of the silvery higher stuff. They may take on many aspects and forms, yet each is a set identity. Worshipped as needed. Any creature may cultivate a spark within themselves over time, feeding their soul or drawing on those of their faith. But the catalyst is unknown, until a rising star bursts from the Earth into the heavens. Many minor gods choose regular quiescence and scope to avoid the Primal Ban that would require them to leave.[xxviii]

Gods, Evil – The Gods of woe. Asmodeus for tyranny and domination, ruler of the Nine Hells. Bane for war and conquest, many regardless of alignment offer prayers. Gruumsh for destruction and marauding barbarian hordes. Father of the Orcs, Corellon’s brother-enemy. Lolth for shadows, lies and spiders, she was of the Seldarine. The Chained God is not spoken of. Tiamat for wealth, greed, and envy. Patron of chromatic Dragons. Unspoken Torog for the Underdark, patron of jailers and torturers. Vecna for undead, necromancy, and secrets. Both not meant to be known and desired to be kept. Zehir for darkness, poison, snakes and Assassins.[xxix]

Gods, Dead – Gods may be immortal, yet there are not invulnerable. Able to be discorporated and destroyed by might and deed. Haramathur, Io, Lakal, The God of the Word and Zorthos, victims of the Dawn War. He Who Was, usurped and erased by Asmodeus. Turen, slain by a mortal who might be his brother, Archa-Bane. Amoth slain by demon princes. Aurom killed by Nerull, slain by the Raven Queen. Khala, slain for her wrath. Laeris maybe killed by Venca. Sagawehn, killed for her aggression. Semuet inhabited from the Far Realms. Nusemnee slain by her father Zehir within the Age of Chaos.[xxx]

Gods, Good – The Gods of weal are named as such; Avandra of change, freedom, trade, travel, adventure, and the frontier. Seen as the goddess of luck and patron of Halflings. Bahamut the Platinum Dragon, god of justice, protection, nobility, and honour. Monarchs are crowned in his name and first of the metallic Dragons. Moradin, god of creation and patron of artisans, especially miners and smiths. Creator and inspiration for Dwarves. Guardian and protector of the hearth and family. And Pelor, god of the sun and summer. The keeper of time and lord of agriculture. Most popular among ordinary Humans.[xxxi]

Gods, Pagan – Pagan Gods theoretically are any gods which are deemed unimportant or mere Exarchs of others yet persist in self-importance. Yet the word pagan has very specific connotations that has helped make it popular wherever Nerath once trod. Pagan is a term for interpretations of gods which involve bloody rites, feats of self-importance and violence. Mixed with Primal rites and priests transmitting knowledge orally. So are lesser in the eyes of the urban civilized people. Humanoids generally are not pagan because they worship spirits and gods who acknowledge yet defy the other gods.

Gods, Unaligned – Some of the most widespread faiths. Corellon of spring, beauty, and the arts. Patron of arcane magic and the Fey. Erathis of civilization, the muse of great inventions, founder of cities, and author of laws. Ioun is of knowledge, skill and prophecy. The patron of magic’s study. Kord is lord of war and storms, who revels in strength. Melora is of the wilderness and the sea, foundation and fear of the world. The Raven Queen is of death but not the dead, mistress of fate and winter. Sehanine is the moon and autumn, therefore trickery, illusions and love.[xxxii]

Gods, Seldarine – From the domain of Arvandor come the Gods of the Fey, and the Elves and Eldrain in particular. Known as the Fellowship of the Brothers and Sisters of the Woods, they consisted of Corellon, Sehanine, formerly Lolth and all their Exarchs. Erroneously assumed to be respective patrons of eladrin, elves and Drow, only they remain bound. These deities spent most of their time isolated within the Feywild during the Dawn Age. Though Lolth turned upon Corellon during the Dawn War, and maybe as a consequence. This brought the others into contact with less refined races and spread their teachings. See (The Plane Above - Secrets of the Astral Sea pp.37-38, Divine Power p.51)

Gods, Systematic – The Systematic pantheon is the one popularized by the Empire of Nerath and formulated from the early intermingling of Arkhosia and Bael Turath. Which in turn draw on the global dialogues spurred by the Elven Empire, surrounding the Dawn War and the principal Gods within, much from pre-Enlightenment Zakhara. It downplays the worship of minor gods of regions, saints and Exarchs as unimportant, though individual orders still honor them. As it was Nerathi, it is most common in Adventia. Broadly it is syncretistic, though most other faiths strongly believe in different regional names and prioritize gods who have greater local effect.

