The Lost Gods

The Age of Wonders and the Scarring

Before the cataclysmic The Scarring, the world of Morea was ruled by the Lost Gods, a vast and intricate pantheon worshipped by nearly all cultures. These deities were revered, feared, and despised by some. Their reign ended abruptly during the The Divine War, nobody knows exactly what happened to the Gods except that they unleashed devastating magic upon the world before disappearing.


 

Yet whispers persist. Some believe the Lost Gods were not destroyed but scattered, their essences lingering in hidden places, forgotten relics, or even within mortals themselves. Others claim the gods were betrayed, their power usurped by The Primal Forces or stolen by ancient Mages. A few heretical sects insist the gods still watch from the shadows, waiting for the right moment to return.


 

The Pantheon: Hierarchy and Domains

The Great Three

At the apex of the pantheon stood The Great Three, deities of supreme power and influence, embodying the fundamental forces of existence.
 
Deity Domain Symbolism Cults and Worship
The King Order, law, sovereignty, and the cycles of time. A golden crown atop a throne of black stone. Worshipped by rulers and judges; his cults emphasized structure, hierarchy, and fate.
The Queen Love, fertility, the harvest, and the mysteries of life and death. A silver crescent moon cradling a blooming rose. Revered by mothers, farmers, and midwives; her rites celebrated birth, death, and rebirth.
The Fool Chaos, chance, madness, and the unknown. A laughing mask with one eye open and one eye closed. Followed by gamblers, artists, and rebels; his worship was often secretive or banned.

 

The Five

Beneath the Great Three sat The Five, deities of mortal concerns and cosmic balance. Each represented a pillar of existence, guiding mortals through life’s trials.
 
Deity Domain Symbolism Cults and Worship
The Sage Knowledge, wisdom, memory, and the written word. An open book with an eye inscribed on its pages. Patron of scholars, scribes, and historians; his temples were libraries and archives.
The Healer Life, healing, mercy, suffering, and the balance of pain and relief. A pair of hands cradling a flame. Worshipped by physicians and caregivers; her shrines were places of healing and solace.
The Light Light, truth, revelation, the sun, and the banishment of darkness. A radiant sunburst piercing a veil of shadows. Honored by judges, truth-seekers, and those who fought corruption.
The Trickster Trickery, deception, illusion, luck, and the subversion of expectations. A coin with two faces, one smiling and one frowning. Revered by thieves, actors, and spies; his cults thrived in the underworld.
The Warrior War, strength, courage, battle, and the defense of the weak. A sword crossed with a shield, both bloodstained. Followed by soldiers, knights, and revolutionaries; his rites prepared warriors for battle.

 

The Minor Gods

Below The Five were the Minor Gods, deities of niche domains, local patronages, and specialized crafts. These gods were often tied to specific regions, trades, or natural phenomena. Examples include:
 
  • The Smith: God of fire, forging, and craftsmanship.
  • The Hunter: Goddess of the wild, the chase, and survival.
  • The Dancer: God of celebration, rhythm, and ecstasy.
  • The Storm: God of tempests, the sea, and the fury of nature.
  • The Weaver: Goddess of fate, threads, and the tapestry of life.

  •   Minor Gods were often worshipped in small, localized cults, with rituals tied to their domains. Many of their names and stories have been lost to time, surviving only in fragments of folklore and ancient texts.
     

    Demi-Gods, Half-Gods, and Quasi-Gods

    Beneath the Minor Gods were the Demi-Gods, Half-Gods, and Quasi-Gods—beings of mixed divine and mortal heritage, or entities elevated to godhood through extraordinary deeds. These figures were often tied to legendary heroes, cursed figures, or mythic monsters. Examples include:
     
  • The First Mage. A mortal who ascended to godhood through forbidden knowledge.
  • The Betrayer. A demi-god who turned against the pantheon, now a symbol of treachery and regret.
  • The Sleeping Titan. A demi-god buried beneath Vulgnor's Range, whose dreams cause earthquakes and visions.
  • The Solar Dragon. A dragon born in the center of the sun out of the essence of the God of Light.
  • The Lunar Dragon. A dragon of shadows and trickery born from chaotic magic on the moon.

  •   These beings were often the subject of cautionary tales, their worship frowned upon or outright forbidden.
     

