Deities (MonMarro)

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Major Deities and Powers

MonMarro is home to a large number of deities and powerful outsiders that find worship among the inhabitants of the plane. Deities that would typically be chosen by most player characters are as follows:

Fervor

  • Alignment: Neutral Evil
  • Favored Weapon: Greatsword "Downfall"
  • Holy Symbol: Burning book
  • Domains: Evil, Fire, Knowledge, Trickery, War

Fervor is an unusual deity due to his dual nature. On the one hand, he is the god of revolution, civil warfare, and violent overthrows of government. However, he also has a more subtle side and is associated with the suppression of knowledge, assassinations, political intrigue, duplicity, and manipulation. This rather wide portfolio lends Fervor a very diverse following. Everybody from tyrants to assassins to misguided peasant mobs and beyond have all invoked the god's name. Fervor is traditionally depicted as a snake-headed (and tailed) humanoid wielding a greatsword and wreathed in a flowing cloak. Because of his serpentine association, a small number of reptilian tribes pay respect to him due to the death of their traditional god Vbask.

Fervor is the only sanctioned deity in the theocracy of Saesoth, where his clergy rules over the impoverished underclasses with an iron fist. As befitting of the deity, the commoners very often revolt against their oppressors (and in keeping with Fervorite tradtions, this is implicitly encouraged by the theocracy itself), though such ventures are almost always quelled as soon as they begin. Nonetheless, Saesoth is a place mired in internal strife and constant disarray. Were it not located in such a defensible and isolated area, other powers would have a rather easy time conquering the place.

One charge that Fervor's followers take seriously is the control and destruction of knowledge. Often they travel in secret across the continent searching for ancient tomes or valuable works. Upon seizing them, they record the contents in specially-prepared books that erase upon being closed. Whatever is recorded inside is magically duplicated inside of the Libram of Unknowable Secrets, the holiest of Fervor's artifacts which is kept under the greatest security in his high temple in Saesoth. Upon duplicating the work, the cleric then proceeds to destroy it so nobody else can benefit from what it once recorded. The Libram is widely considered to be the most exhaustive repository of knowledge on MonMarro and contains much which is no longer recorded or known elsewhere. Reading its pages is an unfulfilled dream of many loremasters everywhere. Many of the books secrets are dangerous and powerful, and the church of Fervor goes to great lengths to keep it secure.

Haxmandas the Ancient

  • Alignment: Lawful Neutral
  • Favored Weapon: Maul (Complete Adventurer) "Timelessness"
  • Holy Symbol: A maul imposed over a crown
  • Domains: Knowledge, Law, Protection, Strength

Haxmandas is a powerful deity and is the patron deity of the city of Telrych. Despite this, however, he is infrequently worshiped even by the city's residents and shrines or temples devoted to the god are very rare outside of Telrych. Haxmandas is associated with the protection of Telrych itself. He also serves as a historian, and his clergy maintains exhaustive records of every official proceeding that has ever occurred in Telrych. Haxmandas is also associated with Telrych's government. His name is often exalted or praised during coronations, trials, executions, and almost every other similar affair. The god himself is traditionally depicted as an old grizzled man with a long white beard wearing heavy armor and wielding an incredibly huge maul.

Haxmandas' clergy is unusual in that it doesn't seek to convert people to the deity's faith or extol his virtues on street corners. In fact, if the deity's holy symbol was removed from his shrines within Telrych it would be rather easy to confuse them for some sort of administrative building. Clerics and adepts of Haxmandas often serve as historians, scholars, lawyers, or government officials in addition to their holy duties. While Haxmandas is closely associated with Telrych and the city's history, a small unorthodox following exists that venerates his martial prowess. Much like how Haxmandas's "formal" clergy often double as scholars, his "informal" clergy often double as mercenaries, bodyguards, or military officials. These unorthodox temples are far more identifiable as temples and usually sport their own armories and fighting arenas.

A good number of Telrych's citizens view Haxmandas as a rather poor example of a protector. The city of Telrych has been built upon layers upon layers of ruins of itself and has been abandoned numerous times. The sacking of Telrych in 6 BL during the Minotian Wars serves as one such example where Haxmandas allegedly "failed" his city. However, the deity's clergy often counters with the fact that Telrych is one of the most populous and powerful cities currently in the world.

