The Exiled Pantheon

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Afterlife and cosmology

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Divine traditions

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Exiled Pantheon

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DeityAlarathThe god of war and justice, patriarch of the Exiled Pantheon and protector of the Empire, who prizes courage above mercy and whose paladins are said to serve him even beyond death.DeityAmarathThe god of home and compassion, twin of Alarath, known as the Protector of the Weak, Mender of Wounds and Lord of Mercy, the god of all people to whom healers, families and villagers turn.DeityApatheThe goddess of broken fate and sole deity of the drow, the Mother of Spiders, the Seer and the Breaker of Promises, who foresaw the Desolation and led her elven followers underground.DeityAquaronThe god of sea and rivers, the Lord of Sea, First Shipmaker and Blue God, patron of sailors, who sheltered the fleeing elves and taught them seafaring.DeityKorhakThe god of strength and violence, prized by mountain tribes, marauder clans, orc warbands and mercenaries, whose creed holds that the strong should rule and that only a worthy fight earns his blessing.DeityMalacharThe god of luck and outcasts, the Lord of the Spinning Coin, the Smiling Fate and the Darkwing, who once spied on the Dark One for the gods and now shelters those whom society casts out.DeityRakashThe god of death, the Gatekeeper, Heartless One and Reaper of Souls, who meets every soul at the Gate, guards the veil between realms and lets nothing that has passed return.DeityViridiaThe goddess of nature, the Willow Mother, Queen of Thorns and Green Lady, who reigns at the borders of civilisation and guards the balance of life.DeityVolkanThe god of artisans, the Hammerhand, First Blacksmith and Shaper of Stones, who taught mortals smithing, forged the weapons of the gods and is held by the dwarves to have shaped them from stone.DeityZeoletThe goddess of magic, Queen of Stars, Worldbreaker and Keeper of Arcane, who wove Aether out of raw Eidar, watches over wizards and scholars and prizes knowledge above all else.

Magic

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OrganisationArchon AcademyThe largest and most powerful school of magic in the realm, set on a floating island above the Great Western Sea, which every mage in the Empire must attend and which serves as both university and prison.ArtifactGrand HourglassOne of the most mysterious objects in creation, the hourglass in which all the time in the universe gathers, entrusted by imperial doctrine to Arcaneus and bound up with the Hourglass Conspiracy of 261 AVD.ConceptAetherThe essential element that runs through everyone and everything in Teneris, woven by the goddess Zeolet out of raw Eidar, and the only usable source of arcane magic for mortal wizards.ConceptEidarThe raw magical force born with the first thing the Dark One created, older than the gods; the untamable source of nature, elemental and time magic wielded by shamans, seers and druids.ConceptMark of the VoidA lasting mark left on the soul of those touched by Voidborn in the Yeni Dünya campaign, a deep curse that rest does not lift, which no priest the band met could remove and which seems to leave an opening for control.ConceptPact of EphorusThe oath that the drow Ephorus swore to an unnamed Lady in the Sürgün Günlükleri campaign in exchange for his release from a goblin cell, and whose terms bound his loyalty, his body, his sleep and his soul.ConceptPact of the forest's heartThe bargain in the Zincirsiz campaign by which the water spirit Aqua gave the mage Jonathan River the heart of the forest near Sınır Sapı, so that he might hunt down the creature preying on it and then hand the heart to Teresa.ConceptThesis on Magic and the ElementsThe disputed second thesis that Castor defended for his mastery at the Archon in the Mürekkep ve Çelik campaign, arguing that all magic is the handling of matter and its elements rather than the shaping of energy.ArtifactBloodstoneAn extremely rare, mineral-like material of unpredictable power that mages prize for strengthening their magic, and that sometimes grows inside living beings as the dreaded Bloodstone Plague.ArtifactOakenheartA heart of ancient oak roots and a gemstone charged with nature's magic, set in place of a ranger's own heart through the forest gnomes' risky procedure called the heart of thorns.