Exarch – A champion or agent of a God, demon lord or other being of great power. These might be saints, archangels, the exalted and minor gods risen or subsumed by their masters. Their numbers vary, Avandra has none for she desires closeness. Bane has cowed the Goblin gods to serve him. Moradin has the Moradinsamman, which counts over nine minor deities only on interest to Dwarves. Exarchs gain no innate powers but can draw upon the resources of a god to perform their tasks. Regardless of anything else, an exarch enters by mutual agreement with the deity.[xxxiii]

Kyuss – In what may have been Nocturnus, a mortal grew by dark betrayal and manipulation, slaying his followers and himself to emerge a thing of worms and decay. His worms consume all, yet cannot make him a God as he craves, to bring forth the Age of Worms. Kyuss lurks in some corner of the Underdark, on a bone throne of mighty meals. His words, spoken or written bring forth worms in the mind.[xxxiv]

Primal Spirits – As the Dawn War raged, the Earth gained its own powers, plentiful beyond counting. Incarnations of places and life, without need for worship, some till the world’s end. To see them is to visit the Spirit World. They are not Gods, though many culture merge them with no harm. Gods are like monarchs, spirits are family or friends, though power offered can have taboos. Sometimes dismissed as The Old Faith. Their power weakens in the Feywild and Shadowfell, as separate Planes. The twenty-four great Elders are known across the world by many names, but they uphold the Primal Ban.[xxxv]

Primordials – The makers of creation. The vast beings, free of good and evil yet never creatures of cosmic law. They emerged from the Elemental Chaos and shaped the Earth, Feywild and Shadowfell in the early days of creation. They crafted the elementals, Genies, the titans who begot the Giants and the Genasi. Though some genasi say they were merely influenced. It was in the Dawn War they learned to hate, for they Gods denied the Planes impermanence. Across all places, there are sixty-four notables who are free, imprisoned or dead, and have not succumb to the Abyss and become demon princes.[xxxvi]

Hidden Orders, The – Somewhere beyond ken well those who have achieved perfect mastery of body and mind and have emerged from them unfettered. No doubt they have some ultimate plan, but it is inscrutable except to those who have accepted its highest charges and the Gods themselves. They strike pacts with those of sufficient aptitude, progressing through the First, Second and Third Order to eventually join them. If they do not perish on their masters’ behalf prior.[xxxvii]

Nature of Being – It is accepted that any Humanoid comprises of a body, animus and soul, but beyond it is philosophical. Living requires all three, less for animals and necrotic impetus or foul feeding to sustain one missing element. The body is comprised of Planar material and the soul enters and leaves from realms unknown, granting consciousness. Unless destroyed, waylaid or consumed. But animus is the life force which moves the body and rots without a soul. Undead contain animus as does constructs. The mind rests either with the soul or the body and its cleavage define corporal or incorporeal undead.[xxxviii]

Psionic Orders – Psionic arts require discipline and so have been cultivated since before the end of the Dawn War by various orders and bloodlines. No guiding principle or alignment connects these groups, some gain power over the surrounding area or become subordinate. Many are monastical traditions developed from the ancient Sun and Moon Style, the writings of the Talaric Codex, hidden orders or military companies. These include the; Basilisk Fury Adepts, Cerulean Adepts, Eternal Seekers, Guiding Hand, Fists of Zuoken, Four Winds, Iron Brigade, Path of Thirty-Seven Obstacles, School of Unmatched Excellence, Soaring Blades, Tiger Claw, Twilight Dreamers and the Unseen Hand.[xxxix]

Revelations of Melech, The – A heretical tome which lists the known Starspawn of the cosmos and their malign influences on Earth. Melech was apparently some sort of astronomer, but nothing else is known. The text is quite rare and only found in the greatest worldly and Plannar libraries. The known list of stars are: Acamar, The Corpse-Star, Allabar, The Opener of the Way, Blue-White Ulbar, Caiphon the Purple, Morinbund Hadar, Nihal, the Serpent Star, and The Cursed Green Sun, Gibbeth.[xl]

Starspawn – The stars in the sky are relied on for astrology, predicting the patterns of fate for everything from kings to crops. But some stars have fallen under the sway, or always were of foul things from The Far Realm. Beings which gaze with their celestial eye towards Earth. They watch and listen and make pact with those who would be their agents. They would remain like that if not for the agitations of the rogue star Allabar. Which the Revelations of Melech proclaims arises during the Ages of Chaos to bring destructive and corrupting avatars to the Earth.[xli]

Slaying Sword, The - A bane weapon created during the Elven Empire. Made from mithril, first to kill Goblinoids, it was reforged by Dwarves to slay Giants and Elves to slay Dragons. What made the sword unique was the enchantment shifted during this process. The killing power was in proportion to the might of the wielder. It has been lost and hidden many times. If found, it is frequently assumed to be a steel throwback of a bronze blade due to the patina with dwarfish work on the hilt. The blade is leaf-shaped, and about eighty centimeters long.

