6 Gods, Demons, and other Immortals
6.0.1 The Twelve Major gods of OnceWas
In the dawning of time, when the dreams and aspirations of mortals were yet young and untempered, there stirred vast and potent energies. These High points thrummed with the raw pulse of creation, growing and shifting in tune with the ebb and flow of magic that flowed unceasingly through the world. Their forms twisted and reshaped themselves, ever adapting to the capricious currents of the arcane forces around them.
In time, some of these ancient structures, so suffused with power, began to stir with awareness. The fervent prayers and devotions of mortals, drawn to these vast wells of energy, breathed life into them. From the very depths of human belief—shaped by their dreams, fears, and desires—there arose a consciousness, a sentience born of arcane essence. This wild, raw potential coalesced and became focused, shaping itself into twelve beings, each embodying a unique facet of humanity’s essence.
These beings, known as the Arcane Siblings, were not born of divine or celestial origin, but rather from the tangled knot of human will and the untamed arcane forces that shaped them. They were as vast and eternal as the forces from which they sprang, yet, like their creators, they were tainted with the flaws and weaknesses of their birth. Wise beyond measure, imbued with power beyond mortal reckoning, they were still haunted by the same imperfections, the same desires and fears, that gave them form.
6.0.1.1 Antru, god of the Day. King of Elysium.
Patron god of Solandil
Holy Symbol: the sun
Month: June
Holy Day: Antruna (1st of June). Antruna celebrates the longest day of the year, marking the peak of summer's warmth and vitality. Across the lands, people gather to honor Antrum with feasts, games of skill and courage, and ceremonies that seek blessings for abundant harvests and protection from adversity.
Color: Yellow
Dragon: Gold
Behold Antru, god of the Day, whose very presence ignites the skies with a golden blaze, heralding the dawn of each new day. Crowned King of Elysium, he reigns over a realm where eternal sunlight bathes fields of celestial splendor. His celestial mandate resonates with the warmth of compassion and the courage to defy darkness.
Patron of Solandil, Antru's essence is embodied in the radiant sun, a symbol of unyielding hope and life-giving energy. In the month of June, when fields bloom in hues of yellow, his influence is most potent, infusing the world with vitality and abundance.
His followers, clad in robes as bright as the midday sun, embody his teachings of generosity and kindness. Paladins and rangers, champions of justice and protectors of nature, stand as his devout warriors, wielding his divine light against injustice.
Antru's benevolence extends to the bountiful harvests of the earth, where he ensures fields flourish and herds thrive under his watchful gaze. Yet, amidst his majesty, whispers speak of moments when his attention strays, lost in the celestial tapestries of Elysium.
At the heart of Solandil, in the city of Sunport, Alexander the Good leads the faithful of Antru, guiding their prayers and deeds toward the greater good. Together, they strive to bring solace to the suffering and to sow seeds of kindness in barren lands.
6.0.1.2 Curumo, god of knowledge, bards, and magic-users. King of books
Patron god of Arcanum
Holy Symbol: the scroll
Month: December
Holy Day: Arcane Revelry (December 24th)
Color: brass
Dragon: Brass
Curumo, the god of knowledge, arcane mastery, and wisdom, embodies man’s insatiable curiosity and thirst for understanding. His presence is often depicted as that of a tall figure with a flowing white beard, adorned with a crown of brass that signifies his sovereignty over the realms of intellect and magic.
It is said that Curumo’s hunger for knowledge is as infinite as the cosmos itself. Legends speak of him having read every tome ever written, his mind having absorbed the secrets of the universe as a sponge drinks the rain. No spell remains beyond his mastery, no mystery unsolved. The god of knowledge is the master of all things arcane, the keeper of forgotten lore, and the unraveling of impossible truths. His wisdom transcends the boundaries of time and space, and it is whispered among scholars and mages that those who are favored by Curumo are granted glimpses into realms beyond the mortal coil—visions of truths so profound that even the mind of a god might tremble before them.
The clerics of Curumo are an esteemed order, their robes adorned with brass embroidery and jewelry that signifies their bond to the god of wisdom. These priests are more than mere religious figures—they are scholars, educators, and custodians of knowledge. In their care, the tomes of the ancient world are preserved, and the teachings of Curumo are passed down through the generations. They are the mentors to the young and the seekers, nurturing the minds of those who will one day unlock the next great mysteries of the cosmos. To be in their presence is to stand before the gate of enlightenment, for they are the living embodiment of Curumo’s eternal thirst for understanding.
Temples dedicated to Curumo are places where the pursuit of knowledge is sacred. In these hallowed halls, vast libraries stretch as far as the eye can see, and the study of magic flourishes beneath the steady gaze of the god’s spirit. It is here that the boundaries of the known world are pushed, where minds are sharpened and the threads of magic are woven into new forms. The light of Curumo’s presence casts a glow over the scholars who toil in the pursuit of discovery, and it is said that within these walls, those who seek earnestly may glimpse the answers to the world’s most profound questions.
The heart of Curumo’s worship lies in Arcanum City, within the Magocracy of Arcanum, where the Church of Curumo is led by the venerable Garfield the Enlightened. Garfield, a figure of both intellectual and spiritual depth, is a living testament to the god’s influence, a patriarch whose mind is as sharp as a blade and whose wisdom is as vast as the stars. Under his leadership, the temple stands as both a beacon and a sanctuary for those who seek to understand the deeper workings of the world. In Arcanum City, Curumo’s teachings are not just a matter of faith—they are the foundation upon which the very fabric of society is built. Magic, knowledge, and reason are the pillars upon which the city rises, and Curumo’s name is woven into every stone, every spell, and every thought.
6.0.1.3 Dobhainn, god of the earth, mountains, blacksmiths, and hard work. King of Dwarves
Patron god of Ringinghammer
Holy Symbol: the anvil
Month: September
Holy Day: Forgefest (September 30th)
Color: Grey
Dragon: Iron
Dobhainn, arose from the earth. He embodies the unyielding solidity, strength, and resilience of the land itself. As a stoic and unwavering deity, he stands as the guardian of ancient knowledge and the vast riches hidden deep within the earth's embrace. In the realm of OnceWas, Dobhainn's presence is synonymous with the enduring mysteries and treasures that lie buried beneath the surface.
Dobhainn often resides within the Great Mountain of the Elemental Plane of Earth.
The Hammers of Dobhainn, a renowned military order steeped in his unwavering resolve and martial prowess, stand as a bulwark against the encroaching darkness. Comprised of crusaders and battle-hardened clerics, they pledge their allegiance to safeguarding the dwarven realm from the perils that threaten their underground kingdom. Whether facing the onslaught of marauding hordes or the ancient wrath of dragons and fiends, the Hammers' valorous deeds resonate as legends told around hearths and in the depths of taverns.
Clerics devoted to Dobhainn bear the symbols of their deity's resilience with pride, donning thick leather bracers adorned with heavy iron rings—a testament to their vow to protect the earth's secrets and riches. Their rituals and prayers echo through the stone, invoking the steadfast spirit of Dobhainn to guide their hands and fortify their resolve.
In the heart of Ringinghammer, City Under the Mountain, Durgari Rockbrow assumes the mantle of Prelate of the Church of Dobhainn. His stewardship ensures that the ancient traditions endure and that the treasures entrusted to Dobhainn's care remain safe from covetous eyes and grasping hands. Under his leadership, the faithful gather in solemn reverence, honoring the earth's bounty and the enduring legacy of their steadfast god.
6.0.1.4 Gaoth god of wind, thunder and storms. God of the sky. Slayer of monsters
Patron god of Dunmar
Holy Symbol: Platinum Dragon
Month: April
Holy Day: Stormbreaker's Day (April 5th)
Color: Blue
Dragon: Platinum
Gaoth, the Stormlord, the Wind-Father, the Thunderbringer, is a name woven into the legend, echoing through the ages like the roiling winds that herald a tempest. He is the god of the boundless sky, of the winds that sweep the earth, of thunder’s mighty voice and the storms that tear the heavens asunder. In times of old, when the world was still young and the air crackled with untold power, Gaoth stood as a protector of the light and a destroyer of darkness—his name forever entwined with the fall of the Xalara and the Dragons.
Gaoth and Xalara battled upon the hill where now stands the city of Realm’s End. The storm raged, and the heavens trembled as the god of wind and thunder battled the dread goddess of greed and avarice. At the last, with a mighty cry that split the clouds asunder, Gaoth struck down the Queen of Dragons, and her blood seeped deep into the earth, cursing it.
Gaoth’s origins are told in the ancient songs of the peoples of Dunmar, who speak of his coming from the Stormspire Peaks, where the winds are fierce and the skies hold sway over all. It was in these towering heights that Gaoth first made his presence known, his form a tempest itself, his eyes like the clearing storm after a fierce rain. From these craggy heights, he descended into the world of OnceWas.The Stormspire Peaks have since become a place of pilgrimage for his followers, a high and sacred place where they seek to draw close to their god.
The faithful of Gaoth wear robes adorned with platinum, its gleaming sheen symbolizing unyielding strength, a reflection of the god’s own nature. Their faith is unshakable, their hearts steadfast, for they are inspired by Gaoth’s deeds in the ages long past. His triumphs over darkness, his valor in the face of unspeakable foes, have become the guiding light for those who walk in his name. In times of trial and tribulation, when the winds of doubt and fear threaten to overwhelm the soul, the clergy of Gaoth stand firm, ever resolute in their duty to uphold the virtues of courage, justice, and perseverance.
In the province of Griffindale, the Patriarch of the Church of Gaoth, Wilam Menliam, oversees the faithful. A man of great wisdom and unyielding faith, Menliam leads his flock with quiet strength, ever mindful of the lessons passed down through the ages. Under his leadership, the faithful gather to honor Gaoth, to remember his deeds, and to seek his guidance in their own quests for righteousness and victory.
To those who follow the way of Gaoth, his name is not merely a name, but a promise—a promise that the storm will pass, that the winds will carry them to victory, and that the thunder of justice will one day shake the world. In the hearts of his people, Gaoth lives on, not as a distant god upon a far-off mountain, but as a living force—present in the rush of the wind, the flash of the storm, and the triumph of good over evil.
6.0.1.5 Grund-Wyrgen, mother of demons, monsters and nightmares. Queen of the Abyss
Patron god of Orckrag
Holy Symbol: the demon face
Month: March
Holy Day: Abyssal Descent (March 3rd)
Color: Dark Green
Dragon: Red
Grund-Wyrgen, the Dread Sovereign, embodies the deepest fears and darkest nightmares that haunt mortal minds. Born from the shadows that dwell within the deepest recesses of consciousness, she is revered as the mother of nightmares, monstrous aberrations, and the chilling terrors that lurk in the darkness.
Secluded from the pantheon of OnceWas and Elysium, Grund-Wyrgen harbors a profound disdain for the other gods, choosing instead to reign supreme in the Abyss where darkness holds sway. Her realm is a bastion of chaos and malevolence, where the abyssal depths echo with the agonizing screams of mortals lost to their worst fears.
Clerics devoted to Grund-Wyrgen are enigmatic figures, shrouded in mystery and draped in robes of dark green, symbolizing the depths of terror. They wear white masks that conceal their identities, their faces forever hidden as they invoke their mistress's terrifying influence. Scarification rituals mark their flesh, serving both as a testament to their devotion and as conduits for the dark powers they wield.
In the ominous city of Vornthol, nestled deep within the foreboding realm of Orckrag, Master Aakil holds the esteemed position of High Priest at the Temple of Grund-Wyrgen. Under his sinister guidance, the faithful pay homage to the Dread Sovereign through rites that evoke both fear and reverence. These rituals channel Grund-Wyrgen's malevolent energies, spreading chaos and despair throughout the mortal realms.
Grund-Wyrgen's dominion over nightmares and monsters makes her a queen of terror, her influence extending far beyond the mortal realm. Her holy symbol, the twisted visage of a demon face, strikes fear into the hearts of mortals who dare to utter her name. Her holy day, Abyssal Descent, observed on March 3rd, is a time of dread and foreboding, when her malevolent presence is felt most keenly across OnceWas.
In defiance of the light and order upheld by the other gods, Grund-Wyrgen stands resolute in her allegiance to chaos and darkness. Her followers, bound by shadow and steeped in the mysteries of terror, perpetuate her legacy through rituals that invoke nightmares and perpetuate the eternal darkness of the Abyss.
Cleric of Grand-Wyren suffer a -1 to Charisma
6.0.1.6 Irmo, goddess of drinking and luck: Queen of Thieves.
Patron goddess of Banorak
Holy Symbol: Three Keys
Month: November
Holy Day: Reveler's Dawn (November 3rd)
Color: purple
Dragon: Green
Irmo, born from the whims and caprices that shape the fortunes of mortals, embodies the unpredictable nature of fate itself. She draws strength from the myriad emotions and gambles of humanity, reveling in the laughter and tears that mark the twists and turns of mortal lives.
As a deity of festhalls, hedonism, and revelry, Irmo is a chaotic being, characterized by her passionate and willful demeanor. Often found in Oncewas in various disguises, she immerses herself in the tumultuous tapestry of mortal existence, savoring every moment of joy and indulgence.
Clerics devoted to Irmo adorn themselves with distinctive copper headpieces and don festive attire in shades of vibrant purple. Their role is to celebrate life's pleasures and guide others in embracing spontaneity and the exhilarating unpredictability of Irmo's domain.
In the city of HiddenPort, nestled within the realm of Banorak, the Sanctuary of Irmo stands as a haven of revelry and merriment. Here, the Arch Priestess Caiaphas leads the faithful in worship and festivity, orchestrating ceremonies and rites that honor Irmo's essence and invite all to partake in the joyous dance of life.
Thus, Irmo stands as a beacon of passion and spontaneity, her presence a reminder to embrace the unpredictability of fate and revel in the vibrant tapestry of human experience. In the sanctuary of her followers, laughter echoes through festive halls, tears are shed in shared moments of catharsis, and the spirit of celebration thrives in homage to the chaotic and joyful essence of Irmo.
