
Once Bel Airf, who fancied himself as “the most supreme” of the Gods, decided to take the lead of every pantheon and conquer all the Worlds. In his quest for power, he absorbed the other Fire Gods, which caused his sanity to crack. It was his wicked intention that merged three Worlds into a single Conjunction. Airf was once defeated and imprisoned in the Unbreakable Labyrinth. The Worlds were separated again, and after many centuries, the inhabitants blissfully forgot about Airf. But now he has returned, and once again, war has erupted within the territory of the Conjunction. From forgotten corners of all Worlds, charred cultists of Fire have emerged, long awaiting their moment.
From the blazing madness of Airf the Pervasive, to the cold whispers of Msafiri, the king of deception, each deity of the Endless Night carries remnants of ancient wars, forgotten alliances, and unchecked ambition. Their dominions stretch across fire and shadow, death and deceit, vanity and vengeance. Mortals tread carefully in a world ruled by such gods – where faith is often paid in blood, madness, or worse, divine attention.
Sphere of influence: night, shadows, fear
Symbols: none
Nicknames: none
A manifestation of his power are shadowlings – incorporeal creatures who take anyone left without a lightsource in the night away into Gluum’s domain. Martrig used to oppose him, not letting the world be drowned into total darkness.
Sphere of influence: dark magic, illnesses
Symbols: a head in a perfect octagon, in some cases – simply an octagon
Nicknames: Dungskruff (Dungbeard), Syndfar (Father of sin)
The original name of Odrohode was destroyed even in the most ancient dwarven scriptures and only the most devoted cultists get to know it. His domain is a cold, long time extinguished forge where only shadows of forsaken dwarves lie. Odrohode is believed to be the creator of the Plague that destroyed the first dwarven hold.
Sphere of influence: shapeshifters, mutants, fashion, social gatherings
Symbol: none, they are the symbol to themselves
Nickname: the Countless Faces
Grandeur, the centre of attention, vainglory – are the main characteristics of these Gods. They constantly change their own appearance most often with several heads possessing at times dramatically different personalities (thus the plural in the name). They adore watching mortals gnaw at each other’s throats for a chance of divine attention. But getting too close to the faces of these patrons for they do not let anyone share the audience’s excited breath
Sphere of influence: depths, stealth
Symbols: a lightning, sprawling from an abyss
Nicknames: Thunderer
Stealthy and quiet. Communicates with the followers only through vague visions. Gives his subordinates independence and a freedom of choice in issuing verdicts (vigilantism), but does not provide protection from the consequences.
Sphere of influence: casinos, banks
Symbol: a cobra with a head of a tiger
A patron to anyone willing to test their own luck. An owner of unheard wealth. Grudges no small expense to enjoy epic adventures of the mortals in search of treasures. Has a hard relation with Msafiri, who constantly refuses to play by the rules, yet brings unexpected twists in the mortals’ attempts at fortune.
Sphere of influence: death, undead, the afterlife
Symbol: a dead head
Nicknames: Shut-pan, the Undying
Champions of the second Confluence: Kolbakorjaja, Kor Apshen
A minor god, by spreading the cult of undead awaits the arrival of the March.
Sphere of influence: magic, secret knowledge, conspiracies
Symbols: A book. In regards to mages of separate denominations this can be in the form of a compressed folio of spells, which a mage has attained throughout life.
Nicknames: Evil-eye
Yeak is ready to share some knowledge, if you are ready to pay the proper price. Never try to fool a Knowledgegod.
Sphere of influence: diseases, death, venoms, alchemy
Symbols: a snake coiling in a ring
Nicknames: Old hag
Anzianu is always ready to help a sick or dying to embreathe them with life, however the sacraments of a Deathgod never pass without a mark – a depart malady often leaves place to a worse display of the Goddesses caregiving – death will no longer trouble an undead.
Sphere of influence: roads, deceit, trade, theft
Symbols: a holed (ragged) boot
Nicknames: Traveller
In folk tales, constantly bedevils the actions of heroes denying them of accomplishing their heroic duty. Distracts from the real goals.
Sphere of influence: war, destruction, insanity, murder
Symbols: a cracked helmet, some sea folk use a trident
Nicknames: Battleborn, Swordbreaker
Sphere of influence: conquest, tyranny, spread of power/influence
Symbols: a blazing serpentarium of fiery serpents, an open maw, glaive
Nicknames: Principal Conductor of a march/campaign/trekking
A piece of his power is still kept among the souls of his followers, which is passed down through generations.
