Deities & Faith

Three pantheons across the ages, religion and how it all started

The Old Masters thought not, they looked not. In their blindness and eternal sleep, possibility unraveled its course. The Old Masters have within their dreams the course of all things. Only in joining with the Tirsar’rg, their dreams, may you know their possibility, and what may never pass.
Unknown
“The Birth of the People”, Grandastium

Religion in Evindale

Overview

Religion in Evindale is built on a simple but profound idea: any possibility, once truly achievable, gives rise to a deity. This comes from the Tirsar, the source of all realities. Its dreams, known as tirsar’rg, turn abstract concepts into living, divine beings. Over thousands of years, people have recognized more than forty of these deities, but there are certainly many more.

An important aspect of Evindale’s gods is that they don’t rely on mortal belief to exist. Instead, they embody fundamental truths of reality. If something like farming, war, or even murder exists, then its deity exists as well. People often mistake the benefits they receive after rituals—like good harvests or victory in battle—as direct responses from the gods. But, in reality, these rituals trigger natural metaphysical processes set up by the Tirsar, and enacted upon by Sythlia, much like turning gears in a cosmic machine. The gods themselves might not even notice these rituals at all.

As societies change, their pantheons evolve. One culture may worship a deity of peace and prosperity, while another might revere gods of conflict and conquest. When older traditions fade, ancient gods recede, and new ones emerge based on what becomes important—such as technology or survival after disasters.

Temples don’t sustain gods but serve essential social roles: providing communal spaces, distributing resources, and offering moral guidance. Clerics and priests lead these rituals, uphold traditions, and help communities understand their faith.

Religious Orders: Vyers

Religious orders may exist with specific goals in mind. The clerics and priests of these are called vyers, with the head of larger religious organizations called an archvyer

They are responsible for both practical administration and spiritual leadership across the order which often span large regions.

Alternative Practices

Some cultures, like those in Sta’abri, reject traditional worship altogether, instead seeking power through discipline and mastery over elemental forces, collectively called the Eight Elements.

In advanced Ages, religion may wane under scientific progress or oppressive governments, but it often resurfaces when collective needs or cosmic events demand renewed faith.

Lore: The Tirsar

(“Old Masters”; Tira, masters; -sar-venerable.  TEER•sarr)

Neutral in all ways, the Tirsar are the semi-sentient proto-deities of all existence from which all other deities come. They simultaneously never were and yet always were, defying reason and understanding. They are, in short, all of possibility both realized and unimagined.

Tirsar’rg: Dreams Made Manifest

From the dreams of the Tirsar, called the tirsar’rg, come concepts and ideas of what may be, each contained in their own sphere of existence. Yet for every bit of a seemingly arbitrary bit of possibility made manifest, there is one inviolable rule of the Tirsar: each possibility is personified, and it is that personification which mortals call deity.  In Evindale, action begets deity.

The Pantheons of Evindale

The Aldri’har

Over many eons, the dreams were repeatedly created, refined, or destroyed.  Those that interact with the incredibly limited physical planes of reality have been called the Aldri’har.  These divine aspects of the original Tirsar would soon enough be given individual names by the mortals who recognized their presence.  Scholars claim, however, that no mortal can pronounce or even conceive of the real name of any one of the Aldri’har, for encoded in their real names is the very blueprint of reality.

This page is dedicated to the Aldri’har and their demi-deities.

Demi-Deities

Breaking from the literary tradition that demi-deities are part-human/part-divine, the Evindale demi-deities are divine creatures created in the realm of another deity, emerging as a facet rather than separate entity.

For example, Fayan and Fayer were created from Death’s appearance in Sythlia’s realm and are, therefore, demi-deities in Evindale.

Erithian

At the end of the Fourth Age, mortals had discovered and assembled pieces of the Caldra’da Helix, the only remnants of the first physical universe.  When placed in a particular configuration, the nature of reality was rewritten and Nor’dagha rose as the predominant deity of the physical universe.

This Interregnum passed and during it, the belief systems of mortals changed. They found purpose in the creation of new deitis that more closely mirrored their own fears of a destroyed world.  Names like Nor’dagha, Sythlia, Benos, and even the Tirsar fell to the wayside.

These gods came to be known as the Erithian deities, the gods of the Fifth Age.

