The Five

The Sage, The Healer, The Light, The Trickster and The Warrior.
  The direct children of The Great Three and the major Gods of the world. They govern the major domains of Divine magic and are worshipped around the world.
 

Overview

In the Age of Wonders, before The Scarring, the Five stood as the intermediaries between the Great Three and the mortal world, embodying the virtues, struggles, and complexities of existence. Each of the Five governed a domain essential to the balance of life, offering guidance, protection, and sometimes trials to mortals. Though their worship has faded since the Scarring, their legends endure in fragments of lore, whispered prayers, and the occasional relic.
  The Five were not as remote as the Great Three, nor as numerous as the Minor Gods. They were accessible yet enigmatic, revered by common folk and kings alike. Their influence was woven into the fabric of daily life, from the healing of wounds to the waging of wars.
 

Ulric - The Sage

Domain: Knowledge, wisdom, memory, and the written word.
Symbol: An open book with an eye inscribed on its pages.
Cults and Worship: Patron of scholars, scribes, and historians. Temples of the Sage were often libraries or archives, where knowledge was preserved and shared. Followers believed that truth was sacred, and that ignoring the lessons of the past was the greatest folly.

Laelith - The Healer

Domain: Life, healing, mercy, suffering, and the balance of pain and relief.
Symbol: A pair of hands cradling a flame.
Cults and Worship: Worshipped by physicians, midwives, and caregivers, the Healer’s shrines were places of rest and recovery. Unlike the stern justice of Palea, the Healer offered compassion and solace, believing that alleviating suffering was a divine duty.

Palea - The Light

Domain: Light, truth, revelation, the sun, and the banishment of darkness.
Symbol: A radiant sunburst piercing a veil of shadows.
Cults and Worship: Honored by judges, truth-seekers, and those who fought against corruption, the Light was the enemy of deceit and tyranny. Temples of the Light were often built in high places, where the sun’s rays could shine unobstructed. Followers believed that justice could only thrive in the light of truth.

Thalin - The Trickster

Domain: Trickery, deception, illusion, luck, and the subversion of expectations.
Symbol: A coin with two faces, one smiling and one frowning.
Cults and Worship: Revered by thieves, actors, and spies, the Trickster thrived in the underworld and the margins of society. The Trickster championed chaos and cleverness, believing that rules were made to be bent or broken.

Reathor - The Warrior

Domain: War, strength, courage, battle, and the defense of the weak.
Symbol: A sword crossed with a shield, both bloodstained.
Cults and Worship: Followed by soldiers, knights, and revolutionaries, the Warrior was the patron of those who fought for a cause. Unlike the mindless violence of war, the Warrior championed honor and sacrifice, believing that true strength came from protecting others.

The Five in the Modern Age

Though the Scarring shattered the old pantheon, the Five are not entirely forgotten. Their legends persist in folktales, hidden cults, and the few long lived survivors. Some believe that the Five still watch from the Veil, waiting for the right moment to return. Others claim that their essences linger in the world, manifesting in moments of wisdom, healing, justice, trickery, or courage.
 

Relics of the Five

Artifacts tied to the Five still surface across Morea, each holding a fragment of their power:
  • The Sage’s Quill. Said to write statements that change reality itself.
  • The Healer’s Tear. A gemstone that can cure any ailment and restores the body completely.
  • The Light’s Mirror. A shield that reveals lies and illusions to the wielder. It protects the wielder from creatures of darkness and evil.
  • The Trickster’s Coin. A coin that lands on heads for luck, tails for misfortune—but never as expected.
  • The Iron Blade of Raethor. A sword that never dulls and never misses but demands a sacrifice with each use.

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    The Five and the Scarring

    The fate of the Five during the Scarring is shrouded in mystery. Some believe they perished during the The Divine War, their essences scattered or destroyed. Others claim they chose to fade, knowing their time had passed. A few heretical texts suggest they betrayed the pantheon, but these claims are dismissed by most scholars.
      What is certain is that the Five left a void in the world—one that the Primal Forces have only partially filled. Their absence is felt in the lack of balance, the rise of fanaticism, and the struggle for justice in a world without divine guidance.
     

    Roleplaying the Five

    For Players

  • A Scholar of the Lost Gods. You seek the lost knowledge of the Gods, but what truths will you uncover—and what will they cost you?
  • A Healer of the Lost Gods You use the Healer’s remedies, but the Empire calls your methods heresy. Will you hide or fight?
  • A Thief of the Laughing Shadows. You embrace the Trickster’s chaos, but your latest heist has drawn the attention of something ancient.
  • A Warrior of Iron. You wield the Warrior’s Blade, but it demands blood. Will you pay the price?

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    For Game Masters

  • A Lost Temple. The players discover a hidden temple dedicated to one of the Five, where a relic still holds their power. But the temple is guarded by something that should not be.
  • Imprisoned Demi-Gods. A prison for a long lost god is discovered hidden by an ancient civilization. Will the players choose power over caution?
  • A False Prophet. A charismatic leader claims to speak for one of the Five, but their teachings twist the old ways into something dark.
  • The Veil Thins. During a ritual, the players glimpse the Five in the Veil—but are they truly the gods, or something wearing their faces?
  • Type
    Religious, Pantheon
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