DEITIES
CHILDREN • OF • THE • TIRSAR
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.
THE PANTHEONS
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 Order of Chaos
It’s unclear, and perhaps irrelevant, whether the Tirsarian or Unspoken deities spawned from the Tirsar first.
Whatever the case, it is presumed to have been a billion eons since the Tirsar have dreamt their last dreams of creation.
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
THE ALDRI’HAR
Of those born from the tirsar’rg, 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 of the Aldri’har, for encoded in their real names is the blueprint of reality.
Below is a list of the known Aldri’har of Evindale as they are known by the children of Sythlia.
![](https://evindale.com/wp-content/uploads/2024/05/Sythlia-150x150.webp)
SYTHLIA
“The Elemental Deity”, “First Mother”
Accursed creator of the physical universe, its tangential planes, and eternal life
The Becoming
Sythlia wasn’t the first deity to personify physical reality. Drenathis holds that distinction, but Stability as a concept had not yet existed. As soon as this first deity of a physical universe appeared, it blinked out of existence. Like a lingering memory, only a basic concept remained and upon it would a new universe be born.
The Creation of All Things
When Stability did finally become a possibility (and therefore its own tirsar’rg) a portion of the Tirsar melded with it, creating a consciousness. This consciousness of finite power—yet infinite in its own scope—would be later called Sythlia and from it, the universe was created.
Sythlia’s realm consists of multiple dimensions, only four of which form the known physical universe. The other dimensions, or planes of existence, were also created and form the stage on which various energies and elements would find a home.
From the building blocks of reality Sythlia fashioned the dreg’n, multidimensional beings capable of acting as autonomous extensions of herself to assist in creating the worlds.
The realms of energy and the elements were created alongside an ever-expanding material universe. Though it would take billions of years for these dimensions to form, Sythlia would also seek to emulate the spark of consciousness from the Tirsar in each. On the physical planes, various forms of life emerged through evolution, accelerated evolution by the hand of a deity, or outright creation.
Creation of Ævyn
A tirsar’rg may contain possibilities of which a deity is not aware. So it was with Sythlia and the concept of death. As the sole provider of the living essence, there was no need for clothing, procreation, or consumption. Her worlds grew unabated, teamed with life, and flourished in Sythlia’s divine nourishment.
This was not without its faults. Over time, this non-stop growth would lead to significant discomfort. The pleas of the living caused her confusion; was life not what they wanted? To discover more and assuage her loneliness as the sole deity of physical creation, she created Ævyn, the Great Consort, and sent him to walk among the living.
The First Murder, The Surge, and Arcana
Life continued to adapt, evolve, and learn as Ævyn traveled the worlds. Some life forms evolved to exist on worlds made only of gas, others in the elemental realms, and still others on rocky planets. Æyndal, or Evindale as it would later be known, is one such planet.
One people found their home deep in the natural caverns of the underearth. Within these caverns, the Slin discovered smelting, though crude at best. When Ævyn made it to this world, the Slin were among those who came to meet the Great Consort. One presented an object he had fashioned, a long crude bar of iron with one thin edge.
Only Sythlia had been known to create before this moment. To Ævyn, this object defied reality and what he knew of Sythlia’s tirsar’rg. Still, the process of creation necessitates exerting one’s will over their surroundings. Thus, mortals had become gods unto themselves, albeit severely limited in power.
Ævyn touched this object—though some say he was attacked with it—and immediately collapsed, his body inadvertently torn asunder. His blood poured out in The Surge, a wash of infinite divine energy across all realms of existence. This energy, however, was tainted by the will of mortals on their reality and was transformed to become arcana, the form of magic exercised by mortals as an expression of their will over their surroundings.
This gave rise to the demi-deities of death, Fayer and Fayan.
Cults & Beliefs
Today, Sythlia is a deity sequestered on the Isles of Ævyn, a place no mortal may ever touch. It is a land of eternal life, unique in its kind, yet it remains unknown to mortals who were now tainted by death.
Cults have risen that hope for the return of Sythlia and eternal life, while others believe death is the curse of Sythlia upon the living, not an action wrought by mortal will in the early days of creation.
Whatever the belief, Sythlia is not a deity who confers wisdom upon others. Even divination magics are often answered by the presence of other spirits; rarely does Sythlia answer the call of her own. This has led some to believe that Sythlia is dead and the facet of her that oversees the uncaring aspect of existence called “nature”—the deity known as Nor’dagha—is the only thing that remains of Sythlia after The Surge.