The Erithians

Cylzin
Daedras
Erithis
Faylan
Hesseth
Kaedral
Saset
Tylan
Vaelan

The Unspoken

The Unspoken emerged from the depths of a tirsar’rg like malignant growths of thought—aberrant, diseased, and discarded fragments of reality from a time preceding R’shlidal. Beyond the boundaries of our known reality, they murmur in secretive whispers about their own realms and creations, far surpassing the scope of even the gods’ dreams.

What little is known comes from a Talan who died in the search for their knowledge:, Ilyas Ja-Mahdawi.

List of Known Unspoken

Ath’Shagoth – Darkened Serpent of Noghtlig
M’narcthul – Abyssal Sphinx of N’lyxanar
Ot’Acth – Black Ram of the Eternal Void
Noghtligoth – Lightless Sun of N’garset
N’saatathat – Sunless Witch of Saathot
N’thulanix – Void Whale of Og’morat
Qua’Goloth – Silver Moon of Y’ha’nthlei
Qu’thalic – Iridescent Spider of N’zaathoth
R’lythraac – Shadowed Tower of P’thagon
Sha’Zuuleth – Endless Labyrinth of T’saathe
Shognotet – Eternal River of N’gahth
Xa’Ngoroct – Crystal Skull of Ulthartog
Xoth’Omoth – Prismatic Eye of R’ly’noght
Zoth-Ommok – Timeless Leviathan of the Starless Depths

Pathfinder 2e Domains

Spirit

Associated Deities (Evindale): Any deity or demi-deity representing consciousness, manipulation of matter, essence of life, or the ethereal realm (e.g., Ignimir for healing/freedom, or other Spirit-aligned powers).

Granted Skill: You become trained in the Occultism skill (or another skill of your deity’s choice if you’re already trained in Occultism).

Domain Spells:

  • Initial Domain Spell (Focus 1): Commune with Spirit
  • Advanced Domain Spell (Focus 4): Ethereal Guardian

Commune with Spirit <Focus 1>

[two-actions]
Cleric Conjuration Divine Domain Emotion Incapacitation Occult Spirit

Range 30 feet; Targets up to 2 willing or unconscious creatures or 1 unoccupied space if contacting a free-roaming spirit

You whisper a call into the immaterial plane, seeking insight from a spirit or ephemeral echo nearby. Choose one of the following effects:

  • Contact a Free-Roaming Spirit (Unoccupied Space): If a spirit or incorporeal undead lingers within 30 feet (even if out of sight), it momentarily appears in the target space and communicates with you for up to 1 round (as if using Speak with Dead, though the spirit need not be deceased flesh; it might be a ghost or echo). It can convey brief visions or emotions but may refuse to help if hostile.

  • Bridge Between Willing Creatures: You link the consciousness of up to two willing or unconscious creatures. For 1 minute, they gain a +1 status bonus to saving throws against emotion effects and can sense one another’s general emotional state (calm, fear, pain, etc.). If one creature recovers from the unconscious condition while under this effect, it immediately senses the other’s current condition.

If you cast Commune with Spirit again before its duration ends, the new casting ends the previous effect.

Heightened (+1): The duration increases by 1 minute.


Ethereal Guardian <Focus 4>

[three-actions]
Cleric Abjuration Conjuration Divine Domain Spirit

You call forth a protective guardian formed of intangible, swirling essence. Choose one ally within 30 feet or yourself. The guardian hovers near the target for up to 1 minute, granting the following benefits:

  • Spiritual Shield: The guardian imposes a –1 status penalty to attack rolls made by incorporeal or spirit-based creatures (like ghosts or wraiths) against the target.
  • Soothing Presence: Whenever the target Regains Hit Points, it Regains 1 additional Hit Point per 2 of your levels (minimum 1 extra HP).
  • Guardian’s Interposition [reaction] (Trigger: The target would be hit by an attack while within 15 feet of you; Frequency: once per round): The guardian swiftly interposes itself, granting the target a +1 status bonus to AC against the triggering attack. If this causes the attack to miss, the guardian flickers and cannot use this reaction again until the next time you Cast a Spell (of 1st level or higher).

After the guardian’s duration ends (or if it is dismissed as a free action), its faint outline dissipates into motes of spirit light.

Heightened (+2): The penalty to attacks from incorporeal or spirit-based creatures increases to –2, and the bonus to AC from Guardian’s Interposition increases to +2.


Domain Benefits

  • Edicts: Seek a deeper understanding of consciousness and immaterial energies, promote free will and the integrity of souls, and guide wandering spirits to their rightful place.
  • Anathema: Willfully corrupt or enslave souls, distort consciousness through malevolent magic, or deny living beings their sense of self without just cause.

