Beacons of Hope
Gods of the Nentir Vale
Religion is an important part of life in the Nentir Vale and beyond. When gods walk the world, clerics channel divine power, evil cults perform dark sacrifices in subterranean lairs and shining paladins stand like beacons against the darkness, it’s hard to be ambivalent about the deities and deny their existence.
Most people revere more than one deity, praying to different gods at different times. Commoners in a small town might visit a temple that has three altars, where they pray to Bahamut for protection, Pelor for fertile crops, and Moradin to aid their skill at crafting. Clerics and paladins more often serve a single deity, championing that god’s particular cause in the world. Other adventurers range across the spectrum, from paying lip service to the whole pantheon, to fervently serving a single god, to ignoring the gods entirely as they pursue their own divine ascension.
Deities are the most powerful immortal creatures, residents of the countless dominions that swirl through the Astral Sea. They appear in dreams and visions to their followers and wear countless different faces and artwork depicting them shows them in a variety of forms. Their true nature is beyond any physical form.
God of Tyranny and Domination
Goddess of Trade, Freedom, Travel and Adventure
God of Justice, Protection, Honor and Good Dragons
God of Conquest and War
God of Murder
Elven God of Stars, Space, Astronomy and Wanderers
Goddess of of Nature and the Harvest
Elven God of Spring, Beauty and The Arts
Elven Goddess of Horses, Woodlands and Fertility
Goddess of Law, Invention and Civilization
Gnome God of Humor, Jokes, Cunning and Wiles
Orc God of Storms, Destruction, Barbarians and Slaughter.
Goddess of Knowledge, Skill and Prophecy
God of Strength, Athletes, Storms and Battle
Goddess of Shadow, Lies and Spiders
Goblin God of Battle, Darkness and the Underdark
Goddess of the Wilderness and the Sea
Dwarf God of Creation and Craftsmanship
Minor Goddess of Luck and Random Chance
Goddess of Magic and Mysteries
God of Secrets, Darkness and the Undead
God of the Sun and Healing
Halfling Goddess of the Moon, Autumn, Love and Illusions
The Raven Queen
Goddess of Fate, Winter and Death
Goddess of Wealth, Envy, Greed and Evil Dragons
God of Darkness, Poison, Snakes and Assassins.
The Planes of Existence
It is common knowledge (or at least accepted theory) that the world occupies a special place at the center of the universe. It’s the middle ground where the conflicts between gods and primordials, and among the gods themselves, play out through their servants both mortal and immortal. But other planes of existence surround the world, nearby dimensions where some power sources are said to originate and powerful creatures reside, including demons, devils and the gods.
The world has no proper name, but it bears a wide variety of prosaic and poetic names among those people who ever find need to call it anything but “the world.” It’s the creation, the middle world, the natural world, the created world, or even the First Work.
The primordials formed the world from the raw materials of the Elemental Chaos. Looking down on this work from the Astral Sea, the gods were fascinated with the world. Creatures of thought and ideal, the gods saw endless room for improvement in the primordials’ work, and their imaginings took form and substance from the abundance of creation-stuff still drifting in the cosmos. Life spread across the face of the world, the churning elements resolved into oceans and landmasses, diffuse light became a sun and moon and stars. The gods drew astral essence and mixed it with the tiniest bits of creation-stuff to create mortals to populate the world and worship them. Elves, dwarves, humans, and others appeared in this period of spontaneous creation. Resentful of the gods’ meddling in their work, the primordials began a war that shook the universe, but the gods emerged victorious and the world remains as they have shaped it.
As the world took shape, the primordials found some pieces too vivid and bright, and hurled them away. They found other pieces too murky and dark, and flung them away as well. These discarded bits of creation clustered and merged, and formed together in echoes of the shaping of the world. As the gods joined in the act of creation, more ripples spread out into the Feywild and the Shadowfell, bringing creatures to life there as echoes of the world’s mortals. Thus the world was born with two siblings: the bright Feywild and the dark Shadowfell.
The Shadowfell is a dark echo of the world. It touches the world in places of deep shadow, sometimes spilling out into the world, and other times drawing hapless travelers into its dark embrace. It is not wholly evil, but everything in the Shadowfell has its dark and sinister side. When mortal creatures die, their spirits travel first to the Shadowfell before moving on to their final fate.
The Feywild is an enchanted reflection of the world. Arcane energy flows through it like streams of crystal water. Its beauty and majesty is unparalleled in the world, and every creature of the wild is imbued with a measure of fantastic power.
Scholars claim that the universe described here is not all there is—that something else exists beyond the Astral Sea and the Elemental Chaos. Evidence for this idea appears in the form of the most alien creatures known. These creatures don’t seem to be a part of the world or any known realm, and where they live in the world, reality alters around them. This fact has led sages to postulate the existence of a place they call the Far Realm, a place where the laws of reality work differently than in the known universe.
In addition, the souls of the dead—though they travel first to the Shadowfell—pass beyond it after a time. Some souls are claimed by the gods and carried to the divine dominions but others pass to another realm beyond the knowledge of any living being.