Gods of Evindale

The Old Masters have within their dreams the course all things must take. Only in joining with the Tirsar’rg may you know these dreams, their possibility, and what may never pass.

The Old Masters thought not, they looked not. In their blindness and eternal sleep, possibility unraveled its course.

From these Tirsar’rg many ages passed and all was ripped asunder when Chaos (Vallor) was born.

"Dreams of the Tirsar"

Rickar the Younger, Grandastium

Before time or space, before the seas and mountains…

…the Tirsar dreamed of all things in all times.

From their dreaming breath which they called the Tirsar’rg, the Old Masters fashioned R’shlidal the Dreamer upon whose back would the messages of the gods be burdened.

Unto the Great Dream was R’shlidal called by the silent thoughts of the Old Masters.  For endless time did R’shlidal listen in patience and collected into its mouth the many dreams.  When no more was to be had, R’shlidal spoke with a single utterance all that the Tirsar had dreamt.  From this was made all that is possible.

R’shlidal the Dreamer then fashioned from its lips Vallor who had the ability to cause change.  This was so because the lips can change the sounds of dreams and thoughts.

Vallor caused the dreams to stir and boil in its great cauldron, and from within was born Kathos the Weaver who wove from the mixing Tirsar’rg a mighty tapestry whose many threads are all the paths we must walk.

Kathos spread this tapestry before the Tirsar who looked nowhere and in all directions of all time.  From under the tapestry did Aryos take shape whose brilliant light shone upon all things so all knowledge may be seen and known.

Aryos’ bright gaze fell upon Vallor’s cauldron and found within it a crack that leaked the boiling Tirsar’rg.  Aryos caused it to burn and turn to clay.  From this was shaped balance, called Ipparya, who was tasked to ensure the Tirsar’rg always flowed properly into Kathos’ many hands.  Ipparya soon came to hold Vallor’s cauldron for Ipparya would never fall with its 500 hands, 1,000 legs and twice that in feet.

Vallor looked down at Ipparya who held tight the crack closed and the cauldron steady.  From Ipparya did Vallor take some of its many legs and from them did he fashion a being, working in to it the stuff of chaos.

Aryos looked at Vallor’s creation and watched it ooze and bend in all ways at once.  But Aryos’s gaze was too mighty.  The being stood in defiance and wrapped itself in a part of Kathos’ mighty tapestry. This new being, called Serathid, was scorched by the Bright One’s gaze.  It turned it black as it drank deep of Aryos’ power and knowledge.  This caused Aryos to grow furious and Serathid to know more than many others, but would always keep truth in cloaked in darkness for those who would seek it by their own light.

Now imbued with knowledge eternal, wrapped in the pathways of fate, and drunk from Vallor’s cauldron, Serathid gazed with endless curiosity on the Roads of Kathos.  It dreamed of one that would give knowledge and power a form.

On this road was Drenathis created.  From it sprang the beginnings of all things physical, a mighty twisting path that contained all the secrets of Serathid and the dreams of the Tirsar.  It burned bright but this new physical creation was not yet tempered.  It shattered into many bits and from Drenathis’ mouth was uttered the first true sounds, the sounds of creation in a physical form. (1)

Drenathis would speak nor exist any more, however.  For it had faded as quickly as it came and in that moment, the gods knew of endings, that which is called Conclusion or that which we call Death.

Ipparya mourned Drenathis’ disappearance, this child of the gods, and touched the shattered remnants of its physical form, thus bringing balance to life and death.  Vallor dreamed of new forms and from its hand, it pulled twenty-six fingers.  From them, it fashioned a physical being that would oversee physical creation.  Vallor named it Benos and within its hand it placed the first tool of physical creation, a hammer.

Benos gathered within it Aryos’ light of knowledge and Serathid’s wisdom of when to reveal it.  It learned the ending of all things from Death and the secrets of making R’shlidal’s dreams a physical reality.

The Children of the Tirsar gazed through timeless eyes on Benos and new dreams were dreamt that illuminated the pathways of the Tapestry of Fate.  From these dreams was physical reality formed and through the balance of Ipparya was it balanced.

Thus Sythlia was created, the first true eternal physical being.



1.  The Smiths of Vallor believe Drenathis uttered the true name of the Caldra’fa Helix, but keep this “word of creation” to themselves.


Holy Times and Days

Holy Time

If a deity has a specified Holy Time in their caption, these are optional times of the day when a cleric of that deity may spend one hour in prayer or meditation.  At the end of this time, their spells are considered refreshed.

If there are multiple Holy Times (such as “sunrise or sunset”), the cleric may choose one of those times.