Like other domains, the Spirit domain emphasizes your connection to an aspect of the divine that governs immaterial essence and consciousness. The spells Commune with Spirit and Ethereal Guardian grant unique ways to protect and guide allies, communicate with unseen echoes, and defend against incorporeal threats—harnessing the raw potential of Evindale’s Spirit element.

The Aldri'har

Aryos
“The Sun”, “The Burning Inquisition”
Avatar of the Element of Sun, and Acquisition of Knowledge
Confidence, Knowledge, Sun, Truth
Aryos is the embodiment of the Element of the Sun, representing the laws of reality and the pursuit of knowledge. Commoners celebrate Aryos with seasonal festivals, while scholars see it as a force that exposes hidden knowledge. However, some of its followers take this to extremes and use harsh methods—including torture—to extract and share the truth, leading to the outlawing of certain Aryos cults in larger cities.
Benos
“Hammer of Knowledge”, “Crafter of Worlds”, “Lantern Bearer”
Deity of the Cycle of Creation and Preservation of Knowledge
Ambition, Creation, Earth, Magic
Benos, known as Vallor by the Dranorvauri, is the deity of knowledge, craftsmanship, and creation. They represent the cycle of building and renewal, ensuring that wisdom is preserved through skill and learning. Worshipped by smiths, librarians, and bards, Benos teaches that knowledge must never be lost, even if civilizations fall.
Crysera
“Frozen Queen”
Demi-Deity of Ice and Death by Exposure, Hardships, and Pain
Confidence, Darkness, Nature, Pain
Crysera represents nature’s cruelty, and as such, can be seen as a facet of Nor’dagha. Some adherents claim the Ice Queen’s teachings are a good thing, that survival in harsh conditions is to laugh at death. They view all facets of survival as a learning tool and will embrace those who have already proven themselves worthy of Crysera’s lessons. Others use Crysera as an excuse to inflict horrible tortures on others as an extension of its pain domain.
Damarcane
“Wrathbringer”
Demi-Deity of Catastrophes and Destruction
Ambition, Chaos, Destruction, Tyranny, Zeal
The forces of destruction are inevitable—water can destroy rock over time and carve caverns, after all. Yet Damarcane is the willful act of destruction meant to deprive others and as such, it is an avatar of that wrath and selfishness.
Damarnos
“Bearer of Aryos’ Flame”, “Extinguisher of Undead”
Demi-deity of Light and Safety of Community
Death, Healing, Sun, Zeal
Damarnos is the avatar of hospitality, protection, and light. Their followers ensure none go without food, shelter, or safety, and they don’t tolerate those who exploit kindness. Undead, deceivers, and those who prey on the vulnerable are enemies of the faith, and many take up arms to drive them out.
Dragaaren
“The Hidden Master”
Demi-deity of the Deepdelves
Ambition, Creation, Fire, Protection
Though the secrets of the deepdelves were originally discovered by the slindar’il, the dranorvauri—and in particular, the karuun and guelt—furthered the exploration of these subterranean realms by leagues. Legend has it Dragaaren appears to those in need and provides comfort to those in the dark under realms, leading by example to the deity’s followers who today provide the same.
Dragana
“The Storm Bringer”, “Mistress Change”
Demi-deity of Storms, Chaos, and Change
Air, Freedom, Might, Trickery
Though a diverse group of people, followers of Dragana seem united by their reverence for the unpredictable and transformative nature of their deity. They’re often the more adaptable, resilient, and boldest of those facing life’s tumultuous events. Many ranging from a desire for personal empowerment to a deeper philosophical alignment with the concepts of change and chaos. Some say agents of Dragana appear as a blue bird before a storm hits, cautioning those in the know what may soon happen.
Drenathis
“The Thoughtfather”
Deity of New Beginnings, the Present, of Lessons Learned
Confidence, Fate, Freedom, Void
The premise of a physical realm was first realized in Drenathis, even before Sythlia. Since the Tirsar’rg for “stability” was not a part of this concept, Drenathis’ creation of a material universe blinked out of existence as soon as it came to be.* The Tirsar’rg of a physical universe continued to exist, however, and it became embodied in a series of physical objects known as the Caldra’fa Helix. *In Planck time, roughly 5.39 x 10−43 seconds
Eddamar
“The Burden of Tirsar’rg”
Deity of Universal Truth
Knowledge, Perfection, Sun, Truth
