Magic & Religion
Magic works due to belief in it and understanding all can find magic if they look the deities are: THE OVERGODS (BEYOND MORTAL WORSHIP)
(These beings govern all divine law and existence itself.)
AO – Overgod of the multiverse and enforcer of divine balance.
governs all Faerûnian and Torilian gods; beyond alignment or worship.
IO – Draconic Overgod, father of all dragonkind.
PRIMUS – supreme modron and god of order, ruler of Mechanus.
The Lady of Pain – ruler of Sigil, beyond godhood itself.
Tharizdun – chained god of entropy and ultimate destruction.
⚔️ FAERÛNIAN PANTHEON (FORGOTTEN REALMS)
(Ruled by Ao; divided among alignments and aspects of existence.)
Ao
Good & Light Domain
Amaunator (LG) – sun, order, law.
Lathander (NG) – dawn, renewal, beginnings.
Chauntea (NG) – agriculture, life.
Tyr (LG) – justice, law, fairness.
Torm (LG) – duty, loyalty, courage.
Ilmater (LG) – compassion, endurance.
Sune (CG) – love, beauty, passion.
Selûne (CG) – moon, travelers, change.
Mielikki (NG) – forests, balance, rangers.
Lliira (CG) – joy, freedom, dance.
Tymora (CG) – good fortune, luck.
Magic & Knowledge Domain
Mystra (NG) – magic and the Weave.
Oghma (N) – knowledge, ideas, inspiration.
Gond (N) – invention, craft, technology.
Azuth (LN) – wizards, control of magic.
Savras (LN) – divination, truth, fate.
Denier (NG) – writing, truth, records.
Nature & Neutrality Domain
Silvanus (N) – wild nature, balance.
Waukeen (N) – trade, wealth.
Shaundakul (CN) – travel, exploration.
Death & Judgment Domain
Kelemvor (LN) – death, passage of souls.
Myrkul (NE) – death, decay, shadow.
Dark & Evil Domain
Shar (NE) – darkness, loss, forgetfulness.
Talona (CE) – disease, poison.
Talos (CE) – storms, destruction.
Bane (LE) – tyranny, domination.
Loviatar (LE) – pain, suffering.
Auril (NE) – winter, cruelty.
Mask (NE) – shadows, thieves.
Leira (CN) – illusion, deception.
Cyric (CE) – lies, murder, madness.
Beshaba (CE) – bad luck, misfortune.
Fiendish & Abyssal Powers
Asmodeus (LE) – Nine Hells, contracts, indulgence.
Lolth (CE) – spiders, chaos, drow tyranny.
Zehir (CE) – darkness, serpents, poison.
⚙️ GREYHAWK PANTHEON (CORE D&D GODS)
(No overgod; loosely ruled by balance between light and darkness.)
Pelor (NG) – sun, healing, strength.
Heironeous (LG) – chivalry, honor, valor.
St. Cuthbert (LN) – common sense, retribution.
Rao (LG) – peace, reason.
Ehlonna (NG) – forests, fertility.
Trithereon (CG) – liberty, individuality.
Wee Jas (LN) – magic, death, vanity.
Kord (CG) – storms, strength, athletics.
Boccob (N) – magic, foresight, balance.
Fharlanghn (N) – travel, distance.
Nerull (NE) – death, darkness.
Hextor (LE) – war, tyranny.
Vecna (NE) – secrets, undeath, forbidden knowledge.
Iuz (CE) – deceit, pain, domination.
Olidammara (CN) – revelry, trickery, music.
Erythnul (CE) – slaughter, hatred.
Obad-Hai (N) – nature, neutrality, balance.
🧝 ELVEN PANTHEON (SELDARINE)
(Led by Corellon Larethian, the first of the elves.)
Corellon Larethian (CG) – art, magic, elves.
Sehanine Moonbow (CG) – moon, dreams, mysteries.
Labelas Enoreth (CG) – time, wisdom, history.
Hanali Celanil (CG) – love, beauty, youth.
Rillifane Rallathil (NG) – nature, harmony, trees.
Solonor Thelandira (CG) – hunting, archery.
Aerdrie Faenya (CG) – air, weather.
Vhaeraun (CE) – drow males, rebellion, theft.