6.0.1.7 Mairon, god of death. King of Underworld
Worshipped in the Empire of Ix
Holy Symbol: a grinning skull
Month: January
Holy Day: Reaper's Night (January 1st)
Color: Black
Dragon: Black
Mairon was shaped by the universal fear and morbid fascination with death. He reigns over the realm of the dead with a solemn and unwavering gaze. His authority and power stem from the deep-seated reverence and dread mortals hold for the mysteries that lie beyond death's veil.
As the patron deity of those who pursue the darkest evils for their own gratification or gain, Mairon is not worshipped by common folk. Instead, he is feared intensely. It is believed that any attempt to appease him only attracts his attention—a prospect avoided at all costs by the prudent. Indeed, Mairon seems to draw strength from the very avoidance of his name, a testament to the pervasive fear he instills.
Among the peasants of OnceWas, minor rites propitiating Mairon are performed, beseeching safe passage for departed souls. In the Barbarian lands of Frostheim, Mairon is also revered as the deity of winter, embodying the chilling grip of death in its coldest form.
Mairon's clerics are infamous throughout the lands as cold, calculating agents of death. They operate in secrecy and solitude, clad in attire that reflects their sinister role—usually all black or white when not in disguise. Initiates into Mairon's priesthood endure a harrowing initiation, culminating in a ritualistic burial alive, symbolizing their acceptance of death's embrace.
High-ranking clerics of Mairon are known as Pale Lords. The title is earned through cruelty, cunning, and unwavering devotion to the god of death. These feared agents wear bone-white vestments or blackened robes etched with runes of grief and decay. Many wield flails, whips, or executioner’s blades—tools not just of death, but of dominance.
Among the faithful, the title "Pale Lord" is spoken with reverence and dread. To ascend to this rank is to become death’s will made flesh—an enforcer of despair, an arbiter of Mairon's brutal order. They often travel in disguise, seeking to break heroes, corrupt the virtuous, and harvest trophies of slain goodness.
They are sworn to this creed:
"Death is truth. Pain is proof. The weak must serve or suffer. The strong must conquer or die. All things end in silence—and from silence, Mairon reigns."
Temples dedicated to Mairon are hidden and often subterranean, reflective of their grim purpose as sanctuaries for death worship. In the darkest corners of the world, these places serve as focal points for rituals that honor Mairon and seek to curry favor through acts of murder—deemed virtuous in the eyes of Mairon, who sees life itself as an abomination.
The enigmatic Dark Abbot Calguri the Decrepit presides over the Cathedral of Mairon. Located in the City of Ixador, this cathedral serves as a nexus for those who seek to embrace the darkness and claim their rewards in the service of death. Calguri is said to commune with Ixalor and has the key to the arcane bronze doors of Darkspire.
6.0.1.8 Nanna-Sin, goddess of the moon, the ethereal and ghosts. Queen of the Night
Patron goddess of the Sand Dominion
Holy Symbol: the moon
Month: October
Holy Day: Moonshadow Night (October 15th)
Color: Pale Blue
Dragon: Copper
Nanna-Sin, born from the mystique and wonder that shrouds the nocturnal sky, embodies the enigmatic allure of the moon itself. She guides mortals through the shadows of night with her gentle touch and soothing presence, a beacon of light in the darkness.
Frequenting the Ethereal Plane, Nanna-Sin commands reverence among witches and is attended by ethereal beings and spirits. Among the people of the Sand Dominion, she is revered as their patron goddess.
Like the ever-changing phases of the moon, Nanna-Sin reflects a myriad of moods and aspects. Her worshippers perceive her in diverse ways—as enthusiastic, vivacious, and joyous, exuding majesty in dance and action; or as subdued and motherly, with a poetic tranquility that embraces all. Yet, she also bears the weight of ancient sorrows and defeats, carrying a somber demeanor marked by deep sadness for tragedies long past. At times, she exhibits a fierce, almost aggressive nature, showing little mercy to those who oppose her.
Clerics dedicated to Nanna-Sin paint their faces white, symbolizing the purity and luminance of the moon, and wear simple robes of pale blue, mirroring the serene hues of moonlit nights. They serve as conduits of her divine presence, offering prayers and rituals that align with her ever-changing aspects and moods.
In the Sand Dominion, within the city of Sahardin, Chantress Isadoris presides as the esteemed High Priestess of the Church of Nanna-Sin. Under her guidance, the faithful gather to honor their goddess, seeking solace and wisdom in the cycles of the moon and finding strength in her multifaceted nature.
Thus, Nanna-Sin stands as a symbol of mystery and wisdom, her presence a reflection of the moon's enduring influence over mortal hearts and minds. In the eyes of her followers, she embodies the complexity of existence itself, guiding them through the shadows and illuminating their path with the gentle glow of her celestial light.
6.0.1.9 Orome, god of war and wrath. King of vultures
Patron god of Frostheim
Holy Symbol: the axe
Month: February
Holy Day: Bloodmoon's Eve (February 12th)
Color: Red
Dragon: White
Orome, a deity of tumult and valor, manifests as a burly figure clad in a horned helm, wielding a formidable axe and a massive battle horn. His presence exudes the raw essence of chaos, where his favor is as capricious as the winds of war. Known to align with armies one day and turn against them the next, Orome embodies the unpredictable nature of conflict itself.
Born from the chaos and strife that define mortal existence, Orome thrives on the ferocity, courage, and honor found in the crucible of battle. He revels in excess, whether indulging in the pleasures of food, drink, the thrill of the hunt, or his greatest passion—warfare itself.
His priests, reflecting their deity's temperament, are characterized by a quick temper and an unwavering memory for slights endured. They adorn themselves in red, painting their faces and battle armor in the vibrant hue of blood spilled on the battlefield, a stark reminder of the sacrifices demanded by their martial faith.
In Frostheim, the Holy Place of Orome is under the stewardship of the mighty Seiðr of WizardBane. As High Priest, Seiðr channels the energies of Orome, guiding the faithful in rites that celebrate the glory of battle and honor the warrior's code.
Orome represents the ever-shifting tides of war, where valor and unpredictability reign supreme, and where those who seek his favor must embrace the tumultuous path of battle.
6.0.1.10 Teine, goddess of fire and poetry. Queen of the hearth.
Patron goddess of Hearthland
Holy Symbol: the flame
Month: August
Holy Day: Hearthfire's Night (August 15th)
Color: Orange
Dragon: Bronze
Teine took form from man’s eternal flames of inspiration and passion. She embodies the very essence of transformative fire. Her presence is a beacon of creative energy and the fervent desires that burn within the hearts of all mortals.
To those in Hearthland, she is more than a goddess; she is the elemental force that lights the way, warms homes, and cooks nourishing meals.
As a fierce warrior, Teine stands as protector of families and communities, her fiery gaze unwavering against threats that would darken the hearths of her followers. Bards, drawn to her radiant spirit, find solace in her favor, inspired to compose songs and poems that sing of her enduring flame.
In reverence, clerics and devotees of Teine adorn themselves with bronze jewelry, symbolic of the enduring strength and warmth she bestows upon them. Her temples are sanctuaries where hearth fires burn eternal, and where prayers rise like sparks to her divine presence.
At the heart of Nyr's Gate, Lady Gabála Érenn, Matriarch of the Church of Teine, guides her faithful in honoring their goddess with reverence and passion. Under her leadership, the city's flames dance in homage to Teine, illuminating paths of creativity and community.
6.0.1.11 Ulmo, god of water, oceans, and rivers. King of ships
Patron god of Corsairia
Holy Symbol: the trident
Month: July
Holy Day: Trident's Tide (July 8th)
Color: Teal
Dragon: Blue
Ulmo, emerging from the boundless depths of the sea, embodies the awe-inspiring mystery and unfathomable power of the ocean itself. His presence resonates with the majesty of rolling waves and the deep currents that shape the world. Revered by the sea-faring people of Corsairia, Ulmo draws strength from their respect and fear of the vast expanse of waters that sustain and challenge them.
As deity of the waters, Ulmo is both benefactor and enigma. While he often looks kindly upon his maritime worshippers, his temperament mirrors the unpredictability of the sea. Like the ocean's capricious nature, Ulmo can swiftly turn from calm beneficence to tempestuous wrath. Legends abound of his fury manifesting in cataclysmic acts, from shattering coastlines with earthquakes to unleashing devastating floods upon unwary settlements.
Clerics devoted to Ulmo don tunics of deep blue and teal, colors reflecting the hues of the sea under different moods—serene and stormy alike. Their rites and prayers seek to appease and entreat the god's favor, offering reverence for the life-giving waters and petitioning protection from its wrathful outbursts.
In the maritime city of Ulmoth, nestled within Corsairia, Nandez presides as the Lord Patriarch of the Church of Ulmo. Under his leadership, the faithful navigate the tumultuous currents of their deity's favor, honoring his dual nature with solemn rituals and fervent supplications.
Ulmo commands both reverence and caution, his presence a reminder of the boundless power and capriciousness that dwell beneath the surface of the seas.
6.0.1.12 Yavanna, goddess of life and nature. Queen of elves
Patron goddess of Silvandor
Holy Symbol: Mother Tree
Month: May
Holy Day: Verdant Embrace (May 10th)
Color: Light Green
Dragon: Silver
Yavanna sprung forth from the deep-rooted reverence for nature and the intricate cycles of life and death, embodies the essence of fertility, growth, and the interconnectedness of all living things. Her presence draws strength from the profound reverence and awe mortals hold for the natural world.
She is a radiant deity revered by the elves, as well as druids, and rangers who dedicate themselves to her teachings. She is the steadfast protector of forests, flowers, and wild animals, commanding their respect and obedience with a gentle yet authoritative presence.
Yavanna's domains extend beyond the mortal realm; she traverses freely between the Verdant Veil, OnceWas, and Elysium, nurturing and preserving the balance of nature wherever she treads.
In her serene demeanor lies a depth of power capable of fierce savagery when provoked—a testament to the primal forces inherent in the natural world she embodies.
Clerics devoted to Yavanna adorn themselves with silver jewelry, symbolizing purity and the shimmering essence of moonlit forests. They serve as caretakers and guardians of the natural world, channeling her divine grace to heal and protect those in need.
Within the heart of Silvandor, the Temple of Yavanna is guided by Her Grace Lady Yaereene Lightbringer, the esteemed Elven High Priestess. Her leadership ensures that the teachings of Yavanna are upheld with reverence and devotion, guiding her followers in rituals that celebrate the bounty and harmony of the natural world.
Yavanna stands as a beacon of tranquility and strength, embodying the delicate balance between grace and primal power, her presence a testament to the enduring beauty and resilience of nature's boundless realms.
6.0.2 Lesser gods
Lesser gods, also referred to as minor deities or demigods, occupy a subordinate position in a pantheon of OnceWas compared to the twelve primary gods. Clerics who devote themselves to lesser gods are bound by the limitations of their patron's divine power, restricting them to attaining a maximum of 5th level.
Lesser gods often interact more directly with mortals, responding to prayers and offerings related to their specific domains. They may also serve as intermediaries between humans and the more powerful major gods.
6.0.2.1 Apopos, god of Mischief and Merriment.
Symbol: jester's cap
Apopos is a deity worshipped by the rogues, tricksters, and merry pranksters. Apropos is said to have a mischievous grin that stretches across his face like a Cheshire cat. His divine domain includes the whimsical and unexpected moments that pepper everyday life, from slipping on a banana peel to finding a stray coin in a puddle. Apropos delights in causing harmless chaos and revels in the laughter and confusion that follow his divine interventions.
His temples, if you can call them that, are more like hidden alcoves filled with puzzles, jesters, and mirrors that distort reality. His followers, known as Aproposians, are a merry band of pranksters who believe that life should never be taken too seriously. They celebrate Apropos with elaborate festivals where pranks are the order of the day, and every joke, no matter how corny, is seen as a divine blessing.
Apropos is often depicted as a roguish figure with a twinkle in his eye, wearing motley attire and wielding a staff topped with a jester's cap. His divine powers include the ability to create illusions, cause harmless accidents, and turn any situation into a comedic spectacle. Despite his penchant for mischief, Apropos is a beloved figure in OnceWas, where his antics remind everyone to embrace the absurdities of life and never take themselves too seriously.
6.0.2.2 Brovendan the God of Beer, Feasts, and Trade
Symbol: include a tankard overflowing with frothy ale
Brovendan is the deity worshipped in many kingdoms, but is well known for his unwavering support of dwarven traditions. Brovendan embodies the essence of merriment and prosperity.
Brovendan presides over three fundamental domains crucial to dwarven life: beer, feasts, and trade. As the god of beer, he blesses brewers with the knowledge and skill to craft the finest ales and brews, ensuring that every tankard raised in his name is filled with the most robust and flavorful libations.
Brovendan encourages all who gather in celebration to eat well. Festivals dedicated to him are marked by hearty meals, joyous music, and lively dances, where people revel in their shared heritage and forge stronger bonds with one another.
Brovendan also guides merchants in their dealings across kingdoms and continents. His divine influence ensures fair transactions, prosperity in commerce, and the growth of routes that span far and wide.
He is depicted as a jovial and robust man, often portrayed with a tankard of ale in one hand and a merchant's scale in the other. Brovendan is worshipped through offerings of tasting of the finest brews and toasts made during festive gatherings and trade negotiations. His holy days are celebrated with grand feasts, where guests partake in abundant food and drink, exchange goods, and revel in the blessings of their patron god.
According to dwarven legends, Brovendan once brokered a legendary trade agreement between rival clans that ended a centuries-old feud and opened new avenues for cooperation and prosperity. He is also credited with teaching dwarves the secrets of brewing ale and establishing the first merchant guilds that united dwarven trade across distant lands.