Eddamar is the cosmic archive of every possibility derived from the Tirsar’s dreams. Believers champion transparency, recordkeeping, and unwavering honesty, creating scholarly enclaves where knowledge is preserved and debates test the integrity of new ideas. Eddamar embodies the notion that no truth is too small or trivial to deserve protection and no falsehood too benign to escape scrutiny. Some believe it is Eddamar’s hand that writes the Grandastium in Avar.
Fanaurr
“The Judge”
Demi-Deity of personal honor, glory, and nobility
Confidence, Might, Truth, Zeal
Embodies personal honor, glory, and nobility, urging followers to keep their word and uphold moral standards. Knights, oathkeepers, and others committed to ethical living according to local societal norms value these teachings. Temple iconography often shows a shield-bearing sentinel, symbolizing the protective power of integrity.
Fayan
“The Whisper of Envy”
Demi-Deity of Murderous Death, Jealousy, Greed, and Selfish Actions
Ambition, Death, Secrecy, Tyranny
Driven by deep-seated feelings of jealousy, greed, and a relentless pursuit of personal gain, the followers of Fayan walk a deadly path To them obstacles are mere stepping stones on their bloodied road to power and success, adhering to the edict of letting nothing stand in their way. Devotees are typically skilled in stealth and deception, and use these abilities to further their own ends. Places of worship are hidden and secretive, be it in a distant cave far from city walls or within the walls hidden in plain sight behind a butchery.
Fayer
“The Gentle Mercy”, “Conclusions”
Demi-Deity of Natural Death, Endings, and Conclusions
Death, Healing, Spirit, Travel
A silent and patient deity overseeing the natural shift from life into death. Fayer cares little for meddling in the affairs of humans unlike its apparent sibling, Fayan. In its role as Keeper of the Veil, Fayer is Sythlia’s warden of beings who have passed from life into death and acts as the god of that realm. As an aside, the Veil should not be confused with the Veiled Gate—the passageway from the realm of mortals to that of Fayer. That corridor of passage, as all places between worlds and dimensions, is overseen by Kyrasil.
Hadravyr (Creation)
“Lone Child of the Dreg’n”
Demi-Deity of Creative Forces, or Dragons
Creation, Fire, Knowledge, Wealth
Followers are often divided on what Hadravyr actually represents. Some believe Hadravyr was the first material dreg’n, those spirits of creation Sythlia manifested to assist in the assembly of the rules of the universe and its tangential realms. In this capacity, Hadravyr represents the forces of creation. To others, Hadravyr is a literal dragon god. Though few dragons worship Hadravyr as such, many humanoids including lizardfolk and kobolds do and see the awesome presence of dragons as something to aspire to. Whatever Hadravyr truly is, the essence of this deity is mighty and aspirants and vyers alike find comfort in the strength granted by their beliefs.
Hadravyr (Dragon)
“Lone Child of the Dreg’n”
Demi-Deity of Dragons
Ambition, Dragon, Might, Zeal
Hadravyr is the first dragon and is worshiped as a literal dragon god. Though few dragons worship Hadravyr as such, many humanoids including lizardfolk and kobolds do and see the awesome presence of dragons as something to aspire to.
Hjoldur
“The Sleeping Earth”
Demi-Deity of Winter, Safety, Rest, Reflection, and Repose
Earth, Freedom, Healing, Protection
Demi-deity of winter, safety, rest, reflection, and repose. Mortals revere Hjoldur for granting respite during harsh winters and guiding them toward healing and renewal. Temples and altars often depict a lone tree sprouting from cold earth, symbolizing hope in times of stillness.
Igaos
“Eddei”, “The Roaming Tempest”
Demi-Deity of Water, Weather, and Travel; Patron Deity of Sailors
Air, Protection, Travel, Water
Known for temperamental seas and swift passage, Igaos embodies water’s wild side and serves as a guardian for sailors. Storms may rage in Igaos’s wake, yet safe harbors flourish under this deity’s watchful eye. Adherents can learn a Lore related to sailing or water.
Igniara
“Eddei”, ““The Shore’s Shield”
Demi-Deity of Water, Protection, and Shoreline Communities
Earth, Family, Protection, Water
Protector of shoreline communities, Igniara stands at the threshold where sea meets land, ensuring harmony and balance. Devotees safeguard natural habitats and respect the delicate rhythm of coastal life.
Ignimir
“Eddei”, “The Liberating Tide”
Demi-Deity of Water, Healing, and Liberation
Family, Freedom, Water
