The Divine

The Laughing God


Eldest and ageless
First and foremost
Last of the lost,
Lord of the Song

King of the crownless,
Master of merriment,
Fortune’s father,
Laughing God

Even those who have converted to the ways of the church may mutter an old prayer for luck under their breath. The Laughing God is the god of miscreants, outcasts, orphans—all those who live by their fortune, wit and swiftness. Wherever two or more are gathered together with wine, song and pleasant company, the Laughing God is there. He humiliates the powerful and brings smiles to the lowly.

The Four Sovereigns

Sin, the lord of Flesh and Fire
The mortal world his sole desire

Vindur, Master of the Sky
Jealous of his world on high

Li-Ban, Queen of Ocean Deep
Sunken secrets hers to keep

Erecura, mother earth
To deathless kings she’s given birth

— Ison Siranox’s Little Book of Knowledge

Four powers shape the world and rule its various reaches. They do not lay claim to mortal souls or allegiance, nor demand the construction of temples in their names. They lie at the foundation of all things, old as any god, fundamental to the world.

These are the Sovereigns, the Elemental Lords, who are said to have shaped the world from chaos. Their power and influence can still be felt to this day, and though few worship them, all acknowledge their supremacy. They are among the most powerful entities to walk the world, and their names are Erecura, Sin Al’Gawwar, Li-Ban and Vindur.

Most actual adherents of the Four Sovereigns are Druids, spirits, fairies and other supernatural beings. Giants, in particular, are usually loyal to Vindur, with some exceptions.

Others may use Sin’s name as a curse when a fire won’t light, mutter a prayer to Li-Ban for safe passage across an ocean, delightedly shout Erecura’s blessings if they strike gold, or sing a song of Vindur to hope for fair winds. Outright worship is rare.

The Sovereign Scions

In the parlance of scholars, a Scion is the offspring of the divine. Sometimes a Scion has a clear lineage from a true Divine, other times a Scion appears seemingly at random from mortal stock. These mysteries are ill understood, but of chief significance are those Scions who were born directly of the Sovereigns themselves. While often seen as lesser in might than the Four, Sovereign Scions are true divines in their own right, and have shaped the course of history.

Ramius, The Stern Lord, Judge of the Dead

Morwel, Queen of Stars

The Faery Courts

Throughout the Northern Kingdoms, travelers and locals alike tread carefully in the wilderness. Never will you see a denizen of Arkaley walk west in the evening while wearing red, nor go to sleep without setting a small bowl of cheese or milk. Customs and rituals that reach back to the First Day, when the first Mortals walked those forests, are honored even unto the Third.

Even those who pray to Our Triumphant Family or the Gods of Galadron know how to placate, honor and entreat the Fairies. Larger religions try to shove Fairy Lore out of local knowledge, hoping that by turning to their Gods for protection, the spurned Fey will be unable to enact vengeance. But the Old Ways are hard to stamp out.

The Faery Courts are many, each with its own ever-changing nobility, but while they have various characteristics and properties, none of them are completely “safe.” Having a fairy’s love and affection can be as deadly as their hatred.

The Seelie Court

The Unseelie Court

The Court of Stars

Morwel, Queen of Stars

The Wreath


Spirit of the Thorn Trees at the feet of the Bulwark Mountains, Nuinn’s temperment changes with the seasons. In spring he is merry, delighting in beauty and fortune. The rest of the year, he finds fear itself beautiful, wreaking havoc on those in his domain just to see their fear. He dwells in a secret grove close to the mortal town of Arkaley.

The Wild Hunts

Cloigeann, Old Skull of the Moon

The Sisters Three

Aunty Atropa

Witch of the Rattle Bog

Witch of the Willows

Free Kin

Morco the Great bear


Once Iommor‘s patron, the skinchanger may be gone, but the Great Bear remains. Morco is a faery spirit of strength and familial loyalty. He cares little for the intricacies of huldra and mortal, seelie and unseelie. Morco respects only strength. A ponderous bear with white fur and bright red eyes, he dwells in a grotto that has become linked to Iommor’s Tomb in the Bulwark Mountains.

Morco grants his skin to druids who can best him in a test of strength. When he deigns to speak, he speaks slowly and often has trouble using the right word. Those who are weak should fear him, and those who are strong can expect to be tested.

