Deities of Imarel


Abador  Adnor Ariadne Amrays
Bahvar Ciahal Dhonshuka
Elendor Elestra Esmarwrath
Ghozoth the Uncaring Habakano Hiron
Ilyanka Inatheea Jadaia
Kaal Khazaar Krondhir
Kithanis Lhordach the Endless Malfuruk
Meklah Miron Moloys
Mourne Nahzaheer The Neverending
Orin & Orinako Philisteenja Rasheema
Rivvahn Seryn Shuun
Siru Synri Tashalasheeri
Thyia and Theesa Toron Trentarius
Uronous Vakunah Vanidyr
Velsai Vexanar Wijennah
Xzahol Zorah  

Name: Abador, Lord of Plagues
Classification: Old God, Infernal
Ethos: Chaotic
Sphere of Influence: Disease, Poison, Pestilence
Home Plane: Xos, The Frozen Dark
Symbol: A rat eating its own tail
Animal: Rat
Servant: Giant Skeletal Rats

Lore: Abador takes the form of a elderly human male, donning dirty and tattered clothing and a worn cloak that hides his weathered visage from all those who would look upon him. He is a patient, plotting and vindictive god, having been known to wait decades to repay those who betray his teachings. Preferring to remain behind the scenes, rather than acting in obvious ways, Abador gains his power through sickness, plague and places where disease and filth are rampant. While he carries no visible weapons, his touch can cause sickness and weakness that could slay another immortal being.

Worshipers tend to be found where squalor is prevalent and tend to keep to themselves. This allows them to spread whatever horror they are seeking to sicken others with, before moving on to the next city or town. Priests of Abador are very transient for this reason and only have one temple. Located in Kasiq, the temple is rumored to be underground, in the sewers.

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Name: Adnor, Lord of Vocorians
Classification:Terrestrial God
Ethos: Neutral
Sphere of Influence: Metal, Smithing, Flame, Stone.
Home Plane: Imarel
Symbol: A cresting red moon
Animal: None
Servant: Vocorites (Dwarf-sized Vocorians)

Lore: One of four Terrestrial Gods, Adnor is the Lord of all remaining Vocorians and patron deity to the Taijuni people. Unlike many Gods, Adnor has a close and personal relationship with both his fellow Vocorians and the Taijuni people. The Taijuni Warlord is Adnor's Voice in all things and while he has dominion over the Taijuni people, Adnor can (and has) chosen to reverse decisions the Warlord has made. Adnor is largely a peace-loving Titan, having only great animosity towards Dragons, for what Tashalasheeri did to Vocor.

Worshipers of Adnor are almost all exclusively Taijuni, for having very little influence outside the island of Tamayr Shuryu and the continent of Vocor. Other Vocorians do not worship him but they do revere him as their leader. Priests are Ki-Kunja, or Rock-Shapers and priestesses are Yun-Jai, or Fire-Tamers. Note these are not directly attributed to their elemental counterparts.

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Name: Ariadne Amrays, Duchess of Luisellia, Matron of Khavos' Legacy
Classification: Terrestrial God
Ethos: Neutral
Sphere of Influence: Khavosian Vampires
Home Plane: Imarel
Symbol: A Dawn Flower with it's stem curled into a circle.
Animal: Bat
Servant: Vampires

Lore: After the death of Khavos, Spirit of Decay in 1321 AC, a rather odd thing happened. When the Shadowmancer Vex'anar Mir'sah assumed the mantle of the new Spirit of Decay, the first thing he did was sever all connections to the Khavosian Vampires. Incorrectly believing this would instantaneously destroy them all. What it did do was unleash a significant fraction of Khavos' power onto the mortal plane where it empowered the eldest remaining vampire of Khavos' blood, Duchess Ariadne. The Duchess can take any form she wishes, but her ‘mortal' form is that of a lithe female human with platinum blonde hair and lavender eyes.

Already quite used to keeping a low profile with Shadowcove so close to Brookshire, there was very little Ariadne had to change with this sudden and surprising boon. She continues to act as an adviser to the rulers of Moonfall (whomever they may be) and maintains connections throughout Imarel, including a whispered rumor of seat on the Arcanium Council. All of Ariadne's worshipers are vampires, though no special ceremony or pomp is given to such adoration.

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Name: Bahvar, Prince of Stone
Classification: Old God, Elemental
Ethos: Lawful
Sphere of Influence: Elemental Earth
Home Plane: Xirorya, Plane of Elements
Symbol: An uncut quartz crystal within a diamond-shaped frame.
Animal: Rock Wurm
Servant: Earth Elementals

Lore: One of the four Elemental Princes of Xirorya, Bahvar is a stern and generally reclusive god, preferring to be left to his own devices, rather than bickering and politicking with the other Elemental Princes. Despite this trait, Bahvar has no qualms about interceding on the behalf of one of his mortal worshipers. Bahvar appears most often as a great giant fashioned from all the rocks, stones and metals of the world.

Worshipers of Bahvar tend to be elementalists and those who work a great deal with stone, chalking him worshipers amongst masons, architects and Dwarves. Temples to the Prince of Stone can be found across Imarel, however they tend to be out in the wild and underground. Caves and underground tunnels are common places for worship.

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Name: Ciahal (pronounced Kee-hal), Princess of the Wind
Classification: Old God, Elemental
Ethos: Chaotic
Sphere of Influence: Elemental Air
Home Plane: Xirorya, Plane of Elements
Symbol: Four lines twisting into a vortex.
Animal: Sky Angel (a white-feathered bird, similar to a condor).
Servant: Air Elementals.

Lore: A winsome, wandering goddess, Ciahal spends a great deal of time wandering the lands she controls within Xirorya and more than occasionally visits the mortal plane. She does however make her appearances within Escaria, the capital city and neutral ground for all four Elemental Princes. While she answers her worshipers, she favors those who call upon her blessing to travel more than anything. She appears often as a female-shaped disturbance in the wind with white eyes and ever an amused smile. When upon the prime plane, she is known to take the Avatar of a wind faerie known in legend as Kaera of the Wind.

Ciahal's worshipers tend to be wanderers themselves, sailors, pirates or anybody who needs the wind to travel far. Aeromancers also favor the Wind-Goddess. Her temples can be found all over Imarel, though they tend to be located in high places, such as the tops of mountains. There is a grand temple dedicated to her at the very top of the floating city of Farwind.

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Name: Dhonshuka, Spirit of Murder
Classification: Spirit of Imarel, Infernal
Ethos: Chaotic
Sphere of Influence: Murder in all forms.
Home Plane: Xos, The Frozen Dark
Symbol: A wide-bladed knife, dangling from a chain.
Animal: None
Servant: Skeletal Crows

Lore: Little is known of the man, Dhonshuka before being recognized as one of Imarel's most notorious serial killers. Having gone to such great lengths to conceal it, that the truth of his past is only known to Meklah, Dhonshuka may not even be his real name. The word, in Albadosian loosely means elation, a sort of rapturous joy. He would paint it, over and over again in his victim's blood, amid the horrific state he would leave their bodies. Split down the middle, from throat to pelvis, and then again at each arm, then each leg, with bones removed at the limbs, it was believed that his killings were ritualistic in nature to be so specific. Some scholars have postulated Dhonshuka was demonologist driven mad by whatever fiend he sold his soul to and his murders were a means to appease that infernal power. Others argue that he was simply driven for a unnatural lust for killing and had no deeper motive.

Whatever the case, it would not be until he amassed to less than 780 murders across two nations (Albadosia and Taijun), including the slaughter of an entire Albadosian fishing village, that he would finally be stopped. Strangely, his death didn't come from the hands of any particular law enforcement body, but rather from eating poisonous berries, he discovered while camping in the wilderness outside of the city of Leiliu. Hikoto berries, known for their toxicity can be mistaken for blackberries, if one is not wise to their very broad, forked leaves. Dhonshuka, slayer of 780 people, was not.

Dhonshuka's ascension as the present Spirit of Murder is believed to have happened around the same time the Windsong Republic was being formed, half a world away. Appearing as an unusually tall (he was seven feet, two inches in life), and emaciated Albadosian male when he chooses to reveal himself to his worshipers, Dhonshuka is a brutal, uncaring god. While no organized temples to his religion exist, those who worship him have only a lust of killing in common. His priests tend to dress in drab, brown robes with the blood of their first kill stained upon them, and carry large, wide-bladed knives on chains, somewhere on their person, usually around the right forearm.

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Name: Elendor, Spirit of Temperance
Classification: Spirit of Imarel, Celestial
Ethos: Neutral
Sphere of Influence: Those who act in moderation, who mete judgment with wisdom and caution and those who abstain from rash actions.
Home Plane: Indaris,The Bright Heavens
Symbol: Two silver cups
Animal: None.
Servant: Ae'leah (Beings that look similar to willow-the-wisp; spheres of floating, bobbing light)

Lore: Elendor was one of the first Spirits of Imarel, having fallen in battle against the infernal forces of Chaos during the War of Twilight.Before his death, Elendor was a peace-maker and negotiator between the Gods of Chaos and the Gods of Law, having sat in on many important moments, including the Accord of Eternal Balance and later the Pact of Brothers (otherwise known as the Old Pact). When theWar of Twilight had reached the shores of what would be Southern Anthalas, Elendor's Guard fled the field at a crucial time, leaving him to stand alone against infernal hordes. Choosing to fight, regardless of his Fate to protect Zorah, Elendor was given Spirit status by the Old Gods. When he appears, he often takes the form of a white-haired High Asyndi with immaculate, polished plate armor and the war maulCladdghal, which has the look of two silver cups placed end to end for the hammer-head.

Worshipers of the Spirit of Temperance tend to be mild-mannered folk and good at listening to people. Their temples are located in every major city and are open to all to discuss their problems with their fellows, if they will allow Temperance to assist them in managing their dispute. Popular amongst Crusaders, The Spirit of Temperance is also favored amongst law enforcement and judges.

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Name: Elestra, Spirit of Valor
Classification: Spirit of Imarel, Celestial
Ethos: Neutral
Sphere of Influence: Those who choose to act with valor in life and in death.
Home Plane: Kladhaal, the Crossroads
Symbol: A downwards-pointing broadsword, with golden wings affixed to it.
Animal: Golden-feathered Blood Hawk
Servant: Valkyries

Lore: Also referred to as the First Valkyrie, Elestra is Krondhir's daughter. Born to the Spirit of War during his mortal life, it is said that Elestra accompanied him on all his campaigns, even as a girl, watching the battles, helping tend wounds and bringing food, water and blankets to the sick. When she was old enough, Krondhir saw her trained as a shield maiden for the army of unified Northlandic tribes he commanded.

