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Where once there were hundreds of gods, greater and lesser, following the shattering there are thirty-six known to still exist. Exarchs, Demigods, Deva, and Angels... all disappeared in an instant. Even the bulk of the population of Aasimar was significantly reduced, as though they blinked out of existence along with them and had never existed in the first place.

Memories of the Missing Gods linger at the edge of thought, popping to the forefront for a moment when they are read of, only to slip away again as soon as one looks away from the page.

In addition, besides The Thirteen, none of the remaining gods are able to manifest on the material plane. Prayers still carry and boons pass through the planes, but the ability to materialise on this new world is lost to them.

The Thirteen regained corporeal form in an... unusual way. Something similar to how the Chosen of old were blessed with a larger fragment of their patron's powers than a usual adherent, except greater and more terrible, and not entirely by choice. Thirteen mortals now share a body with a god, acting as a host, their soul slowly eroding as the deity takes over. These mortals are blessed with extraordinary gifts at the cost of a significant portion of their lifespan (generally believed to be a decade of life following the possession), and a persistent voice that slowly becomes the only voice there at all.

In this way, this is both a time of great lacking for godly influence, and one where the gods are far too close for comfort at all times.

The Remaining Gods

Lawful Neutral Chaotic
Good Bahamut, Garl Glittergold, Moradin, Yondalla Pelor, Habbakuk, Mystra, Onatar Selune, Angharradh, Corellion Larethian, Trithereon
Neutral Kelemvor, Aureon, Savras, Azuth Tempus, Silvanus, Kol Korran, Istus Leira, Olidammara, Mask, Ralishaz
Evil Tiamat, Kurtulmak, Bane, Maglubiyet Shar, Bhaal, Vecna, Auril Cyric, Gruumsh, Talona, Lolth

Bahamut - Lawful Good, Universal God of Good Dragons, Wisdom, and Justice.

Garl Glittergold - Lawful Good, Universal God of Gnomes, Trickery, and Wiles.

Moradin - Lawful Good, Universal God of Dwarves and Creation.

Yondalla - Lawful Good, Universal Goddess of Halflings, Fertility, and Protection.

Mystra - Neutral Good, Faerun Goddess of Magic.

Onatar - Neutral Good, Eberron God of Forge, and Flame.

Pelor - Neutral Good, Oerik God of Sun, Agriculture, and Time.

Habbakuk - Neutral Good, Krynn God of the Sea, Nature, and Loyalty.

Selune - Chaotic Good, Faerun Goddess of the Moon, Navigation, and Lycanthropes.

Angharradh - Chaotic Good, Faerun Triune Goddess of Elves, Birth, Fertility, and Wisdom.

Corellon Larethian - Chaotic Good, Universal God of Art, Music, and Magic.

Trithereon - Chaotic Good, Oerik God of Individuality, Liberty, and Retrubution.

Kelemvor - Lawful Neutral, Faerun God of the Death and the Dead.

Aureon - Lawful Neutral, Eberron God of Law, Lore, and Magic.

Savras - Lawful Neutral, Faerun God of Divination, Fate, and Truth.

Azuth - Lawful Neutral, Faerun God of Wizards, Knowledge, and Preservation.

Tempus - True Neutral, Faerun God of War, Battle, and Honour.

Silvanus - True Neutral, Faerun God of Nature, Wild Magic, and Druids.

Kol Korran - True Neutral, Eberron God of Wealth, Trade, and Travel.

Istus - True Neutral, Oerik Goddess of Fate, Destiny, and Protection.

Leira - Chaotic Neutral, Faerun Goddess of Illusion, Deception, and Mists.

Olidammara - Chaotic Neutral, Oerik God of Bards, Revelry, and Wine.

Mask - Chaotic Neutral, Faerun God of Thieves and Shadow.

Ralishaz - Chaotic Neutral, Oerik God of Ill Luck and Insanity.

Tiamat - Lawful Evil, Universal Goddess of Evil Dragons, Conquest, and Greed.

Kurtulmak - Lawful Evil, Universal God of Kobolds, War, and Mining.

Bane - Lawful Evil, Faerun God of Tyranny.

Maglubiyet - Lawful Evil, Universal God of Goblins and War.

Shar - Neutral Evil, Faerun Goddess of Darkness and Loss.

Bhaal - Neutral Evil, Faerun God of Murder.

Vecna - Neutral Evil, Oerik Lich God of Evil Secrets.

Auril - Neutral Evil, Faerun Goddess of Winter.

Cyric - Chaotic Evil, Faerun God of Lies.

Gruumsh - Chaotic Evil, Universal God of Orcs, Storms, and War.

Talona - Chaotic Evil, Faerun Goddess of Disease and Poison.

Lolth - Chaotic Evil, Universal Goddess of Drow and Spiders.


The Hosts are mortals whose souls are slowly subsumed by godly essence. While the mortal personality may appear to shine through, this is only temporary. They can be killed, in theory, but understand well that The Hosts are the manifestations of the gods themselves. Make them your enemy at your immediate peril.

The Archmage (Azuth) - Elminster Aumar, once Chosen of Mystra and hero of countless worlds across hundreds of years has been mysteriously revitalised by his union with Azuth. He is one of only two original Hosts to survive since The Shattering, having seemingly unending life force. In addition, Azuth appears content to let Elminster run the show; he speaks up once in a while, but has never been known to take over. Arguably, The Archmage is one of the linchpins of the new world, the other being The Emperor. But take care, while you are not beneath his notice, you are far too small to be worth more than a few moments of his time.