D&D 5e
Alignment: LN
Suggested Domains: Light, Life, Peace
Symbol: A three-petaled stamenless white flower (the oritel)
Pathfinder 2e
Areas of Concern: Creation, eternal life, and preservation of Her Plan
Edicts: Further life, stop wars, deny the use of arcane magic
Anathema: Cause the halting of life and life’s progress, study arcane magic
Divine Attributes: Intelligence or Charisma
Devotee Benefits
Cleric Spells: 1st: heal, 2nd: dispel magic, 4th: banishment
Divine Font: heal
Divine Sanctification: can choose holy or unholy
Divine Skill: Medicine
Domains: creation, healing, nature, perfection
Favored Weapon: None
The Italti
The energy contained in the spilled Blood of Ævyn, simplified as arcana, washed across all dimensions created by Sythlia in an instant. This Surge destroyed many of Sythlia’s living creations and transformed more than a few into magical beings. Still, some were so infused with the Blood of Ævyn they became living vessels of near infinite arcane power. They became known as the italti.
As the realization of their might was understood, some italti grew mad with power and sought to rule over those they deemed lesser. These beings created the first cities as monuments to themselves with impossibly tall spires of obsidian, warped architecture of unknown materials, and floating fortresses of worship, all held together by their mere whim. In Evindale, the living of the Second Age were soon subjugated under the tyrannical grip of these new god-kings:
- Ardulam of the Shadows is said to still thrive in the secrets that lie in the heart of all beings. Her spires are hidden and merge with the shadows themselves.
- Domanaris who consumed the knowledge of lesser italti and created the first tomes to record it all.
- Elyxendria possessed the ability to manipulate the flow of time within her domain, an effort that effectively rewrote how space-time works in certain areas of the worlds.
- Gred’Ghul the Dreaded who sought to master realms between realms, the Umbra.
- Meiqir of Slasia existed between life and death, something said to give rise to undeath.
- Melirix enslaved the most in his empire of Agasxi (later, Ivari) and left a wake of ash.
- Quirivas, The Flame of Ancients sought to unlock the secrets of creation itself and is said to have mutated to a new horrific form.
- Sylithenar sought to master the voids of space and took with it many species in bizarre experimentations.
- Vorok Gergöt used his new arcane powers to suspend the death process and became the first lich and creator of new horrific life forms.
- Vuraelagus was consumed with the lust of personal power and mastery over the arcane.
- Tyrivael bent the fabric of reality and created gateways to uncharted dimensions which exist today as a link of portals.
Yet not all italti were affected with this greed. Some recognized their potential to help others.
- Gors Hylt was a human who sought to escape the tyranny of the god-kings. He used his powers to bring peace to warring nations and eventually founded the Black Feather tribe in northwestern Sta’abri before falling in love with Starix of Kant.
- Starix of Kant was a bird of prey before The Surge and was transformed to a highly intelligent winged humanoid that, along with her mate Gors Hylt, would be the progenitor of some of the winged folk in Evindale.
The End of Italti Rule
Other italti undoubtedly still exist, though most would perish in an event that brought the Second Age to a close, the Ride of the Hunt. In this, mortals rose up en masse against the god-kings, slaying 22 in total, including some of those above.
Some fled to distant realms and lands, seeking out a life of quiet manipulation or assistance of the world around them. Others live far below cities, feeding on the memories of the living above them.
Italti Plot Hooks
ARYOS
“The Burning One”, “The Sun”, “The Burning Inquisition”
Deity of the Element of Sun, and Acquisition of Knowledge
Aryos serves both the low and the high, the farmer and the scholar. In its aspect as a life-giver, commoners may celebrate Aryos in the beginning of the Summer and wish its return soon at the end of it six months later.
For scholars, Aryos is the one who burns away all obfuscation of knowledge. This places Aryos directly opposite Serathid whose followers horde knowledge for self-serving purposes. Shrines to Aryos are always in a clearing or wide open field and often adorned with crystals of quartz, minerals believed to capture and retain knowledge. Their transparency is symbolic of the belief that truth should be equally transparent. Some dedicants of Aryos take this to extremes, however, and in their quest for truth are not above resorting to fire-based torture to extract it from whomever has it.
Hidden secrets hold no place to followers of Aryos, whose followers seek to make knowledge of any kind available to any who would wish it.
Divination practices from clerics of Aryos have ranged from inquisitional to overt torture. The latter has caused some of the cults of Aryos to be outlawed in larger cities.