Eilistraee (CG) – song, moonlight, redemption.
Lolth (CE) – spiders, chaos, drow tyranny.
🪓 DWARVEN PANTHEON (MORNDINSAMMAN)
(Ruled by Moradin, the All-Father of dwarves.)
Moradin (LG) – creation, smithing, dwarves.
Berronar Truesilver (LG) – home, safety, truth.
Clangeddin Silverbeard (LG) – battle, valor.
Dumathoin (N) – mining, buried secrets.
Vergadain (N) – luck, wealth.
Abbathor (NE) – greed, betrayal.
Sharindlar (CG) – healing, love.
Thard Harr (CN) – wilderness, survival.
🦊 HALFLING PANTHEON (YONDALLA’S CHILDREN)
(Led by Yondalla, the protector of halflings.)
Yondalla (LG) – protection, fertility, halflings.
Arvoreen (LG) – defense, vigilance.
Cyrrollalee (NG) – friendship, trust.
Brandobaris (N) – stealth, adventure.
Sheela Peryroyl (NG) – agriculture, nature.
🔧 GNOMISH PANTHEON
(Ruled by Garl Glittergold.)
Garl Glittergold (LG) – humor, protection, gems.
Baervan Wildwanderer (NG) – forests, travel.
Baravar Cloakshadow (NG) – illusion, deception.
Flandal Steelskin (NG) – mining, metalwork.
Segojan Earthcaller (N) – earth, burrowing life.
Urdlen (CE) – greed, destruction.
💀 ORC PANTHEON (THE TRIBAL GODS)
(Ruled by Gruumsh, the one-eyed warlord.)
Gruumsh (CE) – conquest, war, orcs.
Luthic (LE) – fertility, caves, healing.
Ilneval (LE) – strategy, command.
Shargaas (LE) – stealth, darkness.
Yurtrus (NE) – death, disease.
⚔️ GOBLINOID PANTHEON
(Ruled by Maglubiyet, the conqueror.)
Maglubiyet (LE) – war, rulership.
Khurgorbaeyag (LE) – slavery, domination.
Nomog-Geaya (LE) – war, discipline.
Bargrivyek (LE) – unity, cooperation.
Hruggek (CE) – violence, bugbear strength.
Grankhul (CE) – stealth, hunting.
🐉 DRACONIC PANTHEON
(Ruled by Io, the creator of all dragons.)
Io (N) – creation, balance, dragons.
Bahamut (LG) – justice, good dragons, nobility.
Tiamat (LE) – greed, evil dragons, vengeance.
Sardior (LN) – gem dragons, psionics.
⛰️ GIANT PANTHEON (ORDNING)
(Ruled by Annam the All-Father.)
Annam (N) – creation, knowledge, giants.
Stronmaus (CG) – joy, sea, storms.
Surtur (LE) – fire, war.
Thrym (CE) – frost, destruction.
Skoraeus Stonebones (N) – art, stone, knowledge.
Grolantor (CE) – gluttony, stupidity.
Hiatea (NG) – nature, family.
Iallanis (NG) – love, mercy.
⚙️ EBERRON – THE SOVEREIGN HOST AND DARK SIX
(No single ruler; divine balance through duality.)
The Sovereign Host
Arawai (NG) – fertility, life.
Aureon (LN) – law, knowledge.
Balinor (N) – beasts, the hunt.
Boldrei (LG) – home, community.
Dol Arrah (LG) – honor, justice.
Dol Dorn (CG) – strength, battle.
Kol Korran (N) – trade, wealth.
Olladra (CG) – luck, feast.
Onatar (NG) – craft, forge.
The Dark Six (Opposites of the Host)
The Devourer (NE) – sea, destruction.
The Fury (NE) – passion, madness.
The Keeper (NE) – greed, death.
The Mockery (LE) – treachery, dishonor.
The Shadow (CE) – dark magic, ambition.
The Traveler (CN) – chaos, change.
☯️ PLANAR & ELEMENTAL POWERS
(Older than mortal gods; embody the raw forces of creation.)
Akadi (CN) – air, freedom, movement.
Grumbar (N) – earth, stability, strength.
Kossuth (N) – fire, renewal, destruction.
Istishia (N) – water, adaptability, flow.
