Chapter 1: Story of Wildemount

Born from nothing, there was something. Light, then thought, then life and fire. We who are born of the will of the gods keep these records to preserve their deeds, their design, and their lessons. We who live by our own will shall keep these records to know where we walk and where not to tread. We who look to our inevitable end keep these records to teach those who succeed our footsteps how to be better than we could.

—Archivist Adia Shu of the Cobalt Soul

History of Wildemount

The continent of Wildemount has undergone many ages of discovery, conflict, and renewal. These bygone eras are more than ancient history. Whether the people of Wildemount know it or not, the struggles they face in their daily lives were set in motion by the turbulent events of past ages. This section explores this history and the major figures whose actions shaped the physical and cultural landscape of Wildemount.

Myth of Exandria

Life ever seeks to understand its inception. Every civilization has its own interpretation of where its story began. Even within the world of Exandria, different cultures have creation myths that eventually converge with recorded history, but there is no universally accepted story. Even so, the ancient city of Vasselheim on the distant continent of Othanzia is largely considered to be the oldest surviving city, having endured a terrible war that wiped out most of civilization nearly a thousand years ago. Vasselheim houses the earliest known temples to the gods, as well as the earliest known records of history that survived this catastrophic war.

The most widely accepted tale of the world’s origins is the myth of the Founding. This is the interpretation held and embraced within most of Wildemount, as well as the vast lands of Exandria as a whole.

The Founding

Long ago, this world was one of tumultuous and chaotic forces, naught but unbridled fires and churning, jagged rock. Through the ashen skies of Creation Primordial, the gods came from beyond the ether, new and formless. Looking on this roiling realm, they saw potential for great beauty, great strength, and the chance to learn their own place in creation.

Thus, divine hands birthed the First Children, the elves, who embodied beauty and grace, to walk the verdant Green and know the music of the Blue. A second creation was wrought: the dwarves, a hearty people intent on taming the land, filled with the craft and invention of the divinity beyond the ashen void. A third people were given life: the humans, endowed with hearts of passion that burned as brightly as their spans of life were short, and infused with the need to celebrate and laugh.

Other creations followed as the many races of Exandria were given form from the boundless inspiration the of the protean gods. These Children of Creation walked the land and, as their knowledge grew, attempted to build on it. But the land was fierce and treacherous, and the children were dashed on the rocks and consumed by the elements. Sorrow filled the hearts of the gods as these first races struggled against a land that did not want them, and the children looked to their creators for guidance and protection. Thus, the gods gave to them gifts, lending their own power to their children to create and shape the world around them; these were the first divine magics.

With these magics, the various peoples learned to bend the angry earth to their will: to temper the flames that burst through the ground, to tame the floods that threatened their abundance, and to turn seedling into fruit and beast into meal. Language became commonplace, culture was born, and governance replaced anarchy. The protean creators, the divinity beyond the ashen skies, saw progress and saw that it was good, yet fragile and in need of guardians.

Thus were born the First Protectors: the Dragons Metallic of Exandria, who safeguarded the gentler races. The realm grew quieter, the people multiplied, and new beings were given form and life. As culture grew, and the people further understood the world around them, they also looked up to their creators and gave them worship, gave them form, gave them title and purpose.

But this realm did not wish to be tamed. Quaking cliffs roared in defiance. Seas swelled and swallowed. Flames erupted from the land. Beneath the elements, unknown to the Creators beyond the ashen skies, lived ancient beings who had already claimed this world as their home: the Primordials. These great elemental titans that once dwelt deep within the world now rose from their unseen domain to sunder the land once more. The gods watched as their children, their joy, were flung against the broken rocks or fed to formless terrors unleashed by the destruction. Demonic entities spilled from the umbra of the Abyss to feast on the carnage, called forth by the violence and released to pick the carrion clean.

Some gods were so full of grief and anger that they wished to leave this world behind and start anew. They tried to convince their divine kindred to join with the Primordials, allowing chaos to reclaim the realm. Other gods wished to remain and subdue the Primordials, to tame the land for the sake of their creations. Thus was created a divide among the gods. Celestial sentinels once dedicated to battling the chaotic forces of the Abyss now fell to hate and tyranny, forging new hells under a fallen angel now claiming lordship over all the realms of sulfur and brimstone.

