YGY: Deities

by Yorviing

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This is unofficial Fan Content permitted under the Open Gaming License. It is not approved/endorsed by Wizards of the Coast. Portions of the material used may be property of Wizards of the Coast. Copyright Wizards of the Coast LLC.

Deities of Yvarra

The world of Yvarra is one with deep and powerful connections to ancient gods, powerful nature spirits, and mystical saints. Some of these deities are worshiped by a vast number of people or have close ties to a specific land, such as the goddess Avessia and her many saints that form the Ecclesian pantheon of the Icilian Empire. Other higher beings, like the Great Beasts of nature, have followers and believers throughout the more wild parts of the world that lie untouched by civilization. There are even some deities that are generally considered obscure and unusual to revere, like the Rotting God - a being whose followers claim is dead and will arise in undeath.

Regardless of their popularity and the domains they preside over, deities of all kinds are seen worshiped throughout every nation in Yvarra. Some gods have been the central focus for an entire civilization, others frequent grand tales and myths told by wise folk, and a few have been at the center of controversy and warfare.


Some gods are distant, while others are quite active. There are even gods who live among mortals, and some who are dead.

The following section is devoted to giving summaries of the new deities present in the world of Yvarra. This section will be split into two major parts; the first half being a table that goes over basic info about these deities, such as their domains and their symbols, and the second half providing some expanded information of each deity. Some are listed as single deities, while others are presented as a group of deities.

You are absolutely welcome to modify, expand upon, or even remove any of the following deities to fit your Yvarra campaign and direction of the world. You're also welcome to add more deities, either from existing works or ones that you create, and blend them into the world of Yvarra as it fits your needs. Players, make sure to talk with your GM if your character has a special connection to the divine or deities (such as clerics, paladins, warlocks, or more).


Deities
Name Spheres Symbol Worshiper Title
Avessia Healing, joy, redemption, peace, purity Three white roses bound together by a red ribbon Avessians, Ecclesians
Dayoth Curses, destruction, fear, hunting, madness A four eyed dog or a black leafless tree Mad Ones
Dessius Celebration, debauchery, music, revelry, wine A goblet of wine overfilling or a grapevine Revelers
The Great Beasts Fauna, flora, nature, renewal, weather Varies, but generally a stag head with three eyes Followers of the Old Faith
Hothian Crafting, creativity, forging, masonry, metallurgy A hammer in front of an open flame Makers
Icthelion Ambition, divination, knowledge, magic, time An hourglass or an eye with a purple iris Icthelites
Jolan Civilization, honor, law, order, war A sword pointed upward over an open tome Jolai
Mirannon Darkness, dreams, illusions, lunacy, night A silver crescent facing upwards on top of black circle Nocturnes
Mol-Oroch Betrayed, dishonored, exiled, scorned, vengeance A hand from the side, pierced in trough the palm with a sword The Redeemed
Noth-Yuggra Decay, disease, disgust, fungi, plague A rat with three tails facing toward the left Plaguebearers
Onai Doorways, knowledge, mystery, secrets, transitions A grey double door with one door ajar Seekers
Quaine Chaos, indescribable, mind, obscurity, phenomena An eye within an eye The Unknown
The Rotting God Death, immortality, necromancy, undeath A grey skull with a bright or glowing white right eye The Deathless
Saivon Blood, life, mortality, pain, sacrifice A blood-stained hand, facing upwards The Sanguine
Serivic Kane Bargains, collection, greed, pacts, power Three gold circles close together in a vertical line Pactmakers
Yol Forgotten, loneliness, memory, solitude An upside down crow with its wings expanded Children of Yol

Avessia

Divine Mother, Holy Matron, The Maiden of Restoration, Our Lady of the Brightest Dawn, She Who Endured


The primary deity of Ecclesia, the religion of the Icilian Empire, Avessia is the goddess of life, kindness, restoration, and redemption. Avessia was once a mortal woman who became a deity in death, having her eyes gouged out and then burned at the stake 1247 years ago. Her writings, known by followers as the Scriptures, speak of caring for the wounded, forgiving sins, and speaking of a time when the gods will forsake mortals and that she will protect her followers. Temples dedicated to Avessia and her numerous saints are found in every town throughout the Empire, and the seat of the Queen of Icilia serves as the holiest and largest religious center for the Ecclesian religion. Throughout the land and Ecclesian temples, the Ecclesian clergy practice healing, preach redemption, and spread the doctrine of the Scriptures.