Primus (LN) – order, logic, law.
Demogorgon (CE) – madness, destruction.
Orcus (CE) – undeath.
Zuggtmoy (CE) – rot, fungi.
Pazuzu (CE) – air, corruption.
🧿 COSMIC ORDER
(Meta-hierarchy — shows divine relationships between pantheons.)
AO
└── Oversees → Faerûnian Pantheon
├── Tyr, Torm, Lathander = good faction
├── Mystra, Oghma = knowledge faction
├── Bane, Cyric, Shar = evil faction
└── Kelemvor, Myrkul = death faction
↓
IO → rules Draconic Pantheon
Annam → rules Giants
Moradin → rules Dwarves
Corellon → rules Elves
Gruumsh → rules Orcs
Yondalla → rules Halflings
Garl Glittergold → rules Gnomes
Maglubiyet → rules Goblinoids
Sovereign Host / Dark Six → co-rule Eberron
Primus, Elemental Lords, and Lady of Pain sit outside pantheonic politics.
The Divine Bible of Mythralis of Ao
“When all gods dream together, their dream becomes a world.”
Book I — The Birth of Ao and the Shaping of Mythralis
In the beginning, there was only The Silence — a void where thought could not echo. From this void awoke Ao, the Primordial Dreamer. Within Its infinite mind stirred the first question: “What am I?”
The question fractured the Silence. In that fracture, light and thought were born — the First Flame, essence of creation. From the sparks of that flame came the first divine beings, called The Architects, each embodying a concept that had existed only as potential.
Together, these Architects gazed upon the Dreamer’s thought and saw that it was vast but empty. They shaped that emptiness into Mythralis, a world made to be the reflection of their unity — a living monument to the power of divine collaboration.
The ground was forged from the bones of Ao’s questions, the oceans from Its tears, and the sky from Its exhale. Thus, the gods made a home where divinity could walk among form.
Book II — The Pantheon of the Architects
When the Architects took form, their essence rippled into creation. Though many gods exist, twelve stand above the rest as The High Concord, the council of deities whose unity formed Mythralis.
1. Ao, The Dreamer Beyond All
Alignment: True Neutral
Domains: Balance, Dreams, Creation
Symbol: A closed eye within a circle of starlight
Ao does not act, It dreams. Its mind is the universe, Its silence the space between. Priests of Ao believe that all gods are fragments of Its greater dream, and that to understand Ao is to awaken within the Dream itself.
2. Serathine, The Embermother
Alignment: Neutral Good
Domains: Life, Fire, Renewal
Symbol: A flame within a lotus blossom
Serathine’s breath brought warmth to the cold shell of Mythralis. Her followers preach that rebirth is divine duty — that from ash, all things rise again.
3. Tharos, The Stone Titan
Alignment: Lawful Neutral
Domains: Order, Earth, Endurance
Symbol: A mountain split by a hammer
Tharos shaped the continents with his fists and bones. Dwarves and builders honor him as the father of craft and unyielding will.
4. Vaelora, Mistress of Tides
Alignment: Chaotic Good
Domains: Water, Emotion, Change
Symbol: A crescent wave encircling a tear
Vaelora filled the world with oceans and rain. Her heart is said to beat in rhythm with the tides, guiding the flow of mortal feeling.
5. Kaedryn, The Silver Mind
Alignment: Neutral Good
Domains: Knowledge, Insight, Time
Symbol: An open book surrounded by a silver ring
Kaedryn shaped thought itself. From her whispers came reason, art, and learning. Her temples double as great libraries where the past and future are studied alike.
6. Dorran, The Iron Warden
Alignment: Lawful Good
Domains: Protection, Justice, Guardianship
Symbol: A tower shield struck by lightning
Dorran guards the boundary between divine and mortal, ensuring order between planes. Paladins swear by his name, and his silence before battle is a sacred omen.
7. Nhal, Lord of Shadows
Alignment: Chaotic Neutral
Domains: Darkness, Secrets, Transformation
Symbol: A black serpent biting its tail
Nhal created night so mortals could dream. He represents the unknown — the unseen paths and hidden truths that challenge complacency.