In time, Elestra made her own legend, both in fighting by her father's side, and while leading special missions and the army as a whole, in his stead. Before long, victories began to heap onto her name, as they did her father's. So plentiful were their triumphs, that talk began about finally bringing the tribes under the rule of one chieftain, and to build a city from which that chieftain would rule. Thus began the settling and founding of the city that would become Storm Haven (and later renamed Krondhis, in his honor). Elestra, ever loyal to her father and his goals, became the city's Captain of the Guard. Under her, an all female City Guard was formed, named affectionately, theDaughters of Storm Haven, or simply The Daughters.

Not all were pleased to see the tribes unified under Khrondir. Many held to the old traditions, that Northlanders should roam, take what they like from the land, and from those too weak to keep what was theirs. Farming, settling and trading were for weak fools, who couldn't claim what they desired from others. These tribes, commonly called the Lost Tribes of the North, banded together with Hidulan giants and their Masoq slaves, with promises of gold and plunder, if they would but help smash the fledgling city.

On the second month of the year 955 AC, this amassed army assaulted the city, in what is known as the Siege of Storm Haven. The battle is a pitched one, that results in dead into the tens of thousands littering the battlefield, when it is all said and done. Storm Haven holds out for thirty seven days, before the siege is broken by a valiant charge led by both Krondhir, at the gates, and Elestra and the Daughters engaging the army of Giants, Masoq and barbarians, in a flanking maneuver established by sneaking out of the city the night before.

This battle would claim the lives of both Krondhir, who held the gates at impossible odds, fighting giants as they attempted to smash through the city walls, and Elestra, whose final charge broke the barbarian line, and forced an already beleaguered and beaten enemy into full retreat. Storm Haven would continue, not with a chieftain, but with a council comprising of the six tribes that followed the now-ascended Spirit of War, and his daughter who likewise ascended as the Spirit of Valor.

Worshipers of Elestra are commonly warriors of various sorts, that value valor and honor over all other things, though she is not exclusive to them. There are temples dedicated to her in Khrondis, and elsewhere in the north, including Miroa where she is most revered, though others exist further south, as far as Sundown. As in life, Elestra commands Khrondir's armies in battle, including the Khrondirdotur, his Valkyries. Elestra wields a great golden broadsword in battle, known as Brakanfuer, and a hawk-crested shield called Durtros, that is said to be able to reflect any sorcerous attack upon its caster.

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Name: Esmarwrath, Song of the Sea
Classification: Terrestrial Goddess, Ishaela
Ethos: Neutral
Sphere of Influence: The sea, and all the life it holds.
Home Plane: Adanum (the World Sea, Ishaela).
Symbol: A swimming Sea Drake
Animal: Sea Drakes
Servant: All manner of sea life.

Lore: Of the First Brood, Esmarwrath is believed to be nearly as old as Tashalasheeri herself, both hatchlings birthed by the Dragon Goddess M'thuna and her mate, Xaluas. While the Dragon Goddess and her consort perished with the destruction of the Universe that Was, Zorah managed to save her clutch of eggs, comprising over twenty hatchlings. Tashalasheeri was the first to hatch, Esmarwrath was the last.

Scholars once believed that the First Brood contained all Prismatic Wyrms, like Tashalasheeri, but the truth was that The First Brood had many different sorts of Dragons and Drakes (it is believed that Xaluas was in fact, a wingless dragon, hence the eventual and separate lines between Dragon and Drake). Esmarwrath was not only born without wings, but had long, graceful flippers and fins, instead of hands, feet and claws, like her other siblings.

Her uniqueness made for a lonely existence, having no real connection to the rest of her kin, nor knowledge of her mother and father, save what Zorah and Kaal told the dragons of the Universe that Was. Still, all was not despair to the First Sea Drake. Esmarwrath had the company of the many Fae of the nearby Everwood, that would come visit her, sing songs and play mischievous games. Where Tashalasheeri grew fierce, her youngest sibling gained great empathy for all life.

It was this fundamental difference between the sisters of the First Brood, that set Zorah to place Esmarwrath as the Guardian of Ishaela, when Tashalasheeri and her Prismatic kin fell from grace, alongside the Asyndi. Fearful that once she had recovered herself from destroying Vocoria, she would take her fury on the watery moon next, Esmarwrath was given charge to protect Ishaela from her sister. While the expected second attack never came, Esmarwrath remained, and grew fond of the vastness of the World Sea, and its many creatures.

Over the several eons of her guardianship, she has grown deeply in tune with the entire ecosystem of the seas she protects. It is said that she can sense with those of good heart are in peril on her waters, and will act to protect them if she can. Though, fools who pollute her waters, or needlessly prey upon the life within, will find her less than hospitable, should she be encountered.

Esmarwrath does not have many worshipers off of Ishaela, but they do exist and her power extends to worshipers on Imarel. There are no organized temples to Esmarwrath, since the entire World Sea is, in effect, holy sanctuary to her followers. She often appears to mortals in her natural form, that of a several hundred feet long Sea Drake. It is said, when there is a need, she may also take humanoid form of a Sea Nymph.

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Name: Ghozoth the Uncaring, Lord of the Deep
Classification: Terrestrial God
Ethos: Neutral
Sphere of Influence: The Sea and the Wind the blows across it. Sea life in general and turtles.
Home Plane: Imarel
Symbol: A two headed turtle
Animal: Turtle
Servant: Giant two-headed turtle

Lore: Ghozoth is one of the last of his kind, as far as he is aware. Aside of his two female consorts, named Kipa and Kula, Ghozoth is the only Thenzaagl left on the mortal plane. His race had once occupied much of Imarel, during the Age of Twilight, having served the Chaotic Old Gods as mighty siege monsters against the Gods of Law. By the end of the War of Twilight, only mighty Ghozoth and his consorts remained. Disgusted, he retreated into the deepest point in the sea and hid from the world, content to remain there so long as he was undisturbed. Millions of years later and more than one unfortunate deep sea explorer later, the 700 foot long, 165 ton two-headed turtle still lingers in his dozing slumber, some say for the day where he will take his vengeance on all the gods.

Ghozoth is primarily worshiped by Albadosians who otherwise find distaste with the other deities of Imarel. Especially popular amongst seafarers of the region, Ghozoth is generally considered a largely indifferent deity, though he does hear and grant prayers to those who pray quietly and without great demand. It's a custom amongst Albadosian males looking to prove their worth to dive as far into the Deep, where he lingers, as they can get to retrieve some of the seaweed from his shell. Sometimes they are successful. Most of the time however, divers do not return.

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Name: Habakano, Warden of the Broken
Classification: Risen God, unaligned
Ethos: Neutral
Sphere of Influence: The poor, the sick and those unable to fend for themselves.
Home Plane: Lyth, the Shadowlands
Symbol: Bread being split in two.
Animal: None
Servant: Shunu, or ‘Thin Man' in the Common Tongue

Lore: Habakano has the unique distinction of being a god created entirely from the urban legends and old wives tales of a mortal race. Originally an old ghost story, told to Albadosian children, the Thin Man, Habakano was said to always remember who was charitable and who was greedy, who was kind to helpless and who was cruel to them. “Habakano Remembers!” is considered a curse upon the wealthy and powerful, who abuse their status, and victimize those who cannot fend for themselves.

So strong in the belief that the Thin Man existed in the Albadosian people and for so long, the manifestation of that belief simply formed Habakano, where no such deity existed before. While nearly all Albadosians worship Ghozoth (more out of a desire to ensure he is content and never rises from The Deep), Habakano is paid homage to nearly as much by the masses.

For the poor and oppressed, Habakano represents a means of punishment against the ruling class. For the elite, paying homage to Habakano, through charitable works, is a means to keep from being visited by the the god's Shunu, who it is said, take the form of shadowy, thin men, who take something dear from the wealthy, if they have been needlessly cruel to the unfortunate. Often, this is one's health, resulting in a prolonged illness that forces one to spend a vast sum to find a cure (which may or may not be successful).

Habakano appears as a thin Albadosian male, dressed in rags, with a hooded cloak, that always hides his features from view. While he does not carry any visible weapons, he does always have a simple, handwoven basket that contains several pieces of flatbread. This bread is said to have the ability to cure all manner of ailment and infuse the one who eats of it, with a short period of ‘luck' when it comes to attaining wealth. Temples of Habakano can be found in the slums of almost every Albadosian city, and have started to spread to Taijun and abroad, as well.

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Name: Hiron, the Truthsayer
Classification: Old God, Celestial
Ethos: Lawful
Sphere of Influence: The revealing and speaking of the truth.
Home Plane: Indaris,The Bright Heavens
Symbol: An open hand within a silver circle.
Animal: Silver-Feathered Hawk
Servant: Kambra (Humanoids with hawk-heads, bird wings and talons).

Lore: Also known as the Inquisitor of the Gods, Hiron is a persistent seeker of truth and the finding of answers where there are none. Having fought alongside Kaal and Zorah in the first War of the Gods, the towering, burly and blonde-haired deity is often found donning a simple silver toga and sandals. He carries a glaive fashioned from Radiant Energy called Xiroto, that is said to be able to compel even the most deceptive creatures into speaking the truth.

Another deity that finds great favor amongst Crusaders and enforcers of the law, Hiron's influence can be seen all over Imarel. Priests to the Truthsayer don silver togas when not in battle and strive to bring justice through the giving of truth in all matters. Often, they are asked to act as counsel in legal matters for this reason.

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Name: Ilyanka, Lady of Black Words
Classification: Risen Goddess, unaligned
Ethos: Neutral
Sphere of Influence: Curses, hexes, poxes, all manner of ill wish, and their consequences.
Home Plane: Lyth, The Shadowlands
Symbol: A symbol of an eye, cast always in iron with a seventeen pointed star within.
Animal: Vultures
Servant: Grakalar

Lore: “All things have their cost. All costs must be paid.” This is the creed of those who follow Ilyanka; the more fierce the curse called upon, the greater the price for that curse must be. Primarily a goddess of witches, warlocks and shaman, Ilyanka does not judge those who call upon her power, or those she allows to suffer from it. Hers is a wrath that comes if the price for her power is not paid. In such cases, the curse cast is often the curse returned to the caster, tenfold. If that even fails to suffice, she will send her Grakalar, bipedal vulture creatures, whose winged arms have long, curved bone scythes upon them, that retract for flight, but can extend to bury deep into mortal flesh. Those taken in this matter are dragged back to Lyth to face the goddess herself, and are almost never heard from again.