    Planar Creatures

    At the lowest rung of the divine hierarchy were the planar creatures—entities born from the essence of the gods or shaped by their will. These included:
     
  • Aeonic Monitors. Aeons are beings made from cosmic energy. They maintain the rules and laws of the multiverse.
  • Angelic Servitors. Angelic beings bound to a god’s service, paragons of law and order.
  • Solars. Angelic beings of light and justice in service of the Great Gods.
  • Whimsical Azata. Free Celestial beings of creativity who take many forms from winged humanoids to animals. They exemplify freedom and oppose evil in all its forms.
  • Infernal Devils. Infernal Hellish creatures from the underworld serving the Lords of the Hells. Bound by strict rules and laws they try to trick mortals to sell their souls.
  • Chaotic Demons. Selfish creatures from the Abyss who love nothing but violence and death. They serve only themselves and will only temporarily follow a stronger demon.
  • Yugoloths (Daemons). Strange monstrous creatures from the planes of Gehenna and Hades. They take many forms and are masters of deception.
  • Aberrations. Strange creatures from the Far Realms alien to the Planes of Existence. From small monsters to enormous eldritch horrors.
  • Dream Spirits (Quori). Spirits from the realm of dreams and nightmares.
  • Elemental Avatars. Manifestations of Elemental Planes.
  • Modrons. Divine constructs from the plane of Mechanus and embodiments of pure law.
  • Divine Beasts. Creatures imbued with divine essence, such as the Phoenix of the Sun Emperor or the Hound of the Iron Warrior.

  •   Planar creatures were often used as messengers, enforcers, or symbols of a god’s favor. Many were bound to sacred sites or relics, and their appearances were seen as omens.
     

    Legacy of the Lost Gods

    Surviving Cults

    Though the Lost Gods are gone, their worship persists in hidden cults, remote villages, and among those who refuse to accept the dominance of the Primal Forces. These cults often operate in secret, fearing persecution from the Empire of Mori or the wrath of the new faith. Some notable surviving cults include:
     
  • Temple of the Elders. The state religion of the Kingdom of Theresia and the surviving organised religion of the Lost Gods.
  • Daughters of Emura. Wise women dedicated to the old lore and ways of the Queen of Creation.
  • The Children of the Laughing God. A chaotic sect that believes The Fool still whispers to mortals in dreams.
  • The Ashen Choir. A group that mourns the death of the gods and seeks to rebuild their pantheon through ritual and sacrifice.
  • The Eldar Shadows. Mystics who claim to commune with the remnants of the gods in the Veil, a shadowy realm between life and death. They despise Science and want to destroy all of it to wipe it from the world.
  • Warriors of the Black Iron Blade. A cult of warriors who worship a magical black blade rumoured to be the long lost weapon of Reathor.

  •  

    Relics and Omens

    Artifacts tied to the Lost Gods still surface across Morea, often wielding immense power or curses. Examples include:
     
  • The Crown of the God-King. Said to grant its wearer divine authority—but at the cost of their mortality.
  • The Tear of the Queen. A gemstone that can heal any wound or resurrect the dead, but only once.
  • The Fool’s Dice. A pair of dice that can rewrite fate—for better or worse.
  • 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.

  •   Omens of the Lost Gods are also reported: visions of The Light in the sky, whispers of The Trickster in the wind, or the sudden appearance of planar creatures in the wilderness.
     

    Theories on the Gods’ Fate

    1. The Annihilation Theory. The most widely accepted belief is that the Lost Gods destroyed themselves during the Scarring, using the Force of Destruction to erase their own existence. This theory is supported by the lack of divine intervention since the event and the rise of the Primal Forces as the dominant faith.
    2. The Scattering Theory. Some scholars and mystics argue that the gods were not destroyed but scattered, their essences fragmented across the world. They believe that relics, sacred sites, and even certain mortals may contain shards of divinity, waiting to be rekindled.
    3. The Betrayal Theory. A more conspiratorial view holds that the gods were betrayed—either by the Minor Gods, or an unknown third party. Proponents of this theory point out that only a god has the power to destroy a god or some other otherworldly entity with unknown powers would be able to do it.
    4. The Sleeping Gods Theory A few cults claim the Lost Gods are not gone but sleeping, waiting for a sign or ritual to awaken them. These groups often seek out ancient ruins or perform dangerous rites to "wake the gods," though such attempts usually end in disaster.

     

    Roleplaying with the Lost Gods

    For Players

  • Theological Investigator. Your character might be part of the Clergy and interested in finding out about the Lost Gods.
  • Divine Heritage. Your character might be a descendant of a Aasimar, Tiefling or bear a fragment of a Lost God’s power, granting them unique abilities—or curses.
  • Cultist or Heretic. Join a secret cult dedicated to a Lost God, risking persecution for the promise of divine favor.
  • Relic Hunter. Seek out artifacts of the Lost Gods, each with its own power—and danger.

  •  

    For Game Masters

  • Divine Echoes. Use visions, dreams, or planar creatures to hint at the lingering presence of the Lost Gods. Are they truly gone, or are they watching?
  • The Mages’ Legacy. Introduce a survivor from the Age of Wonders, who knows the truth about the Scarring—and is willing to share it, for a price.
  • The Return of a God. What if one of the Lost Gods isn’t as dead as everyone thinks? Their return could spark a religious war or a new age of miracles.

  •   "The gods are dead, but their shadows still dance in the firelight."
  • Inscription in the Ruins of the Sunken Temple
  • Type
    Religious, Pantheon
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