Other faiths

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DeityArcaneusThe god of time, one of the Draconic Gods, whose domains are time and knowledge and whose symbol is the hourglass. The Empire counts him a guardian of time set by Alarath; the Order of Nus'ar held him the only true god.ConceptGeroni religious traditionThe faith of the Geroni city-states as told in the Yeni Dünya campaign, from an old shared theocracy to a turn towards reason, with gods whose names were erased yet who are still honoured as the Mighty Father, the Merciful Mother and the Wise Child.DeityPraxaclasOne of the Draconic Gods, the god of all dragonkin, whose domains are magic and honor and whose symbol is a dragon's head.DeityAgmonThe god of trade, one of the lesser gods loyal to the Greater God Alarath, whom no wise one wants to anger.ConceptAuxigonThe proper religious term for divine beings whose portfolios and influence are limited to a narrower concept or a single region, such as nature spirits, gods of the seasons and local deities. Calling them Lesser Gods is thought disrespectful.ConceptDraconic GodsOne of the pantheons worshipped in the realms beside the Exiled Pantheon, made up of Arcaneus, god of time; Praxaclas, god of all dragonkin; and Tyrboxl, god of adaptation and change.ConceptGod-Spirits of FrazaThe pantheon of the Fran people of the north, made up of the Great Wolf, Skadri, Stagdal, Ursa and Yrmoghl. The northerners do not worship them as the Empire worships its gods, but bargain with them for protection from cold, monsters and a bad hunt.ConceptGods of The VoidNameless and incomprehensible entities that belong neither to the material world nor to the upper or lower planes. They were not created by the Dark Father, and their power reaches the world only as a kind of distortion.ConceptGods of TradeThe gods who value the growth of society through trade and commerce, and whose dogmas hold that civilisations grow along trade roads and with the signing of deals. Agmon, a lesser god loyal to Alarath, is the god of trade.DeityGreat WolfOne of the God-Spirits of Fraza, the god of fury, whose domains are strength and valour and whose symbol is a wolf's head. The people of Fran name the Great Wolf Ulfa the mightiest of their gods.

Temples and priesthoods

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OrganisationHigh ChurchThe religious power that stands above the temples of the Empire and binds them together, seated at the First Cathedral in Sanctuary and led by the Supreme Patriarch; its influence on people, wealth and politics is unmatched.PlaceTemple of Amarath in OsterhnThe temple of the god Amarath in the town of Osterhn in the Sürgün Günlükleri campaign, a marble-columned house of stone and wood below the castle hill whose door stands open day and night and whose priests give quiet help to the poor.OrganisationChurch of ShamyazaThe church of the archangel Shamyaza, the Saint of Blades, whose most powerful seat is in Vansreik; its red-robed, sword-bearing clerics hold sway over city politics and over the healing given to citizens.OrganisationChurch of AlarathThe church of Alarath, whose records and teachings give the religious account of how the First Age ended and why the gods now watch over mortals from above, and whose clergy embraces knighthood more than any other.OrganisationChurch of AquaronThe church of the sea god Aquaron in the Free Ports, an autonomous body independent of the High Church whose church in Neptune stands only ten steps from the sea.OrganisationChurch of RakashThe comparatively young church of Rakash, the god of death, founded by the high priest Jozan with the Gatekeeper's blessing; its priests keep funerals and pray for the dead.OrganisationChurch of VansreikThe church of the city of Vansreik, which blessed the mercenaries who saved the city from falling to the goblinoids and whose ties run through the Eagle Brigade and many local adventurers.PlaceFirst CathedralThe central cathedral of the High Church, standing in Sanctuary, the city of temples a few miles south-west of Marble City.PlaceSanctuaryA city of temples a few miles south-west of Marble City, home of the High Church's First Cathedral and of the patriarchs of the Exiled Pantheon, and the place in the world most visited by pilgrims.PlaceTemple of RepentanceThe local temple of repentance in the town of Reik’s Gate, served by the clergy of Amarath.