D&D 5e
Alignment: LN
Suggested Domains: Knowledge, Light, Order
Symbol: Lower half of a sun with a downward ray of light piercing an opened book; or, a simple circle with a centered dot
Pathfinder 2e
Areas of Concern: truth, pursuit of knowledge, interrogation, and reclaiming secrets
Edicts: pursue objective truth, do not allow knowledge to be hidden, gain knowledge at any cost
Anathema: knowingly avoid a situation where you may have learned something important, rare, or greatly beneficial to you or others
Divine Attributes: Strength or Wisdom
Devotee Benefits
Cleric Spells: 1st: Command, 2nd: Revealing Light, 7th: Sunburst
Divine Font: heal or harm
Divine Sanctification: can choose holy or unholy
Divine Skill: Intimidation
Domains: confidence, knowledge, sun, truth
Favored Weapon: spear
BENOS / VALLOR
“Hammer of Knowledge”, “Crafter of Worlds”, “Lantern Bearer”
Deity of the Cycle of Creation
To many, Benos represents the preservation of knowledge via creation, whether through writing or storytelling and other arts. Because of this, Benos’ followers are often librarians, smiths, and bards.
Benos in The Fifth Age
Followers of Benos, say in the beginning days of The Interregnum it was he who brought destruction to the world’s great centers of power so as to hide forever the knowledge that brought about the Tirsarian faiths’ downfall. Followers of Benos maintain this destruction was necessary as the world’s people had become complacent and too reliant on magic, losing the knowledge of working with their hands.
When worshipped as a Deity of destruction and/or knowledge, Benos is viewed as a bringer of lessons through hardships and a destroyer of barriers that prevent growth of the mind.
“Vallor” is used as this deity’s name when referring to the Tirsarian aspect of deity of which Benos is a part, that which existed prior to Sythlia’s emergence.
D&D 5e
Alignment: N
Suggested Domains: Arcana, Forge, Knowledge
Symbol: A blacksmith’s hammer
Pathfinder 2e
Areas of Concern: crafting, preservation of knowledge, enchantments, and cultures that value such things
Edicts: learn from past mistakes, preserve knowledge at all costs
Anathema: engage in the destruction of knowledge and secrets
Divine Attributes: Dexterity or Intelligence
Devotee Benefits
Cleric Spells: 1st: Mending, 3rd: Locate, 10th: Remake
Divine Font: heal
Divine Sanctification: can choose holy
Divine Skill: Crafting
Domains: ambition, creation, magic, secrecy
Favored Weapon: warhammer
CRYSERA
“Frozen Queen”
Deity of Ice and Death by Exposure, Hardships, and Pain
Some claim the zealots of Crysera are worshipers of nature’s cruelty. Yet those who follow the Ice Queen’s teachings of survival often laugh at such ignorant foolishness. They view all things as a tool of survival and will teach to those who have already proven themselves worthy of Crysera’s lessons.
D&D 5e
Alignment: LE
Suggested Domains: Nature, Tempest, War
Symbol: three parallel icicles of diminishing size
Pathfinder 2e
Areas of Concern: survival, hardships as lessons, cruelty without compassion, and isolation
Edicts: test others through pain so they may gain strength
Anathema: you show compassion to those unable to survive the tests of life
Divine Attributes: Constitution or Wisdom
DEVOTEE BENEFITS
Cleric Spells: 1st: enfeeble, 2nd: environmental endurance (self), 3rd: blindness
Divine Font: harm
Divine Sanctification: can choose unholy
Divine Skill: Survival
Domains: ambition, confidence, darkness, pain
Favored Weapon: spear
DAMARCANE
Demi-Deity of Catastrophes
Damarcane embodies the force behind ruin, a bleak reminder that all things are subject to sudden and seeming irreversible obliteration.
D&D 5e
Alignment: NE
Suggested Domains: Ambition, Death, Tempest, War, Zeal
Symbol: three lines diverging from a single point in the heavens, symbolizing a torrent of destruction raining down on all worlds
Pathfinder 2e
Areas of Concern: destruction, disaster, and wrath
Edicts: In battle, use only the deadliest of options. In times of peace, test the resiliency of all around you
Anathema: You show mercy or choose a path other than the most carnage when appropriate
Divine Attributes: Constitution or Wisdom
Devotee Benefits
Cleric Spells: 1st: burning hands, 4th: divine wrath, 6th: phantasmal calamity
Divine Font: harm
Divine Sanctification: must choose unholy
Divine Skill: Torture Lore, War Lore
Domains: ambition, death, fire, zeal
Favored Weapon: greatsword or maul; the deadliest weapon the wielder may possess
DAMARNOS
“Bearer of Aryos’ Flame”, “Extinguisher of Undead”
Deity of Light and Safety of Community
Overview
Adherents to the customs of Damarnos are quick to welcome others into their homes, but do not suffer those who would take advantage of them. They believe shelter, food, and clothing are essential rights of life and often act as advocates of those who lack such things, seeking to end whatever might cause such hardships.
As celebrants of life, more than one cleric of Damarnos has ventured into the darkness to shed some light and extinguish the undead.