Champion of healing and liberation, Ignimir draws upon water’s cleansing power to free the oppressed and mend broken spirits. Communities under Ignimir’s influence often thrive on unity, mutual aid, and compassion.
Ílladir
“The First Among”, “Green One”,
Demi-Deity of the Th’il
Earth, Family, Nature, Spirit
Ílladir was the first truly autonomous being to have been created by Sythlia and was imbued with divine-like powers before Sythlia understood mortals did not require such force. Ílladir was tasked to use their wisdom to guide the newly created th’il into life immortal in the First Age. Since, Ílladir has received any and all th’il who come to recognize Sythlia’s gift of life. Ílladir resides in solitude in Rithrydel Zhrertrix, Wyth Tyr’il.
Ipparya
“Keeper of Her Plan”, “The Watch”
Demi-Deity of Restoration of Natural State and Balance, Protection of Nature
Duty, Earth, Nature, Wood
Adherents of Ipparya uphold nature’s equilibrium and defend its unaltered flow. Devotees focus on preserving the rightful balance between natural forces and arcane energies, resisting those who tamper with reality for personal gain. Temples often house druidic enclaves and caretakers who safeguard wild domains and keep unchecked magic at bay.
Iviria
“The Daughter”
Demi-Deity of Cities and Civilization
Ambition, Cities, Family, Wealth
Iviria embodies cities, civilization, and the forward progress of mortal societies. Followers encourage community growth, cultural development, and discovery of ancient knowledge to advance society. Temples often stand at the heart of thriving cities, symbolizing mortal’s power to shape the natural world.
Kathos
“The Weaver”, “Fate”
Great Deity of the Fabric of the Universe
Fate, Time, Travel, Trickery
Kathos, one of the first avatars created by the Tirsar, governs the mechanics of space-time and its countless branching possibilities. While mortals sometimes associate Kathos with fate, its true nature embodies all potential outcomes and alternate paths reality can take.
Kyrasil
“Walker of Worlds”, “She Who Lives Between”, “Watcher of the Crossroads”
Deity of the midnight hour, change, and difficult decisions
Darkness, Luck, Protection, Travel
Kyrasil represents the unseen by-ways between the obvious choices in life, the weight of consequence, and the mysteries that exist between everything. To be a devotee to Kyrasil is to walk a path few others dare.
Lyrtas
Lyrter
“Executor of Nor’dagha’s Will”
Minor Deity of Natural Law, Rangers, and Druids
Earth, Might, Nature, Protection
Lyrter is the hand of Nor’dagha where mortals tread, ensuring the wild remains wild and the laws of nature are obeyed. Rangers and druids often call on them when walking the line between survival and imbalance, ensuring they do not profane nature and understand their place in the great whole.
Medres
“The Walking Plague”
Demi-deity of the Plague & Undeath
Death, Decay, Plague, Undeath
Creeping through shadowed lands, Medres spreads plague and commands legions of the undead. Whispers of her approach bring terror to rural settlements, with sickness and shambling horrors in her wake. Driven by a relentless hunger, she delights in the slow decay of life itself.
Myrse
Sythlia
“The Elemental Deity”, “First Mother”
Accursed creator of the physical universe, its tangential planes, and eternal life
Creation, Healing, Nature, Perfection
Sythlia is the creator of the physical universe and its tangential planes of existence. Among mortals, views of Sythlia vary: some cults anticipate her return to grant eternal life, while others perceive death as her curse upon the living. Additionally, there are those who believe that Sythlia is deceased, with only her aspect overseeing the indifferent forces of nature, known as Nor’dagha, remaining.
Urthes
“The Whispering Poison”
Demi-Deity of Manipulation, Perverted Truth, and Twisted Lies
Knowledge, Pain, Secrecy, Trickery
Urthes thrives on twisted truths and the manipulation of minds, sowing discord wherever power and trust intersect. Those who fall under his sway awaken to a nightmare of perpetual deceit. In his presence, deception and betrayal infect entire communities like a malignant plague of the spirit.
Zelres
“The Mad Moons”, “The Eye in the Twisted Night”, “Mind-Breaker”
Demi-Deity of Madness
Darkness, Disorientation, Trickery, Tyranny
Zelres blurs the lines between reality and hallucination, feasting on fear and confusion. Victims lose their sense of self, caught in illusions that erode sanity. In Zelres’s path, nightmares come alive to devour the minds of the unwary.
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