Realm & Afterlife. Avessia now resides in a spiritual realm known as The Evergarden - a realm of peaceful fields, beautiful structures, and vibrant flora and fauna. Avessia resides there with the souls of those who followed her, and the vast realm is protected by strange celestial beings and Ecclesian saints.

Allies & Foes. Avessia speaks in her Scriptures of certain deities that she found fine to revere, such as the Great Beasts, Hothian, Icthelion, and Jolan. However, she also wrote that there would come a time when the gods would abandon mortals, whom she would watch over and protect. As such, while worship of these gods is fine, the ultimate 'savior' of mortals is Avessia. Avessia also wrote of being wary of the chaotic, the deceitful, and the undead. As such, Dayoth, Mirannon, and the Rotting God are her enemies.

Dayoth

Father of Curses, Lord of the Thousand Pine, The Mad Hound, The Mad Hunter, Patron of Wolves


The wild god of curses, destruction, and madness, Dayoth is a deity that is worshiped with caution. The ‘Mad Hound’, as he is often referred to, is the guardian and purveyor of the mad and insane, able to sense those touched by insanity and those with weaker minds. When he appears to mortals, Dayoth often assumes the form of a large hound-like creature with multiple heads emerging from his neck and upper back, each head whispering profane curses that can destroy the minds of the weak. There are no known temples to Dayoth, though followers of Dayoth, known as Mad Ones, are found everywhere. Dayoth protects the insane, the cursed, those who hunt the weak, and is fond of those who cause mayhem and disorder. Dayoth is also said to be the father of the lycanthropy curse and werewolves, and some claim that witches first learned the art of hexes from him.

Realm & Afterlife. His realm is known as The Thousand Pine, a plane of black trees, each inscribed with a thousand curses, large hounds and werewolves that constantly hunt, and maddened souls expressing their insane pursuits for eternity.

Allies & Foes. It is unknown how Dayoth himself sees other deities, as the Mad Hound's unpredictability makes him a dangerous god to trifle with and understand.

Dessius

The Drunk God, Father of Wine, The Joyful One, Lord of Celebration, Patron of the Arts


God of celebration, entertainment, joy, music, revelry, and wine, Dessius is a deity who oversees artists, lovers, vintners, and those gifted with perpetual optimism. Dessius assumes many forms, though most often appears as a handsome humanoid man with curly red hair, cat-like eyes, and a warm smile, who always carries a goblet that never runs empty of whatever drink Dessius chooses fills its contents. Worship of Dessius is prominent throughout Yvarra, and those that worship him are said to be his ‘Revelers’. He is particularly revered in Oslava and with grepkin, who venerate him as one of their chief deities. However, while Dessius’s provinces are overall exciting, there are critics that see Dessius and his followers as being too invested in pleasure, though these are far outnumbered by his Revelers. Dessius preaches that life is best when it is filled with laughter and pleasure, and his followers gladly follow this doctrine.

Realm & Afterlife. Those that revere Dessius are said to be gifted with an afterlife in his realm, known as Bliss, where parties, celebrations, and merriment are said to fill the marble palaces and green vineyard countrysides of this joyous plane.

Allies & Foes. Dessius has a respect for other gods that treat their followers well, particularly those that treat them with celebration, joy, and pleasure. While Dessius does not have any outright enemies, it is rumored that Dessius thinks very little of Noth-Yuggra and Yol, considering the former to be foul and unpleasant to look at while the latter is far too dreary and depressing to be around.

The Great Beasts

Blessed Ones, Children of Nature, The First Among Us, Old Guardians


Throughout all of Yvarra, worship of powerful nature spirits, collectively known as the Great Beasts, can be found from the highest rules to the lowest peasants. These powerful spirits embody aspects of nature, such as the elements, flora, fauna, and weather. They are said to be as numerous as the provinces they represent, appearing as strange hybrids of animals and nature in artistic depictions, accounts, and myth: wolves with vines growing out of them, serpents made of stone, birds with multiple heads, or lions with manes of winter frost. The Great Beasts protect nature and all that dwells within it, and those that would defile nature and stop the occurrence of natural cycles are their enemy. Worship of them is known as the Old Faith, and the Great Beasts are revered by all walks of life, though particularly among druids and those that work frequently with nature.