The Crusader (Tempus) - The Crusader is obsessed with the eternal war with demons and devils from the Abyss, viewing their evil as worlds apart from even the most deranged of gods and men. Equally so, anybody that stands between him and his war are equally the enemy, and will be cut down without a second thought. Tempus's influence extends as far as keeping the Crusader honourable, to the point that he's slowly becoming less and less bloodthirsty. He's still very bloodthirsty, mind you.

The Diabolist (Cyric) - The Diabolist secretly consorts with demons and devils, and is inherently opposed to The Crusader for this reason. Cyric's influence on this personality is a strong reliance on outright lies; destruction needs to be personal, and deals are meant to be broken. But assuming you know the Diabolist's goals is a sure fire way to find yourself surprised. Or dead.

The Dwarf King (Moradin) - Moradin always seeks a Dwarf whose love of the forge aligns with his own. And in their time together as The Dwarf King they create amazing objects that transcend masterwork. The need to respect his work cannot be understated, unless one would like to test the business end of his latest creation.

The Elf Queen (Angharradh) - The downside to hosting Angharradh is that there were already three voices contending for air time. And now those three are constantly offering advice and opinions to her host. The Elf Queen rules the Elves without question; even the Drow obey her decrees. However, with four personalities, one of them mortal, these decrees often do more to cause divisions than they do to heal them. The Elf Queen, despite the usual long lifespans of the Elves, never lasts longer than five years as a Host.

The Emperor (Aureon) - Aureon, lacking any willingness to upset the status quo of a longtime Emperor, holds himself back from merging completely with his host. Nonetheless, The Emperor has long since forgotten his own name. The only personal connection he has left is with the Archmage, Elminster. He is the stalwart defender of mortal-kind, intent on balance, and law, and order.

The Great Gold Wyrm (Bahamut) - Bahamut only allows himself to be hosted by a mortal for hours or days at a time, and only when his direct interference is necessary. As a result, The Great Gold Wyrm changes based on who the most acceptable host near to Bahamut's goals is at any one time. This unfortunately means that getting an audience with The Wyrm is difficult enough to be considered impossible, and knowing how to speak with him is equally impossible to plan for. Thankfully, he's one of the good guys. As long as he thinks you're one of the good guys.

The High Druid (Silvanus) - The High Druid cares nothing for civilisation and everything for nature. The Druid and Silvanus agree on principle, but find some level of conflict in each other's methods. Consider the difference between nature left alone and nature focused on the downfall of society. And now imagine this to be an internal battle going on inside a mortal's fragile mind. The High Druid is largely a hermit for this very reason.

The Lich King (Vecna) - Acererak was, in his first life, a Tiefling wizard of skill unseen since the gods themselves. Unwilling to die, he created an entire tomb to use as his phylactery, and 'lived' on for thousands of years before falling into slumber. Defeated for the last time on the day of The Shattering, Vecna made a deal with an unholy soul comparable to his own. In exchange for access to the wealth of souls he'd collected over the millennia, Acererak would become The Lich King, host of Vecna. Now stuck in a state of constant undeath, unable to live or to die, The Lich King seeks nothing but the absolute annihilation of all life. To call him mad would be like calling the Plane of Water a small river.

The Orc Lord (Gruumsh) - Take whichever Orc finds himself most in disgust of every other non-Orc at the moment of the previous Orc Lord's eventual death, the most willing to tear through entire cities murdering simply for the fun that carnage brings, and you have an idea of the Host Gruumsh seeks as his vessel. Make no mistake, he feeds on emotion and devours everything that makes his vessel an individual. There is no symbiosis. Gruumsh is the Orc Lord in fact, and the host quickly realises that he is exactly that, and nothing more.

The Priestess (Mystra) - The Priestess of each generation is the most powerful female spellcaster in existence. If Mystra changes one thing about her host unequivocally, it is that she forces them to feel the flow of the weave of magic, and to submit to light and hope. The Priestess encourages attempts to remember the Missing Gods, and to discover the cause of The Shattering. She often finds herself the lover of The Archmage, due to Elminster's undying love for his once-patron, Mystra. Side by side, the entire universe in opposition could not overcome their combined magical power. Her death has historically brought on a period of decline in the post-Shattering world. Her losses are evil's victories.

The Prince of Shadows (Mask) - The Prince of Shadows is the embodiment of thievery and assassination. No cage can hold him, no vault is too air tight, no armour is too impenetrable. His loyalties shift as constantly as his Host, as Mask's powers attract The Prince of Shadows so much that he whittles himself down to nothingness within months. Due to Mask and Cyric's issues during their ascensions to godhood, The Prince of Shadows seeks to undermine the Diabolist regardless of his Host's proclivities.

The Three (Tiamat) - Like Angharradh to The Elf Queen, Tiamat's three heads constantly berate and twist and warp their Host, The Three. Within days of their merging, the Host's individuality is gone, and the body fails quickly in the years that follow. The Three seeks dominion of Dragons and Dragonkind, and aims to rip away any successes The Great Gold Wyrm may eek out in the New World. Do well in The Three's service and she may well cannibalise you, viewing it as an act of ultimate honour to be devoured by the Host of Tiamat. If mortals weren't meant to be eaten, why do they taste so good? Worse, really make The Three happy, and Tiamat might just consider a new host for her evil.