The Creators that remained, wishing to salvage their home, their creations, and their realized selves, were forced to take up arms and learn to protect that which they valued most. They organized their followers and taught them how to draw from the powers of creation on their own: to build, to change, and to destroy, all without the aid of divine power. Mortals learned to defend themselves through practices such as alchemy or by bending the very fabrics of existence, though on a smaller scale than that of their creators.

This gift was the knowledge of arcane magic, which the good children used to drive away their traitorous kin, banish the turned Creators to their own prison-like planes, and ultimately destroy the Primordials, scattering the chaotic elements to their own planes of existence. The world was at peace for the first time since its creation, and the first real civilization took root and grew into a grand city called Vasselheim. The Cradle of Creation. The Dawn City.

Culture developed anew, the races ventured forth to discover and explore their own lands, and great music filled the air to give a name to this world once and for all: Exandria.

Age of Arcanum

Over time, some of the people of Exandria grew arrogant. Seeing their arcane gifts as proof that the gods held no sway over their fate, a belief developed that, with enough understanding, they too could become as powerful as the gods. Many began to shun faith in favor of their own pursuits. Though this hurt and surprised the Creators, they understood the willfulness of their children and endured out of love and hope for redemption.

Great kingdoms sprung up across Exandria. Castles were built in a day, accelerated by the arcanists’ newfound power. Erudite cities hovered and drifted through the skies, shifting under the direction of scholarly magi to wherever their interests took them. Even though magic could be used to complete the most difficult tasks with hitherto unknown speed, magic-users strove always to innovate. As mages practiced and perfected their powers of creation, they soon unlocked the secrets of life itself, giving birth to wondrous, dangerous new creatures and power. Powerful archmages such as Vecna the Whispered One and Halas Lutagran began to carve their paths into history during this era of unbridled magical experimentation.

The advent of the arcane seemed to be the key to a bountiful age of plenty but also proved to threaten it, as prosperity soon gave way to greed. Petty squabbles erupted over resources and wealth among the elite, while the rumor of immortality through perfected arcanum began to drive the greatest mages wild with a lust for unending power. One mortal mage, her name either lost or struck from history, crafted now-forbidden rites to challenge the God of Death, felling him and taking his place among the pantheon, making her the first and only mortal to ascend to godhood. The archmage Vespin Chloras was inspired by this display. Driven by his hunger, he sought the guidance and power of the banished gods, rending open the gates of their prisons and releasing the betrayers into the mortal world.

During their imprisonment, these gods of hatred and despair twisted their prison into their own image, spawning unthinkable horrors that lived only to transform peace into suffering, and righteousness into arrogance and greed. The Nine Hells and the Abyss began to push their way into Creation. The Betrayer Gods and their hateful children discovered a world unspoiled, save for the avarice of mortals. The urge to ruin was now replaced with the desire to dominate, and the Betrayer Gods began by turning on the mage who freed them, making Archmage Vespin their first thrall. This corrupted divinity sought out the remnants of their offspring, scattered across the world, and created a mighty and terrible new kingdom on the plains of Xhorhas, at the far end of the world from Vasselheim—Ghor Dranas.

In this land of evil, where the twisted power of the lower planes seeped into Exandria, the lords of darkness tainted the minds of mortals, hungrily welcoming those who had lost their way, and offering great promises and boons to hearts easily swayed. These poisonous seeds found fertile ground in the hearts of mortals obsessed with the unlimited power of the arcane. With a legion of the damned behind them, the Betrayer Gods soon made their presence known to the world with an assault on Vasselheim itself.

Though much of the city was reduced to rubble, Vasselheim weathered the initial assault, saved by the intervention of the Prime Deities themselves, who descended to trade blows with their former brethren. The battle between divinity and mortals, between heroes and demons, raged ceaselessly for twenty days and nights until the dark forces, their surprise attack thwarted, were finally forced to retreat.

Evil was repulsed momentarily, but with the revelation of such a terrible foe, a dangerous arcane arms race began. Trust was shattered indefinitely: if mortals could fall under the sway of the Betrayer Gods, who was an ally? If ruin like this could be unleashed under the watchful eyes of the gods, how were they relevant? Not trusting any but themselves, the self-interested and singular humans reforged their instruments of celebration into instruments of incredible power—artifacts that could be wielded by worthy heroes. The dwarves’ fascination with rock and earth turned toward isolation as they burrowed deeper into the mountains, using their divine gifts to animate legions of autonomous golems to protect their ancestral halls. Elves used their understanding of creation’s beauty and intricacies to weave spells of unimaginable destructive force, the likes of which Exandria had never seen before.