Ilyanka, as a Risen Goddess, had a mortal life in the Kingdom of Sengaard during the time of the Vampire Insurrection, and the rise of Khavos. She was the fortune teller and battle advisor to King-Priest Almagodan Estaran, during the early days of the conflict. Initially, Ilyanka's predictions of battles were spot on, winning the King-Priest key victories in holding the eastern territories, including the lands of High Lord Bennett Lynn. It had been a constant point of vexation to Khavos, that his superior forces were somehow being routed by surprisingly well-prepared humans.

It didn't take long for the Avatar of Decay to discern the source of the King-Priest's fortune. It was only a matter of how to put an end to it. While simply killing the woman would be easy enough, Khavos wanted to demoralize his enemies for an easier conquest. So, it was arranged that a child vampire, by the name of Eliana was brought into the camp to kill, then take the illusionary form of the girl that normally brought Ilyanka her material components for fortune reading. Then she would use her mind domination to implant a false battle prediction into her mind, that in reality would lead the King-Priest's armies to a crushing defeat.

On the eve of what would be known as the Battle of the Cairyn Hills, Khavos hatched his plan and unleashed the child-like elder vampire on the camp. Eliana was able to quietly kill the usual servant, then doppleganger, and plant the mind-altered prophecy into Ilyanka's mind without incident. It wouldn't be till late into the afternoon of the following day (and well into the fateful battle), that the servant girl's body would be found, but too late for anything meaningful to come of the discovery.

The battle had been the first, and arguably the worst routing of the entire Vampiric Incursion. from a standing army of 100,000 soldiers, all but fifteen were said to have perished on the Cairyn Hills, including High Lord Lynn and most of the King-Priest's valuable veterans. In his blind furor, he ordered the wildly confused and distraught Ilyanka be crucified on the very battlefield so many had fallen. Accounts made by the men who were tasked with the act of crucifying the woman tell of her mad laughter, even as the vultures pecked out her eyes and tore at her skin. “I have paid the price for your fortunes, my king!” it is said she called out. “Now, with my dying, you too shall pay!”

There is much conjecture as to who ascended Ilyanka, with many favoring the Lady of Spite, Velsai as the most likely candidate. Indeed, while Ilyanka remains neutral in matters of whom hexes whom, it is often matters of spite that collect the most profit from her dark exchange. There are few pure priests of her following, as there are no official churches, but they do exist, often as part of a coven of witches and warlocks. When she is seen amongst her dark flock, she appears as a pale-skinned woman without eyes, dressed in bloodied robes of gray and brown.

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Name: Inatheea, Spirit of Pleasure
Classification: Spirit of Imarel, Celestial
Ethos: Neutral
Sphere of Influence: The giving and seeking of pleasure in all its forms.
Home Plane: The Astral Plane
Symbol: Two hands holding one another with entwined fingers.
Animal: Shalzaari Starling
Servant: Astral Nymphs

Lore: Like many of the Spirits of Imarel, Inatheea is not the first to be the Spirit of Pleasure. It's unclear when the transition happened or what brought it about. Some have speculated that Inatheea challenged the last Spirit of Pleasure in some sort of contest, possibly sexual in nature to ascend or to remain mortal. Whatever the case, Inatheea, who takes the appearance of a dark-haired, green-eyed Asyn-Shei female, and is an indulgent, free-loving Spirit that abhors violence, but understands its necessity. In moments of great carnal or mental delight, she may send one of her Astral Nymphs to further enhance the mood, or possess one of the celebrators to increase both libido and charm.

Inatheea's worshipers are mainly courtesans, nobles, prostitutes and Nahara. Inatheea's priests tend to be on the attractive side, are free-thinking individuals and do not shun any form of indulgence so long as it remains not harmful to those participating in such activities. Inatheea's temples can be found in every major city and in particular in Tashran, Khasyr, Luisellia and Am-Vansia.

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Name: Jadaia (pronounced Jah-day-a), the Goddess of Vigor
Classification: Old God, Celestial
Ethos: Lawful
Sphere of Influence: Those who seek good health both in themselves and the world around them.
Home Plane: Indaris, The Bright Heavens
Symbol: A man and a woman, hands joined and raised.
Animal: Lasher Bull
Servant: High Asyndi Archers

Lore: Jadaia is the divine procreation of Zorah and Kaal. Born on the night the War of Twilight ended, Jadaia's growth was directly linked to the healing of Imarel from the ravages of the conflict had upon it. As she matured into womanhood, the task was given to her to ensure the world remained whole and healthy, to the best of her ability. A task that perhaps is more challenging than most that even a god can manage, but it is one she takes with great pride. Appearing as a Half-Elf female with curly red hair, she carries wields a great bow in combat called Andala. It is said this fearsome weapon can hit any target Jadaia chooses, so long as she can see it.

Jadaia is a favorite amongst clerics, rangers, hunters and monks, as well as farmers and those who value good health. Her temples can be found in every major city and every small town across Imarel, save those where chaos and disease prevail. These temples are open to any and all that require healing and nothing is charged for those services, though a tithe of whatever can be afforded is considered polite.

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Name: Kaal, God of Justice and Light
Classification: Old God, Celestial
Ethos: Lawful
Sphere of Influence: Those who believe in bringing justice to the oppressed and light where darkness resides.
Home Plane: Indaris,The Bright Heavens
Symbol: A flaming sword, pointed downwards.
Animal: Crested Giant Eagle
Servant: Vocorians, Ancient Dwarf Thanes and High Asyndi Astral Wyrm Riders.

Lore: Kaal is the younger brother of Miron and the ruler of the lawful deities. He has always championed the cause of the various races of Imarel working together for the common good, rather than fighting amongst themselves to get ahead as Miron would have it. It's always been a debate the two never agree on and in the past has come to blows. However, after the War of Twilight, he and Miron sat down at his table (the last time Miron did so) and shared mead together. Before the witnesses of Synri (his wife) and Zorah (Kaal's wife) and the newly ascended Hiron, the Pact of Brothers was agreed upon, agreeing that mortals will decide which brother is right and gods could only influence indirectly. Kaal has been faithful to this pact, though understanding his brother in a way only brothers can understand one another, he makes no effort to impede other gods from engaging those Chaotic ones that take Avatars and mettle on the mortal plane.

Kaal is a large man, like his brother, though broader in the shoulder. He has long, braided red hair and long braided beard, giving him nearly as much resemblance to his Kaal'Kor as he has with a human Hillsman. He dons a suit of armor made from rock from the center of Imarel, called the World Armor. Once thought invulnerable to damage, the Matron of Dragons Tashalasheeri proved otherwise when she managed to cut Kaal with her claws through it. He also carries a gigantic fiery claymore called, Mirastheyr. The blade is formed from the very fires of Ka and can cut through any material, save Miron's hammer and Zorah's spear.

Kaal speaks plainly and expects those who follow his edicts to do the same, feeling that people who don't speak clearly or those who try to use fancy vocabulary aren't trying to teach anything or spread his word. Those who worship Kaal tend to be Crusaders, justice-seekers and those who believe in working together for a common good. His priests often don the colors red, orange and yellow on their person somewhere as to stand out amongst the masses. Kaal has churches in every city in civilized Imarel, with the largest being the Cathedral of the Sun in Windsong.

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Name: Khazaar, Lord of the Undead
Classification: Old God, Infernal
Ethos: Chaotic
Sphere of Influence: The Undead
Home Plane: Xos, the Frozen Dark
Symbol: A clawing, boney hand.
Animal: Crow
Servant: Spectral Knights

Lore: Khazaar is perhaps one of those diabolical of the chaotic gods, having had a hand in many calamities across Imarel, including the cursing of the Heart of Imarel in Ilidania, City of the Gods, the cursing of the Kal'aire Avenger, Darechon Dur'lane to live till the End of Time and the empowering of Arisyeema the Deceiver. Khazaar prefers to manipulate matters whenever he can, so those he can trick into doing so find no alternative to their dilemma other than to seek to become some manner of undead, such as a lich or a Spectral Knight. Appearing as a Half-Giant male donning a suit of all-covering black platemail, Khazaar carries a War-Scythe into battle named Urah-Naal. The weapon is said to turn all who feel its bite into an undead minion, including other gods.

Worshipers of Khazaar are rarely found in cities and rarely congregate with their priests save for dark celebrations. There are no temples to speak of but any ceremony that takes place is done either on a violent, ancient battlefield or a graveyard. Khazaar's priests don robes of white with black trim and all carry war-scythe polearms.

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Name: Krondhir, Spirit of War
Classification: Spirit of Imarel, Celestial
Ethos: Neutral
Sphere of Influence: Those who fight and die in war with honor and valor.
Home Plane: Kladhaal, the Crossroads
Symbol: Two nicked and battered battle-axes crossed.
Animal: Kavah
Servant: Valkyries

Lore: Rivaled only by his great ally, Mourne, the Spirit of Vengeance in sheer power as a Spirit, Krondhir is a immense warrior with a mane of thick, black hair and a braided beard, fierce white-blue eyes and donning blackened platemail armor. The spikes upon the shoulders, elbows and knees of the armor are decorated with bits and pieces of enemies that have challenged him in combat. His great fortress, Kladhaal, serves as the crossroads between Xos and Indaris. It is here that Krondhir lets his Valkyries fly free, to bring the souls of great Heroes before him. Those who have fought with honor and valor may choose to remain with him, or move onto Indaris, the Bright Heavens. Those who have lived a coward's villainous life, are given trial by combat with one of his Valkyries. Those who fall before their might are cast into Xos to become larva or worse.

Krondhir is the favored god amongst the Northlanders, Voraaath and those who value honor and heroism. His priests also tend to be skilled combatants and rarely accept surrender as an option. Khrondir does not have temples where his priests gather for foolish ceremony. His temples are the battlefields of Imarel, where heroes prove their worth in the sacrament of blood.