The Church of Our Triumphant Family


Having gained ground in Gloriana, the Church of Our Triumphant Family zealously spreads its teachings throughout the land. At its center is the story of a mother and father who lived a virtuous life and died in defense of their child. That child went on to become a prophet, healer and champion of virtue, who freed the Northern Kingdoms from the Bale. The Church believes that the three are enshrined in a high place, above all other gods, bathed in the light of the Golden Tree.

While the Queen has definitely not forbidden the worship of other gods and spirits, clerics of the Triumphant Family do their best to draw attention away from the Old religion and towards their practices. They teach a doctrine of bravery, sacrifice and community that appeals to nobles and peasantry alike. Much of the support for the Church comes from a powerful order of knights, the Order of the Pendant. Knights of this order have a higher duty to the protection of the weak and vanquishing evil than to any monarch.

Prayers of this religion are usually addressed to Fearless Mother, Kind Father and Blessed Child

The Path of Righteousness

Elam eschews traditional gods and worship. They instead practice the Path of Righteousness, a way of living set forth by Taras the Golden, when he took the Ten Tribes of Okarthel and forged them into an empire. While Taras is seen as the greatest exemplar of the Path, it was his lover, the silver dragon Jonil, who set to scroll most of the teachings and scriptures.

Emphasis in the Path of Righteousness is placed on Tiichi or Righteous Conduct, and nezcaubol, or Righteous Action. How one speaks to one’s superiors, one’s subordinates, the old and the young—all these things shape the True Self and change one’s course. There are careful guiding rules set in place for navigating society while changing the self and the family for the better. Nine of the original tribes are each associated with a moral failure, or Stumbling, and the struggle to transcend the Pairs of Opposites—self and society, instinct and reason, male and female—rests at the heart of those seeking the path.

The Infernals

Before mortals lived and sinned upon the world, a war engulfed the Dawn World. From beyond the boundaries of the world, from the infinite void of the Hungry Dark, the Infernals came, hungry for the Light of Dawn. They were the first fiends of the world.

Among these ravagers, these corruption presences from Beyond, there are many chiefs and princes, each with their own legions, their nations, their demons and devils and domains. Few still endure from the original Incursions, and those that do earn for themselves the title of High Infernal.

Perhaps moreso than any other divine entity, it is taboo to speak an Infernal Name aloud, lest you draw their malevolent gaze.

Uzhul the Destroyer


Leader of the Fiends in Battle, Daemon Prince of the Outer Dark, Lord of Destruction, Iron-Throned, Heart-Cutter, God Killer, Hated and Exiled, Elder Eye

In the Dawn era, it was Uzhul who led the infernal legions in their conquest of Luminias. Few of the High Infernals are remembered from those days, but Uzhul remains infamous among mortals, divines, and fiends alike. Not only did he destroy the City of Light, but when the Dawn ended (because of his deeds), he took revenge by tricking the giants into giving him the means to slay Erecura, Sovereign of Earth.

This drew the wrath of Ramius, and ultimately the exile of all fiends into the hellish Underworld. They hold Uzhul responsible for their imprisonment. Once the greatest of the Daemon Princes, in the wake of Ramius’ ascension Uzhul became an exile, an outcast prince, shunned and hated by all worlds.

The Root of Sorrow

Despair’s Herald, Bitter Skald, Anosios, The Old Scorpion

The true name of this creature is lost, and pray that it remains so. It is whispered as the true Bane of Luminias, the ancient enemy of Humanity, the Lord of Nightmares. From the moment the first human walked the earth, this hateful messenger tormented their dreams, sending nightmares to prey on them. Unseen, its whispers brought empires and kingdoms to blood and ruin, festering and fomenting the worst in the hearts of mortals.

Near the end of the Second Day, the Herald set its foul roots into the heart of the Kingdom of Thalreign. From the cries of the ancient Shileg, slaughtered and divided by the desperate Thal, it sowed a Salt Harvest meant to bring the entire nation to ruin, punished for the sins of its forbears. But at the crux of its power, it was shattered at last by the fires of Marcus’ act of penance and the blade of Valerian.

Even then, it is said that no more than one can erase the void between the stars, kill an emptiness or slay the cold of night, Despair never truly dies. The last vestige of the Old Scorpion was sold to Mairg, Mother of Mists, by the ancient Caoineadh in the Starless Market. Though its will may be gone, its malice and hateful power remain, spreading across the Northern Kingdoms one mortal at a time.

Other Faiths

  • Spirits
  • Scions of Kast
  • Giant Faiths
  • The Oni
  • *Sha’Rani Faith
  • Cults of Aberatum
  • Other Other Faiths

The Divine

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