Realm & Afterlife. It is unknown whether followers of the Great Beasts meet an afterlife, but it is rumored that their spirits return to nature and help to continue the cycles of life, death, and time.

Allies & Foes. The Great Beasts collectively respect any deity that helps to preserve nature and the cycle of life and death. As such, the Rotting God, as well as anyone who shows disrespect toward nature is an enemy to the Great Beasts.

Hothian

The Crafter, The Father of Iron, The Grand Smith, Lord of Forges, The Prince of Creation


Yvarra is a world filled with wondrous creations and grand structural marvels. From massive cathedrals and cities, to the tools that were used to create them, the presence of the deity known as Hothian can be found. As the god of building, crafting, forging, metallurgy, and woodworking, it is no wonder then that many revere Hothian. The Grand Smith teaches that through through a clear mind and hard work, one can create objects and structures of both beauty and function. He respects those who are not afraid to get their hands dirty and have a strong sense of perseverance and will. Hothian is often depicted as a colossal humanoid man with four arms, large pointed ears, pale grey blue skin, long hair and beard. His eyes glow with the color of a blacksmith's kiln, and he carries a hammer, an ax, a set of massive tongs, and a trowel, all of which he uses to create masterworks. Massive cathedrals dedicated to him are found throughout the world, and his followers, known as Makers, preach the benefits of creativity and hard work, and help to instruct new blacksmiths, carpenters, masons, and more.

Realm & Afterlife. Hothian's realm is known as the Colossus, a city with perfectly lined roads and mighty walls, cathedrals, and towers. At the center of the Colossus is the Cathedral Forge, a keep with ten thousand forges and ten thousand rooms, where Hothian's followers help him in creating works of wonder for eternity.

Allies & Foes. Hothian is closely allied with Jolan, serving as his smith and creator of machines in times of war. He despises laziness and those who destroy without purpose, and thus considers Dayoth his greatest enemy.

Icthelion

God of Wizards, Lord of Arcana, The Old Sage, Prince of Time, The Seer of Past and Future


Icthelion, the god of divination, knowledge, magic, and time, is a god of incredible power and wisdom. Often depicted as a wizened old man with a long golden beard, Icthelion, like Avessia, is said to have once been mortal - one who become akin to a god after having mastered every arcane art. Icthelion is known to travel through time, appearing in myth and stories during times of turmoil and around moments of strange, magical occurrences, providing wise council. The Old Sage is known to watch over those few blessed with the gift of wielding magic, encouraging the pursuit of knowledge and stopping those who would abuse magical powers. Magic, while useful, is a powerful tool, and those that follow Icthelion, known as Icthlites, honor him by pursuing and curating knowledge, observing signs of divination, and fighting dangerous mages.

Realm & Afterlife. It is unclear as to what happens after death to those who worship Icthelion. Some believe that his followers are said to reside in a grand tower known as the Spire, though what is known is that Icthelion seems to care deeply for is followers and for Yvarra.

Allies & Foes. Icthelion is said to have good standing with Jolan, Avessia wrote about having once spoken with Icthelion. Dayoth, Quaine, The Rotting God, and Saivon are said to be Icthelion's enemies for their destructive and dangerous methods.

Jolan

The Grand Justicar, The Lawbringer, He With the Final Sword, Master of Law, Prince of Order


The prime deity of law, justice, and order, Jolan is a god of civilization and government. His provinces have close ties with society and it's advancement, and Jolan is said to guard and defend lawmakers, judges, and other civil servants, as well as soldiers and guardians of civilization. Jolan is depicted as a tall, strong, and handsome human male, with eyes of fire and wielding a mighty greatsword known as The Judgement. The Master of Law is also the father of many children and, like Avessia, has many saints that along with his children help him maintain his domain. Jolan is well respected in many cultures and lands, though is most predominantly worshiped in the nation of Soldan. Jolan's teachings, known as the Tenets & Laws, are taught by his followers, called the Jolai, and teach of respecting and honoring laws, protecting the innocent, advocating for the greater good of society, and in fighting and dying with honor.