More in Religion

Everything in Religion

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A

  • AetherConceptThe essential element that runs through everyone and everything in Teneris, woven by the goddess Zeolet out of raw Eidar, and the only usable source of arcane magic for mortal wizards.
  • AgmonDeityThe god of trade, one of the lesser gods loyal to the Greater God Alarath, whom no wise one wants to anger.
  • AlarathDeityThe god of war and justice, patriarch of the Exiled Pantheon and protector of the Empire, who prizes courage above mercy and whose paladins are said to serve him even beyond death.
  • AmarathDeityThe god of home and compassion, twin of Alarath, known as the Protector of the Weak, Mender of Wounds and Lord of Mercy, the god of all people to whom healers, families and villagers turn.
  • ApatheDeityThe goddess of broken fate and sole deity of the drow, the Mother of Spiders, the Seer and the Breaker of Promises, who foresaw the Desolation and led her elven followers underground.
  • Apparatus ImaginariumArtifactA wizard-made puzzle device, usually a puzzle box, that traps fey beings inside a demiplane shaped by its maker's imagination and can only be opened by solving its puzzle and final riddle.
  • AquaronDeityThe god of sea and rivers, the Lord of Sea, First Shipmaker and Blue God, patron of sailors, who sheltered the fleeing elves and taught them seafaring.
  • ArcaneusDeityThe god of time, one of the Draconic Gods, whose domains are time and knowledge and whose symbol is the hourglass. The Empire counts him a guardian of time set by Alarath; the Order of Nus'ar held him the only true god.
  • Archon AcademyOrganisationThe largest and most powerful school of magic in the realm, set on a floating island above the Great Western Sea, which every mage in the Empire must attend and which serves as both university and prison.
  • AuxigonConceptThe proper religious term for divine beings whose portfolios and influence are limited to a narrower concept or a single region, such as nature spirits, gods of the seasons and local deities. Calling them Lesser Gods is thought disrespectful.

B

  • BloodstoneArtifactAn extremely rare, mineral-like material of unpredictable power that mages prize for strengthening their magic, and that sometimes grows inside living beings as the dreaded Bloodstone Plague.

C

  • CelestRegionA land named in the Hymn of Passing of the Draklin Blot, which bids a slain beast sail to fair shores and hunt the beasts of Celest.
  • Church of AlarathOrganisationThe church of Alarath, whose records and teachings give the religious account of how the First Age ended and why the gods now watch over mortals from above, and whose clergy embraces knighthood more than any other.
  • Church of AquaronOrganisationThe church of the sea god Aquaron in the Free Ports, an autonomous body independent of the High Church whose church in Neptune stands only ten steps from the sea.
  • Church of RakashOrganisationThe comparatively young church of Rakash, the god of death, founded by the high priest Jozan with the Gatekeeper's blessing; its priests keep funerals and pray for the dead.
  • Church of ShamyazaOrganisationThe church of the archangel Shamyaza, the Saint of Blades, whose most powerful seat is in Vansreik; its red-robed, sword-bearing clerics hold sway over city politics and over the healing given to citizens.
  • Church of VansreikOrganisationThe church of the city of Vansreik, which blessed the mercenaries who saved the city from falling to the goblinoids and whose ties run through the Eagle Brigade and many local adventurers.
  • Codex DeusConceptThe most holy book of the High Church, an anonymous religious work said to contain the divine word of Alarath.
  • Component of Absolute CertaintyArtifactA crystal transformed by years of daily divination into a magical tool of foresight, usually bought from a magical institute or the black market, and used to drain the chaotic magic of captured fey.