Haxmandas is quite possibly the oldest deity on MonMarro if his claims are true. In fact, the deity claims to have dwelt upon MonMarro long before the world was taken to the edge of the cosmos. He also says that he will be a part of MonMarro for all of eternity.

Hirith

  • Alignment: Neutral
  • Favored Weapon: Quarterstaff "Hirith's Aid"
  • Holy Symbol: Ribcage containing a heart
  • Domains: Healing, Protection, Strength

Hirith is a deity devoted to healing. His portfolio includes both magical and mundane healing processes. Clerics casting healing spells and physicians bandaging wounds often both operate in his name. Hirith's portfolio also includes the maintenance of a healthy body through diet and exercise. His clerics often bemoan sloth and gluttony and excessive use of alcohol and the pipe.

Iverdol

  • Alignment: Chaotic Neutral
  • Favored Weapon: Light Hammer "Kneecapper"
  • Holy Symbol: Gear assembly
  • Domains: Artifice, Chaos, Madness, Magic, Trickery

Iverdol is the quintessential mad scientist, and even worse is a major deity of the world. While not evil or malicious like other MonMarran deities are, his following is nevertheless rather secretive and largely shunned by the world's populace. Iverdol is a byproduct of the Minotian Wars, having jury rigged himself to divinity in 0 BL as part of an effort to revive the obliterated gnomish race. While his plan worked, it also took a terrible toll on his mind and plunged him into insanity.

Iverdol is concerned with artifice and magical affairs. Instead of the practice of magic or the natural course of MonMarro's ley lines falling within his portfolio, he largely concerns himself with the practical application of magic in the development of complicated and often convoluted magical technology. Although most of the plane would gladly distance themselves from the mad deity and his often-addled following, they often find themselves contracting work from the church to create a magical item or device that cannot be made elsewhere. The faith has a monopoly on such matters and does its best to stifle fledgling operations whenever possible. Those who practice artifice independently of the church quickly find themselves enemies of the deity. They experience harassment, threats, and even death when the opportunity for the church arises.

The church of Iverdol is very secretive, knowing full well that they are often not welcome where they set up shop. They usually prefer to set up shop in industrial districts of major cities whenever possible to procure the materials they need for their various projects. Usually a shop, warehouse, mill, or other like facility serves their purposes well. The building shows no signs at all of their faith and very often the church will run a front business out of the building to cover up their true activity. Shrines to the mad deity are often set up in the basement or in some hidden room so casual visitors do not know of the religious significance of the area.

Unfortunately for gnomish spellcasters, Iverdol is not content to let his church do all of the recruiting for him. Any nonpracticing gnome that dabbles in the magical arts, artifice-related or not, has a small chance each year to experience what is known as the Calling. A called gnome is contacted by Iverdol himself in the form of quiet whispers within the gnome's mind. The longer the gnome holds out the louder and angrier the whispers become. Eventually, the gnome is compelled to create a highly complicated but ultimately useless device that showcases spectacular feats of magical engineering. Appropriately for the deity the device is very often quite lethal to the operator and bystanders alike. Called gnomes work in utmost secrecy, gathering exotic materials as clandestinely as possible, often resorting to theft or dangerous endeavors to appropriate what they need. Any municipality that suspects that they have a called gnome on their hands takes the matter very seriously and often attempts to jail or dispose of the unfortunate gnome as soon as possible. The end result for the gnome once the Calling is complete almost always takes the form of mild insanity as well as strict devotion towards Iverdol.

Nukanagon

  • Alignment: Chaotic Evil
  • Favored Weapon: Morningstar "Sundeath"
  • Holy Symbol: Skull imposed over a blazing sun
  • Domains: Death, Fire, Sun

Nukanagon is quite possibly MonMarro's oldest deity. He is physically embodied as the sun that provides MonMarro with the trace amounts of light and warmth it receives. However, rather than being a nurturing and protective deity, he is a malicious deity steeped in dangerous insanity. What is known of the deity during the earliest years of MonMarro's history has been recovered from tablets belonging to the first primeval inhabitants of MonMarro. Their ruins now lie at the bottom of the sea buried under miles of thick ice.