The Shining Kingdoms pantheon radiates with divine order and hope, standing in contrast to the chaos of the Conjunction. Led by Skyweld, the True One, this assembly of gods represents valor, craft, and ancient wisdom rooted in dwarven, elven, and human traditions. From the thunderous resolve of Skyweld to the quiet guardianship of Apoletta, the Princess of the Forest, these deities guide mortals through war, trade, magic, and the wild. Though unity defines much of this pantheon, shadows linger still – severed ties, forsaken goddesses, and divergent philosophies reveal cracks beneath the gleaming surface.
Sphere of influence: war, valour, thunder and lightning
Symbols: lightning
Nicknames: the True One
By becoming the head of the Shining Kingdoms pantheon, has imbued all its inhabitants with indeclinable faith in the brighter future. Considered as the world’s defender.
Sphere of influence: martial arts, trade of stone- and metalworking
Symbols: crossed axe (or other weapon) and hammer
Nicknames: All-Far (the All-Father), Dwe-Dok (the Three Eyed One), GrundGov (word-by-word – HammerLord)
The most known and worshipped dwarven god. All dwarves who worship the All-Far carry an axe or a hammer showing both their religious affiliation and readiness for battle.
Sphere of influence: dwarven rune magic, beard growth
Symbols: Tablet of any material inscribed with runes Rhunfar, two small rune-beads Rhun and Far worn either on a neck or braided into a beard
Nicknames: Groztromi (the One with a Huge Beard), Father of Words, Father of Runes
Sphere of influence: craftsmen (wood, jewellery), hunting, animals
Symbols: 3 arrows entwined with a vine. Aina-Ebra worshipping humans tend to use a deer’s head as a symbol
Nicknames: the Lightfeet
Part of the elven core pantheon. Twin brother of Marak Eyeless.
Sphere of influence: magic (particularly battle magic)
Symbols: folded scroll
A young god emerged with the vast establishment of battle magic schools in human cities. Adopted the bigger part of Marak Eyeless disciples.
Sphere of influence: roads, campaigns (including military ones)
Symbols: travelling bag, a sack
Nicknames: the Walker
Sphere of influence: the north, war, cold
Symbols: stalagmite
God of the northern lands and guardian of Great principalities.
Sphere of influence: magic, healing, education
Symbols: quill, sometimes a complex symbol of a quill and an ink-pot (encountered in educational institutions, libraries etc)
Initially an elven Knowledgegod, taught magic to the world’s inhabitants, regards the use of magic in military purpose as the wrong path.
Sphere of influence: spiders, gossip, conspiracies
Symbols: Web
Nicknames: the Blooddrinker, the She-spider
Goddess of Spiders from an ancient elven pantheon. Apoletta’s sister. Appears in front of the mortals as either in the form of a beautiful drow-elf-maiden, or as an enormous Drider (half-humanoid, half-spider). Left the elven pantheon after the drow had forsaken the goddess in favour of a new Bloodgod. Is essentially disciple-less. Minor god.
Sphere of influence: druids, forest, elves
Symbols: thistle bud
Nicknames: the Princess
A minor goddess trying to protect her following from assaults of humans and other races. The main place of residence is the Primaeval Forest. Favores every druid and is ready to help them in defending the world.
The true intentions of the Firstborn Elementals remain a mystery – no clear communication is possible, and their immense presence warps both land and mind. Towering and alien, each Aspect reshapes the region it inhabits, while places of their clashes become chaotic, unpredictable zones.
Though they do not respond to prayers like gods, their sheer power draws followers. Some worship Aspects as deities, offer gifts, or try to mimic them. Among them are Shards — powerful elementals who act as living conduits, possibly fragments of the Aspects themselves. Whether sentient or just imitating life, their true nature is unknown.
Others see the Aspects as a threat, believing they aim to wipe out mortal life, and seek to purge them from the world entirely. Most, however, maintain a cautious respect — or ignore them, surviving by their own means.
Sphere of influence: volcanoes, any manifestation of fire
Domain: Volcanic Valleys, to the south
Symbols: fire sign (can be any), a titanic volcano
Nicknames: the Bitter One
Legends claim that this elemental has fallen into hibernation in the biggest volcano crater. Its further fate is unknown, but those, who still venerate it, believe that it shall unleash its power to the world once again.
Sphere of influence: peaks of mountains, high elevations, barrens
Domain: Screaming Whirls, to the east
Symbols: air sign (can be any), a horned dragon with long whiskers
Nicknames: the Speaking One
It created some shape of an ancient wingless dragon, which sores between the peaks, levitating on the powerful wind streams. The progenitor of healing skill.