Realm & Afterlife. Jolan's realm is referred to as the City of Peace, and it is here that Jolan resides with his many children and saints, guarding the beautiful marble palaces and vibrant fields. Followers of Jolan who live honorable lives are rewarded with an afterlife of peace, banquets, and glorious halls filled with lectures and philosophical discussions.

Allies & Foes. Jolan counts Hothian as his greatest ally, and in fact Jolan's sword, The Judgement, is the work of Hothian. Jolan respects Avessia, Icthelion, and tolerates Dessius and Serivic Kane. He is in an eternal struggle against Mol-Oroch, viewing his methods as too extreme and reckless.

Mirannon

Her Darkness, Lady of Moonlight, The Lunar Queen, Maiden of Dreams, Queen of Illusions


The goddess of night, Mirannon is a deity whose spheres include dreams, illusions, and the effects of the moon. Mirannon watches over all nocturnal creatures and those in deep sleep, and many illusionists count her as their most revered deity. The Lady of Moonlight, as she is most often referred to by her Nocturnes, or followers, is a goddess of juxtapositions and opposites. She teaches to not fear the darkness, yet will wield shadow and terror against her foes. She uses the full moon to symbolize that light can be found in the darkest of places, yet will imbue mortal creatures with lunacy. She will bless someone with pleasant dreams one night, then afflict them with nightmares the next. Because of the extreme duality to her, she is a controversial deity, though is worshiped in places such as Oslava, Ulvrand, Yorn, and in the Plane of Mournhaven, and is also commonly revered by some witches.

Realm & Afterlife. Followers of Mirannon are said to reside in her realm of Eclipse, where her Nocturnes walk in woods under a perpetual night, watching the moon change in the sky.

Allies & Foes. Mirannon is said to have close ties with Dayoth, as the two both share madness in their spheres and werewolves will not harm her. It is also said that she is on good terms with Dessius, Mol-Oroch, Noth-Yuggra, and Saivon, and has no known major godly enemies.

Mol-Oroch

The Betrayed God, The Grand Exile, The Lord of Broken Chains, The Vengeful Blade, The Wrathful God

Mol-Oroch, whose provinces include betrayal, exile, and revenge, presides over outcasts, the scorned, and those who have been tricked into taking the fall for incidents not of their doing. The Betrayed God, comes to those betrayed, exiles, and outcasts and stokes their hearts with vengeance and anger. He appears as a larger humanoid figure, adorned in old armor, a long red cloak and hood, and an obscured face. He carries a massive and worn greatsword, and chains drag behind his feet and dangle from under his oversized. It is said that Mol-Oroch was one betrayed in the ages before mortals, and can suffers from the anger of knowing that his own betrayal will never be avenged. Whether or not this is true, his followers, known as the Redeemed, adhere to this belief; since Mol-Oroch will never have true justice, he wishes for his followers to accomplish there, and will aid them. Yet his anger also pours into his followers, and thus worship of him is said to be dangerous as it leads people to act irrationally and solely on revenge. Yet, Mol-Oroch and his followers uphold that betrayal and to be ostracized and expelled are the greatest sins, and that they must be avenged - whatever the cost may be.


Realm & Afterlife. Once a follower of Mol-Oroch has completed their revenge or resolved their exile or outcasting, they are said to then rest in Mol-Oroch's domain, known as the Red Harbor, where his followers reside eternally content as they watch waves crash upon the shores an ocean composed of the blood of their foes.

Allies & Foes. It is not known if Mol-Oroch has any immediate allies in the gods, but he is the mortal enemy of Jolan, whom Mol-Oroch sees as adhering to soft methods and ideals of justice and law.

Noth-Yuggra

Maiden of the Vile Decay, Matron of Vermin, Prince of Rot, She Whose Whispers Carry Plagues, The Silent Spider


The god of decay, disease, and disgust, Noth-Yuggra oversees the natural entropy of the world and protects those creatures and things that are considered gross, ugly, or foul, particularly those afflicted with terrible disease and lepers, as well as slugs, spiders, bats, rodents, and vermin. She assumes many different forms; a mortal woman covered in boils and leprosy, a massive slug with a humanoid face, a massive decaying rat, and large tendril like mushrooms are her preferred forms. The Matron of Vermin teaches that disease, rot, and the breaking down of life is a vital and necessary component of the world. All things come to an eventual end, and Noth-Yuggra oversees those creatures that understand this order and who help to mitigate it's processes. Her followers, known as Plaguebearers or Her Blessed Vermin, study and willingly embrace diseases, watch over swarms of vermin, and dwell in gross or rotting places.