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Name: Kithanis, Spirit of Knowledge
Classification: Spirit of Imarel
Ethos: Lawful
Sphere of Influence: Those who seek knowledge in any form.
Home Plane: Indaris, The Bright Heavens
Symbol: A raven sitting on a book.
Animal: Raven
Servant: High Asyndi Scions

Lore: Kithanis is the newest Spirit to ascend to the position, though by no means the weakest. As a mortal, he had been a professor at the Farwind School of Magic, where he had instructed in Imarel History, Lore and Culture, along with an advanced class on Evocation. His scholarly life was changed forever when friends in the distant city of Sundown called for his aid in rescuing their friend, Dhamizad T'anas. Through his adventures there, Kithanis grew to both great power and understanding of the world around him, eventually becoming Governor of the city he helped liberate. His tenure would not last however, as he was soon murdered by a Shar`Vaire radical named only ‘The Black King.' For his selfless contributions to knowledge and its spreading, the Twin Goddesses Thyia and Theesa (whom Kithanis often paid homage) chose him to ascend as the Spirit of Knowledge. A sort of protege to the Twins, the Quar`Vessian Scion works tirelessly in their mutual interests.

Kithanis appears much as he did in life, with golden blonde hair kept drawn into a ponytail, viridian green eyes and noble features fitting for an Asyndi that came from aristocracy. He dresses in some manner of long coat, with tastefully matched trousers, quarter boots, short-collared shirt and a cravat. Also worth noting that Kithanis is the only Spirit in the pantheon that was the child of an Avatar. Zorah, as she traveled the world with an Avatar, fell in love with the warlock, Kirandar uth Braegon and bore him the child, Kithanis. This unusual birthing gave Kithanis a considerable edge in both intellect and ability to use magic, even beyond other Asyndi.

Those who worship the Spirit of Knowledge include professors, scholars, wandering sages and anybody with a craving for answers where there are none. While certainly seeming to be a deity who promotes wallowing away in a library, Priests of Knowledge actually encourage worshipers to go out in the world and see it, learn it and make a difference whenever they can.

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Name: Lhordach the Endless
Classification: Old God, Celestial
Ethos: Neutral
Sphere of Influence: Those who champion Cosmic Balance.
Home Plane: Mirdahl, The Astral Realm
Symbol: Golden scales, containing a silver sun on one end, and a black moon on the other.
Animal: Two-Headed, Flying Cobras (Also called Sky Serpents).
Servant: P'Sunla, the Skyfire and her Eternal brood.

Lore: Little is known about Lhordach the Endless, other than he wished above all other things, that his legacy be forgotten. Father to Kaal and Miron, Lhordach was the king of all gods, in the Universe that Was. Events precipitated, involving the rebellion of the terrifying Helid, that forced the King of Gods to bid his sons take his mantle, so he and the Helid that fed on his divine power would all simply fade from memory. A plan, for millions of years untold, succeeded, until the discovery of a talisman dedicated to the King of Gods was discovered by occultist, Aeden Dredson.

The Helid, the creations of Lhordach, meant to police a forgotten people that died with the Universe that Was, rebelled against their Creator, feeling they could do a job better than he. Knowing that so long as he had power they could never be completed destroyed, even with the destruction of the Universe that Was, it was Lhordach's will to his sons that the new mortal races never learn his name. In doing this, the King of Gods would fade from existence and with them the Helid, that despite all hope, survived the destruction of the Old Universe.

But throughout time, mortals found hints of Lhordach's legacy. Cults sprang up from time to time, praying to the Nameless God, the King of Gods, the Overgod. All these names were Lhordach's and all these prayers fed him just enough power to continue existing. Just enough to feed the Helid, who like leeches, siphoned the weakened god's strength, eventually reducing him to an immortal husk from which the few that remain draw power. It is a trap for the King of Gods that so long his legacy is found, his name spoken and prayers are given to him, the Helid will continue to feed, and grow stronger.

When Lhordach was strong, he was said to be a terror on the battlefield, wielding both weapon and spell with frightening efficiency. His primary weapon is the morningstar, H'Qir. The weapon is said to be a shaft of alien stone, crowned with the last remaining star of the Universe that Was. He also rode into battle the P'Sunla, the Skyfire, the most powerful of the Sky Serpents. The ancient creature is thought to guard his comatose form even now, countless eons later with such ferocity that even the Helid cannot claim him from what remains of his domain in the Astral Plane.

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Name: Malfuruk, Lord of Pain
Classification: Old God, Infernal
Ethos: Chaotic
Sphere of Influence: Pain in all its forms.
Home Plane: Xos, The Frozen Dark
Symbol: Chains coiled around a fist.
Animal: Scorpion
Servant: Xosian Scorpions (giant, two-tailed scorpions).

Lore: Malfuruk is a watcher and a planner. He enjoys creating scenarios with mortals that can cause the greatest amount of physical and mental anguish possible for the longest time possible. While rarely acting directly, the Lord of Pain is fond of moving his pawns across the mortal map and having them act as instruments to his dark will. Aside of enjoying sadistic pastimes, he isn't a very ambitious god and often finds himself unwilling to enter into ventures with his ilk unless there is a wealth of pain for others involved. He appears as a powerful, bare-chested man donning a leather hood and carrying a black, sixteen tailed barbed infernium whip called Xhalus. Siru, Lady of Suffering is his mate.

Malfuruk finds worshipers amongst slavers, sadists and those who truly enjoy causing pain to others.His priests all don masks that hide their faces and carry either a whip or a cat-o-nine-tails on their person at all times. Malfuruk has temples across Imarel, though the only ones in major cities exist in Kasiq, Bladefall and in a few places in Vocor.

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Name: Meklah, God of Secrets
Classification: Old God, Unaligned
Ethos: Neutral
Sphere of Influence: Those who keep secrets and those who seek them.
Home Plane: Lyth, The Shadowlands
Symbol: A polished obsidian stone set within a Blacksteel circle.
Animal: Shadow Raven
Servant: Shadow Fiends

Lore: The god Meklah is unique amongst the Gods, in that his appearance is unknown. When he appears before mortals, he is nothing more than a silhouette of a male; a shadow blacker than the darkness he lurks in. Meklah is favored amongst the thieves, assassins and shadowmancers of Imarel as well as those who wish to keep their movements obfuscated. He is also considered one of the eldest of Gods, thought to have been worshiped During the Age of Twilight by secret Masar and Zissah societies. With the decline of those civilizations, so too declined the worship of the deity until his recent ‘rediscovery' by Shadow Elves amongst ancient Zissah ruins in Shalzaar.

Because Meklah never fully reveals himself, it remains unknown if the god carries a weapon or carries with him some manner of relic to enforce his power. Those sparing few who have seen this god strike out upon an enemy have stated that he simply ‘envelops' them, leaving nothing of their remains in his departure. Meklah is considered a neutral god whose designs for Imarel remain largely unknown; he has opposed both the Gods of Law and the Gods of Chaos on different occasions.

Followers of Meklah don a plain obsidian bracelet or ring to signify their faith. Priests and Priestesses of the God of Secrets also don raiment of black silk that includes a veiled headpiece that hides the wearer's face completely.

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Name: Miron, Overlord of Xos
Classification: Old God, Infernal
Ethos: Chaotic
Sphere of Influence: Those who are strong and believe their might gives them the right to conquer the weak.
Home Plane: Xos, The Frozen Dark
Symbol: A shield with eight spears sticking from it in opposing directions.
Animal: Borjah (a gigantic ram-horned bear)
Servant: Demons of various kinds.

Lore: Miron the elder of the two brothers, the other of course being Kaal. Both sons of father neither speak of and history has forgotten, Miron believes that might makes right and the only rules required are the ones that the strongest carve into the corpses of the weak. He sincerely believes this is the right path for all of Imarel and all of creation. Kaal, on the other hand believes all races should co-exist, work together and use their unique strengths to forge a stronger world. It's always been a debate the two never agree on and in the past has come to blows. However, after the War of Twilight, he and Kaal sat down at Kaal's table (the last time Miron did so) and shared mead together. Before the witnesses of Synri (his wife) and Zorah (Kaal's wife) and the newly ascended Hiron, the Pact of Brothers was agreed upon, agreeing that mortals will decide which brother is right and gods could only influence indirectly. Miron has been faithful to this oath in word, though has done little to nothing to influence the other chaotic gods from doing as they will, seeing such defiance of the Pact an act of free will. The only true way the Pact can be broken, would be either he or Kaal manifested on the prime plane and began fighting alongside mortals.

Miron is a barrel-chested deity who wears a leather harness and fur loincloth, boots and bracers. In combat he fights with a great war-maul of frozen Time called Dohmog, and has two Borjah that fight at his side named, Ganhfir (pronounced Gan-fear) and Slojiah (pronounced Slow-jah). A berserker on the battlefield, many of his own allies know well to stand clear when he takes the field.

Worshipers of Miron favor strength of mind and body and aren't afraid to use it to get ahead. They have no regard for laws that are made by those they do not perceive as strong rulers and figures of authority and will prove their strength if they feel it will be advantageous. There are temples of Miron largely in Vocor, but others can be found both in cities across Imarel and out on the fringes. Priests of Miron are physically and mentally very fit and openly engage those who come across as weak, to remind them of their place.

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Name: Moloys, Lord of Betrayal
Classification: Old God, Infernal
Ethos: Chaotic
Sphere of Influence: The act of betrayal and those who practice it as a means of livelihood.
Home Plane: Xos, The Frozen Dark
Symbol: A single black dagger
Animal: Anthalaen Sand Cobra
Servant: Infernal Fire Serpents

Lore: Fallen from grace, Moloys had once been a god that served alongside Zorah and Kaal. In those times, he was known as the God of Magic, a position that would be later claimed by Theesa, one of the Twin Goddesses. It was Moloys that aided Khazaar in cursing the Heart of Imarel, by lowering its sorcerous protections. This act cast Moloys from Kaal's table and sent him to dwell in Xos with the other dark gods.

Moloys is never satisfied with the way things are. Part of his betrayal of Kaal was his desire to make magic stronger on Imarel than it already was, granting mortals incredible power to slaughter one another or shape Imarel however they like. He likened it to a painting that could paint itself with blood and fire.

As the Lord of Betrayal, Moloys finds himself working a great deal with his ancient cohort, Khazaar in his plots to turn mortals to the Undying path. While the two chaotic gods could be considered allies, they both have their own agendas and should Khazaar ever impede Moloys' own, there would be no question as to what the former God of Magic would do. Appearing as a thin, though handsome Asyndi male with dark hair and eyes, Moloys leaves those unwise to his ways utterly charmed by his manner. Those wise to it however see his shiester ways for what they are. Moloys has been called the Used Wagon Salesmen of the Gods by more than one priest of Kaal.