Some deities may have a Holy Time of “any” and location listed.  This means as long as the cleric is in/near these locations, they may choose to refresh their spells with one hour or prayer or meditation once per 24 hour period.

Holy Days

Holy Days are special to certain deities.  During these times, clerics of these deities may refresh their spells more frequently than once a day.  To do so, they must perform a ceremony dedicated to their deity of no less than four hours in length, after which they may pray or meditate for one hour to refresh their spells.  This effectively allow them to refresh as much as thrice in a single 24 hour period.

List of Deities


(“Old Masters”; Tira, masters; -sar-venerable.  TEER-sahr)

True Neutral.  The semi-sentient proto-deities.  The personification of possibility and ultimate creators of all.  Their individual names, or even if they had any, are unknown.  Very few know of their existence, even fewer worship.  Cults dedicated to the Tirsar seem to be on the rise, albeit slowly. 


Over many eons, the dreams were repeatedly created, refined, or destroyed.  Those that interact with the incredibly limited physical planes of reality have been called the Aldri’har.  These divine aspects of the original Tirsar would soon enough be given individual names by the mortals who recognized their presence.  Scholars claim, however, that no mortal can pronounce or even conceive of the real name of any one of the Aldri’har, for encoded in their real names is the very blueprint of reality.

Below is a list of the known Aldri’har of Evindale, the physical realms of Sythlia.

Alfmyr (CG) / Ílladir

“Father/Mother of Home”, “Green One”
Deity of Elves
Pantheon: Tirsarian (old)
Symbol: Elven calligraphic symbol for “il” (elf)
Domains: Good, Magic, Plants
Weapons:  Composite Longbow, Longbow, Longsword

Aryos (LN)

“Eternal Mother”, “The Sun”
Deity of the Sun
Pantheon: Tirsarian (old)
Symbol: Stylized sun, a circle with radiating patterns
Domains: Fire, Law, Protection, Sun

Aryos serves both the low and the high, the farmer and the scholar.

In its aspect as a life-giver, commoners country-wide often celebrate Aryos in the beginning of the Summer and wish its return soon at the end of it six months later.

For scholars, Aryos is the one who burns away all obfuscation of knowledge.  This place Aryos directly opposite Serathid whose followers horde knowledge for self-serving purposes.

Shrines to Aryos are always in a clearing or wide open field and often adorned with crystals of quartz, minerals believed to capture and retain knowledge.  Their transparency symbolic of the belief that truth should be equally transparent.

Some dedicants of Aryos take this to extremes, however, and in their quest for truth are not above resorting to fire-based torture to extract it from whomever has it.

Benos (N) / Vallor

“Hammer of Knowledge”, “Crafter of Worlds”, “Light Bearer”
Deity of the Cycle of Creation and Entropy
Pantheon: Tirsarian (old)
Symbol: Hammer or Lantern
Domains: Artifice, Destruction, Fire, Knowledge, Strength
Weapons: Light hammer

One of the few Tirsarian Deitys accepted by followers of the new faiths, Benos is said to have crafted the world according to Sythlia’s plan which included her own fall from power.  Followers of Benos, including the dwarves who call him Vallor, say in the beginning days of The Interregnum it was he who brought destruction to the world’s great centers of power so as to hide forever the knowledge that brought about the Tirsarian faiths’ downfall and ushered in the Epoch of Discovery.  Followers of Benos maintain this destruction was necessary as the world’s people had become complacent and too reliant on magic, losing the knowledge of working with their hands.

When worshipped as a Deity of destruction and/or knowledge, Benos is viewed as a bringer of lessons through hardships and a destroyer of barriers that prevent growth of the mind.

Crysera (LE)

“Frozen Queen”
Deity of Ice and Death by Exposure
Pantheon: Tirsarian (old)
Symbol: Three parallel icicles in decreasing sizes
Domains: Ice, Slavery, Suffering, Weather
Weapons: Longbow, Shortbow, Arrows

Damarcane (NE)

Deity of Catastrophes (Catastrophe, Destruction, Fire, Glory, War)

Damarnos (NG)

“Bearer of Aryos’ Flame”
Deity of Light (Good, Sun, Community)

Dragaaren (NG)

“The Hidden Master”
Deity of Dwarves (Artifice, Community, Earth)

Dragana (CN)

Deity of Storms (Water, Weather, Chaos)

Drenathis (N)

Deity of New Beginnings, the Present

Eddamar (LG)

Deity of universal/absolute truth & wisdom gained through experience.  (Good, Knowledge, Magic)

The Eddei

“The Three Sisters”
Pantheon: Tirsarian (old)
Symbol: A horizontal line over two (Igaos) or three curved swirls (Igniara), or over three angled parallel lines (Ignimir)
Domains: Water, (Weather & Travel, Igaos; Protection & Community, Igniara; Healing & Liberation, Ignimir)
Weapons: None

Typically the Three Sisters are worshiped by land-based creatures as a collective. As such, very few temples are dedicated to one over the other but within each there may be separate areas for each Deity.  Mind you, every statue in a land-based temple depicts always all three Deityes then known as The Eddei.