Brovendan's clergy includes brewers, merchants, and celebrants who oversee temples and shrines dedicated to the god in the dwarven stronghold as well as bustling trade cities. These temples serve as centers of communal gathering, where people come together to celebrate festivals, conduct trade negotiations, and seek Brovendan's guidance in matters of commerce and conviviality.
6.0.2.3 Bruidhinn, goddess of dreams. The Dancing Goddess.
Symbol: unicorn
Bruidhinn, the Dancing Goddess, is revered as the divine patroness of dreams. In the pantheon of deities, she holds sway over the ethereal realm of dreams, where the subconscious minds of mortals wander in places untamed by waking reality. Her domain is an ever shifting landscape, where the boundaries between fantasy and reality blur, and the dance of dreams weaves its intricate tapestry.
Those who worship Bruidhinn seek her guidance and favor in matters of the mind and spirit. They are dream interpreters, skilled in deciphering the cryptic messages that drift through the nocturnal realms. Followers of the Dancing Goddess are adept in mental magic, harnessing the power of dreams to influence and shape the waking world. It is in their sleep that they commune with Bruidhinn, seeking insights that transcend the mundane.
Bruidhinn herself is depicted as a radiant figure, her form ever-shifting like the dreams she governs. She is often portrayed in flowing robes that shimmer with the hues of twilight, her feet never quite touching the ground as if in perpetual motion. Her eyes hold secrets sparkling with mysteries of the subconscious.
In shrines dedicated to Bruidhinn, priests and priestesses conduct ceremonies to invoke her blessings. These sanctuaries are adorned with tapestries depicting dreamscapes, where mortals encounter mythical creatures, surreal landscapes, and symbolic visions that speak to the deepest recesses of the soul. Offerings of fragrant herbs and oils are burned in braziers, their smoke carrying prayers and petitions to the realm of dreams where Bruidhinn reigns supreme.
The influence of Bruidhinn extends beyond her temples, permeating the arts and cultures of civilizations touched by dreams. Artists seek inspiration from her, weaving tales and crafting artworks that capture the essence of the dream world. Scholars study the symbolism of dreams, delving into ancient texts and teachings to unlock the hidden meanings behind their nocturnal visions.
Yet, Bruidhinn is not without her mysteries and challenges. To journey into the realm of dreams is to confront one's deepest fears and desires, to navigate the labyrinthine corridors of the mind where reality bends and shifts. Those who seek her favor must tread carefully, for the dance of dreams is both enchanting and perilous, capable of revealing profound truths or ensnaring the unwary in illusions.
6.0.2.4 Grommash, god of strength and courage. The Fighting Man.
Symbol: the bull
Grommash is a fierce warrior deity associated with unparalleled strength and prowess. His countenance radiates determination and courage, characteristics that define his heroic exploits. Grommash is depicted clad in battered armor and wielding a massive blade etched with ancient runes. Legends told of his fearless exploits against monstrous beasts and formidable adversaries as well as his lack of wit. Grommash is known to charge into battle with thunderous force, relying on sheer strength over cunning strategy or a well thought out plan.
In temples adorned with relics of his battles, devotees gathered to offer prayers for courage, strength, and victory. These prayers echoed across OnceWas, inspiring warriors to surpass their limits, forge alliances beyond mortal bounds, and protect the realms from looming darkness.
6.0.2.5 Korin, god of protection, fortification, and guardianship. The Sentinel.
Symbol: a tower
Korin is the steadfast guardian deity, overseeing fortresses and citadels. Soldiers and city defenders pray to him for strength and resilience in times of siege and conflict.
Korin is revered as the unwavering deity of protection, fortification, and guardianship. Soldiers and city defenders alike invoke his name in times of peril, seeking his strength and resilience to safeguard their fortresses and citadels from all manner of threats.
Korin's presence exudes steadfastness and vigilance. He is often clad in armor adorned with symbols of protection—a shield emblazoned with a tower sigil, and a helm crowned with a majestic crest that commands respect and instills courage.
His gaze is sharp and discerning, scanning the horizon for signs of danger, while his voice resonates like the tolling of a war bell, rallying defenders to stand firm against adversity. Korin's essence embodies the essence of resilience and the unwavering commitment to safeguarding those under his protection.
Devotees of Korin adorn themselves with symbols of his guardianship—amulets engraved with protective runes, and banners bearing his crest that flutter defiantly atop city walls. They hold steadfast faith in Korin's divine guidance, knowing that under his watchful eye, their defenses stand strong against any onslaught.
In times of peace, Korin is venerated not only as a deity of war but also as a patron of civic planning and infrastructure, guiding architects and engineers in constructing bastions that withstand the test of time. His blessings are sought in the laying of foundations and the raising of walls, ensuring that communities thrive under the shadow of his protective embrace.
6.0.2.6 Lúthien, goddess of knowledge, exploration, and adventure. The Scholar.
Symbol: a quill
Lúthien is a deity of exploration and intellectual curiosity. Scholars, adventurers, and seekers of knowledge invoke her for guidance in unraveling mysteries and discovering new lands.
Lúthien garbs herself in practical traveler's leathers, adorned with intricate stitching that weaves together maps of unexplored lands and constellations. Her attire speaks of journeys taken and paths yet to be trodden, bearing the dust of ancient libraries and the essence of far-off shores.
Pockets and pouches hang from her belt, each containing tools of exploration—a compass that points true across any terrain, vials of ink to record discoveries, and scrolls inscribed with forgotten languages and arcane knowledge.
Around her neck hangs a pendant shaped like a stylized quill, symbolizing her dedication to the pursuit of knowledge and the chronicling of tales untold. Her boots are sturdy and well-worn, testament to the miles she has traveled and the challenges she has faced in pursuit of truth.
Despite her practical attire, Lúthien exudes an air of scholarly elegance and quiet authority. Her eyes, a deep azure reflecting the breadth of the sky and the depth of the ocean, hold the wisdom of ages and the promise of new horizons. With each step, she carries the weight of countless scrolls and the dreams of those who seek to follow in her footsteps, forever inspired by the mysteries of the world and the boundless wonders that lie just beyond the next horizon.
6.0.2.7 Malkor, god of change, transformation, and adaptation. The Shifting Sands.
Malkor embodies the ever-changing nature of the desert sands. Worshipers pray for strength in adapting to new situations and embracing the fluidity of life.
6.0.2.8 Vairthra, the Veiled
Symbol: swirling mist
Vairthra is a deity of secrets and forbidden knowledge, her whispered promises leading mortals down paths of madness and despair.
Vairthra exists shrouded in mystery and intrigue, revered for her mastery over secrets and forbidden knowledge. Her presence is cloaked in swirling mist that seems to part only slightly to reveal glimpses of her enigmatic form. Within the depths of her hood, her eyes glow faintly, like distant stars embedded in the darkness, hinting at the vast depths of hidden truths and arcane lore she guards.
She is known to lure mortals with whispered promises that echo through the corridors of their minds, promising insights and revelations that could alter the course of their lives forever. Her voice is a haunting whisper, carrying with it the weight of forbidden knowledge and the allure of power that comes with uncovering ancient mysteries. Those who listen find themselves ensnared in a web of intrigue and deception, drawn inexorably towards the tantalizing abyss of madness and despair.
Vairthra s domain is a realm of shadows and obscured truths, where reality blurs and illusions dance like phantoms in the mist. Within her sanctum, ancient tomes and cryptic artifacts line shelves of dark obsidian, each imbued with the potent essence of arcane secrets. These relics whisper softly to those who dare approach, their siren call beckoning seekers to delve deeper into the mysteries that lie beyond mortal comprehension.
Her followers are a diverse congregation driven by an insatiable thirst for knowledge, willing to sacrifice their sanity and morality in exchange for glimpses of the forbidden truths Vairthra guards. They come from all walks of life, united by their obsession with unraveling the enigmas she holds sway over. Some seek power, others seek answers, but all are bound together by their reverence for the Veiled One and the promises she offers.
Symbolically, Vairthra is represented by the swirling mist that conceals her form, symbolizing the veil of secrecy and ambiguity that surrounds her domain. Her glowing eyes serve as beacons of forbidden knowledge, drawing mortals into her realm with their allure and promising enlightenment at the cost of their sanity. Together, these elements encapsulate Vairthra the Veiled, as a deity who manipulates and corrupts through the potent allure of secrets and forbidden lore.
6.0.2.9 Sylvos, god of stealth, trickery, and shadows. The Silent Shadow.
Symbol: a dagger
Sylvos is a secretive deity who thrives in darkness and shadows. Rogues and spies worship him for stealth and cunning, seeking his aid in subterfuge and deception. Sylvos appears as a cloaked figure with piercing eyes beneath a shadowy hood. Followers gather in covert sanctuaries for clandestine rituals. Temples dedicated to Sylvos are hidden from view, serving as places where devotees seek guidance for stealthy actions, deception, and strategic maneuvering.
Legends recount Sylvos's cunning exploits, where he outwits adversaries through clever schemes and subtle manipulation. His influence shapes the strategies of those who excel in the art of covert operations and espionage. Sylvos's teachings emphasize the art of stealth and the strategic use of deception over direct conflict.
6.0.2.10 The Green Man, god of nature, secrets, and communication with plants.
Symbol: face composed of leaves, vines, and foliage
The Green Man, a revered nature deity dwelling deep within ancient forests, communicates through the rustling leaves and whispers of the wind, imparting wisdom and offering protection to those who honor his domain. Often depicted with a visage crafted from leaves, foliage, and vines, he symbolizes the unity of humanity with the natural world, embodying the role of guardian and spirit of the wilderness. As a god, the Green Man embodies the eternal cycle of life, death, and rebirth observed in nature, revered during springtime festivals as a symbol of renewal and fertility, symbolizing the vitality and abundance of the natural world. He stands as the guardian and protector of forests, woodlands, and all living creatures within these realms, ensuring the balance and harmony of ecosystems and nurturing the flora and fauna dependent on his benevolence.
Worship of the Green Man involves seasonal rituals, particularly during spring and summer, encompassing dances, offerings of fruits and flowers, and symbolic gestures that honor his role as a deity of vitality and regeneration. Animals are regarded as his companions and emissaries, reflecting his harmonious relationship with all creatures of the wild, believed to communicate with and safeguard wildlife, thus ensuring their well-being and survival under his watchful care.
6.0.2.11 Velthir, goddess of Fate, Destiny, and Weaving. The Weaver of Fate.
Velthir, the Weaver of Fate, presides over the threads of destiny that intertwine the lives of mortals and gods alike. She is revered as the goddess who crafts the intricate tapestry of life, guiding each individual along their predetermined path. Her followers, known as Weavers, diligently study the movements of the heavens, interpreting celestial signs and omens to discern Velthir's guidance. They seek her wisdom in matters of prophecy and fate, believing that she holds the keys to understanding and navigating the intricate web of destinies that shape the world. Through rituals and prayers, devotees of Velthir seek to align their actions with the cosmic order she weaves, embracing the inevitability of fate while striving to fulfill their destined roles in the grand tapestry of existence.
Velthir, the Weaver of Fate, is often depicted as a serene and ethereal figure, with long flowing robes that shimmer like threads of silver. Her eyes are said to hold the wisdom of ages, reflecting the constellations of the heavens. Velthir's presence evokes a sense of calm authority, embodying the delicate balance between fate and free will.
Her symbol is a complex weave of intertwining threads, symbolizing the interconnectedness of lives and destinies. Often depicted in silver or gold, the symbol of Velthir is intricate and mesmerizing, representing the intricate patterns of fate that she oversees.
Worshipers of Velthir engage in contemplative prayer and meditation, focusing on the patterns of stars and celestial movements to seek insights into their own destinies. They believe that by aligning their thoughts and actions with the cosmic rhythms guided by Velthir, they can harmonize with their destined path. Prayers are often whispered under the open sky or within sanctuaries dedicated to the goddess, invoking her guidance in times of uncertainty and seeking clarity on their life's journey.
Temples dedicated to Velthir are characterized by their celestial motifs and architectural elegance. They often feature domed roofs that mimic the night sky, adorned with intricate mosaics of stars and constellations. Inside, the sanctuaries are illuminated by soft, celestial light filtering through stained glass windows depicting scenes of fate and prophecy. Altars are adorned with offerings of woven fabrics, representing the threads of life that Velthir weaves, and sacred relics such as ancient astrolabes and celestial maps are displayed to honor the goddess's influence over destiny. The atmosphere in Velthir's temples is serene and introspective, inviting worshipers to reflect on their place within the grand design of the universe guided by the Weaver of Fate.
6.0.2.12 Xalara, goddess of greed and avarice. The Fallen Queen of Dragons.
Symbol: 6 dragon heads
Xalara, the slain goddess of Greed, once epitomized opulence and power in her physical form. Her appearance was described as being a majestic figure adorned in resplendent armor encrusted with precious gems. Her eyes, depicted as gleaming with the hunger for treasure, mirrored the covetous desires she stoked in mortals and dragons alike. Despite her allure, her countenance also carried a cold and calculating edge, betraying the ruthlessness with which she pursued her ambitions.
Xalara's downfall was a tale woven with betrayal, ambition, and a reckoning that even a goddess could not escape. Her lust for dominion over all material wealth led her to challenge powers far beyond her reach, culminating in her fateful clash with Gaoth, the god of storms and justice. The battle was cataclysmic, and though Xalara fought fiercly, she was ultimately undone. Struck down upon the hill where Realm’s End now stands, her death marked the end of an era of unchecked avarice and the collapse of her once-mighty power.
Yet, even in the wake of her destruction, Xalara’s influence did not fade from the world. Her name lingers in the shadows, whispered by those who would follow in her footsteps—those driven by the same relentless hunger that once fueled her. Her cult, though scattered and fractured, remains a force to be reckoned with, their devotion to the fallen goddess a testament to the unyielding nature of greed. These worshipers, consumed by the memory of Xalara’s former might, continue to venerate her through secret rites and shadowed offerings, hoping to tap into the residual spiritual energies she left behind. In their hearts, the fire of avarice burns as brightly as it did in her own, and they seek to reawaken the goddess’s favor, believing that the wealth and power she once commanded can be reclaimed by those with the ambition to claim it.