Worshipers of Moloys include thieves, assassins and the willfully corrupt. Anyone from crooked politicians to con artists look to Moloys for his blessing. Priests of the Lord of Betrayal travel from city to city and attempt to con their way into the politics and infrastructure, as to put themselves in a favorable position to enact their dark god's will. There are no temples to Moloys out in the open, rather priests and their congregation celebrate their god in safe houses and secret locations across Imarel.

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Name: Mourne, Spirit of Vengeance
Classification: Spirit of Imarel
Ethos: Neutral
Sphere of Influence: Acts of righteous vengeance and those who seek to do such.
Home Plane: Lyth, The Shadowlands
Symbol: A downward-pointing broadsword with two snakes wrapped around the blade, heads turned and facing one another.
Animal: Black-furred Dire Wolf
Servant: Kal'aire (character race)

Lore: Overall, the Spirit of Vengeance is considered the strongest of the Spirits of Imarel, if only because of the perpetual acts of aggression being committed across the world and the dire need to see them avenged. His wrath unending and his temperament for the wicked simply non-existent, Mourne has been known to hunt the Guilty for years, even decades to bring them to his brand of dark justice. Appearing much as he did in life, the Spirit of Vengeance always dons a black robe and cloak, both without marking, with chains of an unknown metal bound to his wrists and his waist, though neither place inhibits his movement.

Worshipers of the Spirit of Vengeance come from all walks of life and all manner of background, but all have the single unifying need, purpose for revenge. The priests of Vengeance all don black robes and wear chains at their waist and wrists, symbolizing the binding nature of the seeking of vengeance. Temples dedicated to the Spirit of Vengeance are located in major cities, but are not usually easy to find. Upon locating such a temple, those who go there may bid aid from the clergy there for righteous revenge or may offer the ‘Black Prayer' that has a small chance to gain the attention of a Kal'aire.

While Mourne makes his home in the Shadowlands, there is a place on the mortal plane that ‘touches' the Shadowlands. Some believe this to be a scar of the War of Twilight, others believe it to simply be an anomaly. Called Shadowcove, therein resides an ominous fortress that the Kal'aire congregate and Mourne occasionally resides during times of great strife on Imarel.

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Name: Nahzaheer, Prince of Flame
Classification: Old God, Elemental
Ethos: Chaotic
Sphere of Influence: Elemental Flame
Home Plane: Xirorya, Plane of Elements
Symbol: A coil of fire shaped like a clawing hand.
Animal: Phoenix
Servant: Fire Elementals

Lore: Of the four elemental Princes, Nahzaheer is by far the most tempestuous. One moment he can show great generosity, the next fly into a blind rage and attack everything and every one around him. He also is known for his spending in excess around the capital city of Escaria, where he has been known to stage lavish events for no reason at all. He is also known for his wild adoration of the Princess of Wind, Ciahal, who he makes great efforts to earn the favor of, to have them utterly ignored for her wandering, winsome ways. This one-way adoration has been the source of more than one of his titanic fits of rage. Appearing as a man-shaped tower of flame, donning a cloak, scepter and a majestic crown of magma, Nahzaheer is difficult to miss.

Worshipers of Nahzaheer include Pyromancers, Occultists and smiths who require flame to create weapons and armor. Priests of the Prince of Flame don bright red garments and don wreathes of gold upon their heads to symbolize their lord's crown. Temples to Nahzaheer can be found in major cities and tend to be exceedingly lavish, with gold, bronze and platinum making up much of their craft.

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Name: The Neverending, Horror of the Rift
Classification: Old God, unaligned
Ethos: Chaos
Sphere of Influence: Perfect entropy, utter destruction of all life, all energy.
Home Plane: Qinah, The Rift
Symbol: A black, thirteen pointed star, with a fanged maw in its center
Animal: None
Servant: Rift Crawlers

Lore: Little is known about The Neverending, its name forgotten by even the most astute mortal scholars. It's very existence had been a thing of lost lore, until 1352 AC, when explorers, aboard an airship managed to find ‘The Rift' by way of a heavily modified Chaos Engine. In so doing, they also discovered The Neverending itself, narrowly escaping the terrifying encounter, to bring the tale back to the world.

Legends linked to The Neverending seem to fit ancient Asyndi texts, that tell the tale of Lhordach the Endless, Father of Kaal and Miron, casting a creature of unimaginable malice and appetite for life into a place between worlds, where no souls, no energy could feed it. If the lore is accurate to the encounter had by the passengers of that airship, then The Neverending could predate this Universe.

The otherwise nameless creature was coined ‘The Neverending' by the builder of the ‘'Riftspace Engine,' Khasyr uth Braegon, who calculated its overall size to be several million miles across, guessing it, as a whole, to be roughly the size of a moon, or planetoid. In his account, Khasyr described the creature as “Utterly black, even against the impossible void of the Rift itself. We only knew it was there at all, for the sheer malevolence in the one, sickly yellow eye we could see, and the very faint aura about it, in the same color.” It is assumed this is its natural form and it is unknown whether it, if it chose, could take others.

There are no ‘official' temples dedicated to the Neverending. There are however, aggressive cults, dedicated to the creature, or what they believe the creature stands for, having no real documentation or guidance for answers. They pray to The Neverending, it grants their prayers, but never to heal, or to bring life. This has led many to believe The Neverending is actually answering those prayers, given its bend towards consuming lifeforce. The Church of the Neverending is generally disregarded as another ‘doomsayer' cult, that comes and goes with fashion trends and the seasons. Yet, many occultists and scholars warn that worship of such a being should not, under any circumstances, be considered wise for one's self, or the world.

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Name: Orin/Orinako, Spirit of Fortune/Spirit of Misfortune
Classification: Spirit of Imarel
Ethos: Lawful/Chaotic
Sphere of Influence: Those who seek favor and fortune/those who seek to strike misfortune upon others.
Home Plane: The Astral Plane
Symbol: A golden coin/a tarnished copper coin
Animal: Rabbit/Black Cat
Servant: Blink Rabbit/Shadow Cat

Lore: Of all the opposing religions on Imarel, the churches of Fortune and Misfortune are the only ones that don't actively seek to thwart one another. Alas, it is because their deities are one and the same person. It is believed that Orin, who is the original ‘being' was cursed by the God of Illusions, Vanidyr during his mortal life to be metamorphic schizophrenic. The result was the emergence of the personality of Orinako, who is in every way the opposite of her ‘other self.' Where Orin seeks to bring fortune and prosperity to the world, Orinako seeks to undo all such things and turn all things sought into calamity. Despite this condition, worshipers of both Spirits still get their prayers answered. Orin appears as a Tashrani male, dressed as a buccaneer, with a flat-top tricorn, while Orinako appears as a Tashrani harlot, with a revealing corset and skirts. The change from one Spirit to the other is entirely at random and beyond their control, save for the battle of wills they have in their mind.

Worshipers of Fortune and Misfortune both tend to be free-spirited sorts, though with clearly different agendas. Travelers, adventurers and treasure hunters all favor the Spirit of Fortune, whereas pirates, assassins and spiteful sorts favor Misfortune. Priests of both sects wear their coins open their necks openly, though priests of Fortune favor gold raiments, Priests of Misfortune favor olive and tarnished colored raiments.

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Name: Philisteenja, Spirit of Mercy
Classification: Spirit of Imarel
Ethos: Neutral
Sphere of Influence: Those who seek and bring compassion and mercy.
Home Plane: Indaris,The Bright Heavens
Symbol: A white feather
Animal: White Jayhawk
Servant: F'Har (Winged cherub-like beings).

Lore: Little is known of the life of the Spirit of Mercy before her Ascension. It is believed she was nothing more than a caring priestess of Jadaia who saw to the needs of the impoverished and sick with such selflessness, that she was raised as a Spirit of Imarel when her natural life ended. Philisteenja appears as a human female with blonde hair, blue eyes and favors pale blue robes. She carries no weapons, though she requires none. Those who seek to attack her fall prey to her Aura of Empathy and simply cease to attack, instead either weeping for their actions or wandering off.

Priests of the Spirit of Mercy favor pale blue robes and will sometimes wear down cloaks made from the feathers shed by their sacred bird, the White Jayhawk Those who worship the Spirit of Mercy include healers, care-takers, midwives and the suffering. Her temples are located across Imarel and are notable by the White Jayhawk that tend to nest around them.

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Name: Rasheema, Spirit of Serenity
Classification: Spirit of Imarel
Ethos: Neutral
Sphere of Influence: Those who seek peace and balance within their lives.
Home Plane: The Astral Plane
Symbol: A hand holding a golden scale
Animal: Firefly
Servant: Calming Spirits (invisible beings that generate a perpetual aura of Pacification).

Lore: Rasheema was known to be a nomad and wanderer of the world. Born when Sengaard was still ruled by its King-Priest, she traveled and stayed with the Sivanoshei for many years, before taking time to do the same with the Dwarves. From both of their cultures, the Sengaardian woman learned what it meant to have a balance in all things, a place where spiritual peace could be found. When the Great Sundering came to pass, she along with many other humans escaped to Imarel, where she once more found herself wandering. Having visited the Quar`Vess, the Dragons and especially their Van'Su slaves, Rasheema learned a great breadth of how to achieve balance in all things.

Her travels ended however, with the Shar`Vaire who thought the pale-skinned Sengaardian woman was something of an exotic Elf pet. She was repeatedly raped, tortured and humiliated at the pleasure of a Theocrat noble, but even in her dying moments, she did not give in to her anger or her despair. Instead she turned a faint, pleasant smile and forgave the Theocrat for being what he was, before passing from the world. So moved by the display, Zorah herself ascended Rasheema to Spirit of Serenity.

Worshipers of the Spirit of Serenity try to find the balance in all things. A time for pain, a time for joy, a time for suffering and a time for elation. While not fanatical about maintaining this perfect accord, those who worship this Spirit understand deeply the worth of the phrase, ‘Everything in moderation.' Many of her worshipers include Nahara, most of the Zissah nation of Irys and anybody looking to find a path in a world of excessive violence. Priests of Serenity wear robes of muted hues and adorn no jewelry save for their holy symbol.

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Name: Rivvahn, Spirit of Innovation
Classification: Spirit of Imarel
Ethos: Neutral
Sphere of Influence: Those who desire or seek to innovate new magic or technology.
Home Plane: The Astral Plane
Symbol: A ship within a hollow gear.
Animal: None
Servant: Innovative Clockwork Drones (small airship-shaped drones).