When MonMarro was first brought to the edge of the cosmos hundreds of thousands of years ago by the entropomancer, Nukanagon was greatly angered by its appearance in his celestial realm so far removed from the rest of all existence. Nukanagon warred against the godlike mage of old for centuries before he was finally bested. The entropomancer imploded Nukanagon's mind with a blast of absolute nothing, enfeebling the deity and plunging him into a permanent state of absolute catatonia. Nukanagon's body is now suspended lifelessly in space. Unlike most stars which are furnaces of positive energy, Nukanagon is now a churning body of negative energy. All other worlds that have been subject to Nukanagon's rule have never been the same. Those too close to the deity have been utterly consumed by the whirling void that surrounds his body. The rest are now teeming with monstrous undead forces, their former societies and creatures crumbling where they once thrived. MonMarro is the sole exception. It is so far removed from Nukanagon that it suffers no ill effects, though the world has more than its fair share of problems thanks to the Far Realm being so close to it.

While Nukanagon is unquestionably incapacitated he is by no means dead. He has the mind of a child that only knows the basest of instincts and emotions but he is nonetheless alive. His actions are chaotic, without any real rhyme or reason to them. As a result his following is equally unpredictable. In all civilized societies his worship is explicitly outlawed. Even Telrych's Pantheon refuses to mention the deity, his statue being the only absence in the museum of shrines to the world's various gods.

Rhuum

  • Alignment: Chaotic Evil
  • Favored Weapon: Longsword "Soulclaw"
  • Holy Symbol: Two crossed blades
  • Domains: Chaos, Death, Destruction, Evil, Trickery

Rhuum is the much-maligned deity of slaughter and wanton destruction. Even before becoming a deity his prowess in sewing the seeds of destruction was legendary. He masqueraded as the emperor of the Minotian empire, secretly deposing of the true monarch in 8 BL. He then led the powerful empire to war against the subordinate city states under the minotian's control. Under his leadership the minotian armies sacked and destroyed much of Telrych, burned the elven forests to the ground and sent the elves running, subjugated the dwarven kingdom of Highmeet, and almost completely eradicated the entire gnomish population at Chirranthriir. With these actions the demigod Mistém was slain, Jacynth Quar'Ethnila faded into obscurity with the loss of many of her followers, and the contemporary minotian deity Llokugan was severely weakened as Rhuum ferreted out and slew his clergy citing insurrection. Rhuum however was not an actual minotaur. Instead, he was a highly malevolent spirit spawned from the deepest bowels of the Abyss. What few encounters those of the myriad worlds of the material plane have had with these spirits lead scholars to believe that there are more than a few wandering the multiverse, and MonMarro was unlucky enough to attract the attention of one. These spirits are colloquially referred to as underworlders.

Not satisfied with having completely decimated most of civilization on MonMarro, Rhuum then proceeded to tear the Minotian empire apart from the inside. Through layers upon layers of subordinates he had many of his best generals assassinated to confuse the minotian hierarchy and demoralize the army, spread dissent in the minotian cities of Tel Rhuum, Tel Shuel, and Tel Gandahar, and whipped up a frenzied cult of personality devoted to himself. In 0 BL, with the minotian empire crumbling around him, the gnome Iverdol thirsting for revenge and obliterating entire sections of the massive tower of Tel Rhuum, Shuel-Ruul's disappearance and loss of his potent magical wards, and the armies of Adavakuran hungry for blood, Rhuum experienced an apotheosis and became a proper deity of the MonMarran pantheon. The enfeebled Llokugan challenged Rhuum as weak as he was and was quickly slain, providing a symbolic end for the minotian empire to go along with their tangible one.

Befitting of his history, Rhuum has almost no organized clergy to speak of. Those who worship him uphold death and destruction for their own sake, and thankfully for MonMarro, such personalities rarely get along enough to form an organized following.