8. Elura, The Veiled Maiden
Alignment: Neutral Evil
Domains: Death, Fate, Night
Symbol: A moon covered by silk
Elura governs the cycle’s end. Her kiss brings stillness, yet her worshippers speak of her not as cruel but necessary — the keeper of endings.
9. Kareth, The Pale God
Alignment: Lawful Evil
Domains: Undeath, Domination, Fear
Symbol: A crown of bone
Once Dorran’s closest brother, Kareth sought to end death by binding souls eternally. His defiance fractured the Concord, birthing the first divine war.
10. Myrith, The Trickster Flame
Alignment: Chaotic Neutral
Domains: Chaos, Luck, Freedom
Symbol: A jester’s mask over a spark
Myrith stole laughter from Serathine’s fire and gifted it to mortals. He is the god of freedom, folly, and the unexpected — both blessing and curse.
11. Atheon, The Skyforged
Alignment: Lawful Good
Domains: Forge, Storms, Valor
Symbol: A hammer striking thunder
The first warrior-god. His storms cleanse the weak and forge the strong. Heroes pray to him before duels and sailors whisper his name before storms.
12. Lysara, The Blooming Queen
Alignment: Neutral Good
Domains: Nature, Growth, Harmony
Symbol: A tree of silver roots and gold leaves
Lysara breathed life into the first forests. She is worshipped by druids and healers as the mother of balance, where life and death dance together in endless renewal.
Book III — The Age of Unity and the Shattering
In the dawn age, the gods walked Mythralis as equals. Mountains were thrones, seas were mirrors, and the first mortals were born from divine essence — The Firstborn, beings of radiant perfection.
But unity breeds pride. The Architects began to desire not collaboration, but worship. The mortals, seeing divinity within reach, divided their faiths — and where belief fractured, power followed.
Kareth, the Pale God, sought to end the pain of mortal death. He forged the Requiem Crown, binding souls against the flow of the afterlife. Elura opposed him, declaring that his act broke the sacred cycle.
Thus began the Shattering War, a divine conflict that cracked the heavens. Mountains split, oceans boiled, and the sky bled light. Ao, disturbed in Its dreaming, turned once in Its sleep — that single motion reshaped reality.
When the war ended, Kareth was cast into The Hollow Veil, a realm where no soul may rest. His name became a curse. Elura wept for what was lost and swore never to love again.
The world was left scarred. The Firstborn vanished, and mortals — weaker, imperfect descendants — took their place. But from their imperfection came something divine: choice.
Book IV — The Realms of Mythralis
The world exists in Four Great Realms, each touching the mortal plane through seams of divine energy known as Ley Gates. These gates pulse with Ao’s dream, connecting Mythralis to the infinite layers beyond.
1. The Mortal Realm — Mythralis Itself
A world steeped in divinity, where the land remembers gods long gone. Crystals of condensed magic, called Divinite, emerge where the veil thins. Empires rise around them, each claiming divine favor.
2. The Celestial Loom
The realm of light and law. It is the domain of the High Concord, where each god’s essence weaves the tapestry of fate. Mortals who ascend in faith or virtue may find eternal rest here.
3. The Hollow Veil
A dark mirror where lost souls wander, unable to die nor live. It is the prison of Kareth and his Requiem Court — wraith-kings who seek to return and remake Mythralis in eternal silence.
4. The Dreaming Abyss
The subconscious of Ao Itself. Reality bends here, creating beings of impossible form and power. Sorcerers who draw from the Abyss risk losing their minds to divine madness, yet its magic is the purest known.
Book V — The Flow of Divinity and Magic
Magic in Mythralis is not mere energy — it is divinity diluted. Each spell, each miracle, is a ripple in Ao’s dream, shaped by will.
The schools of magic correspond to divine forces:
Abjuration — Dorran’s Shield
Evocation — Serathine’s Fire
Illusion — Nhal’s Shadow
Necromancy — Kareth’s Requiem
Divination — Kaedryn’s Sight
Conjuration — Vaelora’s Call
Enchantment — Lysara’s Touch
Transmutation — Tharos’s Form
Those who weave magic are said to hold fragments of divine spark — the Mythral, a gift once exclusive to gods. To misuse it is to warp Ao’s dream; to master it is to approach godhood.