D

  • Declaration of CaptivityArtifactThe written pact of the Seal of Sinners ritual, naming a bound devil's true name and the conditions of its imprisonment, sealed when the forces of Hell add a thirteenth condition of their own.
  • Diviners and OraclesConceptMaster Carolin Brondy's work on religion and the arcane, which sets the grace of ancient seers against the systematic practice of divination magic.
  • Draconic GodsConceptOne of the pantheons worshipped in the realms beside the Exiled Pantheon, made up of Arcaneus, god of time; Praxaclas, god of all dragonkin; and Tyrboxl, god of adaptation and change.
  • Draconis ArcanumConceptMaster Faldon Kerst's three-volume arcane tome on dragon-derived magic, the spells of dragons and the use of dragon parts in magic, considered unmatched in its study of dragon biology.
  • The Dark OneDeityThe sole true creator in Teneris mythology, father of the gods, who prefers the silence of the Void to existence and is feared by every mortal race as a destroyer.
  • The DaughterDeityOne of the Old Gods of Geron, the goddess of knowledge and arcane, whose domains are knowledge and magic and whose symbol is a sitting child.

E

  • EidarConceptThe raw magical force born with the first thing the Dark One created, older than the gods; the untamable source of nature, elemental and time magic wielded by shamans, seers and druids.
  • Exiled PantheonConcept · Lands of ExileThe gods worshipped across the Lands of Exile, held in the mythology of Teneris to be the children of the Dark One, and honoured in temples, churches and the holy city of Sanctuary.

F

  • First CathedralPlace · SanctuaryThe central cathedral of the High Church, standing in Sanctuary, the city of temples a few miles south-west of Marble City.
  • The FatherDeityOne of the Old Gods of Geron, the god of cities and protection, whose domains are homeland and poetry and whose symbol is a bearded man.

G

  • Galevan LawConceptThe law discovered by Professor Maverick Galevan of the Coalition of Enlightenment and set out in his book Temporal Deteriorations of Spells, named after him.
  • Geroni religious traditionConcept · CanarqueThe faith of the Geroni city-states as told in the Yeni Dünya campaign, from an old shared theocracy to a turn towards reason, with gods whose names were erased yet who are still honoured as the Mighty Father, the Merciful Mother and the Wise Child.
  • God-Spirits of FrazaConcept · FrazaThe pantheon of the Fran people of the north, made up of the Great Wolf, Skadri, Stagdal, Ursa and Yrmoghl. The northerners do not worship them as the Empire worships its gods, but bargain with them for protection from cold, monsters and a bad hunt.
  • Gods of The VoidConceptNameless and incomprehensible entities that belong neither to the material world nor to the upper or lower planes. They were not created by the Dark Father, and their power reaches the world only as a kind of distortion.
  • Gods of TradeConceptThe gods who value the growth of society through trade and commerce, and whose dogmas hold that civilisations grow along trade roads and with the signing of deals. Agmon, a lesser god loyal to Alarath, is the god of trade.
  • Grand HourglassArtifactOne of the most mysterious objects in creation, the hourglass in which all the time in the universe gathers, entrusted by imperial doctrine to Arcaneus and bound up with the Hourglass Conspiracy of 261 AVD.
  • Great WolfDeityOne of the God-Spirits of Fraza, the god of fury, whose domains are strength and valour and whose symbol is a wolf's head. The people of Fran name the Great Wolf Ulfa the mightiest of their gods.
  • Greater GodsConceptThe highest of the worshipped gods, created by the Dark One by conscious decision. They have wide, overlapping portfolios, dwell in the upper planes and cannot die while the Dark Father lives.
  • GunpowderConcept · The EmpireA relatively new invention whose production in the Lands of Exile needs the joint work of Archon Academy wizards and imperial alchemists, and whose supply is ordered by the First Priority Act.
  • The GateRegionThe final threshold before the afterlife, which the souls of the dead reach about a minute after death and where Rakash the Gatekeeper meets them and their first judgement begins.
  • The Gate and the GatekeeperConceptJozan Chanticleer's collection of ancient writings about Rakash and death ceremonies, a work on religion, death and the afterlife.

H

  • Halls of RakashPlaceThe halls to which, in the hunting customs of the Frann and giant cultures, a slain prey is wished a smooth passing.
  • HaraatCharacter · Waiting Halls of HaraatAn archangel of Rakash who keeps the souls of the dead in the Waiting Halls until the emissaries of the gods come to collect them.
  • High ChurchOrganisationThe religious power that stands above the temples of the Empire and binds them together, seated at the First Cathedral in Sanctuary and led by the Supreme Patriarch; its influence on people, wealth and politics is unmatched.