The Savant

  • Alignment: Neutral Good
  • Favored Weapon: Rapier "Dancingblade"
  • Holy Symbol: Harp imposed over a half-moon
  • Domains: Good, Knowledge, Luck, Travel

The Savant has the widest following of any deity upon MonMarro thanks to his minimally-invasive tenets, especially compared to hard-line deities such as Zeal. He is often depicted as a young human man with a rapier at strumming a harp held in his left arm. The Savant is associated with learning, the arts, and charitable deeds. He is also associated with good fortune and safe travel, the latter of which puts him at odds with Vergol the Ice Lord. While he has temples located across much of MonMarro, the largest and most elaborate of his temples reside in the artisan's city of Liulum which is overwhelmingly devoted to him. The city is also the seat of his faith.

The Savant's promise of an afterlife differs from that of other deities in that it is possible to be accepted into his eternal abode even before one dies, provided the person is of pure enough heart and willing to leave MonMarro behind. While the latter is something most inhabitants of the plane wouldn't mind, the harsh and uncaring nature of the world makes the former prospect quite difficult. An eternally-open portal in Liulum leads to the Savant's paradise, but the wards leading into the entry chamber will not permit anybody but the chosen. Unusually, the Savant's personal champion is not chosen from the living, but from those who have already died (or as the Savant's clergy would prefer to put it, those who have already departed). Upon the choosing of a new champion, the person walks through the portal from paradise back to MonMarro to carry out the special duties laid upon him or her by the Savant. The Savant's current champion Ceneris has served in this capacity for almost 50 years and has been one of the longest-serving champions in recent memory.

Vergol the Ice Lord

  • Alignment: Neutral Evil
  • Favored Weapon: Greatclub "Avalanche"
  • Holy Symbol: Whirling storm cloud
  • Domains: Air, Death, Travel, Water

Vergol is one of MonMarro's oldest deities and is associated with the primal forces of air and water. His portfolio includes the frozen seas of the world, blizzards and ice storms, and safe passage across the world's wastelands. While most of MonMarro's inhabitants despise the god, they begrudgingly grant prayers or offerings to him in order to stave off natural catastrophe or to win themselves good fortune before striking out on a long journey. He doesn't have many organized temples on MonMarro. However, many primitive tribes worship him out of fear and offer sacrifices to appease the angry deity. Vergol is traditionally depicted as an angry frost giant arrayed in animal skins and furs wielding a huge greatclub. Because of this association, frost giants often worship him zealously.

Though both Vergol and Nukanagon fall on the evil spectrum of alignment, both deities are sworn enemies of each other due to their differing portfolios. Goblinoid and other monstrous tribes in the Barrier Range constantly war among themselves in the name of these deities even if their objects of worship don't explicitly care about them all that much.

Vhaile

  • Alignment: Neutral
  • Favored Weapon: Sickle "Agthagis"
  • Holy Symbol: Gnarled tree
  • Domains: Animal, Earth, Magic, Plant

Vhaile is one of the eldest MonMarran deities who's portfolio largely deals with the natural life of the plane. While one might assume that on a plane as dead as MonMarro such a role is largely unimportant, her clergy argues that her work is that much more vital to preserve what little life there is on the world. In addition to her focus on MonMarro's plant and animal life, Vhaile is also a deity of magic. Specifically, she oversees and safeguards the network of magical ley-lines that run through the earth, ensuring that whatever is tapping into them doesn't abuse or drain the lines too much or seek to alter their course. Perhaps due to her relative age, Vhaile is usually depicted as a nearly-skeletal old crone with bark-like skin, tangled white hair, and piercing yellow eyes. In addition to her clergy, several druidic circles exist that venerate her.

Clerics of Vhaile and druids that work in her name often work in partnership with small towns and villages to supervise or assist in farming and hunting or fishing endeavors. Their duties are twofold. They often call upon the deity's powers to help increase yields and make MonMarro's stubborn terrain more suited to farming. They also make sure that such land isn't abused and make sure that what populations of wildlife there are aren't decimated.

Most of Vhaile's following resides in the eastern coastlands as the area occupies most of MonMarro's arable land. Small temples exist almost everywhere else where the terrain isn't a complete wasteland. The exception lies with the Elven Aristocracy. Vhaile's clergy admonishes the elves there for their continual crimes against nature in the form of clear-cutting, utilization of druidic slave labor to create new forests for harvest, and the hunting of fey for sport. Vhaile's clergy also has an uneasy alliance with the following of Vergol.