D&D 5e
Alignment: NG
Suggested Domains: Grave, Light, Twilight
Symbol: a torch
Pathfinder 2e
Areas of Concern: safety found in community, nourishment, defense against the undead and enemies who seek to hide in the darkness
Edicts: share food
Anathema: destruction of another’s home for personal gain, suffering undead to exist
Divine Attributes: Intelligence or Charisma
DEVOTEE BENEFITS
Cleric Spells: 1st: bless, 2nd: create food, 3rd: holy light
Divine Font: heal
Divine Sanctification: can choose holy
Divine Skill: Religion
Domains: death, healing, sun, zeal
Favored Weapon: morning star
DRAGAAREN
“The Hidden Master”
Deity of the Deepdelves, Life, and Mystery
Overview
Though the secrets of the deepdelves were originally discovered by the slindar’il, the drahelvauri—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.
D&D 5e
Alignment: NG
Suggested Domains: Forge, City, Knowledge
Symbol: three mountain peaks; or, a crystal
Pathfinder 2e
Areas of Concern: excelling in one’s craft, preservation of tradition or lessons of the past, and exploring the world’s hidden treasures
Edicts: provide comfort to family and the unlucky, punish those who purposefully bring misfortune to others, rid the evil that lurks in the deepdelves, and seek the means to live as one truly wishes
Anathema: insult or bully others without wit, act rashly, allow one’s natural talent to waste
Divine Attributes: Strength or Wisdom
DEVOTEE BENEFITS
Cleric Spells: 1st: mystic armor, 2nd: create food, 5th: speak with stones
Divine Font: heal
Divine Sanctification: can choose holy
Divine Skill: Crafting or Lore
Domains: ambition, creation, family, protection
Favored Weapon: spear
DRAGANA
Deity of Storms, Chaos, and Change
Overview
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.
D&D 5e
Alignment: CN
Suggested Domains: Nature, Tempest, Trickery
Symbol: a storm cloud; or, a stylized lightning strike
Pathfinder 2e
Areas of Concern: providing moments of reckoning, freeing the enslaved, and finding opportunity in turmoil
Edicts: allow others to suffer the consequences of their actions, exact vengeance when deserved, strike down tyranny
Anathema: cause others needless distress, inhibit others to live freely, allow yourself to be caught unawares
Divine Attributes: Dexterity or Wisdom
DEVOTEE BENEFITS
Cleric Spells: 1st: alarm, 2nd: noise blast, 4th: divine wrath
Divine Font: heal or harm
Divine Sanctification: can choose holy or unholy
Divine Skill: Intimidation
Domains: air, freedom, might, trickery
Favored Weapon: javelin
DRENATHIS
Deity of New Beginnings, the Present, of Lessons Learned
The Becoming
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.
Beliefs
Devotees of Drenathis are taught to see opportunity in chaos and to act decisively. They come to understand that inaction or delay can lead to missed chances and stagnation.
D&D 5e
Alignment: N
Suggested Domains: Order, Fate, Light
Symbol: a single dot with four radiating beams
Pathfinder 2e
Areas of Concern: new beginnings and journeys, lessons learned,
Edicts: resist procrastination, make efficient decisions, have a plan and act on it
Anathema: allow irrational thoughts to get in the way of progress
Divine Attributes: Constitution or Wisdom
DEVOTEE BENEFITS
Cleric Spells: 1st: Sanctuary, 2nd: Clear Mind, 3rd: Safe Passage
Divine Font: heal
Divine Sanctification: can choose holy
Divine Skill: Diplomacy
Domains: confidence, fate, freedom, luck
Favored Weapon: scimitar
EDDAMAR
Deity of absolute truth, “The Burden of Tirsar’rg”
Overview
Followers of Eddamar are often scholars, historians, philosophers, judges, investigators, and inquisitors seeking the truth beyond even mortal law. Others engage in worship through the pursuit of knowledge or the study of the realities shaped by the Tirsar, preserving the integrity of these truths against distortion or corruption.
Eddamar’s temples are serene sanctuaries of learning, often resembling vast libraries filled with ancient texts and spaces for quiet contemplation and scholarly debate.
D&D 5e
Alignment: LN
Suggested Domains: Knowledge, Mind, Order
Symbol: A symmetrical glyph representing a burst of knowledge
Pathfinder 2e
Areas of Concern: Community, Truth, and Fairness
Edicts: seek new experiences, stand for truth against all, learn from hard-earned lessons, be fair in judgement
Anathema: engage in willful ignorance, allow another to suffer false charges, defiance of truth for personal gain
Divine Attributes: Intelligence or Charisma
DEVOTEE BENEFITS
Cleric Spells: 1st: Sanctuary, 2nd: Augury, 7th: Divine Decree
Divine Font: heal or harm
Divine Sanctification: can choose holy or unholy
Divine Skill: Lore
Domains: fate, knowledge, perfection, truth
Favored Weapon: flail