It is said that remnants of Xalara’s divine power still linger in the Astral Plane. Cultists, driven by the memory of her power and promises of wealth, continue to venerate her through rituals and offerings. They seek to tap into the residual spiritual energies she left behind, hoping to gain insights or blessings related to greed and material gain. These devotees remain undeterred, convinced that if they are patient, if they are cunning enough, they can rekindle the flame of Xalara’s power, restoring her to her former grandeur and reclaiming the treasures she once hoarded.
It is rumored that her cultists may still receive spells or divine favor, albeit with diminished potency. These spells could be remnants of Xalara's former divine might, channeled through relics, sacred sites, or through the collective belief and devotion of her followers. Or perhaps the spells are granted by some other god in attempt to manipulate the heretics that continue to praise Xalara’s name.
6.0.2.13 Zul'gorth, the Lord of Chains
Symbol: manacles
Zul'gorth is a god of slavery and oppression, his iron grip crushing the spirits of those who dare defy him as he binds them in chains of servitude.
Zul'gorth appears as a grotesque colossus of armored flesh and steel. His immense frame is encased in layers of rusted, iron-plated armor that strains under the weight of his bulging, corpulent form. Chains of varying sizes and designs crisscross his armor, wrapped tightly around his body like serpents constricting their prey.
Each wheezing breath he takes reverberates through the heavy armor, accompanied by the unsettling creak and groan of stressed metal. The air around him seems to thicken with the stench of sweat and oil, mingling with the metallic tang of blood and the musty odor of ancient leather straps that bind his armor together.
Despite his sheer size and ponderous appearance, Zul'gorth moves with surprising agility when the need arises, his armored bulk crashing through obstacles with brute force. His visage beneath the helm remains obscured in perpetual shadow, save for the occasional glint of malice that flashes from behind the slits of his helm.
The chains that envelop him serve not only as symbols of his dominion but as practical tools of control, each link a testament to the countless lives he has ensnared in his unending pursuit of power. Zul'gorth's very presence evokes a sense of oppressive weight and impending doom, as if the very ground beneath him strains to bear the burden of his malevolent existence.
6.0.3 Demon Lords
Demon Lords, in the realms of OnceWas, are powerful entities that reign over the Abyss. They embody the darkest aspects of creation, wielding immense power derived from corruption, destruction, and the priTovenaaral forces of evil.
Demon Lords are ancient beings and represent primal malevolence and embody the antithesis of divine order and benevolence. Their essence is intertwined with entropy, feeding off the suffering and despair they sow.
Demon Lords often vie for supremacy, engaging in eternal conflicts and betrayals against their infernal peers. Their rivalries and alliances shape the balance of power in the Abyss and beyond.
While Demon Lords view mortals as pawns or prey, some may forge pacts with ambitious individuals seeking dark powers or vengeance. These pacts come with dire consequences, as the Demon Lords exact a steep price for their aid.Mortals who pledge themselves to Demon Lords form cults dedicated to their dark masters. These cultists perform rituals, sacrifices, and atrocities to appease their patrons and gain favor, often bringing ruin to civilizations and spreading fear in their wake. Clerics who devote themselves to Demon Lords are bound by the limitations of their patron's abysmal power, restricting them to attaining a maximum of 5th level.
6.0.3.1 Erebiss, Lady of Envy
Symbol: a coiled serpent
Erebiss, Lady of Envy, slithers through the shadows like a serpent, her lithe form sinuous and graceful. Her body is adorned with scales that shimmer in shades of deep emerald and midnight black, each scale reflecting the envy she embodies. With every sinuous movement, she navigates the darkness with a predatory elegance, her presence both alluring and unsettling.
Her eyes, twin orbs of polished jade, gleam with a cunning intellect and an insatiable hunger for what others possess. They mesmerize and captivate, drawing mortals into their depths with promises of fulfillment tinged with jealousy. Erebus's face is angular and subtly serpentine, framed by sleek, obsidian-colored hair that seems to writhe like a nest of vipers. Her features are sharp and alluring, exuding an otherworldly allure that speaks of ancient secrets and hidden desires.
Around Erebiss, the air thickens with a sense of unease and discontent, akin to the unsettling presence of a serpent poised to strike. Shadows cling to her like a second skin, undulating in rhythm with her movements, whispering secrets of envy and unfulfilled ambitions. Her voice, when she speaks, is a smooth and alluring whisper that seduces and manipulates, promising power and vindication through the downfall of rivals.
Erebiss is a masterful manipulator, weaving intricate webs of jealousy and discord wherever she roams. She delights in stoking the flames of envy, reveling in the chaos it brings to relationships and societies alike. To her followers, she offers the allure of ascension through the destruction of those they covet, whispering promises of elevation and dominance in exchange for unwavering loyalty.
6.0.3.2 Gourmandon, Lord of Gluttony
Symbol: a gaping mouth
Gourmandon is an obese behemoth of excess and voracity. His bald, bloated head looms atop a mountainous body, every inch of his exposed flesh marked with the scars of insatiable indulgence. Large, twisted purple horns jut from his temples, curving outward.
His massive, gaping mouth is a cavernous void lined with rows of jagged teeth; each one stained with the remnants of countless feasts. From this maw, he emits a constant guttural growl, a primal call that echoes through the chambers of his lair and beyond.
Dark, oily tears trickle down his pockmarked cheeks, dribbling from eyes that burn with a fiery hunger. These tears, black as pitch, symbolize the anguish and despair of those consumed by their own cravings.
Gourmandon's followers, a motley crew of gluttonous beings, gather around him in awe and fear. They bring offerings of lavish meals and decadent delights, hoping to earn his favor and bask in the fleeting glory of his attention. In return, he grants them temporary reprieve from their insatiable desires, only to deepen their dependency on his dark blessings
6.0.3.3 Gurgleth, Queen of the Drowned
Symbol: a lobster claw
Gurgleth is a malevolent force that lurks beneath the waves, embodying the darkest fears of sailors and coastal communities. Her visage is grotesque. She appears eel like. Her skin, draped with tattered seaweed and encrusted barnacles, oozes with a noxious slime that poisons the waters around her, suffocating marine life and spreading dread across the seas.
Her eyes, glowing with an eerie bioluminescence, pierce through the murk of the deep, striking terror into the hearts of those who glimpse her form. Jagged teeth jut from her mouth, dripping with venom that corrodes flesh and corrodes ships' hulls. Her voice is a haunting melody that echoes through the currents, luring sailors to their doom with promises of riches and safe passage, only to drag them to a watery grave.
Gurgleth's decrepit arms end in lobster-like claws, each encrusted with barnacles and capable of crushing steel and shattering bone. Her lower body coils into a serpentine tail, adorned with spectral chains that bind the souls of drowned sailors and sea creatures alike, forced to serve her in eternal torment.
In her underwater palace, built from the ruins of sunken ships and drowned cities, Gurgleth reigns as a tyrant without mercy. Her lair echoes with the anguished cries of those who dared to defy her, their spirits forever entwined in the swirling currents of her malevolent domain. She demands tribute from her followers—drowned sacrifices and the blood of the innocent—feasting on their fear and suffering with sadistic glee.
To those who worship her, Gurgleth offers twisted favors and dark powers, granting them the ability to command sea creatures and manipulate the tides to their advantage. In return, they must scourge the shores and drag more souls into the depths, perpetuating her reign of terror across the seas.
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6.0.3.4 Korvax, the Oathbreaker. Lord of Deceit
Symbol: A grinning hyena
Korvax, the Oath Breaker, Lord of Deceit, appears as a cunning and hyena-like figure, with a sleek, furred body that blends into the shadows. His fur is mottled in shades of gray and black, perfect for blending into the darkness where he schemes and plots. His eyes, a piercing yellow, gleam with an unsettling intelligence and a hint of malice, their gaze shifting constantly as if sizing up potential prey.
His face is marked with a perpetual grin that stretches unnaturally wide, revealing rows of sharp, carnivorous teeth that glint in the dim light. This grin seems to mock the very concept of trust, a twisted reflection of the deceit that flows effortlessly from his silver tongue.
Korvax moves with an unsettling grace, his movements fluid and calculated, never revealing his true intentions until it's too late. His voice is smooth and persuasive, each word dripping with honeyed lies that entice and beguile those who listen. He weaves intricate webs of deception, manipulating others into unwittingly serving his dark purposes.
Those who encounter Korvax are often lured in by his charm and charisma, only to find themselves ensnared in his intricate plots. He embodies the essence of treachery and betrayal, a master manipulator who revels in the chaos and suffering he creates. His presence alone is enough to sow seeds of doubt and discord among even the most steadfast allies, leaving a trail of shattered trust and broken oaths in his wake.
6.0.3.5 Lysandros, Lord of Lust and Temptation.
Symbol: A hypnotic spiral of intertwined serpents
Lysandros is a master of ensnaring mortals in the tangled webs of desire and deceit. His lithe, sinuous form moves with an almost hypnotic grace, every movement designed to captivate and allure. Adorned with intricate tattoos that seem to writhe and pulse with a life of their own, his dark blue skin gleams with an otherworldly sheen, reflecting the flickering light of the infernal realm he calls home.
His white eyes hold an almost predatory gleam, capable of piercing through the veils of mortal longing and uncovering the most hidden desires. A dark charisma radiates from him like an intoxicating perfume, drawing unsuspecting souls into his thrall with promises of unbridled pleasure and boundless power.
Lysandros' voice is a melodic purr, laced with honeyed words that mask the venomous intent beneath. Each syllable drips with allure, weaving a tapestry of false promises and whispered secrets that entice and deceive in equal measure. Those who succumb to his seduction find themselves bound to his will, trapped in a labyrinth of lust and manipulation from which escape seems impossible.
In the courts of darkness and depravity where he holds sway, Lysandros is both feared and revered. His followers, drawn to him like moths to a flame, willingly surrender their wills for a taste of his infernal delights. Yet, behind his facade of allure lies a merciless and calculating mind, ever scheming to expand his influence and claim new souls for his dark domain.
6.0.3.6 Malthar, demon of Lycanthropy. The Beast Lord.
Symbol: A wolf's paw print
Malthar, the Beast Lord, is a demon born of darkness and savagery. His form is imposing, with sleek, obsidian fur that glistens in the dim light, reflecting hints of crimson under the moon's glow. His eyes are piercing amber, glinting with an unsettling intelligence and primal cunning. He prowls through the shadows with a sinuous grace, his movements fluid and predatory. Malthar's howl echoes through the night, a haunting sound that chills the bones of those who hear it. His voice, when he speaks, is a low growl that resonates with a mix of menace and allure, drawing in those susceptible to his dark influence.
A master of deceit, Malthar lures his followers with promises of strength and freedom from human weakness. To embrace him is to abandon one’s humanity and become a beast of instinct and bloodlust.
The Beast Lord is not merely a force of destruction, but of corruption. Those who hear his call are driven to abandon reason, to give in to their basest instincts—the thrill of the hunt, the ecstasy of the kill. His followers, now cursed with lycanthropy, transform into ruthless predators, bound by the primal laws of the pack. The world becomes their hunting ground, and they are Malthar’s pack, ferocious and free, chasing after blood and power.
Malthar's realm is a wild place, where the line between man and beast vanishes into the night. Here, the laws of civilization hold no sway—only the howl of the pack and the hunt matter. It is a dark wilderness, where the moon is never far, and the shadows are thick with predators. In this savage kingdom, Malthar is both alpha and tyrant, his power shaping the land itself, his influence spreading like a plague.
Five hundred years ago, Malthar rose to terrorize the world. The Elves of Silvandor, with their Lamp of Anon, fought him back, using its light to drive the Beast Lord into the depths of the Orckrag Mountains. There, he lay wounded, licking his wounds and biding his time.
When the Great Kingdom fell into ruin, Ixalor, the Dark One, sought greater power. Through Mairon’s whispers, he learned of Malthar’s slumber and of the Lamp that had once held the Beast Lord in check. With an army of orcs, Ixalor attacked Silvandor, stealing the Lamp and offering it to Malthar as both threat and tribute. Freed from his prison, Malthar agreed to serve Ixalor—promising chaos in return for the destruction of the Lamp.
Now, the second plague has struck as the curse of lycanthropy spreads like wildfire across the countryside. Some fear that this heralds Ixalor’s return. The curse's onset is swift, and its effects ae terrifying. Those once normal citizens, living in villages and towns, begin to transform into savage beasts and fear and paranoia spread faster than the infection itself, leaving the land in chaos.
Mor'draxis, The Sadistic Lady. The Tormentor. The Maiden of Agony. The Queen of Pain.
Symbol: A pale hand gripping a cat of nine tails
Mor'draxis appears as a lithe, alluring figure draped in dark silks, her skin pale and flawless, marked only by scars—symbols of the torment she both endures and causes. Her eyes, the color of bleeding ruby, are eternally weeping, the tears tracing down her cheeks like slow streams of blood. These tears are the manifestation of her insatiable hunger for suffering, both her own and others.
Her hair is long, black as midnight, cascading down her back like a tangle of shadows, sometimes writhing on its own as if in agony. Around her neck and wrists are chains of twisted iron, constantly moving as if alive, rattling with a low, menacing sound. They are not only ornamental but serve as a reminder of the emotional and physical torment she doles out. Her mouth, when she smiles, reveals sharp, predatory teeth, and her voice is low, seductive, yet chilling, laced with whispers of promises of pain and vengeance.
Mor'draxis is a goddess of sadism, finding immense pleasure in the suffering of others. She is a master manipulator, drawing those who seek revenge or power through pain into her web of control. She has no regard for mercy or redemption—pain is power in her eyes. She delights in the slow, exquisite breaking of her victims, toying with them like a cat with a mouse before delivering the final blow.