Instead there are small intimate altars either in or at the shores of lakes, rivers and oceans where offerings can be made.

Specific locations to each one of the Sisters are within their native elements and are never constructs but rather naturally occurring phenomena such as the depression in the silt after a whirlpool, etc. As such, these locations often change.

There are, however, three permanent temples dedicated to each of the Water Deityes. At 10th level, all clerics are expected to make a pilgrimage to such locations (all are underwater). One is in the Gelesic Ocean, Sarak’s Bath (a large freshwater lake south of the Gelehinde Bay near Cultrek) and in the Drenihil River in eastern Iviria.

All in all, followers of The Eddei tend to be relaxed and easy-going types; it’s a religion that emphasizes a flowing nature and adaptation to obstacles and threats. The healing aspect of The Eddei is seen as a perfect example on a small level of the brute power of water. While it normally flows around objects water can be a destroyer of things, more than fire which often leaves something behind from which life may begin once more. Water destroys, erodes and carries away. Such as it is with wounds or mountains. The Eddei teachings hold to always seek a way around an obstacle than confront it head on. When prevented from journeying forth because of an obstacle, the power of water is brought to bear and the obstacle is to be obliterated. Thus clerics of The Eddei are less about peace and more about adaptation but also do not represent stagnation.

The Eddei spirit is said to have been lost in dead pools of water and it’s not too far of a stretch for a cleric to casually toe a channel in the sand on a beach from such a pool to another source of water so it may flow. Such things, however, are done more out of fancy than not as even then such things serve a purpose to living beings.

Fanaurr (LN)

Deity of personal honor (Glory, Law, Nobility)

Fayan (CE)

Deity of Murderous Death (Death, Deceit, Evil, Suffering), Weapon: Frostkiss Whip

Fayer (LN)

Deity of Natural Death (Decay, Inevitable, Repose, Healing), Weapons: Heavy Mace, Light Mace

Hadravyr (N)

Deity of Dragons

Harpy of Discord – Medres (NE)

Demi-deity of the Plague & Undead (Death, Suffering, Evil)

Harpy of Discord – Urthes (LE)

Demi-deity of Perverted truth, twisted lies; occult knowledge for one’s own gain (Darkness, Rune)

Harpy of Discord – Zelres (CE)

Demi-deity of the Mad Moons (Chaos, Madness, Trickery)

Hjoldur (LN)

“The Sleeping Earth”
Deity of Winter and Rest.  (Catastrophe, Community, Ice).  Weapon: Spear

Ipparya (LG)

“Keeper of Her Plan”
Deity of restoration of natural state (Artifice, Healing, Protection)

Iviria (LN)

Demi-deity of humans, civilization

Kathos (N)

Deity of time, fate

Kyrasil (CN)

“Walker of Worlds”, “She who lives between”, “Watcher of the Crossroads”
Deity of Midnight (Darkness, Knowledge, Magic)

Lyrtas (LG)

“Child of Mortal Law”
Deity of Law, Justice, Truth
Edicts: persue justice according to local law, prevent others from breaking mortal regional laws
Anathema: knowingly break the mortal code of law in the character’s region
Follower Alignments: LG, LN

Devotee Benefits

Divine Font: Heal
Divine Skill: Laws of Mortality Lore
Favored Weapon: Longsword
Domains: Confidence, Duty, Knowledge, Truth

Lyrter (N)

Deity of natural law, balance in justice (Law, Strength, Protection)

Nor’dahga (N)

Deity of the Wilds
Domains: Animal, Community, Family, Home, Swamp, Travel, Trickery, Wind, Wolf
Weapons: Any bow except crossbows

The destructive and life-giving forces of nature can be said to be embodied in Nor’dagha, the Wild Witch of Mütvia.

To some, she represents the Land itself although outside of this country, Nor’dagha goes largely unrecognized.

As a cult, Nor’dagha has her origins in northern Mütvia among the drósti who view her as the savage witch of the woods, demanding sacrifices.  To some, these sacrifices are nothing more than drink and food.  To others, her thirst for blood is never slaked.