Lore: Telnan Rivvahn had an incredible idea. To build a ship that could sail by sea and fly by air. Such a vessel could be deployed to fight dragons or move troops and cargo across vast stretches of land that might not have access to a World Gate as Anthalas and D`Mir did. These airships could also be docked at a harbor with regular ships and none would be the wiser to them. It was an idea thought wasteful by the Theocratic Senate and dismissed. That was at least, till 8682 BF, when the Shar`Vaire were all but defeated by the Dragons. Desperate for a means to defend D`Mir, an Imperial mandate was passed down, bypassing the Theocratic Senate to craft one dozen of these airships Telnan had dreamed up, in hopes that they would be enough to thwart the dragons.

History would later record the utter devastation of the dragons at D`Mir. Between use of Radiant Magic for the first time in combat and the deploying of airships, the dragons were routed and sent back to their home in Dragon Reach (Now Farwind) battered and beaten. Telnan was hailed as a hero of the war and lauded throughout the Empire. However, as often was the case with Shar`Vaire politics of the day, Telnan's knowledge was deemed too dangerous for the man himself to have. His work was taken by the Imperial archivists and Telnan himself was executed aboard one of his own vessels.

Later that evening, the ship Telnan had been executed upon took sail of, some say by its own accord. The official story was it was hijacked by shape-shifted dragons to study, but the wise know it had been Telnan's spirit, ascended that had fused with his craft. The name Rivvahn emblazoned upon the craft. As soon as the ship touched the sky, the entirety of it blurred from existence and entered the Astral Plane, where it is said to still remain today.

The Spirit of Innovation only recalls itself as Rivvahn and knows little about its past life as a mortal. It only knows it enjoys creating things and has evolved itself into a tremendous 2,000 foot long airship with 1,200 Witchfire cannons and other weapons of undetermined variety. The Spirit of Innovation is manned by thousands of clockwork workers and protected by small, but fierce clockwork drones.

Those who worship the Spirit of Innovation like inventing things, like building things and are generally creative. There are no temples dedicated to this Spirit, since those who worship it do so through their craft. Priests of Innovation at the very least tinkerers and travel to cities where there is a good deal of craft advancement taking place.

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Name: Seryn, Spirit of Hope
Classification: Spirit of Imarel, Celestial
Ethos: Lawful
Sphere of Influence: All manner of things that bring hope.
Home Plane: Indaris, The Bright Heavens
Symbol: A stag's head, surrounded in a circle of silver.
Animal: Albino Stag
Servant: Telunduah

Lore: Born Seryn A'sanyia in the city of Am-Xitha before its fall, Seryn had been a healer and strong political advocate for the rights of all races to live in peace, within the quickly growing Tallis-Shei city. As is the case with many other Spirits of Imarel, Seryn is not the first to carry the mantle of Spirit of Hope; her distinction was the first Spirit of Hope to be so disempowered by the lack of hope in the world, that she actually fell into a slumber, not long after ascending. Many theologians believe that her ascension may well have been an act of the previous Spirit of Hope being so weak, that it was their last divine act to raise her, to their position.

Appearing much as she did in life, as a pale-skinned Moon Elf, with pale pink hair, and eyes the color of rose quartz, Seryn carries no weapons, but often travels with at least two of her Telunduah, massive bipedal white stag with massive, feathered wings. They are always armed with enchanted Blacksilver weapons, able to utterly obliterate undead and infernal beings with a single strike, including powerful named beings.

Seryn's worshipers have increased as of late, with the end of the Second Godswar and the defeat of the Spirit of Fear. They do not have any specific career, or follow any particular walk of life. Anybody seeking hope in the face of defeat, fear and shadow will find strength when looking to her light for answers. Temples dedicated to the Spirit of Hope have been popping up all over Imarel, however the main temple is located in Am-Xitha, with another prominent one located in Moonfall.

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Name: Shuun, Prince of the Tides
Classification: Old God, Elemental
Ethos: Lawful
Sphere of Influence: Elemental Water
Home Plane: Xirorya, Plane of Elements
Symbol: A kraken with its tentacles curled into a ring around it.
Animal: Sea Kraken
Servant: Water Elementals

Lore: Shuun is both perhaps the most patient of the Elemental Princes and the most wrathful. Much like Bahvar, he does not enjoy the politics and bickering between himself and the other princes and the Escarian Court, but chooses to make the occasional appearance, whereas Bahvar sometimes has to be nearly dragged there. In particular he finds Nahzaheer's posturing and grandstanding bothersome. When a fight breaks out at court, it's usually Shuun and Nahzaheer that clash. Despite this, Shuun is kind to his worshipers, usually granting them calm seas should they pray for it. Abuse the sea, pollute its waters and Shuun's gentle nature becomes terrible indeed, with storms and angry waves till the tides claim the corrupters of the ocean.

Shuun appears as a vaguely man-shaped suspension of water with glowing blue eyes and a trident of ice. He is the patron deity to the Xalayi people and finds worshipers amongst seafarers, pirates, fishermen, crabbers and of course, hydromancers. Priests of Shuun wear blue garments and will often don armor fashioned from discarded Kraken shell or cultivated coral. Shuun's temples are located on beaches and places near or surrounded by water.

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Name: Siru, Lady of Suffering
Classification: Old God, Infernal
Ethos: Chaotic
Sphere of Influence: Those who relish in bringing suffering to others.
Home Plane: Xos, The Frozen Dark
Symbol: A coiled whip.
Animal: Shalzaari Swamp Viper
Servant: Various demons

Lore: Siru is the younger sister to Synri, Lady of Deception. Their parents, like Kaal's and Miron's are not spoken of often by them and their names are not recorded in any known lore. Of the Chaotic Gods of Old, she is considered to be one of the most powerful, only behind her sister, Khazaar and Miron. Much of her strength comes from the great deal of hardship the various races of Imarel have seen in the last several thousand years. Unlike many gods, whose power wanes and waxes with time, hers has always been a steady flow that has never ebbed off and has continued to grant her strength amongst the gods as time goes on.

While her sister is a plotter, Siru is straight forward and aggressive. She makes very little secret she enjoys the suffering of others, even those on the short list she calls ally. While having a penchant for being direct, Siru also likes to toy with her prey, bask in their suffering awhile, before finally finishing them off. She appears as an Asyndi female, with long jet black hair kept in a top knot and matching black eyes. Lithe and athletic, Siru wields a pair of weighted whips in battle, called Liur and Luah that have the unusual talent of becoming Bane Weapons to the target they are striking, after the first successful blow.

Siru's worshipers are sadists, Reavers who also happen to be sadists and people who generally like inflicting suffering onto others. Siru's Priests are all tortured for a week as part of their initiation into the priesthood and must become skilled at torture techniques themselves. Many will bear scars from their learning as a mark of pride. Siru does not have any temples to speak of, but rather her priests gather in torture chambers or places where an event of great suffering has taken place.

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Name: Synri, Lady of Deception
Classification: Old God, Infernal
Ethos: Chaotic
Sphere of Influence: Those who partake in acts of deception and trickery.
Home Plane: Xos, The Frozen Dark
Symbol: A single red eye.
Animal: Scarlet Cave Spider
Servant: Demons of various sorts, favoring Blade-Witches and Infernal Pit Spiders.

Lore: Also known as the Trickster Goddess and the Goddess of the Smiling Lie, Synri has had her fingers into very nearly every travesty that's come upon Imarel since the Age of Twilight. She is unrepentant, cruel and manipulative to the extreme, holding no alliances as permanent, save for her sister, Siru and her mate, Miron. All other deities, even those who loosely ally with Miron from time to time are subject to her ways. Her ‘pet,' otherwise known as the Sleeping Terror is a gargantuan, Xirorym-plated, acid-spewing spider that Zorah put into a deep slumber that is said could only be reversed by reversing the song she sung to lull it to sleep to begin with. The song, contained in a book called the Songbook of the Last Lullaby was destroyed by Marcus Arthandas, in an act that cost the hero his life.

Synri is a schemer and a plotter. She is the woman that enjoys setting up mortals like an intricate domino presentation, then once everything is as it should be, she lets it all fall down. She appears often as an Asyndi woman with short, jet black hair and a red left eye and a patch over her right. In the conflict between her and Zorah during the War of Twilight, Zorah very nearly killed Synri with her spear, Narseeya. Having only been saved by the Sleeping Terror coming to her aid at the last possible moment. The wound has since proven to be unrecoverable; a point of continued ire that Synri has not forgotten. Synri carries a pair of Xirorym rapiers, called Inkh and Yirh, whose bite allows Synri to drain the life energy of whomever she kills with the weapons as well as replicate a special power or talent the victim may have had, for a time.

Worshipers of Synri include thieves, assassins and anybody that stands to gain from deceptive practices. Synri's priests often wear scarlet veils during ceremonies or wear scarlet cloaks with deep hoods while out in the world to obscure their features. There is no organized clergy to speak of; priest gather for special occasions as dictated by their goddess. They also gather to kill one another off when the time comes for one to ascend in the faith.

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Name: Tashalasheeri the Lost, Mother of Dragons
Classification: Terrestrial God
Ethos: Neutral (Chaotic tendencies)
Sphere of Influence: The issues and matters of Dragonkind.
Home Plane: Imarel
Symbol: A dragon coiled around the world
Animal: None
Servant: Dragons

Lore: Once a denizen of the Bright Heavens Tashalasheeri was cast down by Kaal himself for not only defying his will to not consort with her rider, the Champion, Hazaad but for striking the Sun-Father so fiercely that she managed to penetrate his World Armor with her claws. Against Zorah's pleas to forgive her, Kaal cast her down from the Heavens, never to return. In her rage, Tashalasheeri destroyed the moon, Vocoria and joined the rest of the First Clutch that had been cast out of Indaris. Imarel would not hear much of Tashalasheeri again, till the threat of her Dracothar son, Aryxiar emerged from his prison. Following those events and her rise to Empress of the Dragon Empire, Tashalasheeri has proven to be both an involved and dangerous deity.