Her followers believe that agony is enlightenment and that through inflicting and enduring suffering, one can transcend weakness and gain true power. Mor'draxis speaks in whispers, always hinting at the darkness within others, coaxing them to embrace their deepest, cruelest desires. To her, revenge is not just a right but a sacred duty—the ultimate expression of her cruel affection. She teaches her followers to embrace their pain and to inflict suffering upon others, turning their torment into strength.
Doctrine
Mor'draxis teaches that suffering is transformative—to inflict pain is to gain mastery over others, and through that mastery, ultimate control is achieved. She insists that vengeance is sacred, and those wronged should seek retribution, as pain is the clearest path to power. Her followers are taught that mercy is a lie, and only by embracing cruelty can one ascend. Torture is not merely a tool of punishment—it is an art. Her teachings emphasize emotional and psychological torment as much as physical pain, believing that the mind is the truest source of agony.
6.0.3.7 Nihilath, Lord of Sloth.
Symbol: A cracked hourglass
Nihilath, Lord of Sloth, manifests as a towering demon whose form is reminiscent of a colossal tortoise, its massive shell etched with arcane symbols that pulse with a faint, sickly glow. The shell, once smooth and reflective, now bears deep gouges and cracks that ooze with dark, viscous slime, symbolizing the decay and neglect that follow in his wake. Vines and fungal growths sprawl across his back.
His eyes, small and drooping beneath heavy lids, shine with an eerie luminescence that betrays a malevolent intelligence lurking within. His gaze, when it stirs, carries a hypnotic quality that ensnares the unwary in a lethargic trance, inducing them to abandon all ambition and succumb to the comforts of sloth.
Nihilath's skin is a patchwork of scales and gnarled, moss-covered flesh, blending seamlessly with the natural surroundings he inhabits. His limbs move with languid grace, each step leaving a trail of stagnant mist and decay in its wake. Despite his lethargic demeanor, Nihilath exudes an aura of malevolence and cunning, a demon lord who manipulates mortals into serving his desires with promises of eternal rest and respite from the burdens of ambition.
His followers, drawn from the ranks of the indolent and the disillusioned, revere him as a patron of sloth and inertia. They gather in forgotten corners of the world, offering prayers and sacrifices in exchange for fleeting moments of comfort and the illusion of peace that Nihilath's presence brings.
6.0.3.8 Rathalan, Lord of Wrath
Symbol: A flaming sword
Rathalan, Lord of Wrath, is a towering beast, his massive form engulfed in swirling flames. Each step he takes sends tremors through the earth, cracking stone and scorching the ground beneath his feet.
His head is unmistakably bull-like, featuring a powerful muzzle lined with sharp, formidable teeth. Horns jut from his head, their tips glowing red-hot, while his eyes blaze with an unyielding fury that seems to pierce through the very soul of those who dare to gaze upon him.
Rathalan's voice booms like thunder, a deep and resonant roar that echoes across the mountains and valleys, instilling fear and awe in equal measure. His breath is a searing torrent of flame, capable of melting steel and reducing forests to ash in moments.
Massive wings, tattered and scorched, extend from his back like the remnants of a once majestic cloak, adding to its intimidating presence. Rathalan wields a whip of flame and shadow, its length crackling and writhing as though alive with malevolent intent. This weapon is as much a symbol of his power as it is a deadly instrument of destruction, capable of searing through armor and flesh with equal ease.
6.0.3.9 Sqirthul, the Rat Lord, Demon of Filth and Squalor. The Pestilent One.
Symbol: a swarm of rats
Sqirthul embodies the relentless spread of disease and pestilence. His form is twisted and rat-like, with fur matted and diseased, and eyes gleaming with malevolence. Everywhere he treads, sickness follows, carried by a horde of rats that swarm around him, their chittering echoing his dark influence.
Sqirthul delights in the suffering caused by his diseases, reveling in the chaos and despair they bring. His presence alone is enough to sow fear and panic among those who know of his foul deeds.
Followers of Gorthul are drawn to his promise of power through disease. They offer sacrifices of diseased vermin and tainted substances, seeking to gain favor and protection from his wrathful plagues. In return, Sqirthul grants them the ability to spread illness and inflict suffering upon their enemies.
Sqirthul domain is a realm of contagion and filth, where the stench of decay mingles with the cries of the afflicted. His lair is a maze of tunnels and nests, teeming with disease-ridden vermin and the echoes of his malevolent laughter. Those who seek him out do so at their peril, for his embrace brings not just physical illness but the spiritual corruption of hopelessness and despair.
6.0.3.10 Veridantha, Lady of Vanity and Pride. Queen of Spiders.
Symbol: A spider
Veridantha, the haughty demoness with deep blue skin, exudes an otherworldly beauty that blends elegance with a chilling allure. Her slender, graceful form is adorned with intricate patterns reminiscent of spider webs, shimmering faintly in the dim light like strands of dark magic. Her eyes gleam like polished sapphires, sharp and penetrating, radiating both fascination and dread.
When Veridantha speaks, her voice carries a melodic yet eerie quality, akin to the whisper of wind through a haunted forest. It resonates with a subtle menace and an undeniable allure, drawing unsuspecting prey with promises of forbidden knowledge and dark pleasures.
Her movements are as sinuous and deliberate as a dancer's, betraying the lethal precision of a predator. Veridantha exudes an air of confidence and entitlement, always in control and manipulating those around her like pawns on a chessboard.
Her presence alone commands respect and fear among her followers, who are drawn like moths to a flame, mesmerized by her beauty and the promise of power she embodies.
Veridantha's aura is suffused with danger and malevolence. Each of her graceful motions suggests an imminent threat, her allure a mesmerizing terror that ensnares unwitting souls in her web of darkness. Encountering her brings a palpable sense of impending harm and the corruption of one's very essence. She is a predator, reveling in the fear and despair she instills, a master of both physical and spiritual manipulation.
6.0.3.11 Xul'var, the Rot, the Withering Blight
Symbol: A mushroom
Xul'var, known as the Rot and the Withering Blight, embodies the essence of decay and corruption in a form reminiscent of a fungal nightmare. Her presence casts a suffocating shadow of darkness that spreads disease and rot like a malignant plague across the land. She is a harbinger of doom, corrupting the natural world with her foul touch and perverting its beauty into grotesque, fungal horrors.
Her body is a grotesque fusion of decaying flesh and pulsating fungus. Fungal tendrils writhe around her, dripping with toxic spores that drift and settle, spreading her corruption further. Her eyes, sunken and rimmed with mycelium, emit a sickly bioluminescent glow that pulses with malevolent energy.
Xul'var moves with a sinuous grace, her movements accompanied by the eerie rustling of fungal growths and the squelching of noxious fungal blooms. Her voice is a rasping whisper, filled with the echoes of despair and decay, as if the very essence of death itself speaks through her.
In her wake, once vibrant forests wither and become overgrown with grotesque fungal growths. Rivers and streams stagnate under her influence, their waters turning murky and fetid with the taint of fungal spores. Animals and plants alike fall victim to her blight, their bodies succumbing to disease and their spirits consumed by despair.
Xul'var's realm is a twisted landscape of fungal decay and desolation, where the air hangs heavy with the scent of mold and decay, and the ground is littered with the twisted forms of fungal creatures and decayed remnants of life. Here, she reigns as an unholy queen, her domain expanding with each new victim ensnared by her fungal tendrils.
6.0.4 Immortals of OnceWas
6.0.4.1 Baltar the Immortal Orc. Baron of Fort Orckrag.
In the harsh and unforgiving realm of Orckrag, amidst the jagged peaks and relentless winds, stands a formidable fortress. It is a place steeped in dark history and guarded by the legendary orc chieftain Baltar, known far and wide as the Immortal Orc.
Baltar stands at an imposing six feet tall, his dark green skin weathered by centuries of strife, and his bone-white hair pulled back tightly under a hooded cloak that billows with each determined step. Adorning his attire are a string of human skulls, a well-used spell book, and a sturdy leather satchel slung at his side. Around his neck hangs a gleaming silver medallion, a token of authority in the tumultuous lands he calls home. His face bears the unmistakable mark of orcish heritage, with small, bone-white tusks protruding from the corners of his lower jaw.
In most ways, the saga of Baltar begins centuries ago when Ixalor, under the guidance of his mother Morvaina, unearthed the mythical Mother Tree tree. Legends told of its white leaves, rumored to bestow unnaturally long life upon those who consumed them. Recognizing the tree's potential, Ixalor constructed a formidable fortress, Fort Orckrag, to guard this precious resource. Among the orc chieftains, Baltar was chosen to be its steward and protector.
For six long centuries, Baltar has served as the unwavering guardian of Fort Orckrag and the revered Mother Tree tree. Over these centuries, he has outlived more than twelve orc lifespans, bearing witness to the rise and fall of countless generations of orcs within the fortress's rugged stone walls. His longevity has afforded him the opportunity to accumulate vast knowledge and skills. Fluent in eight languages, Baltar has become a repository of orcish lore and histories, as well as a skilled practitioner of various disciplines. He is a 3rd-level Cleric, drawing upon divine powers to bless and heal his fellow orcs, a 4th-level fighter, proficient in martial combat and defense, and a 6th-level Magic User, harnessing arcane energies to wield potent spells in defense of his domain.
Yet, despite his formidable skills and the respect he commands among his people, Baltar's centuries-long tenure has not been without challenges. The isolation and unyielding duty of guarding the Mother Tree tree have shaped him into a figure both revered and feared among his kind. His days are spent in vigilance, overseeing the rituals that sustain the tree's magic and ensuring the fortress remains impregnable against any who would seek to plunder its ancient secrets.
Baltar's existence is a testament to the endurance of the orcish spirit, bound by duty and tradition yet tempered by the weight of centuries-old memories and the burden of immortality. As he looks out from the battlements of Fort Orckrag, Baltar knows that his fate is inexorably tied to that of the Mother Tree tree, its white leaves whispering promises of eternal life amid the harsh realities of a world that has changed countless times over his long watch.
6.0.4.2 Desinor the Warden of Root and Mire
Desinor is a reclusive and enigmatic druid-sorceress who dwells deep within the Coldmarsh Lowlands, where the Argent River dissolves into tangled wilderness. Her home—a towering, moss-shrouded hut perched atop gnarled stilts of ancient wood—teeters on the edge of reality. The hut's limbs, jointed like those of some great marsh-beast, allow it to scuttle across the mire with an unsettling, bone-jarring gait. Warded by invisible poisons and surrounded by the carcasses of heedless creatures, the hut serves as both sanctuary and warning.
Desinor herself is no less formidable. Once a woman of fierce conviction and uncanny magical attunement, she was a founding member of the Ragged Rooks, the legendary band of adventurers who shaped the course of the Age of Monarchs. Alongside Gishigan the Great, Tovenaar the sorcerer, Lucan the thief, and Pandaras the ranger, she played a central role in the great conflicts of her age—including the fabled imprisonment of the mad Emperor Ixalor in the Void Beyond.
Now a wild and near-mythic figure, Desinor’s appearance echoes the ancient world she protects. Her long, moss-green hair hangs in tangled locks, and her weathered skin is lined like the bark of an old tree. Piercing green eyes gleam with centuries of wisdom. She wears simple robes of rough-spun hemp, adorned with feathers, bones, and forest detritus. A wooden amulet carved with ancient runes glows faintly at her throat, and in her hand she carries a gnarled staff hewn from the heartwood of a tree that no longer grows in this world.
Once a respected voice within the Druid Circle of the Ancient Groves, Desinor withdrew from civilization following the conflict with Ixalor. Grief-stricken and disillusioned, she wandered into the northern bogs where she forged a deeper communion with the natural and planar worlds. Her walking hut—a living gift from elemental spirits of marsh and river—reflects that bond. It is both vessel and guardian, ever watchful, ever in motion.
Inside, the hut defies natural law. Though modest in appearance, its interior expands like a palace stitched from dreamstuff and memory. Interdimensional doors, etched with sigils of passage and protection, line the warped walls. One may open onto a sunlit glade untouched by time; another to a frostbitten tundra; a third, to the uncharted corners of ancient druidic myth. At the center, a bubbling cauldron simmers with glowing brews while arcane instruments hum with quiet power. The shelves are cluttered with preserved herbs, relics, and tomes bound in cracked leather—remnants of her long and storied past.
Now more spirit than woman, Desinor rarely engages with outsiders. When she does, it is from a high perch atop her hut’s platform, watching like a crow in the canopy. Her words are few but weighty, her voice gruff yet filled with an ancient compassion. Her magic, born of earth and interwoven with planar energies, can heal as easily as it can lay waste. She often leaves remedies in the reeds for the respectful and lost.
Among the folk of the region, legends speak of the Warden of Root and Mire. Some revere her as a guardian spirit of swamp and river—a protector of harmony and punisher of greed. Others fear her as a witch-queen, her house stalking the marsh in search of trespassers to devour. The truth lies somewhere in between: Desinor, a druid shaped by sorrow and solitude, touched by the wild's madness and wisdom, forever walking the boundary between worlds—alone, but never truly forsaken.
6.0.4.3 Gishigan the Great
Symbol: a stylized letter "G"
Gishigan the Great is an ancient magic user nearing six centuries of age, bearing the weight of immense knowledge and an extended lifespan with a demeanor that echoes both wisdom and instability. Once a prominent member of the Ragged Rooks, he played a pivotal role in the imprisonment of Emperor Ixalor, solidifying his reputation in magical history. However, the magic sustaining his longevity has begun to erode his sanity in recent years.
Standing imposingly at 6’4’’, Gishigan cuts a figure of regal stature and presence. His long white hair cascades like a waterfall, accompanied by a sweeping silver beard that flows down to his chest. Broad shoulders lend him an air of ancient kings or revered sages from legendary tales. Despite his venerable appearance, his aged face beneath great snowy brows bears the marks of time. His eyes, once sharp and piercing like cool coals, now flicker with disconcerting unpredictability. At times intensely focused on unseen horizons filled with the knowledge of ages past, they can suddenly ignite with an inner fire, reflecting the lingering power and depth of his arcane prowess.