Young Gods, The – Named for their form, not their age. These asinine divinities spend their eternity engaged in petty games and relationships with each other. Only wielding their immense power when troubled from beyond their maddeningly anachronistic realm. There is no record of them in the Dawn War, yet they act as if creation was but a passing event. Some appear Human and others bear more infernal visages, as do their creations, they may be from elsewhere in the Planes. There are at least ten pairs, but they shift with dalliances. They offer no benefits to worshippers beyond their astral realm.[xlii]



[i] Inspired more by the 2E description from the Planes Walker Handbook, with the additional twist that the Eliatrope from Wakfu do share more similarities to Deva after all.

[ii] Inspired by the Edge Chronicles Prowlgrins, Wig-Wigs and Dofus/Wakfu Gobballs

[iii] See 4E Monster Manual p.71, Textbox in Divine Power p.69, 4E Eberron Player's Guide p.29, Ols are from the book series Deltora Quest

[iv] See Draconomicon: Chromatic Dragons pp.6-21

[v] See 4E Player's Handbook, p.34, Player’s Handbook Races – Dragonborn pp.4-22, scattered Dragon Magazine lore articles

[vi] See 4E Players Handbook p.36

[vii] See 5E Monster Manual p.122, 4E Monster Manual 2 p.92

[viii] First type are based on Enutrofs from Ankama’s Dofus/Wakfu, second type are Dark Sun Mul from Dragon magazine #391 pp.55-58

[ix] See D&D Players Handbook 4th edition p.40

[x] See D&D Players Handbook 4th edition p.42

[xi] See 4E Monster Manual pp.120-125

[xii] See Dragon Magazine #364 pp.10-11, #367 pp.47-54

[xiii] See 4E Players Handbook 2, p.12

[xiv] See 4E Players Handbook p.44

[xv] See 4E Players Handbook p.46

[xvi] See Dragon Magazine 385 pp.11-16, Eliotropes class from Dofus/Wakfu

[xvii] See 4E Players Handbook 3 p.10, Dragon Magazine #369 p.5

[xviii] See 4E Monster Manual pp.203-205

[xix] See 4E Player's Handbook 2 p.14, Heroes of the Forgotten Kingdoms p.258

[xx] See 4E Players Handbook 2 p.16

[xxi] See 4E Monster Manual 3 pp.192-193, Dark Sun Campaign Setting, p.22, Dragon Magazine #411 pp.15-19

[xxii] See Player's Handbook, p.48, See Player’s Handbook Races – Tieflings

[xxiii] See 4E Underdark, p.152

[xxiv] See Dragon Magazine #364 pp.27-35

[xxv] See 4E Monster Manual pp.269-273, Monster Vault pp.288-291

[xxvi] See Textbox in Primal Power p.41

[xxvii] See Textbox in Primal Power p.42

[xxviii] See 4E Players Handbook, p.20

[xxix] See 4E Dungeon Masters Guide, pp.162-163

[xxx] See Textbox in Divine Power p.40, Dragon Magazine #390 pp.44-50, Scattered mentions in 4E Tomb of Horrors and The Plane Above - Secrets of the Astral Sea

[xxxi] See 4E Players Handbook pp.21-22

[xxxii] See 4E Players Handbook pp.21-22

[xxxiii] See Textbox Divine Power p.138

[xxxiv] See Open Grave pp.206-207

[xxxv] See Primal Power p.44, pp.120-129

[xxxvi] See Heroes of the Elemental Choas pp.32-33

[xxxvii] See Arcane Power p.89

[xxxviii] See Open Grave p.7, p.9, Psionic Power p.92

[xxxix] See Psionic Powers p.38, 52, 57-59, 66, 69, 73, 74-77, 79, 110-118, 124-129

[xl] See Dragon Magazine #386 pp.17-25

[xli] See D&D 4E Monster Manual 2 pp.184-187, D&D 4E Monster Manual 3 pp.195-197

[xlii] See the cast of Homestuck from an outside source having achieved respective godhoods

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