The noble House Dracovich, known in that country for its furthering of Nor’dagha as the primary god Mütvians should revere, holds within its domain Mt. Verich, a dormant cone volcano on which rests the famous Dracovich keep, Dreg’nsoi.

The slumbering volcano is said to be a holy site containing the last of the mighty dreg’n.  These gargantuan progenitive creatures allegedly assisted in the world’s formation under Sythlia.  After their duties were done, they come under Nor’dagha’s domain though they are believed to be nothing more than myth.  House Dracovich claims otherwise but offers no proof.

Mt. Verich is the resting place of no less than three archvyers of Nor’dagha.

This, combined with the rumor of what lies within, has turned Mt. Verich in to a place of pilgrimage.  House Dracovich fervently protects the roads leading to and from Mt. Verich.

Some worshippers of the Wild Witch claim she is the figure known as Bordü Moma, though others state this loathsome old crone is a separate entity.  They say those who view the old woman of the woods are doomed to die within 24 hours and always of natural causes.

It is unsure if the sanji forest spirits directly worship Nor’dagha, recognize her as deity, or are an extension of her existence.  All can agree, however, where Nor’daghan shrines exist and active worship is had, the sanji are often seen in balance between light and dark.


Nikela (LG)

Deity of Halflings


Onamar (NE)

Demi-deity of Undoing.  (Destruction, Fire, Loss)


R’shlidal (CG)

“The one of one thousand mouths”
Deity of dreams, messenger of the Deities.
Symbol: Half-moon
Edicts: be open in communication and allow it from others, be open to new possibilities
Anathema: disallow diplomacy or communication that may yield valuable information; commit acts from ignorance
Follower Alignments: CG, NG, CN

Devotee Benefits

Divine Font: Heal
Divine Skill: Diplomacy
Favored Weapon: Staff
Domains: Change, Creation, Dreams, Glyph

Serathid (NG)

Deity of shadows, occult knowledge and hidden treasures.  (Darkness, Knowledge, Night).  Weapon: flail, Symbol: Blindfolded Man with Lantern

Sythlia (N)

“The Elemental Mother”, “First Mother”
Deity of the Elements
Pantheon: Tirsarian (old)
Symbol: Three-petaled oritel flower, said to grow wherever Sythlia has walked
Domains: Air, Earth, Fire, Water, Weather
Holy Time: Sunrise or sunset
Holy Days:  Vernal and Autumnal Equinox, Summer and Winter Solstices (1 day each)

Erstwhile Deity of the Material Plane, Sythlia was of the Tirsar and from her sprung physical reality. With the application of the world-rewriting Caldra’fa Helix which marked the beginning of The Interregnum, Sythlia was recast as a Deity of earth spirits, including the fey and elementals. It is said that druids, whether admitting it or not, derive their power from the Elemental Deity.

Talavyr (CE)

Deity of the Underearth & Nature Corrupted.  (Blood, Darkness, Madness, Suffering, Undead).  Weapon: Scythe

Tarasmur (NG)

Deity of Trade (Community, Luck, Trade, Travel)

Thela (CN)

Deity of Vengeance and Love Scorned (Fire, Insanity, Love, Madness, Murder, Protection, Vengeance Inquisition)

Tyrla (LE)

Deity of Nightmares (Darkness, Evil, Knowledge).  Weapon:  Scorpion Whip.
Tyrlan “Creed of Star” Cult Symbol: A five pointed star with upward point extended three times longer into shape of blade.

Unnos (CG)

Deity of Romantic Love (Good, Love, Lust, Protection)

The Urchin (CN)

“Hidden Master”
Pantheon: Tirsarian (old)
Symbol: Coin pierced by downward pointing dagger, often quickly drawn as a circle with a vertical line through its center.
Domains: Exploration, Thievery, Night, Trickery
Weapons: Dagger and sap

The only Tirsarian deity to not have a proper name, The Urchin is worshiped in two fashions: by those who delve into the earth seeking forgotten treasures, and by those who seek their fortunes at the expense of others.

Amazingly, followers of The Urchin share a camaraderie between themselves that transcends political or religious beliefs lending to the adage “Honor among thieves”.  In each major city is said to be a Thieves Guild, and all members are expected to pay their dues and work their way up the hierarchy within.  Ostensibly a business-driven society, many of these guildhalls also double as temples to The Urchin, and with the Guild Master also as the local high priest in some of the more powerful guildhalls.

Vasja (CG) 

“Mistress of the Mind”, “The Grip”, “The Ring”
Deity of inspiration and lyric poetry

Ysara (CE) 

Deity of  Manipulation (Magic, Trickery, Rune)

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