Yet, Gishigan's demeanor is not always that of a formidable wizard. There are moments when he retreats into himself, nodding off in a secluded corner of the Red Sun Inn. A forgotten pipe smolders in his hand while his feet rest casually on a nearby chair. In these apparent moments of tranquility, his mind may wander through centuries of memories or drift into realms of dreams and visions known only to those who traverse mortal boundaries.
Gishigan's dual nature—part wise sage, part unpredictable sorcerer—reflects the dichotomy of his existence. His legacy as a hero contrast with the whispers of encroaching madness. Amidst the flickering flames of his arcane brilliance and the quiet introspection, lies a soul shaped by centuries and the burden of ancient secrets.
Once, Realm’s End boasted a thriving Magic Users' Guild until Gishigan disbanded it 65 years ago. His abandonment of the guild and subsequent departure from his tower were primarily due to the deterioration of his mental faculties. As his mind grew increasingly unstable, Gishigan withdrew from society entirely, seeking solace and perhaps attempting to regain control over his waning mental faculties away from the responsibilities and potential hazards represented by his tower.
The abandoned tower still stands in the South Ward, locked and boarded up. Throughout its many floors and rooms, untamed magic now runs rampant, creating unpredictable and perilous environments. Universally avoided, rumors abound of demons and otherworldly beings haunting its empty corridors. Inside, Gishigan’s staff named Grobvater, his voluminous spell book, and an array of magical items remain securely locked away, hidden from prying eyes and guarded by the tower's eerie atmosphere and summoned guardians.
6.0.4.4 Isoma Ixal the Witch
Symbol: Triskelion: A triple spiral symbolizing various trinities like life-death-rebirth, maiden-mother-crone, and past-present-future.
Isoma Ixal was born In the shadowed valleys of the Wicked Heath, before the fall of the great Kingdom. Taken from her cradle in infancy, she was raised not by mortal hands, but by an ancient Night Hag who, in her twisted love, shaped Isoma into the very embodiment of dark power. As a child, Isoma learned the primal arts of summoning demons, whispered from the Hag’s foul lips in the dead of night. By the time she was ten, she had already invoked spirits of the abyss—beasts that no mortal mind could fathom, nor survive the sight of.
Though many recall her as a hideous crone, gap-toothed and bent by time, others remember her as a seductive and enigmatic beauty, her age seemingly reversed by some vile magic. With silver strands in her hair and eyes that gleamed like pools of blackened ice, Isoma Ixal moved through the world as a shadow. She was no mere mortal woman, but a force of nature, weaving spells and manipulating the elements with a flick of her wrist, shifting the winds and summoning storms, healing or destroying with equal ease. She charmed monsters to do her bidding and played with the very fabric of life and death itself.
Isoma’s power was unmatched. The woods themselves seemed to bow before her as she communed with the ancient forces, using their secrets to twist the world to her will. She was feared for her mastery over dark and forbidden magics and in her solitude, she spent long years crafting dark rituals that would ensure her immortality—a cruel parody of nature itself.
Through forbidden rites and the binding of her own soul, Isoma Ixal achieved a twisted form of rebirth. She penned three volumes of unspeakable power, the Soulbound Grimoires, each a fragment of her spirit bound to the pages themselves. The books were her tether to the mortal world, her lifeline to the realms of OnceWas. Should her physical form be destroyed, these grimoires would anchor her essence, drawing her back from the Underworld into a new vessel, her memory and powers reborn.
The first of these cursed tomes, Soulbound Grimoire, Volume I: The Tome of Isoma Ixal, rests hidden in the dark heart of Castle Amber. The second, Soulbound Grimoire, Volume II: The Codex of Isoma Ixal, lies entombed within the walls of Gishigan’s Abandoned Tower. The third, Soulbound Grimoire, Volume III: The Grimoire of Isoma Ixal, resides in the extensive library of Heinlore Driessle.
Each time Isoma Ixal’s mortal body perishes, a new vessel rises—always reborn at the age of eight, her memories intact, the full breadth of her dark knowledge ever present. This endless cycle of death and rebirth has given her an unsettling kind of immortality, allowing her to weave a slow, insidious influence over the realms of OnceWas. Through every reincarnation, her hunger for forbidden knowledge grows ever more insatiable, as does her need to dominate the land that once dared defy her power. The very air grows heavy with her presence as she bends the wills of mortals and immortals alike, her dark hand ever more entwined with the fabric of fate itself.
Yet, despite her overwhelming power, Isoma harbored a deep, unspoken desire: to leave a legacy, one that would live on in her absence. And so, in a ritual of blood and shadow, she invoked the ancient and demonic forces she had long consorted with, seeking to bring forth Ixalor—her progeny, conceived through witchcraft and infernal rites, a child destined to inherit her mantle. Ixalor, born of darkness, would be the vessel for her malevolent lineage, the one who would carry her dominion to its fullest extent in the realms of OnceWas.
The old folk of Hearthland tell dark tales to children, warnings wrapped in song:
“Deep in the forest the witches dance
Put you in a soup given half a chance.
So little one don’t stray ahead.
Isoma Ixal isn’t dead!
The witch was nixed many times before
and like a phoenix from days of lore,
from the blackened ashes she did rise
and minced lost children into pies!”
These tales—frightening, exaggerated, but grounded in truth—serve as a reminder of the terrible power of Isoma Ixal, a force of nature that refuses to be erased, a presence that lingers in the shadows, whispering through the mists of time. Though she may be hidden, forgotten, or thought slain, her dark power endures, and like the winds that howl through the Wicked Heath, it is only a matter of time before she rises again.
6.0.4.5 Ixalor, the Dark Sovereign, Emperor of Ix
Symbol: a white serpent
Ixalor, the Dark Sovereign, the Fiend of the North, Emperor of Ix, is a vision of intoxicating beauty and raw, unrestrained power. Tall and slender, his elven grace is overshadowed by a chaotic, unsettling energy. His pale skin glows with an unnatural sheen, and his aristocratic features—sharp cheekbones, a strong jaw—are disturbingly perfect, as though carved by hands that sought both beauty and terror. His eyes, dark and fathomless, burn with an unholy fire, hypnotic yet unnerving, revealing a cold, calculating madness. Long, dark hair streaked with silver cascades around him, moving like a living thing, reflecting the tempest of chaos within.
Ixalor’s robes, woven from shadow and inscribed with forbidden runes, pulse with dark magic, exuding both opulence and madness. He moves with an air of grandeur, every gesture a command, every word a declaration of power. The air around him thickens with the scent of death and decay. His voice, deep and resonant, is both a velvet whisper and a venomous lure, drawing all who hear it into a web of seduction and madness.
A ruler beyond comprehension, Ixalor is a being of unimaginable power, whose beauty and threat are one and the same—an eternal hunger for more.
Born in the shadowed valleys of the Wicked Heath, Ixalor was raised by his mother, the witch Isoma Ixal. A prodigy in the arcane arts from a young age, his power quickly surpassed that of the ancient spirits who haunted the forests. Yet, restless and ambitious, Ixalor sought knowledge beyond what she could offer, venturing into the darkest recesses of OnceWas. There, he forged pacts with beings of immense power, sealing his fate as a force of malevolence.
His journey took him to the Orckrag mountains, where he unlocked the secrets of longevity, discovering rites that granted him eternal life. Returning from this dark sojourn, he caught the attention of Feall, a warlord with ambitions of his own. Ixalor, ever the manipulator, insinuated himself into Feall’s court, using dark magic to guide him to the throne and unite the fractured lands of OnceWas under the banner of the Great King.
Under Feall’s reign, OnceWas flourished, but as the years wore on, the king's mind deteriorated—some whispered that it was Ixalor's influence, or perhaps the dark magic of Mairon, god of death, that twisted Feall’s once-noble spirit. The warlord-turned-emperor now ruled in all but name, and the kingdom began to rot under his tyrannical grip.
With Feall a shadow of his former self, Ixalor’s power grew unchecked. The once-prosperous realm of OnceWas began to rot from within, as the Dark Sovereign’s empire spread like a plague across the land. The people of OnceWas, broken by his tyranny, gave birth to kingdoms of resistance—Dunmar, Hearthland, and Solandil—places where the fire of rebellion still burned. But Ixalor, ever the conqueror, raised armies of orcs and necromantic horrors, his empire fueled by dark sorcery and the undead legions that crawled from the grave to do his bidding. His reign was a reign of terror, of decay, of oppression—an endless, suffocating weight that crushed the life from all it touched.
Ixalor’s reign was finally brought to an end by the Ragged Rooks, a group of legendary adventurers. The Ragged Rooks faced Ixalor wielding the Soultrap, a powerful magical weapon capable of sealing the Dark Soveriegn away in the Void Beyond. There, in that dark prison, Ixalor was thought to be forever bound, his ambitions shattered. Yet even now, in the endless void, his hunger for power remains unquenched, his dark spirit stirring. His legacy is a reminder that there are forces in this world—and beyond it—that will never be truly vanquished, for Ixalor’s ambition, his madness, and his thirst for dominion are eternal. And when the stars are right, when the darkness stirs once more, the Dark Sovereign will rise again.
6.0.4.6 Lady Lorien the Elven Queen of Silvandor
Symbol: Mother Tree tree
In the ancient elven realm of Silvandor, nestled deep within the Eldertree Forest, reigns Lady Lorien, the mightiest and fairest of all the Elves in OnceWas. Silvandor itself is a breathtakingly beautiful city, enchanted and enriched—a realm where evil struggles to penetrate its magical defenses. Thundering waterfalls cascade into pristine pools, secluded valleys bloom with vibrant flora, and colorful alpine meadows stretch beneath the gaze of majestic mountains.
Lady Lorien rules with unparalleled grace and wisdom, her tenure marked by a delicate balance of diplomacy and strength that fosters prosperity and harmony among her people. She is a monarch of ethereal beauty, possessing strange and exotic features that seem almost otherworldly. High cheekbones frame a face of perfect symmetry, complemented by sensual lips and glowing white skin that remains smooth and ageless. Her eyes, ancient and wise yet youthful, reflect depths of knowledge and compassion. Lorien is both revered and feared—a figure of awe and reverence in Silvandor.
Lorien ascended to the Silver Throne following the passing of her mother, Queen Genevieve, a ruler revered for millennia of wisdom and compassion. Lorien's swift and astute intellect quickly endeared her to her people, who look to her as a beacon of hope and leadership.
The court of Silvandor is a tapestry of vibrant characters and ancient traditions. Lorien's advisors include venerable elders, skilled diplomats, and powerful mages, chief among them Vaelin, the stoic High Mage whose knowledge of magic and arcane lore is invaluable to the queen. Her Grace Lady Yaereene Lightbringer oversees the Temple of Yavanna, guiding spiritual matters with wisdom and grace.
6.0.4.7 Lyrathe the Cursed
Symbol: medusa head
Lyrathe the Cursed was a name whispered with dread across the lands of OnceWas. Born with a talent for magic that surpassed her peers, Lyrathe delved deeper into forbidden knowledge, unraveling the darkest secrets of the black arts. Her experiments in arcane bindings and rituals delved into realms that twisted the natural order itself.
Banished from Silvandor for her malevolent practices, Lyrathe retreated to her accursed castle known as Griffin Landing, nestled deep within the sinister heart of the Neverwood. There, she continued her dark sorcery unabated, weaving spells that perverted nature itself. She defied the goddess Yavanna by creating grotesque hybrids—abominations born of unholy unions of flesh and bone. She fused hoof with beak, wing with claw, and fang with feather, birthing monstrous creatures that defied the natural laws.
Such was her depravity that the goddess Yavanna, guardian of nature and life, could no longer tolerate Lyrathe's blasphemy. In an act of divine justice, Yavanna cursed Lyrathe, transforming her into a creature of horror and despair—a medusa condemned to wander the haunted depths of the Neverwood.
Driven from Griifin Landing by the divine wrath of Yavanna, Lyrathe was condemned to wander the Neverwood eternally, her once-mighty powers reduced to a curse that petrified all who dared to gaze upon her twisted visage. Her legacy became one of caution and terror, a warning to all who would dare to tread the dark paths of forbidden magic and defy the natural order upheld by the goddess of nature.
Throughout the ages, travelers and adventurers speak in hushed tones of the peril that awaits within the Neverwood—a warning against encountering Lyrathe, whose thirst for vengeance and eternal torment knows no bounds. Her tale serves as a chilling reminder of the consequences of delving too deep into the forbidden arts and defying the natural order that Yavanna holds sacred.
6.0.4.8 Nyssaroth, the Hooded Merchant of Secrets. The Arcane Whisperer. The Gossiping Guide to Mystery. The Cosmic Traveler.
Symbol: a hookah
Nyssaroth, known as the Hooded Whisperer and Gossiper of the Gods, is not of this realm but a cosmic entity from the Void Beyond. His imposing figure is draped in a flowing magenta robe, its deep hood concealing his face while his glowing eyes pierce through the darkness with an otherworldly intensity. Nyssaroth moves with an ethereal grace, his hands often hidden within his sleeves as he navigates the realms of secrets and forbidden knowledge with profound wisdom.
As a purveyor of secrets and a conduit to hidden worlds, Nyssaroth is a master manipulator of mortal minds. His whispered promises weave elaborate schemes that ensnare the unsuspecting, drawing them inexorably into webs of intrigue and deception. Those who heed his whispers find themselves irresistibly drawn towards mysterious dangers and the brink of madness, tantalized by the allure of esoteric truths.
Nyssaroth can typically be found during the night, frequenting marketplace settings where he enjoys sharing strong tea with Armagh the rug weaver. They often partake from a hookah, their conversations enveloped in clouds of smoke that drift in the moonlight. When serious matters beckon, Nyssaroth retreats to his large colorful tent adorned with rugs and pillows, where business of a more secretive nature unfolds.