K

  • KorhakDeityThe god of strength and violence, prized by mountain tribes, marauder clans, orc warbands and mercenaries, whose creed holds that the strong should rule and that only a worthy fight earns his blessing.

L

  • Long Lasting Natural Effects of Potent MagicConceptAn arcane study by Professor Merrick Galevan that examines and categorises the changes seen in creatures, objects and regions exposed to magic, regarded as a groundbreaking work in its field.

M

  • MagicConceptThe common name for every supernatural force in the Lands of Exile, from a carnival magician's tricks to world-shaking spells and divine miracles. Scholars trace it to three sources, Aether, Eidar and Miracles.
  • MalacharDeityThe god of luck and outcasts, the Lord of the Spinning Coin, the Smiling Fate and the Darkwing, who once spied on the Dark One for the gods and now shelters those whom society casts out.
  • Mark of the VoidConceptA lasting mark left on the soul of those touched by Voidborn in the Yeni Dünya campaign, a deep curse that rest does not lift, which no priest the band met could remove and which seems to leave an opening for control.
  • MiraclesConceptThe divine wonders worked by priests, paladins and other chosen mortals. Miracles are not magic in the usual sense, for they draw on the upper planes where the gods dwell, are made of prayer rather than incantation, and are granted very rarely.
  • The Magical AtrophyConceptA scholarly work by Professor Merrick Galevan on the gradual loss of potency in powerful spells over time, and on the limits and causes of that loss.
  • The MotherDeityOne of the Old Gods of Geron, the goddess of wilds and nature, whose domains are nature and healing and whose symbol is beautiful women.

O

  • OakenheartArtifactA heart of ancient oak roots and a gemstone charged with nature's magic, set in place of a ranger's own heart through the forest gnomes' risky procedure called the heart of thorns.
  • Old Gods of GeronConceptOne of the pantheons worshipped beside the Exiled Pantheon, made up of six gods, the Father, the Mother, the Daughter, the Traveler, the Tailor and the Seer.
  • OrphusDeityThe very essence of time, of whom many scholars, especially of the Order of Nus'ar, believe the dragon god Arcaneus to be a manifestation. The Empire and the Church have violently suppressed this belief.

P

  • Pact of EphorusConceptThe oath that the drow Ephorus swore to an unnamed Lady in the Sürgün Günlükleri campaign in exchange for his release from a goblin cell, and whose terms bound his loyalty, his body, his sleep and his soul.
  • Pact of the forest's heartConceptThe bargain in the Zincirsiz campaign by which the water spirit Aqua gave the mage Jonathan River the heart of the forest near Sınır Sapı, so that he might hunt down the creature preying on it and then hand the heart to Teresa.
  • PixbondArtifactA serum made from a ritualist's blood and distilled pixie essence that compels a captured fey to tell the truth to the one whose blood went into it, and that wakes the runes of the Chains of Stagnation.
  • PraxaclasDeityOne of the Draconic Gods, the god of all dragonkin, whose domains are magic and honor and whose symbol is a dragon's head.
  • PsionicsConceptMental and supernatural powers whose users, like monks and creatures with inborn abilities, neither shape the Aether nor use Eidar in the way spellcasters do. Their link to either source remains a matter of debate.

R

  • RakashDeityThe god of death, the Gatekeeper, Heartless One and Reaper of Souls, who meets every soul at the Gate, guards the veil between realms and lets nothing that has passed return.
  • RevivedPeoplePeople who died and were brought back among the living, remembering nothing of the afterlife but a voice calling them back, and living with the secret of their return.