Zeal

  • Alignment: Lawful Good
  • Favored Weapon: Flail "Penance"
  • Holy Symbol: Eye emblazoned on a battle standard
  • Domains: Good, Healing, Knowledge, Law, War

Zeal is one of MonMarro's most powerful deities and commands one of the largest followings among the inhabitants of the world. Traditionally he is depicted as an animated silver suit of armor with a single glowing eye visible inside of his helmet. The Zealot faith has elaborate cathedrals in every major city save for Saesoth and Ur and many satellite churches spread about mainland MonMarro. Zeal is not one of the world's original deities. He rose to power in 3 BL shortly after Fervor was created through consensus reality during the height of the Minotian Wars. In many ways he can be seen as Fervor's archrival even if Rhuum is the polar opposite of everything that Zeal upholds.

Zeal is commonly held as a champion for the downtrodden and the helpless. Indeed, his churches offer shelter to travelers and free healing to those who need it (though those who have the means to seek healing elsewhere are expected to leave a donation for the church). Zeal is also strictly opposed to every vice and sin imaginable, and many people think that his tenets are too strict for a reasonable person to uphold (especially in regards to alcohol, gambling, and pipe weed which many view as too much fun to give up). Because of the fact that Zeal and many of his clerics are hardliners who condemn such activities at every opportunity, many people who might otherwise worship the deity or at least pay lip service to him instead find solace in the worship of the Savant.

One of the most well-known organizations in the church is the Zealot Order: a largely-sanctioned group of vigilantes that hunts down and apprehends criminals and lends aid for various military operations that they deem worthy and righteous enough to warrant their attention. While their services are free, in many cases officials will make generous donations to the Zealot faith to attempt to win favor with the well-equipped and well-trained sect of holy warriors. In addition to supplying formal training to a great number of MonMarro's paladins, the Zealot faith operates a good number of monasteries for aspiring monks to join. Zeal's focus on spiritual purity, abstinence from sins of the flesh, and temperance in general tends to compliment the ascetic lifestyle of the monk quite nicely.

The Zealots also maintain vast libraries and archives on every subject imaginable, possibly as a counter to the Fervor-worshiper's compulsion to destroy knowledge whenever possible. They also have possession of a great number of sentient books, many of which are too hostile or violent to otherwise be kept anywhere else.

Dead, Forgotten, and Minor Deities and Powers

This section serves to highlight other deities and powerful figures on MonMarro that some creatures or groups worship. It also serves to show deities that have been slain, that have died, or otherwise have been forgotten about and faded into obscurity. While they may come up as important pieces of a game running within the world, it is highly unlikely that a player character would worship any of them due to their absence or their secluded or openly hostile nature.

Aluchal the Mad

  • Alignment: Chaotic Evil
  • Favored Weapon: Spiked Chain "Blasphemer"
  • Holy Symbol: Broken crown
  • Domains: Chaos, Death
  • Status: Alive

Aluchal is a demigod that absolutely refuses to die. Ages ago he led a small group of adventurers into MonMarro's vast network of subterranean caves and he and his group were absorbed by a massive Far Realm entity. While he and three others were mysteriously bestowed with immortality, the rest of his band perished immediately. However, all of his fellow adventurers have paid for their immortality with horrible side-effects. Aluchal's absorption broke so many laws of magic and divinity that he somehow found himself a demigod. The price he paid came in the form of insanity and a single goal that he has focused the rest of his eternal life upon: slaying other deities.

Death for Aluchal seems to serve as a mere inconvenience. In his mad compulsion to slay as many deities as possible he has been killed countless times, yet he always seems to come back for more. What is worse for his targets is that whenever slain Aluchal always seems to come back slightly stronger. His body is evidence of how many times he has been killed. What is left of his skin is covered in gruesome scars of battle. Much of his face is missing, his eyeballs stare unblinking from their naked eyesockets, and his jawbone is clearly visible under severed muscle and sinew. As if to taunt his targets he has eschewed armor completely and wears only minimal clothing along with a necklace of the holy symbols of every god he has successfully killed. He has even engraved the name of every one of his victims on his perpetually-bloodstained weapon.

Aluchal's current mark for death is Raxisillax. The undead dracolich views this situation with amusement and has implicitly invited Aluchal to give it his best shot.