Tashalasheeri is primarily found in two forms; that of a High Asyndi female with white hair, pale skin and silver eyes. In this form she wears pearlescent robes and carries a footman's lance crafted from the bones of the fallen Forgotten One, Gurhjuua the Witchflame, called Prava, which means ‘torch' in Asyndi. The bone-lance can charge itself with ‘Ancient Witchfire' and strike for incredible amounts of bane damage against undead and the infernal. In her Dragon form she can alter her size to that of an adult dragon, to her full size, fit for a dragon millions of years old. It is believed that she is 6,500 miles from head to tail tip. Her breath weapon as an Astral Wyrm is Frost-Flame: a burst of cold flame that not only burns a target for the intense cold of the hyper-cooled blast, but also freezes all the victims within the cone's blast completely solid. Tashalasheeri has a second breath-weapon unique to her: a blast of Radiant Fire that can utterly obliterate anything within its six hundred mile range in a wide, burning wave. This was the breath weapon she used to destroy the moon, Vocoria; such power costs the Mother of Dragons however, as it exhausts her for a time after its use.

Worshipers of Tashalasheeri are almost exclusively dragons. She has a few Human and a few other races worshiping her as well; she finds those sorts just amusing enough to grant their prayers. She has a temple at the Dragon Enclave and one in the city of Farwind, though the latter has seen some disuse as of late for the exodus from the city in 1345 AC, when Shar`Vaire refugees, en masse were allowed into the kingdom.

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Name: Thyia and Theesa, The Twin Goddesses
Classification: Risen Gods, Celestial
Ethos: Neutral (Lawful tendencies)/Neutral (Chaotic tendencies)
Sphere of Influence: Those who seek wisdom and sorcerous knowledge.
Home Plane: Indaris,The Bright Heavens
Symbol: Two female silhouettes side by side and standing closely together, with their hands entwined around a torch held high.
Animal: Greatlands Crested Owl
Servant: High Asyndi Scions

Lore: Theesa, Goddess of Magic and Thyia, Goddess of Wisdom; The Twin Goddesses are often worshiped together, even so far as being depicted together in their symbol. They known as benevolent goddesses and willing to intercede on the behalf of those who worship them if they are faithful. Scholars, magi and seekers of truth all call the twin goddesses as their matron deities and will often place their symbols within libraries, or within towers as a means of blessing those who look for wisdom or magic. While benevolent, they are not prone to give answers to those who merely ask, but rather lay a course for those who worship them that will teach them the thing they seek, along a journey they might divine upon their follower or a vision they might grant. Nothing is given, but all things can be earned.

Theesa and Thyia both appear as slender, breathtakingly beautiful Half-Moon Elf females, with red hair and silver eyes. They are considered neutral goddesses in both thought and action, though at times Theesa favors Chaos and Thyia at times, Law. Despite this one contrast, the twin goddesses rarely conflict and always seem in strange harmony. In their mortal life, the Twin Goddesses were a single person, named Thyeesa. She was the first Half-Elf born to the world and the first ‘non-Elf' to learn magic on Ishaela. Having started her life as nothing more grand than a chambermaid for her Sivanoshei father who did so to conceal her identity, Thyeesa grew to be a skilled magus and eventually traveled to Imarel hundreds of years before the Great Sundering, where she learned magic from Asyndi, Dragons and even the Van'Su. This great advancement in learning and sharing of wisdom and magic earned the notice of the Old Gods who ascended her upon her natural death, though in doing so split her essence into two mirror-perfect, but distinct beings.

Theesa wears an ornate red robe thought to have been woven from the very energy of the Cosmos. She holds within her left hand Theris-Kalmyia, the Torch of Magi. It is said this silver torch of strange blue flame can grant any one being the ability to wield magic, or burn it from one's body. Thyia wears a deep forest green robe, thought to have been crafted from all the questions ever asked by mortals. In her right hand, she carries an ancient tome with a cover made of gold and diamond, with an unbreakable lock crafted from Xirorym. This book, known as Jinyrou res Avayl-Siiv, or Codex of Fathomless Truth, is said to contain within it secrets even the Old Gods do not know.

Aside of the aforementioned holy symbol, Priests and Priestesses of the Twin Goddesses favor vestments of white and gold, with one distinction; those who divine power primarily from Theesa always carry some manner of torch or lantern, those who divine power primarily from Thyia always carry a golden tome of her teachings. Temples to the Twin Goddesses can be found across Imarel, primarily centered around libraries or schools.

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Name: Toron, Lord of Destruction
Classification: Old God, Infernal
Ethos: Chaotic
Sphere of Influence: The act of destruction, regardless who performs it.
Home Plane: Xos, The Frozen Dark
Symbol: A skull with an axe through it.
Animal: Infernal Drake
Servant: Various demons, favoring Infernal Juggernauts.

Lore: Toron is a god who stands alone. He is a wanton and heedless to who or what is in his way when his destruction comes and has no remorse for who suffers and who's agenda is ruined for it. Toron is unconcerned about plots, schemes and the will of Miron. Toron's only concern is destruction for its own sake and has no wit for anything else. While useful in limited capacities in this regard, Miron considers the Lord of Destruction cannon fodder for the Lawful gods and nothing more. So long as he is allowed to destroy things as he likes, Toron also has little care to how he's seen.

Toron appears often as a human male, with olive skin, dark eyes and hair, clad in black robes, lined with red runes. As a War-Mage, Toron has no equal amongst the gods for the amount of sheer sorcerous firepower he can place on a target. He is also an excellent swordsmen, he wields a double-bladed claymore fashioned from raw Chaos energy, called Phox-Alave. This weapon is believed to have the power to disrupt all living matter it comes into contact with.

Those who worship Toron tend to be lovers of wholesale obliteration. Demolitionists, psychopaths, anybody who enjoys laying waste to things in some small way, pays tribute to this Chaotic God. Toron's priests are very focused on smiting prayers and have little, if anything in the way of healing prayers, though a few exist. There are no temples to Toron anywhere, as homage to this god merely requires the act of destroying something of significance, including other worshipers.

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Name: Trentarius “Trent,” Spirit of Life
Classification: Spirit of Imarel
Ethos: Neutral (Lawful tendencies).
Sphere of Influence: Life, growth and all things that flourish.
Home Plane: Indaris, The Bright Heavens
Symbol: A single leaf.
Animal: Greatlands Stag
Servant: Treants

Lore: Though his life on Imarel is sparsely documented, Trentarius “Trent” Greenthorn was not a man of great notoriety beyond certain circles in his life. His time before his arrival from Ishaela is well known to those who follow and study Imarel's Gods and Spirits. It was once thought that one was either created as a Spirit or ascended to it. Trent's is the first known case where a Spirit of Imarel “fell” to mortality and “rose” once more to the pantheon.

What is known in history is that when Zorah and Kaal created Imarel, the power which Zorah wielded to bring life to the world remained separate from Her and became sentient. The Spirit of Life, while not among the four “Great Spirits” who most directly affect the daily workings of the world, was the first. The fact that he is not regularly regarded or worshiped by the people of Imarel is a direct reflection of his disappearance from the references of lore following the War of Eternals. This fueled the belief that his role in the world was simply at its time of creation and that his power would touch Imarel no longer.

Following the Liberation of Sundown, it has become clear that the Spirit of Life descended from the pantheon following the Great Sundering, the reasons for which are still unknown to scholars, and he walked the world as Trent Greenthorn since that time. Rumors that he was a bartender at various taverns throughout the world have been largely discredited. Trent Greenthorn gave his life to allow the Liberators to destroy the vampire Ko and following this heroic sacrifice, either earned back his mantle as Spirit of Life or had fulfilled his purpose as a mortal and returned to his previous post. The interpretation relies on the scholar you ask and the truth is likely somewhere between the two.

Worshipers of the Spirit of Life tend to be druids, naturalists and rangers. There are no temples dedicated to the the first Prince of the Sivanoshei, since all worship is conducted outdoors in the sun and amongst trees. Priests of Life are required to have a good understanding of botany and must know how to make his holy tea on the occasion of his manifestation.

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Name: Uronous the Neverending, God of Time
Classification: Old God, Unaligned
Ethos: Neutral
Sphere of Influence: The ebb and flow of Time
Home Plane: Tala, The Sea of Light
Symbol: A pocket watch
Animal: Zodasian Snow Owls
Servant: Temporal Hunters (Beings of living Time that appear as nothing more than shimmering apparitions).

Lore: There is very little known about Uronous. It is speculated that he is the last of the Ancient Gods, ones that existed before this Universe did, forever watching over Time. He does not involve himself in the matters of the Lawful or the Chaotic gods. He does not choose a side other than his own and cares little for the coming and going of mortals, so long as they have not used magic to meddle with the time line of Imarel. No god, save for Meklah can even recall what Uronous looks like after all these many eons.

It's difficult to say what Uronous looks like, because he has not appeared before his worshipers or his fellow gods in eons. His worshipers tend to be scholars, magi and people who have real problems being on time for things. Uronous' priests wear special pocket watches that identify them to their divine calling. All temples of Uronous are found within clock towers.

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Name: Vakunah, The Flame that Returns
Classification: Terrestrial God
Ethos: Chaotic
Sphere of Influence: Undead, Fire and Earth
Home Plane: Ishaela, Adanum
Symbol: A skeletal fist clenching a smoldering rock
Animal: None
Servant: Burning Undead, Fire-Crazed Moul

Lore: The story of Vakunah's fall is told elsewhere, however little is said of what came after the mighty Vocorian crashed to Ishaela millions of years ago. The Helid (a type of demon from the Universe that existed before Imarel's), Oruthun and Vakunah had become so weakened from their mutual struggle, that in order to survive, Oruthun merged with Vakunah's essence, effectively combining them into one being. In this merging, Vakunah as an ‘entity' won, but in the process, was driven mad with the colliding memories of a world so ancient, that it was alien to even him.

Trapped within the cold stone, submerged in the icy waters of Ishaela's World Sea, the evil of Oruthun's essence crept in and corrupted the just Vocorian Vakunah was. Already weakened, and suffering the immortal equivalent of a psychotic break, Vakunah was all too susceptible to this new, darker side of his nature and as time passed, succumbed entirely to it. It could be said that while he won the battle for his immortal spirit, he lost the war.

Vakunah, before his fall, was no less than eight hundred feet tall, and weighed easily over 5,000 tons, which physically makes him larger than the only other Vocorian to achieve a deity-like status, Adnor. What he would look like now, is impossible to say as he is still (for now) trapped within the prison that is Fogfall Island. Though, it is safe to assume that, like most Vocorians, he is comprised largely of rock, molten Vocorium and lava.