His followers constitute a diverse congregation united by an insatiable thirst for knowledge, willing to sacrifice moral boundaries in pursuit of hidden truths. From all walks of life, they are driven by an obsession to unravel enigmas. Some seek power, others crave enlightenment, yet all are bound by reverence for the Hooded Whisperer and the dark promises he offers.
Meanwhile, a flamboyant rug serves as a mystical portal to the Celestial Stairway. When unfurled, its woven design reveals the entrance—a spiraling feather pattern that shimmers with arcane energy. The intricate twists and turns of the feather's design defy logic and perception, drawing the eye deeper into its mesmerizing depths.
Stepping through this shimmering portal transports one to a small landing within the Celestial Stairway, where a nondescript stairway beckons downward into the unknown. It invites exploration into realms beyond mortal comprehension, each step taken revealing new forms and configurations.
The Celestial Stairway unfolds in a kaleidoscope of structures and dimensions. Initially appearing as simple stairs of aged wood or weathered stone, it transforms with each step into a dizzying array of configurations. Some stairs hang in radiant space, defying gravity and orientation, while others spiral endlessly into shimmering voids pulsing with the energies of distant stars.
Navigating the Celestial Stairway is a journey fraught with wonder and peril, challenging perception and understanding with each shift in reality. Travelers encounter trials that test their resolve and perception, offering glimpses into realms where the fabric of existence dances to unfamiliar tunes.
Those who dare traverse the Celestial Stairway do so knowing that each step may lead to unimaginable discoveries or perilous encounters. Scholars seek forbidden knowledge, adventurers pursue legendary treasures, and seekers of cosmic truths strive to transcend mortal limitations upon this coveted pathway.
6.0.4.9 Solbright, Baron of Sunhaven
Symbol: a black rose
In the ancient days of yore, when the sun's golden rays bathed the realm of Sunhaven, there lived a noble lord named Baron Solbright. His domain, nestled south of Silver Lake, enjoyed the peace of the land until the armies of Ixalor invaded.
In a battle that shook Sunhaven to its core, Ixalor's armies clashed violently with those of Baron Solbright in a desperate struggle for supremacy. Amidst the chaos and bloodshed, Baron Solbright, in a courageous attempt to save his people, offered his own life and that of his beloved family.
Ixalor, known for cruelty and malice, showed no mercy or pity, extinguishing the lives of Solbright's family before his eyes. Desiring further torment for Solbright, Ixalor pleaded with Mairon, the god of death, to curse Solbright with vampiric immortality. Thus cursed, Baron Solbright found himself trapped in eternal suffering, compelled to survive on the lifeblood of his subjects.
For centuries thereafter, from his dire castle, Solbright terrorized the once serene lands of Sunhaven, plunging the realm into a relentless state of despair and darkness.
Battle of Turn Back Pass
In the year 1645, Sir Hund of Dunmar led a bold crusade through the treacherous Horns of the Dragon Mountains. Their quest was to overthrow the menacing Baron of Sunhaven, who had been a constant threat to the Elvish Kingdom and neighboring Dunmar villages.
Captain Droftus, a seasoned leader, hastily assembled a battalion comprising mostly veterans well past their prime and fresh recruits. Their route was plotted through a secret pass known now as Turn Back Pass, cutting through the heart of the forbidding mountains.
The Company of the Black Shield, despite their valor, suffered heavy losses as the enemy, familiar with the terrain, exploited every advantage the mountains offered. Amidst the chaos, the pivotal moment came when the dreaded worg riders broke through their defenses. The night sky was rent with the cries of hundreds of bats and fell beasts.
Rumors swirled of treachery among their ranks, suggesting Captain Droftus had led the vanguard into a deadly trap—a kill box meticulously planned by their adversaries.
The aftermath was grim. Sir Hund and the Black Shield were never found, and nearly all his soldiers perished in the brutal onslaught. Only a handful survived the massacre to tell the tale. Thus, the ill-fated crusade through the Wyvern Back Mountains ended not in victory, but in a costly lesson learned amid betrayal and bloodshed.
6.0.4.10 Tovenaar, the Cunning, Master of the Arcane
Symbol: White Fox
Tovenaar, Master of the Arcane, commands attention with his piercing blue eyes and penetrating gaze. His bald head is framed by a dark, close-trimmed Van Dyke beard. He is always dressed in mauve and purple robes adorned with intricate runes that shimmer faintly with latent magical energy. When he speaks, his voice is deep and melodic, compelling respect and attention from all who hear it.
A figure of calculated wisdom and discernment, Tovenaar keeps his own counsel and shows little patience for folly. Operating under a theory of power balance and neutrality, he seeks to prevent both Good and Evil from gaining undue dominance. Preferring to work from the shadows, he orchestrates events discreetly to maintain equilibrium in the realms of magic and beyond.
Originally from Arcanum, where magic holds reverence, Tovenaar began as a scholar at the esteemed Great School of Magic. Here, he immersed himself in ancient tomes and mastered spells alongside his ally, Gishigan. Disillusioned by the politics and limitations of academia, they embarked on a journey across realms in pursuit of deeper arcane mysteries.
Tovenaar is a master of multiple magical disciplines, particularly excelling in divination and abjuration. His spellcasting prowess is legendary, capable of weaving complex enchantments and unleashing devastating arcane blasts. Possessing keen intellect and foresight, he often predicts events before they transpire, outwitting adversaries with ease.
Wise and enigmatic, Tovenaar communicates in cryptic riddles and seldom reveals his true intentions. Driven by a thirst for knowledge and understanding of reality's fabric, he maintains a deep-seated commitment to balance. Despite his aloof demeanor, he intervenes in conflicts when he senses the scales tipping too far.
Surrounded by a diverse retinue of allies—fellow wizards, scholars, and occasional adventurers drawn to his mystery—Tovenaar values competence and loyalty. He forges alliances that aid him in his pursuit of arcane enlightenment and the safeguarding of ancient artifacts and knowledge from misuse.
Tovenaar's ultimate aspiration is to unlock the secrets of OnceWas, transcending mortal limitations to grasp magic's true essence. Alongside this quest, he endeavors to ensure that the delicate balance of power in the ever-shifting realms remains preserved and secure.
6.0.4.11 Vutra Rax the Undying
Symbol: Dragon Skull
In the Age of Dragons, OnceWas echoed with the conflict between chromatic and metallic dragons. Vutra Rax was once a powerful warlord, notorious for his ruthlessness and ambition. Serving Xalara, the dark queen of dragons, he spent his life acquiring vast treasures for her—stealing relics, sabotaging other gods, and leading a relentless campaign of theft, assassination, and arson. His most grotesque accomplishment was slaying dozens of Metallic dragons, resurrecting them as undead minions to serve Xalara’s dark will.
Pleased with his unwavering loyalty, Xalara rewarded Vutra by transforming him into a lich, binding his soul to his undead form, granting him immortality. As the Lich, Vutra was tasked with continuing his queen’s work, ruling over the dead and spreading fear throughout the land. He became her most feared servant, an eternal enforcer of her will.
But everything changed when Gaoth struck down Xalara in a titanic battle. With her death, Vutra was severed from his goddess, left alone and adrift in the world. The once-proud Lich, now cut off from his queen’s power and purpose, found himself trapped in eternal existence, haunted by regret. The years dragged on, and the great ambitions that once drove him crumbled into despair.
Immortal and forgotten, Vutra Rax, the Lich, became a tragic figure, consumed by remorse for the darkness he had served. The dragons he raised from death, his once-proud army, rotted away, and the wealth he had stolen was lost to time. No longer a servant, but a broken, eternal being, Vutra Rax would fade into legend—a shadow of his former self.
6.0.4.12 Mister Lucan
Mr. Lucan, the enigmatic figure at the helm of the Hidden Society, is a master of intrigue and deception, shrouded in mystery and secrets that span centuries. Born over five centuries ago, his longevity is attributed to the rare Mother Tree leaves from the white tree, acquired through a daring raid on Fort Orckrag alongside notable companions like Gishigan, Tovenaar, Desinor, and Pandaras in the year 125 AoM.
Despite his age, Mr. Lucan appears nondescript and unremarkable in every physical aspect. His average height and build, coupled with a plain appearance, allow him to blend seamlessly into crowds or vanish into the shadows at will. However, his true power lies not in his physical prowess but in his mastery of disguise and manipulation.
Mr. Lucan wields immense influence over Realm’s End, often regarded as its unofficial ruler despite rarely making public appearances. Only a select few, including trusted confidants like Lord Gauhir, Gishigan, Arthurn, Lady Tarquin (Grand Master of the Merchants Guild), and Lughar (the Playwright), know of his existence. Each of these individuals is either beholden to him through coercion or enticed by the promises of power and wealth he offers.
Gishigan, while aware of Mr. Lucan's control, begrudgingly tolerates it due to the stability and efficiency Lucan brings to the city. Arthurn, Lady Tarquin, and Lughar, on the other hand, are firmly under Lucan's sway, manipulated through a combination of threats and bribes that ensure their compliance with his directives.
Within the Hidden Society, Mr. Lucan orchestrates intricate schemes and clandestine operations, leveraging his network of spies and thieves to maintain order and influence across Realm’s End. His mastery of disguise allows him to move freely among both high society and the criminal underworld, ensuring his grip on power remains unchallenged and his true intentions obscured from prying eyes.
Moreover, the Hidden Society under Lucan's guidance has established extensive ties with other guilds in nearly every city throughout OnceWas. These alliances grant him access to a vast network of resources, information, and skilled operatives, solidifying his position as the mastermind behind the scenes of the underworld's complex web of influence and power.
As rumors swirl and alliances shift in the shadows of Realm’s End, Mr. Lucan remains a formidable and elusive figure, his longevity sustained by the potent secrets of the Mother Tree leaves, and his influence shaping the fate of the city and beyond.
6.0.5 Other Characters of Note
6.0.5.1 Lord Drell
Centuries ago, Lord Drell oversaw the excavation of a mine on the south side of the Lagathil River, where skilled dwarven miners unearthed veins of pure gold woven through rocky hillsides 100 feet below ground. The mine, a testament to dwarven ingenuity, proved immensely prosperous for Lord Drell, yielding rich veins of gold that promised wealth beyond measure.
However, their fortunes took a dire turn when the miners delved deeper and unearthed a vein of gold with a distinctive reddish hue. Unbeknownst to them, this rare gold was tainted by the blood of Xalara, the ancient Shadow Queen of legend, whose insatiable greed cursed the precious metal. Anyone who touched it became consumed by an overwhelming desire for its possession, leading to madness and betrayal.
Lord Drell and his kin, driven feral by greed and blinded by the allure of the red gold, fell victim to its curse. What began as a boon swiftly turned into a bane as the gold's malevolent influence corrupted their minds. Within the once proud dwarven halls, friends turned against each other in acts of violence and treachery. Brother slew brother, and the anguished cries of the fallen echoed through the halls.
Recognizing the danger, Gishigan the Great intervened and sealed off the mines, hoping to contain the cursed gold's influence. Yet even in death, the cursed dwarves found no peace. Their spirits, consumed by greed and rage, refused to depart from the mine's depths. Animated by the dark magic of Xalara's curse, the skeletal remains of these dwarves now haunt the tunnels and chambers they once worked in. Their empty eye sockets glow with a malevolent red light, and their bones rattle with an eternal hunger for gold.
Today, Lord Drell's gold mine is a place of dread and sorrow, avoided by the living. Adventurers who dare to seek the cursed treasure must navigate treacherous tunnels haunted by vengeful spirits and protected by Gishigan's formidable spells and summoned guardians. The curse of Xalara persists as a grim reminder of the price of unchecked greed and the darkness that can consume even the stoutest hearts.
6.0.5.2 Lord Gaheer the Patron
In the bustling city of Realm’s End, Gaheer cuts a striking figure as the enigmatic Patron of the Arts. Towering and broad-shouldered, he possesses dark skin that contrasts sharply with his shaved head, giving him an imposing presence that commands both respect and fear. Always impeccably dressed, there is an air of mystery and perhaps danger that surrounds him, a reputation that precedes him among the city's elite.
Despite his outward appearance as a cultured and refined patron, few are aware of Gaheer's true nature—he is a Rakshasa, a creature of cunning and deceit. Unlike his kin who revel in consuming flesh, Gaheer has developed a taste for the finer aspects of city life, particularly the arts. His preferred pastime lies in the world of theatre, where he finds solace and intrigue amidst the dramatic performances and artistic expressions.
Within his elegant residence in Realm’s End, Gaheer is attended to by his loyal servants: Calabretto the butler, Periguno the cook, and Helen the maid. Each serves him with unwavering devotion, unaware of their master's true nature and the depths of his influence within the city.
Despite the innate distrust that Rakshasas often inspire, Gaheer has cultivated a facade of sophistication and refinement that endears him to the cultural elite of Realm’s End. His patronage of the arts extends beyond mere financial support; he is known to attend every significant theatrical performance, where his discerning eye and critical acclaim hold considerable sway among actors, playwrights, and the city's artistic community.
Behind closed doors, Gaheer navigates the intricate social and political landscape of Realm’s End with calculated precision. His connections and influence reach far and wide, ensuring that his interests are protected, and his secrets remain hidden from prying eyes. While he refrains from the savagery typically associated with his kind, his presence alone serves as a constant reminder of the underlying dangers that lurk beneath the veneer of sophistication in the city.
As Realm’s End teeters on the brink of turmoil and intrigue, Gaheer remains a pivotal figure, his dual nature as both patron and predator weaving a complex tapestry of power and artistry in the heart of the city.
6.0.5.3 Pandaras the Ranger
Pandaras was a figure of legend, renowned not only for his unparalleled skill as a ranger but also for his cunning intellect and daring exploits. His appearance was striking: tall and lithe, with weather-beaten features marked by the hardships of a life spent in the wilds. His hair, once dark, had turned silver prematurely, a testament to the many years he had spent roaming the untamed lands of OnceWas. His eyes were keen and observant, their piercing green gaze betraying a mind sharp as the edge of his finely crafted bow.