Krazziksik

  • Alignment: Chaotic Evil
  • Favored Weapon: Dagger "Shardling"
  • Holy Symbol: Raven's talons
  • Domains: Animal, Madness, Magic
  • Status: Alive

Krazziksik is not a powerful kenku avatar, nor is he a mighty beast that the mad kenku of Shardtalon worship out of fear. Instead, Krazziksik is a large umbral shard that fell from MonMarro's crystalline moon ages ago and has come to rest outside the ruins of Shardtalon in the Umbral Vale. Over the centuries the kenku have worshiped the large chunk of crystal and have offered it the bodies of their victims and minor treasures. As a result Krazziksik is surrounded by a large pile of bones and a small horde of semi-precious objects. Their reverence for the object has given Krazziksik a small semblence of sentience and a malevolent personality. While Krazziksik cannot speak the mad kenku are more than happy to call on the deity's name in the dark vaults and crumbling towers of Shardtalon.

Mistém

  • Alignment: Lawful Neutral
  • Favored Weapon: Warhammer "Foesunder"
  • Holy Symbol: Hammer smashing a goblin skull
  • Domains: Strength, War
  • Status: Dead

Mistém held an unusual position in dwarven society. As a demigod he was held in very high regard across the old dwarven city state of Highmeet, and yet he was still subject to the whims of the dwarven monarchy. Rather than a proper deity, historians commonly refer to him as a hero deity; more than mortal yet less than a true god. The dwarf was a world-renowned fighter, having bested the fiercest of beasts and having slain goblinoid soldiers by the hundreds single-handedly. Even the dragon Raxisillax feared the dwarf's martial prowess and was content to stay in his lair at the top of the Windspire. A small cult devoted to Mistém existed during his time despite the fact he could not grant prayers to his followers. His following was less of a faith and more of an emulation of his amazing abilities and an aspiration to be like he was.

Once the minotian empire's war machine began churning in 7 BL, Highmeet did not fear minotian aggression in the slightest. Not only did they have their region's formidable defenses at their disposal, but they also had Mistém both as a valuable warrior and a show of power to persuade the minotians that attacking Highmeet would be a poor idea. Nevertheless, the minotian army sent a large contingent of troops directly to the main gates of Highmeet. A large battalion of dwarven fighters backed up by marksdwarves in their fortifications met them, and leading them all was the legendary Mistém. The demigod walked forward to meet his challengers, and a lone minotaur walked forward towards him. That minotaur was Shuel-Ruul, one of MonMarro's greatest mages of antiquity backed with the power of an undeniably sentient spellbook.

The two parleyed briefly between the two massed armies before Mistém raised his hammer to strike the archmagus. Shuel-Ruul then pointed his staff at the dwarven champion, freezing him in place and wracking him with extreme pain. The cruel mage who was a master hex artist then proceeded to slowly pull Mistém's body apart, leaving Mistém a broken screaming thing of ripped muscle, severed sinew, and gushing blood. The dwarven army could only look on in horror while Shuel-Ruul then imploded what remained of the fallen warrior with a flick of his wrist, leaving nothing behind but a smoldering crater, crumbled armor, broken bones, and Mistém's fabled hammer Foesunder.

With their morale utterly broken, Shuel-Ruul's forces then ran forward into the demoralized ranks of the dwarven army while the archmagus stayed behind to survey his work. Within a week Highmeet formally surrendered to the minotian empire, and their soldiers were used in many engagements during the rest of the war, most notably at the destruction of the gnomish city of Chirranthriir.

Foesunder was confiscated by an unknown minotian warrior, but when the minotian empire finally fell its location became an utter mystery. As for Mistém, all that was recovered from the battle site was a single toe bone, now preserved in a reliquary in the largely dwarven outcast town of Mistém's Toe (which derives its name from the relic). It is rumored that Mistém's tortured spirit wanders the now-empty halls of Highmeet still, cursed with the agony that ended his life until he can somehow find release.