Vakunah does not have many worshipers, outside of the Moul of Fogfall Island, though in recent years, cults have been spreading across Ishaela, primarily in southern Palathia and Quivyn, dedicated to the Flame that Returns. Outside of the primitive shrine made by the Fogfall Island Moul, there is no organized temple dedicated to Vakunah, though again this may change, as he grows stronger. Events from the Great Scalding of 1362 have also gone far to increase this trapped mad god's strength, leading many to wonder if perhaps soon he may break free.

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Name: Vanidyr, God of Illusions and Dreams
Classification: Risen God, Unaligned
Ethos: Chaotic
Sphere of Influence: Dreams, nightmares, illusions and the wonderful and disturbing terrors of the mind.
Home Plane: The Astral Plane
Symbol: A harlequin mask.
Animal: A white rabbit
Servant: Random things, really. One day, you might get a sock puppet, the next a four hundred pound weasel.

Lore: The deity, Vanidyr is favored amongst illusionists and those who seek dreams fulfilled. The symbol of Vanidyr is a mask that reveals neither gender or expression; to look upon it, some have seen a woman's face, others a man. The expression on the mask is likewise unreadable, giving the illusion that it might be a slight smile, or a mild frown. Vanidyr is considered Chaotic, if only for the fact that one moment his actions might seem gentle and genuine, then the next wrathful and brutal. He is not however, bent on the domination of Imarel, as the Lords of Chaos are, but rather seems to be simply capricious.

Vanidyr himself rarely appears in the same form twice, though he seems to prefer that of a young, Human male, donning polished shoes, pressed trousers and a fine shirt with a cravat. His hair is always black however and his eyes, always a deep red. His voice always sounds the best possible way, regardless what he says and regardless how brutal his actions, it is taken by mortals in the best possible light. It is said he carries a slender black wand with no name, that if touched to the mind of a being, mortal and god alike, can steal their memories or alter their dreams into a horrific nightmare.

Those who worship Vanidyr simply wear a small jewel around their neck that acts like a prism. Priests and Priestesses alike must always well-dressed and tidy but during ceremony, must also wear a harlequin style mask that hides their identities.

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Name: Velsai, Lady of Spite
Classification: Old God, Infernal
Ethos: Chaotic
Sphere of Influence: Those who have grown spiteful and wish ill upon them for it.
Home Plane: Xos, the Frozen Dark
Symbol: Three crossed daggers, pointing downwards.
Animal: D'Mirian Hunter Scorpian
Servant: Blade-Witches

Lore: Also known as the Mother of Blade-Witches, Velsai is enigmatic, even amongst her own Infernal, chaotic gods. Like Toron she has no true alliances but she will occasionally work with another chaotic god if their goals are like-minded. Otherwise, Velsai prefers to keep herself excluded from the machinations of the other deities. Appearing as Shadow Elf female with white hair and red eyes, donning a form-hugging suit of leather armor, Velsai tends to be a hit-and-run attacker, preferring to use a short-sword of pure Entropic energy called Anthym, or her monstrous bone-shaped longbow called Khagstihl. She is often sought by the other chaotic gods to act as a tracker when even her Blade-Witches fail to find somebody.

Worshipers of Velsai are varied and have no particular ethnic or racial background. The only thing that binds those who worship this Goddess are people who have great spite in their hearts and have not resolved it within themselves. Priests of Spite don't congregate at their own temples, but rather travel from city to city under the guise of being helpful, by offering council to troubled souls, but then manipulating the situation in a way that brings forth spite and jealousy in the victim of the priest.

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Name: Vexanar Mir'sah, Spirit of Decay
Classification: Spirit of Imarel
Ethos: Chaotic
Sphere of Influence: The rot and decay of all living things.
Home Plane: Xos, the Frozen Dark
Symbol: A laughing demon skull
Animal: Jackal
Servant: Shadow Succubi, any form of shambling undead.

Lore: Vexanar, or simply Vex is also a recent Ascendant as a Spirit of Imarel, having taken part in the fight to defeat the former Spirit of Decay, Khavos in his own Domain, in Xos. This fight was a particularly legendary one, as it also saw the destruction of the god-killing blade, K`Syr. What few know is the story of what came after, when Vex sent the other heroes back to the mortal realm, while claiming Khavos' great mantle of power. Without realizing it, Vex's first act of severing the ties between himself, as the new Spirit of Decay and the Khavosian vampires actually granted Duchess Ariadne Amrays the power to ascend as a terrestrial god. His second act was to gather the pieces of shattered K`Syr and reforge them into the corrupted Divinium staff, Ankraj. This new weapon, purged of the soul of K`Syr has the ability to execute an Entropic Blastwave, capable of draining life-force from any being, including gods and turn it into Mana and healing energy for himself.

Vexanar appears as he did in life, as a thin tall Shar`Vaire with a stately mantle and robes, all charcoal black and marked with the red runes of the ancient D`Mirian Theocrats. His right hand is not his own, however but rather the Infernium-banded arm of Ysil, whom he took from the Lord of Demons in a fierce melee Vex was near during the Cataclysm of D`Mir. Having witnessed a Voraath sever the limb free, Vexanar rushed and snared it, before fleeing the battle, much to the continued ire of the Grand Archfiend. His eyes are a soulless black, matching his obsidian skin with flowing white hair kept back from his features with an Infernium skullcap.

Those who worship The Spirit of Decay tend to be necromancers and those who relish the slow death of decay. Priests of Decay are particularly adept at raising corporeal undead, insomuch that they are often mistaken for necromancers. Many of the old temples of Khavos now worship Vexanar, giving many such locations across Ishaela, though few can be found on Imarel.

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Name: Wijennah the Wanderer (pronounced wih-jenna), Goddess of Wine and Song
Classification: Risen God, Unaligned
Ethos: Neutral (Chaotic tendencies)
Sphere of Influence: Those who like wine or song, drink wine, sing and possibly those who do both!
Home Plane: Drifts between all planes, all realities but calls the Astral Plane ‘home' when she's actually there.
Symbol: A vine of grapes wrapped around a lute.
Animal: Tashrani Blackmane Horse
Servant: Hypnotic Lights (Sentient, strobing flickers of light that communicate through song and flashing).

Lore: Wijennah is a Goddess that found her place amongst the other deities of Imarel in a most obscure fashion. She was never powerful or had done anything particularly heroic. Wijennah's great deed was singing a song for the god, Vanidyr while he was roaming the world with an Avatar. It had been a sad song the Asyn-Shei bard had sang at a nameless dive in Tashran; a ballad about the fall of D`Mir and the separation and eventual murder of a husband, wife and their daughter. So moved by the performance, Vanidyr wept and proclaimed Wijennah the Songstress of the Gods. Without realizing it (or more likely, simply not caring) he ascended her as a goddess. Stranger things have happened in Vanidyr's presence after all.

The Songstress of the Gods appears as an Asyn-Shei woman with straw blonde hair and cornflower blue eyes. She dresses in clothes fit for traveling along with her trusty backpack (that almost always has a wine bottle in it). Wijennah carries a dagger crafted from a single, frozen high-pitched note, called Allesa. When struck by the weapon, the vibrations of this powerful note resonate with the body that it's plunged into, literally vibrating the victim to death. Wijennah's true power is her song however, where she can win any number of emotional states from her captive audience.

Mainly bards, minstrels, performers and of course those who make and sell wine seek her blessing. Her priests all have a talent for singing and performing with one kind of musical instrument or another and may even be bards themselves. There are no temples dedicated to Wijennah, since worship is conducted through slightly wine-inebriated singing and performing!

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Name: Xzahol (pronounced ex-zah-ol), Spirit of Fear
Classification: Spirit of Imarel
Ethos: Chaotic
Sphere of Influence: The presence of and the inducing of fear.
Home Plane: Xos, The Frozen Dark
Symbol: An open, fanged maw.
Animal: None
Servant: Terror Mist

Lore: Xzahol is the only Spirit of Imarel that did not have a mortal life. It is believed that Xzahol, like Uronous, may have existed before this incarnation of the Universe or like Ghozoth may have been something that escaped the Chaotic Void. This Spirit of Imarel does not have a shape or a form or any proper means to calculate its size, depth or shape. It moves as a tremendous, ever-shifting cloud of black mist with flickering, burning crimson light within it. Those enveloped in this fashion are forced to fight their worst fear and defeat it or be driven mad with panic — a form of attack that has even worked upon gods. Xzahol does not have an Avatar in the truest sense, but rather manifests through the coalesced presence of fear in an area, whether it be the imprint of great terror in an area or a present haze of fear amongst a large group of people, such as a city.

Those who worship the Spirit of Fear prey upon the weak and are masters of inducing fear in others. Priests of Fear are especially adept at bringing out the innermost terror in those they face in combat and through more subtle means. Xzahol does not have any known temples, though there are some rumored to exist in Vocor and one thought to have been deep under the city of Sharan, in the buried ruins of the old Shar`Vaire city that had once stood there.

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Name: Zorah the Huntress, Goddess of Nature and the Night
Classification: Old God, Celestial
Ethos: Neutral
Sphere of Influence: Nature, the cycle of life and death and the night.
Home Plane: Indaris, The Bright Heavens
Symbol: A Hirsalas tree
Animal: Forest Panther
Servant: High Asyndi Druids and Rangers

Lore: Zorah is the wife of Kaal and the protector of all life on Imarel and Ishaela. She is considered to be the most powerful of Imarel's gods though she does not carry this strength with any grandeur or circumstance. Imarel is her garden and she tends to it as such, planting things, watching them grow and beautifying the world for their presence, before passing on. Even things inherently evil she finds beauty in, if for no other reason than its need to exist.

There is little doubt that Zorah has a greater interest in the matters of Imarel than Kaal does, who prefers to allow mortals to decide their own fate. Zorah believes that direct and indirect intervention is more often than not required, when the agents of Chaos almost exclusively choose to intervene directly in the matters of mortals. While Kaal should not be thought of as indifferent, Zorah is certainly more proactive than her eternal mate in the matters of the mortal realm.

In battle, Zorah wields a gleaming golden war-spear known as Narseeya. This weapon has the power to control the weather at the will of its Mistress and can throw lightning bolts of infinite power and range. When Narseeya is thrown, it becomes a terrible twisting shaft of lightning that cannot be deflected by any armor or magic. When the weapon impacts, it re-materializes as a gleaming spear, unleashing the fierce blast of lightning, followed by a buffeting gale of tornado-like winds. Legend tells of Zorah lending Narseeya to worthy mortals, when the need is great but always, the war-spear returns to its Mistress and can never be stolen.

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