Born on the outskirts of the kingdom of Dunmar, Pandaras was raised amidst the ancient forests that bordered the realm. From a young age, he exhibited an affinity for the wilderness and an innate understanding of its rhythms and dangers. Trained by the elders of his village in the ways of the ranger, Pandaras quickly distinguished himself through his exceptional prowess in tracking, archery, and survival skills.
As he matured, Pandaras embarked on a journey of discovery, venturing beyond the familiar borders to explore the wider expanse of OnceWas. He roamed the dense woodlands, traversed treacherous mountain passes, and navigated the winding rivers, all the while honing his abilities and forging alliances with fellow adventurers and seekers of fortune.
It was during one such expedition that Pandaras encountered the enigmatic wizards who would become his companions in the daring raid upon Fort Orckrag. Drawn together by a shared thirst for knowledge and a desire to challenge the tyrannical reign of Ixalor, Pandaras and his band of wizards—each renowned for their expertise in different schools of magic—formed an unlikely but formidable alliance.
Pandaras himself was known for his pragmatism and resourcefulness. He approached every challenge with a calculated strategy, leveraging his knowledge of the terrain and his mastery of stealth to outmaneuver adversaries much more powerful than himself. His leadership was characterized by a blend of intuition and decisiveness, earning him the respect and loyalty of his comrades.
The raid upon Fort Orckrag, however, would prove to be Pandaras's greatest and most perilous undertaking. With the aid of his wizard allies—who wielded spells of illusion, enchantment, and elemental fury—and the expertise of a cunning thief skilled in infiltration, Pandaras orchestrated a meticulous plan to breach the fortress's defenses and seize the Mother Tree leaves guarded within.
The raid itself was a testament to Pandaras's prowess and audacity. Under the cover of darkness and aided by potent magical illusions cast by his companions, Pandaras and his band infiltrated Fort Orckrag, evading detection by the fortress's monstrous guardians and subduing any who stood in their way.
However, victory came at a cost. As Pandaras and his allies made their escape with the stolen Mother Tree leaves, they were pursued relentlessly by Baltar’s vengeful forces. In a desperate bid to cover their retreat, Pandaras faced off against their pursuers in a final, climactic battle. The details of his demise vary in the tales told across OnceWas, but it is said that Pandaras fell defending his companions, his bowstring singing its final lament as he fought valiantly against overwhelming odds.
6.0.5.4 Halfhag the Mad Artificer
Symbol: a mockingbird
Over 300 years ago, Halfhag the Mad Artificer created the Soultrap, a powerful artifact intended to imprison Ixalor within the Void Beyond. Known for his eccentric genius and unpredictable nature, Halfhag resided in a towering citadel hidden amidst Arcanum City's bustling streets, where his arcane experiments echoed through the corridors.
The decisive battle unfolded within Ixalor's forbidding throne room, deep within his impregnable fortress in the heart of the Empire of Ix. The Ragged Rooks, guided by Halfhag's arcane knowledge and empowered by the Soultrap, engaged Ixalor in a ferocious confrontation. Spells of immense power clashed, shaking the ancient corridors as the fate of realms teetered on the brink.
As the conflict reached its zenith, Halfhag seized the pivotal moment. With a masterful incantation and a surge of mystical energy, he activated the Soultrap. In a blinding flash of light, Ixalor was banished to the Void Beyond and powerful binding spells trapped him there. The realms of OnceWas were safe from Ixalor's menacing threat.
When Halfhag mysteriously vanished from Arcanum City, the responsibility for safeguarding the Soultrap fell to his apprentice, Hannelore Driessle. Yet, the weight of possessing such a potent artifact would soon test Hannelore's resolve and trust, forever intertwining his destiny with the legacy of Halfhag and the Soultrap.
6.0.5.5 Yllehs, the Wandering Oracle
Yllehs, the Wandering Oracle, traversed the vast and varied realms from kingdom to kingdom, her presence heralded by whispers of prophecy and mystic insight. Clad in robes adorned with ancient runes and symbols of arcane wisdom, she moved with purpose through bustling marketplaces and quiet hamlets alike. Her method of divination, known as Tasseomancy, intrigued and captivated those who sought her counsel. At each tavern she visited, Yllehs would set up a modest table featuring a simple kettle and delicate bone china teacups. Patrons were drawn to her by tales of her uncanny ability to glean meaning from the patterns left by tea leaves.
With a voice that carried the weight of centuries and eyes that seemed to pierce the veil of reality itself, Yllehs would invite the curious to sit and partake in her ritual. “I am Yllehs, the fortuneteller,” she would announce in her melodious, Corsairian-accented voice. “Let me read your tealeaves. Just 5 silver coins. Drink!”
As each person drank from the cup she offered, Yllehs would deftly invert it upon the table, allowing the leaves to scatter in a chaotic array. With a practiced hand and a keen eye, she would scrutinize the patterns that emerged, interpreting their meaning with profound insight and foresight. Through Tasseomancy, Yllehs offered glimpses into the future—foretelling love and loss, triumph and tribulation, and the intricate web of fate that bound all living beings.
Her predictions were renowned for their accuracy, guiding kings and commoners alike through pivotal moments in their lives. Yet, Yllehs herself remained a figure of mystery and intrigue. Whispers followed her wherever she went, tales of her encounters with spirits of the land and prophecies that shaped the course of kingdoms. Some claimed she had been a sage in ancient times, while others believed she was touched by the divine, gifted with a vision that surpassed mortal understanding.
For those who sought her wisdom, Yllehs offered not just predictions but a glimpse into the interconnected tapestry of existence itself. Each reading was a revelation, a moment when the boundaries between past, present, and future blurred, and the threads of destiny revealed their intricate weave.
Haunted by the memories of her tragic past—a devastating storm that claimed her family and village—Yllehs channeled her grief into her work, finding solace in helping others navigate their own struggles. Now, as she continues her journey across the land, her reputation as the Wandering Oracle grows with each tavern visited and each prophecy fulfilled. To those who cross her path, she is a beacon of hope and guidance, a testament to the enduring power of magic and the enigmatic allure of the unseen realms.
Tasseomancy
2nd-level Magic User
Casting Time: 1 minute Range: 60 feet Components: V, S, M (tea leaves) Duration: 1 hour
The caster imparts latent insight based on based on potentiality and probability to themself or one willing recipient they can see within range.
The recipient receives a +2 ion initiative roles.
When the recipient makes an attack roll, an ability check, or a saving throw before the spell ends, it can dismiss this spell on itself to roll an additional d20 and choose which of the d20s to use.
Alternatively, when an attack roll is made against the chosen creature, it can dismiss this spell on itself to roll a d20 and choose which of the d20s to use, the one it rolled or the one the attacker rolled.
6.0.5.6 Malyssar the Transmuter
Once a revered and powerful elven mage from the noble house of Silvandor, Malyssar was a figure of grace and intellect, her power honed by centuries of study and arcane mastery. Yet, as her command over the magical arts deepened, so did her obsession with the forbidden.
Her thirst for knowledge led her down a dark path—an obsession with the black arts that no other scholar dared to follow. Malyssar’s fascination with Lyrathe, an ancient elven sorcerer and alchemist, became the cornerstone of her twisted ambitions. It was through Lyrathe’s cursed teachings that Malyssar began her vile experiments, seeking to push the boundaries of nature itself.
Her first test subject was Darian, a young blind nobleman from the bustling trading town of Vairethil. Though blind from birth, Darian was an adept hunter and trapper, skills that made him an invaluable tool in Malyssar’s insidious studies. She manipulated him, feeding his desire for recognition and glory, using him as a pawn in her dark work. Together, they captured creatures—beasts, monsters, and eventually people—to experiment upon. Animals, once subjects for her trials, soon gave way to more complex victims, and Malyssar’s experiments became increasingly depraved.
But eventually, her secret work could not remain hidden. The whispers of the atrocities she conducted reached the ears of the ruling councils. The house of Silvandor, once proud of her accomplishments, turned against her. Malyssar and Darian were cast out, exiled from their homeland and branded as outcasts.
Fate, however, did not leave them to wither in obscurity. They were captured by pirates of Banorak, notorious raiders who plundered the seas with ruthless efficiency. But rather than meet their end at the hands of the pirate lords, Malyssar and Darian impressed their captors with their knowledge and cunning. Soon, the pirates came to see their value and offered them a place within their ranks.
It didn’t take long before Malyssar and Darian ascended to power among the pirates. Together, they became the leaders of the Flesh Traders—a brutal and cunning faction of the pirates who dealt in body parts, living test subjects, and unspeakable rituals. Here, in the lawless expanse of the Banorak, Malyssar was free to pursue her experiments without interference.
Soon, Malyssar’s power among the pirates grew. She began to use her transmutations to enhance their combat capabilities, turning the tide of battles in their favor. She transformed common pirates into near-immortal warriors, twisted men into fierce beasts, and even created horrific creatures for the pirates to control. Her magic turned the Banorak pirates into a force unlike any the seas had ever seen and it was a force loyal to Malyssar.
One by one, pirate captains who once held sway over the pirate haven of Hidden Port were either killed or displaced, each death paving the way for Malyssar to rise higher. Through a careful orchestration of sabotage, manipulation, and a small army of loyal beast men, Malyssar ascended to the position of Pirate Lord. Darian, her steadfast companion, had become her enforcer, ensuring that no rival survived long enough to challenge her reign.
As Pirate Lord, Malyssar had unfettered access to a fleet of ships and an endless supply of test subjects—captives from their raids, desperate souls seeking power, or enemies who had crossed her path. She used them all in her experiments, perfecting her transmutations and dark arts, creating creatures that were both beautiful and horrifying in equal measure. She was no longer just a sorceress—she was a queen of beasts, a mistress of the dark, and the Banorak feared her name as they feared nothing else.
6.0.5.7 Tradurmerith
6.0.5.8 Caius Underbranch
Caius is a Dunmarian, born in Realm’s End. His father worked for a tailor, and his mother died in childbirth. Despite his low birth, he developed a taste for the finer things and has a sly, mischievous nature, always appearing contrite after his mischief.
Caius has proven adept at manipulating high-born nobles, despite the crime's severe punishment. He is clever, charming, and dishonest, raising duplicity to an art form. Elmer has spied in several locations, including Stag Harbor in Solandil, Tienara in Hearthland, OuterValley Well in Dunmar, and various unruled towns in the Kingless Lands.
He possesses official seals and pendants for Solandil, Hearthland, and all four provinces of Dunmar. Caius's capabilities resemble those of a thief but are honed for espionage. He has acted as an officially sanctioned agent of the crown and worked independently, selling secrets to the highest bidder.
Eight years ago, Elmer spied on Tienara as Lord Roger Shallowbottom. He spent two years in the city, reporting its weaknesses. He was recommended to Dufmornt, the mayor of OuterValley Well, and an agent of Ixalor.
In his 25 years as a spy, Elmer has acquired vast wealth and intelligence on political figures, forming a loose organization of spies called the Fifth Column, made up of maids, brothel workers, and cooks. Other aliases include Thomas Highshelf, Elias Cooperman, and Bradley Northborn.
FishBelly
Perhaps a score of years gone by now, in city of keys, dwelt a talented and handsome fellow called Sylvan. He was a painter and poet of some renown, but a cruel man. Sylvan was vain and cared not for the pain that he caused the adoring fans that admired him.
One pretty young follower was seduced by Sylvan’s charms. She was left despondent beyond console when Sylvan cast her aside for his next conquest. The girl took her own life, drowning herself in the Lagathil River.
The girl’s mother was insane with anger and rage. She called open the witch Isoma Ixal to curse Silvan and his vanity. The curse transformed the talented man into a horrid looking creature. Sylvan fled to the darkness and isolation of the under city, where he has resided ever since. Now insane and hideous, Sylvan haunts the sewers as a mockery of his former self.
6.0.5.9 Som Mitacek
6.0.5.10 Lord Chamberlain Reginald Blackthorne
The Lord Chamberlain of Dunmar is Lord Reginald Blackthorne. He is renowned for his strategic mind, unwavering loyalty to the crown, and his adept handling of court affairs and protocol within Dunmar. Lord Reginald Blackthorne's lineage is steeped in tradition, and he is esteemed for his dignified presence and commitment to upholding the realm's stability and prosperity.
6.0.5.11 Shelly Zwilling
Shelly Zwilling is the cunning and manipulative leader of a hive of Doppelgangers operating in Corsairia. She serves Gozreh, an ancient Aboleth, in a dark and twisted scheme to destabilize OnceWas. As agents of chaos, Shelly and her followers work from the shadows, aiming to spark war between the kingdoms of Isigir and Dunador.
The Doppelgangers, under Shelly's guidance, have deeply infiltrated both kingdoms, taking the forms of influential leaders, nobles, and faction heads. They subtly steer the course of events by spreading false information, stoking distrust, and sowing paranoia among rival factions. Their manipulations cause tension and division, pushing the kingdoms toward conflict without ever revealing the true architects of the chaos.
All the while, Gozreh, the Aboleth, watches from the depths, its dark influence spreading outward like a sinister tether, pulling the strings of the world from beneath the surface.
6.0.5.12 Varynn Faldorath
Varynn Faldorath is the most renowned potion maker in Arcanum City. His large shop, located in the city's magical district, produces and sells a wide range of potions, and most of the potions in OnceWas come from there.
Varynn is tall and lean, with long silver hair and deep-set grey eyes. He is quiet and focused, often lost in thought. While he is approachable to those who respect his craft, he has little patience for arrogance or mistakes. Despite his fame, he is committed to using his alchemy for good and sharing his knowledge.
His shop is a vast, multi-level building, filled with shelves of rare ingredients, bubbling potions, and magical tools.