Raxisillax

  • Alignment: Neutral Evil
  • Favored Weapon: Kukri "Tongue of the Sky"
  • Holy Symbol: Dragon skull over lightning
  • Domains: Air, Knowledge
  • Status: Undead

Raxisillax is an ancient blue dracolich that resides atop the Windspire; an impossibly tall, narrow, and likely unnatural spike of adamantium almost 17 miles high (do not fall unless you can survive 8,870d6 damage). Though his citadel so far above the earth may seemingly be removed from any terrestrial concerns, Raxisillax has a long history of guarding what he views as his territory ruthlessly. He typically obliterates anything within a 50 mile radius of his abode.

Raxisillax claims to be an original inhabitant of MonMarro but this is unlikely true. However, he is a historian of sorts and has amassed a vast collection of artifacts, historical records, and curiosities from almost all eras of the plane's history. It is even rumored that he possesses several pre-removal objects of MonMarro's past. The dracolich also claims to possess the Calling from the Void mythal but this is also likely untrue. Raxisillax is a notorious liar.

It is unknown how Raxisillax became a dracolich, where he came from, or why people began worshiping him. However, he is more than happy to use his cultists to do his dirty work for him such as guarding his spire from intruders, keeping anything from living in his territory, and acquiring ancient artifacts for his collection. Even his cultists rarely interact with the demigod atop the Windspire. It is so impossibly cold and the wind gusts are so violent that survival is usually not likely even if it wasn't feverishly guarded by a dracolich turned deity.

Vbask

  • Alignment: Neutral Evil
  • Favored Weapon: Spear "Venomspike"
  • Holy Symbol: Flaming lizard skull
  • Domains: Animal, Death, Evil, Fire
  • Status: Dead

Vbask was the chief deity of the collective reptilian tribes and societies of the Marshes of Vbask (which derives its name from him). His worship was very common among all of the marsh's inhabitants including the lizardfolk, yuan-ti, and dracotaur. However, his demise came abruptly once the minotian civilization spread across mainland MonMarro. While most of the continent's city-states were integrated into the benevolent empire's society peacefully and in some cases willingly, the tribes of the marsh were openly hostile towards any attempt at subjugation. Ever the vain one, Vbask would often send forth his avatar alongside rampaging reptilian war bands to destroy any minotian envoy or army that ventured into his territory. He believed himself immune to reprisal due to the fact that the minotian deity Llokugan was a scholar and magus. He was not a fierce warrior like Vbask. However, Vbask didn't count on the powerful magics that the minotians themselves commanded.

In 1012 BL, the minotian archmagus Baalshaan crafted a spell that could single-handedly slay a deity, provided that the deity had been weakened through the slaying of his avatar first (no small task). At great risk, the archmagus and a large contingent of his subordinates ventured into the Marshes of Vbask during the very height of the yearly nether storms. Because the presence of such a valuable target could not be ignored, Vbask's avatar and a large horde of lizardfolk were goaded out of safety and waylaid Baalshaan's group. During the battle Baalshaan and his compatriots performed an ancient and dangerous Wyrnixian ritual to draw a Far Realm entity to the battle site. Baalshaan and his fellow mages quickly cast any magical defenses they had at their disposal before something was drawn from the ground below, which proceeded to boil the flesh off anybody who was unlucky enough not to be slain instantly by mere proximity. Vbask's avatar was consumed by the shapeless, faceless entity, leaving the deity vulnerable to Baalshaan's spell. With his defenses quickly failing and his acolytes perishing one after another, Baalshaan uttered the words to cast his spell, summoning Vbask to the site directly and stripping him of his divine essence. Baalshaan would not live to see his victory, however. The strain of the spellcasting coupled with the immense physical toll the Far Realm being had taken on his body killed him outright.

No longer a deity, Vbask stood before the Far Realm beast a mortal, and neither his avatar nor his horde of followers could save him. For the first and last time, the mighty warrior Vbask knew fear.

Much to the relief of all other deities of MonMarro, Baalshaan's spell was known only by him and died with the archmagus. In commemoration of his final act under the empire's service and to always remind the scaled folk of the power they possessed, the minotians constructed their main magical sanctum and laboratory complex in the very south of the swamp. It was named Tel Baalshaan in his honor (though in 23 BL it was renamed after the contemporary minotian archmagus Shuel-Ruul).

Temporary List

Placing the names here until such time that they are given proper entries.

Jacynth Quar'Ethnila, Llokugan