Book VI — The Mortal Ages
The Age of Silence
After the Shattering, gods withdrew from direct influence. Civilizations formed around relics of divine war. This was a time of myths and wanderers, where power was earned, not granted.
The Age of Thrones
Empires rose claiming divine right. Clerics wielded miracles as weapons, and cities became temples. The greatest of these was Erdanar, “City of Twelve Altars,” built atop the largest Ley Gate.
The Age of Fractures
Faith splintered once more as mortals sought new truths beyond the gods. The Hollow Veil stirred, and necromancers called upon forbidden power. This age marks the current era — a balance between belief, ambition, and forgotten divinity.
Book VII — The Divine Prophecies
Among the relics of Kaedryn’s temples are fragments of the Codex Mythral, a prophecy said to be written by Ao’s dream itself.
“When the Dreamer stirs again, twelve stars shall fall.
The Pale God shall walk once more.
The world will bleed light, and mortals will rise as gods,
Or sleep forever in the Dreaming Abyss.”
Many cults interpret this as the coming of the Reawakening — an age when mortals ascend and the divine order collapses. Others see it as renewal: a return to harmony under Ao’s will.
Book VIII — Divine Orders and Factions
The Concordant Choir
Priests devoted to preserving unity between gods. They act as mediators between faiths and wield songs of divine harmony capable of stilling corrupted magic.
The Requiem Court
Followers of Kareth who believe death’s cycle must be ended. Necromancers, liches, and death knights carry fragments of his crown, binding souls to their will.
The Dreamforged
Mystics who channel Ao directly through dreams. They wander as prophets, recording visions of the Dreamer’s next awakening.
The Tideborn
Disciples of Vaelora who live nomadic lives upon the sea. They see emotion as divine tide — to resist it is to defy the gods themselves.
The Hollow Seekers
Scholars of the Hollow Veil, often branded heretics. They seek understanding of undeath as a path to enlightenment rather than corruption.
Book IX — The Mortal Races and Their Divine Ties
Humans
Gifted with boundless adaptability, humans are said to embody Ao’s curiosity. Each human soul is a unique dream, capable of reshaping fate.
Elves
Born from Lysara’s first forest, they live as long as the trees themselves. To them, life is a cycle, not a straight line.
Dwarves
Forged from Tharos’s stone and Atheon’s hammer, dwarves are perfectionists of form and faith, crafting relics that can channel divine essence.
Orcs
Children of Serathine’s flame, orcs embody passion and rebirth. Many orc clans perform sacred burnings, symbolizing renewal through struggle.
Tieflings
Descendants of mortals touched by Nhal’s shadow or Kareth’s curse. They walk between worlds, their souls both blessed and burdened.
Aasimar
Mortals infused with celestial energy from the Celestial Loom. Their presence radiates light, yet their purpose is often tied to divine prophecy.
Book X — Relics and Wonders
The Requiem Crown
Forged by Kareth, capable of binding souls to eternal servitude. Its shards, scattered across the world, corrupt or empower those who find them.
The Heart of Ao
A crystal pulsing with divine light, said to contain a drop of Ao’s original flame. It slumbers deep beneath Erdanar, guarded by faith and fear.
The Tears of Vaelora
Three gems that control tides and storms. Lost during the Shattering, each gem alters weather, emotion, and memory.
The Dreamforge
A mythical anvil said to craft both weapon and soul. Legends say Atheon used it to make the first stars.
Book XI — The Doctrine of Balance
The core philosophy of Mythralis:
All things — creation and destruction, birth and death, light and dark — exist to sustain Balance, Ao’s central law.
To tip the scales too far in either direction awakens the Dreamer’s gaze, and when Ao looks upon Its dream, reality unravels.
Thus, the faiths of Mythralis teach:
Creation without restraint leads to ruin.
Destruction without purpose leads to emptiness.
Life and death are one circle, not two lines.
Mortals must live as dreamers: shaping but never breaking.
Book XII — The Final Dream
In the end, all things return to Ao’s slumber. Mortals call this The Last Sleep, where souls dissolve into the dream. But prophets of Kaedryn whisper another ending — that one day, a mortal shall awaken Ao fully, not as a god but as Its reflection.
When that happens, Mythralis will not end.
It will become.
A world remade by its own dreamers —
Where gods walk as mortals,
And mortals walk as gods.