Realm & Afterlife. Noth-Yuggra resides in her realm of decay and stench, the Festering Halls, along with those who followed her tenets to their graves.

Allies & Foes. Noth-Yuggra respects the Great Beasts for their adherence to the natural order. Because of her hatred of undead for breaking the cycle of life, she is an enemy of The Rotting God and their followers.

Onai

The Door of Infinity, The Final Threshold, The Guardian of the Lost Archives, The Omniscient, Patron of the Unspeakable Secrets


Along with Quaine, no other god in all of Yvarra is less understood that Onai. The god of knowledge, secrets, and the crossing of thresholds, Onai often appears to those who wholly yearn for knowledge and to understand the unknown. When Onai does appear before mortals, it is in the form of a set of two massive tabernacle-like doors made of an unknown stone, upon which are etched forgotten sigils and scripts, and on the edges of the doors are stone depictions of mortals who constantly and silently paw at the center of the doors. It is unknown where Onai comes from, if Onai is an actual living being, what Onai ultimately wants, or what Onai desires of mortals. There are no known temples to Onai, no doctrine, no religious texts, nothing. Those mortals who do try and understand Onai, known as Seekers, speak of Onai coming before them when their desire for understanding is insatiable, appearing as the large doors before opening them to reveal mysteries and sights beyond compare.

Realm & Afterlife. Seekers describe the realm, time, and space beyond Onai's doors as being akin to some form of afterlife, though ultimately are unsure of how to describe it aside from an endless plane of shelves, books, stone, and massive stone beings.

Allies & Foes. Since so little is known about Onai, it is unknown whether Onai has any allies or enemies. However, in some places of Yvarra, particularly in the Icilian Empire and Soldan, worship of Onai is outlawed purely based on how little is unknown about Onai.

Quaine

The Chaos Around Us, The Perpetual Uncertainty, The Nightmare God, The Unknown One


Quaine, the god of chaos, what one cannot comprehend, and the unknown, is one of the two most obscure and unusual deities in Yvarra, along with Onai. Unlike The Door of Infinity, Quaine does make their presence more overtly known. When Quaine does appear before mortals, they appear as a humanoid-like woman or with a female voice, but that is all that can be, or rather allowed to be, understood about Quaine. Accounts abound of people who encountered Quaine and were presented with unfathomable visions and distortions of reality that many often went mad. Quaine oversees phenomena and nightmares, bizarre visions and thoughts, and anything said to lack logical explanation. The Unknown, as Quaine's few followers refer to themselves as, are people who spread chaos and discord, acting without rhyme or reason to any save themselves. They teach that reality, time, space, magic, and everything in between are not as they seem and that Quaine wishes for all to see the truth behind reality, and often speak in gibberish and practice odd behaviors and rituals.

Realm & Afterlife. While an afterlife for the Unknown is uncertain, Quaine's realm, Miraskraquil, is said to be a realm of unending distortions of reality and nightmares.

Allies & Foes. Quaine is said to be allied with Dayoth, sharing Dayoth's allies and enemies.

The Rotting God

The Dead God, The Grand Lich, The Immortal Lord, The One That Waits, Skeleton Prince


Known as god of necromancy and immortality, the Rotting God is precisely that - a god whose corpse lies hidden in the earth and is rotting away. Followers of the Rotting God, known as the Deathless, preach that the Rotting God's way is that death is the grand door, the great precipice through which the faithful will be met with not an end, but the true beginning - undeath. All of mortal life is filled with pain and sorrow, disease and deception. Yet for the Deathless, the life of liches and sapient undead is the true life, on devoid of mortal hindrances where all of the mysteries of the world can be studied. The Deathless believe that the Rotting God is currently and truly dead, in the transitory state between life and undeath before one day emerging in as the Skeleton Prince, who will bring the world into new state of undeath and overthrow the gods who preside over unworthy mortal affairs such as life and nature. The Rotting God's true form is said to only be known to the greatest priest of the Deathless. Many of the Rotting God's followers are practitioners of necromancy and priests of the Rotting God are said to gain their power purely from their conviction and belief.