S

  • SanctuaryPlace · The Marble SeatA city of temples a few miles south-west of Marble City, home of the High Church's First Cathedral and of the patriarchs of the Exiled Pantheon, and the place in the world most visited by pilgrims.
  • SearneConceptThe servant gods, who stand directly beneath the Greater Gods and have their own divinity, yet whose portfolios always fall under the god they serve. Archangels and prophet-like mortals may rise to this rank; Shamyaza is the best known of them.
  • ShamyazaDeityThe Saint of Blades, an archangel raised to divinity by the will of Alarath, one of the best-known servant gods and the god of holy vengeance, whose strongest church stands in Vansreik.
  • ShulgaDeityThe Thousand-Horned God of the nature-believing capra herds, protector of the circle of reincarnation in which those herds believe.
  • SkadriDeityOne of the God-Spirits of Fraza, the goddess of winter, whose domains are cold and hunt and whose symbol is a snowflake.
  • StagdalDeityOne of the God-Spirits of Fraza, the god of endurance, whose domains are endurance and nature and whose symbol is antlers.
  • The SanctionEventThe imperial decree of 1203 BVD, issued by Emperor Valigard IV after the war of the immortal mages, that binds every mage to the Archon Academy and remains in effect today.
  • The SeerDeityOne of the Old Gods of Geron, the goddess of sun and stars, whose domains are light and secrets and whose symbol is five stars.

T

  • Temple of Amarath in OsterhnPlace · OsterhnThe temple of the god Amarath in the town of Osterhn in the Sürgün Günlükleri campaign, a marble-columned house of stone and wood below the castle hill whose door stands open day and night and whose priests give quiet help to the poor.
  • Temple of RepentancePlace · Reik’s GateThe local temple of repentance in the town of Reik’s Gate, served by the clergy of Amarath.
  • Temporal Deteriorations of SpellsConceptThe book in which Professor Maverick Galevan of the Coalition of Enlightenment set out the Galevan Law, named after him.
  • The TailorDeityOne of the Old Gods of Geron, the god of fate and death, whose domains are life and death and whose symbol is a needle and thread.
  • The TravelerDeityOne of the Old Gods of Geron, the god of luck and misfortune, whose domains are luck and trickery and whose symbol is a wheel.
  • Thesis on Magic and the ElementsConceptThe disputed second thesis that Castor defended for his mastery at the Archon in the Mürekkep ve Çelik campaign, arguing that all magic is the handling of matter and its elements rather than the shaping of energy.
  • Twin GodsConcept · The EmpireThe common name for Alarath and Amarath, two Greater Gods held in legend to have been made by the Dark One as a single being and then divided. Alike yet different in character, they took the young human race under their care in the Second Age.
  • TyrboxlDeityOne of the Draconic Gods, the god of adaptation and change, whose domains are adaptation and nature and whose symbol is bones laid down in a spiral.

V

  • ViridiaDeityThe goddess of nature, the Willow Mother, Queen of Thorns and Green Lady, who reigns at the borders of civilisation and guards the balance of life.
  • Void StonesArtifactOpaque black stones that swallow all light and are cold to the touch, used in the altars of the Dark One and by cultists who seek to anchor Voidborn in existence.
  • VolkanDeityThe god of artisans, the Hammerhand, First Blacksmith and Shaper of Stones, who taught mortals smithing, forged the weapons of the gods and is held by the dwarves to have shaped them from stone.

W

  • Waiting Halls of HaraatPlaceThe peaceful halls beyond the Gate where departed souls wait, free of pain and hunger, until the servants of the gods come to collect them.

Y

  • YrmoghlDeityOne of the God-Spirits of Fraza, the god of the frozen sea, whose domains are the sea and storms and whose symbol is a sea serpent.

Z

  • ZeoletDeityThe goddess of magic, Queen of Stars, Worldbreaker and Keeper of Arcane, who wove Aether out of raw Eidar, watches over wizards and scholars and prizes knowledge above all else.
  • ZyndalybobDeityThe god of adventure and peace, known as Longwalker, Master of Laughter and the Lord of Cats, beloved among halflings and worshipped with open doors, good meals, jokes and songs.