Sphere of influence: frost, ice, snow
Domain: the Frost Sheets, to the north
Symbols: frost sign (can be any), a boreal owl
Nicknames: the Silent One
It is said that this elemental has assumed a shape of a giant boreal owl. With its wing flaps it sends cold wind streams onto the world, and the northern inhabitants receive blizzards. Only a single person is known to have seen the elemental first-hand – One-eyed Ralof. Unfortunately, he went insane and got lost in the north many thousand years ago.
Sphere of influence: rocks, plains, deserts, forests
Domain: unspecified
Symbols: earth sign (can be any), a giant mole
Nicknames: the Pondering One
Legends tell that this Aspect is benevolent towards the creatures of flesh and blood, although the earthquakes, collapses and landslides speak of the contrary. It hid deep in the crystal caverns made specifically for itself. Where exactly those tunnels are situated – nobody knows.
Sphere of influence: oceans, seas, rivers, lakes
Domain: the Creaky Archipelago, to the west
Symbols: water sign (can be any), a giant carp
Nicknames: the Changing One
The Aspect exists in constant double-facedness. It darts between total tranquillity and outrage. The water expanse may remain flat for long, only to burst out in a wild tsunami for a moment and vice versa. By its will the ships trying to reach the Archipelago disappear without a trace in the chasms on the bottom, so later the deep gifts would be washed ashore for anyone to take. A thief and a rogue, whilst also a sponsor and a benefactor. In the end, without water there cannot be any life.
Although the presence of the ancient gods is felt faintly, there remain a small number of communes, which hold the memory of ancient traditions and rites in the name of gods. Some carry them out to honour the traditions. Some don’t even understand that their traditions are somehow related to gods. Some are firmly believing that the gods will once again return onto their sinful land.
Sphere of influence: unknown
Symbols: absent. Cult is dead.
Nicknames: absent
Nobody remembers nor knows this god. If you start questioning about it in taverns, you aren’t likely to get answers. However, mentions of it resurface at different points of Far Edge.
Sphere of influence: weather (especially storms and hurricanes), destruction and renewal, wind, wastes, void and suffering
Symbols: Curved dagger, Vulture
Nicknames: Stormreaper, Whirlkeeper, Lady of Desserts, Tearweaver
Leads the trio of the sinister goddesses known as the Dark Winds Triumvirate.
Legend has it that Aurelia emerged out of twisting sand and lightning, when a magical storm had reached its apogee. This moment of birth marked her connection with the wildest and untamable phenomena. Her first shrieks were attended by roaring thunder and her sight summoned lightning.
Aurelia stands as a merciless mother, destroying the lives of her children. Her golden eyes shine like predatory stars carrying malevolent gleam in the night’s darkness. Her hair reminds of dark whirls of sandstorms and her skin has a marble shade of copper sand.
Sphere of influence: kindness, good deeds, joy, fun, care-about
Symbols: sun
Nicknames: the White God
A god, who was forsaken with the appearance of mages. It used to be a well-doer, who always opposed the dark side of the elements, when the world was conceiving. With time, people forsake Fa, the elements degraded and went rampaging creating ever more local catastrophes and plunging the locals into chaos. Legends tell that upon seeing this, Fa ceased any attempts at restoring the balance and left the world taking on a form of pure light. Fa’s last venerators are monks, who reside on the eastern side of the Far Edge.
Sphere of influence: death, sorrow, loss, dread
Symbols: moon
Nicknames: the Black God
Similarly to Fa – it was forsaken, when people learned sorcery. Along with Fa, they formed the harmony of the Former World, by residing on the scales’ plates of the elder. In their common legend, as soon as Fa became disappointed with the mortals and decided to achieve an ephemeral form, Ra followed its sibling and became darkness. Ancient fairy tales claim that this is how the day-and-night cycle has begun.
Sphere of influence: air, water, earth, fire, cold
Symbols: a human with 5 hands, sitting in a lotus pose, and holding one of the five elements in each hand
Nicknames: none
The ancient tell, that this god was once a mere human, who managed to subjugate all elements in the Former World for some time. In each hand it held each element, masterfully preventing natural disasters. Was a chain wielding “master” of sorts. The tale elaborates that this god divided the world into 5 pieces, providing each its own element – as something godlike, imbuing the mortals of those regions with its own magic. But gods Fa and Ra were against this. Maybe because of this the Former World came to an end.
Sphere of influence: everyday life, faiths, simplicity
Symbols: an elder with scales
Nicknames: none
The last of the gods, whom the simple folk still venerate, who considered mages only as a vile perversion of the ideas of the elementals. The god itself was friendly and attempted to find a middle ground anywhere possible, by combining light and darkness into whole.