Realm & Afterlife. For the followers of the Rotting God believe that when they awake, the Rotting God will create a new world filled with the undead, known as the Sepulture, where all of life will be replaced with death and the undead will rule.

Allies & Foes. Since the Rotting God is actually dead, it is unknown what their true views are. However, as the followers of the Rotting God overwhelmingly practice necromancy, they are the enemy of many a god, such as Avessia, The Great Beasts, Jolan, and Noth-Yuggra.

Saivon

The Bloody Heart, The Blood Prince, The Cruor King, Master of the Sacrifice of Life, The Sanguine Lord


The lord of blood, life, and sacrifice, Saivon is an ancient deity who teaches that one can find the true meaning of life within blood. The Blood Prince is often depicted as a humanoid man with pale white skin, long white hair, bloodshot eyes, and a mouth and body that are covered in a deep red coat and face covering that hides his freshly wounded body and mouth. Saivon and his followers, the Sanguine, believe that life can be truly understood if one knows how to unlock the secrets hidden within blood. Blood holds memories, lifeforce, and power, and the acts of consuming, drawing, and spilling blood are said to be divine acts. Originally worshiped by the now ruined land of Satama, Saivon continues to be revered in secret places and remote corners of the world, where the Sanguine perform sacrifices to Saivon for his blessing, and who in turn performs sacrifices to his followers to grant them power.

Realm & Afterlife. Saivon is said to reside in a plane known as The Grievous Wounds, where blood mages and healers of incredible renown are said to reside among crimson trees and fields of blackened grass.

Allies & Foes. Because of the nature of blood magic and sacrifice, Saivon and his Sanguine are said to be the enemies of Jolan and Icthelion, and worship of Saivon is forbidden in many parts of Yvarra.

Serivic Kane

The Bargaining Lord, Lord of Truth & Greed, The Pactmaker, Prince of the Slighted Ones, Sovereign of Contracts


Serivic Kane is a god whose domains include bargains, contracts, truth, and pacts. He is said to never tell a lie, but is known to not always tell the whole truth, and is a greedy god but one of his word. The Bargaining Lord is often depicted as a neat and well kept older humanoid gentlemanly figure, wearing clean and neat clothing, short grey hair and beard, and black and blue colored eyes. He oversees that contracts and bargains be upheld, and that people who enter into pacts and deals uphold the terms agreed upon. Serevic Kane is a greedy god, constantly wanting to make bargains and utilize loopholes and fine print to his advantage. Yet, he is also honorable, and many who are slighted or neglected by others whom they made deals with will beseech Serevic Kane for reconciliation. His followers, known as Pactmakers, are astute adherents to logic, rational thinking, and literacy, utilizing these elements to become efficient merchants, loaners, and lords through the use of contracts and bargains. Serevic Kane upholds that one should always be true to their word, though many critics state that he is in fact deceitful for rarely ever revealing the full truth to his own words.

Realm & Afterlife. Serevic Kane is said to grant his Pactmakers with afterlives befitting their preferences and the value of their upholding to Serevic Kane's contracts, all presiding in his realm known as The Golden Home.

Allies & Foes. Serevic Kane has a tense relationship with Jolan, and both view each other with a mixture of disdain and respect. He sometimes is allied with Mol-Oroch when the two have common interest in a mortal's affairs, and while he is not forbidden to worship, worship of him is not officially recognized as a national religion anywhere in Yvarra.

Yol

The Crying God, The Forgotten One, The Old Crow, The Patron of Solitude


Known as the Old Crow, Yol is a very uncommonly worshiped god. The god of the forgotten, sorrow, and solitude, Yol is depicted as being a large and thin hybrid of a crow and a humanoid, with long limbs, a sad face, and two sets of massive black and grey wings. Yol is often seen as a dead or undying god, said to have withered when he was wounded and forgotten by the other gods. Yol presides over those who are lost, in mourning, forgotten, and outcast from society with nowhere else to go, and wishes or those he guards, known as his Children, to understand their grief and sorrow and eventually heal and learn from them. He has a set of holy text, known as The Reflections, which he gifts to his Children, which teaches them how to overcome and grow from pain, and to get past mourning and grief. It is often said that the undead creatures known as wretches are also counted among his Children.

Realm & Afterlife. Yol's realm is known as The Pale, and is a land of grey skies and constant rainfall, where his Children gather in castles to never be left alone or forgotten.

Allies & Foes. Yol is often said to have no immediate allies or enemies, for he is often forgotten about by the other gods.

Demigods of Yvarra

Though Yvarra has quite a number of gods and deities that are worshiped, there are some beings that maintain immense power and influence that exist throughout the world. These beings are caught somewhere in between the realms of mortals and gods; they are not quite at the level of status as the deities of Yvarra, though they are powerful enough to be considered as having incredible abilities and dominions. These beings are usually referred to as demigods when discussed as a whole, though these beings individually share nothing aside from power and this status. Some of these demigods reside on their own demiplanes, others make their home in established planes, and some even live among mortals.

This section goes over the most prominent demigods that reside in Yvarra. As with the major deities, you are absolutely welcome to modify, expand upon, or even remove any of the following demigods to fit your Yvarra campaign and direction of the world. You're also welcome to add more demigods, or remove some of these demigods.

A Note for GMs. These demigods can serve two major purposes for story and campaign elements. The first is that these demigods can play an important role in a story arc; perhaps the players are charged by one of these demigods with trying to find an important item or to complete a special task, or may the demigod might also serve as a major antagonist for your players. The second is that these demigods are meant to be powerful enough to provide powers to characters (such as clerics and warlocks), and with your permission, a player can utilize one of the following demigods as their primary deity or patron.

Sahidron The Spidermouth

Sahidron, also known as "The Spidermouth", is the demigod of deceit, foul magic, and whispers. Once an orcani witch who had considerable might on his own, Sahidron had desired to further expand his own extensive knowledge of magic and power. Thus, he made an offering of slugs and bile to Noth-Yuggra, who gave him power on the condition that he heed her call when she requested him. When her domain was threatened by powerful followers of The Rotting God, Noth-Yuggra called to her all of her stewards, all of whom came to her defense save for Sahidron.

Thus, when Noth-Yuggra and her champions fended off the attackers, Noth-Yuggra called upon Dayoth and Mol-Oroch, who together placed a mighty curse upon Sahidron, changing his appearance to that of a tall orcani-spider hybrid with multiple eyes, long limbs, and a sort of 'beard' composed of spider arms that hang before a now fanged and putrid smelling mouth.

Upon being cursed, Sahidron fled into the wilds of Yvarra to gather power and followers to one day act upon his revenge.

Now despised by the gods, Sahidron now hides from them as he gathers both power and followers. He refers to his followers as his 'little spiders', and seeks out those skilled in deception and subterfuge to spy on those he considers his enemies, particularly the followers of Noth-Yuggra, Dayoth, and Mol-Oroch.

The Tricon

The Tricon are the leaders of the land of Yorn. Seen as nearly divine and as 'living gods' among the Yornfolk, the Tricon is technically a coven of incredibly powerful witches, and they lead the land of Yorn, overseeing decisions and affairs that deal with the land as a whole. The Tricon consists of three members: Leorra, Olm, and Seravak.

Leorra is considered to be one of the most beautiful yet ephemeral beings in all of Yvarra. Assuming the form of an elven woman with long black hair and eyes of pure silver, she is a powerful wielder of lunar magic and rituals. It is rumored that she is the daughter of Mirannon, though whether this is true or not is up for speculation. She is the most approachable of the Tricon, providing council on daily affairs.

Olm is a being of mystery, magic, and peculiarity. They appear to be a human of some kind, though they have two sets of arms, walk on their hands and legs, and their strange torso and face are always obscured by a massive cloak and hood. They are a master of magic pertaining to flesh, transmutation, and alchemy, and when they speak they sound as if two voices are speaking simultaneously. They provide spiritual and magical council to Yorn.

Seravak is a tall and commanding figure, one of who wields incredible mind altering abilities, illusions, and magic of sealing and binding. Seravak is a capran from the Plane of Mournhaven, though stands much taller than other members of her race at 8 feet tall. They are the overseer of the Legion of Covens, a special army that forms only when all of Yorn goes to war, and her unique Witch Knights, or 'steel witches' guard her presence and follow her wherever she goes.

  • More demigods to be added soon!