For the first time since the Primordials were destroyed, the focus of magic was warfare. The gods themselves agreed to join their children on the field of battle, descending from the heavens to take up arms once more for the war now referred to as the Calamity.

The Calamity

The battlefields of the catastrophic showdowns of the Calamity were scattered across Exandria, but it was Wynandir that suffered the full destructive powers of the gods. Divided by the Ashkeeper Peaks, the fields of Wynandir were once home to several powerful ruling houses, squabbling over their own goals before being drawn into either side of the conflict of the gods, or abstaining for their own reasons. The immensity of power wielded by the Prime Deities and Betrayer Gods was enough to wound the landscape for eons, and the irresponsible use of arcane knowledge developed by the mortals ensured the ruin of their own legacy.

Little record remains of the terrible war, but its effects are still felt today. The sheer magnitude of the energies unleashed in the ensuing battles by gods and mortals alike was enough to fray the boundaries holding back the elemental chaos, spilling unbridled destruction into the world. It completely rearranged the known flow of magical ley energy across Exandria. The dark kingdom of Ghor Dranas was reduced to ash, but the conflict devastated Exandria’s peoples, razing entire cities and inspiring in many a desire to flee from this plane of existence entirely. So great was the loss of life during the war that historians believe no more than a third of Exandria’s population survived, leaving only one remaining bastion of civilization: the Dawn City, Vasselheim.

The world entered a long, dark period of regrowth. The Betrayer Gods were banished once more to their realms of deception and hate, but the threat of their return weighed heavily on the world. The Prime Deities felt that their involvement in mortal conflict was to blame for the cataclysmic damage inflicted on Exandria. They knew that while the divine gateways were left open, the prison planes that held the banished Betrayers would remain imperfect and temporary.

Thus, hoping to ensure that such ruin would not befall Exandria again, they left their children to fend for themselves. The Creators returned to their own realms, dragging both Betrayer and abomination with them and sealing the pathways to the mortal realm behind them with the Divine Gate. Only in this way could they prevent their corrupted brethren from physically returning to the material plane. Sadly, for the Prime Deities, this action also carried with it a self-imposed sentence of exile. The Creators would henceforth never be allowed to visit their creation.

The disappearance of the gods is known by many names: the Second Spark for those who study the arcane, and the Penance for those who seek closeness to their gods. The most common name for this time of warfare and divine separation is the Divergence, and it marked the end of the Age of Arcanum.

Much time has passed since, and the world has been reborn once again. The gods still influence and guide from beyond the Divine Gate, bestowing knowledge and power on their worshipers, but the path of mortals is now their own to make. New cities, kingdoms, and cultures have retaken the world, building over the ashes of the old. New songs fill the air, and the hope of a brighter future drives people day after day, while buried ruins and ancient relics remind all people of a darker time of mistakes that should never be repeated.

Wildemount after the Calamity

In the wake of the vast destruction of the Calamity and the exile of the pantheon in the Divergence, the survivors began to emerge from the ash and shadows to reclaim and rebuild Exandria. Across the continents, many took the pieces of their cultures and sought a place to forge a new age. This tome focuses on the rebirth of the deeply scarred land now known as Wildemount, the site of the most terrible conflicts of the Calamity, where the echoes of those deadly battles linger to this day.

In the Wake of the Gods

After the Calamity, the lands of Wildemount became wild and perilous, filled with monstrosities and beasts that prowled its broken fields and shattered mountains. The land’s new denizens reclaimed the newly untamed realm, hunting any mortals not clever enough to hide. The masterless creations of the Betrayer Gods ruled their own territories, establishing themselves as a new pantheon.

As the dust settled, surviving mortals grasped at what they could from their bygone lives and hid away in fear of what would come next. Those of faith dealt with their sense of failure and abandonment, while enlightened scribes mourned the loss of their research and the great magical secrets that had enabled the previous age to rise to such prominence.

Others picked up what they could from the ruins and chose to start anew, hoping that their descendants would learn from their mistakes. Over those early centuries, the scattered survivors fought back the terrors that stalked the abandoned lands of Wildemount, continuing to endure and build new societies, civilizations that eventually reclaimed Wildemount and brought the world to this modern age.

Western Wynandir

The lands of Western Wynandir were the epicenter of the Calamity’s destruction. Rocky ranges of mountains were sundered, entire landscapes burned, and hovering seats of power crashed down from the sky, their floating cities consumed beneath the hungry earth.


The dwarven clan of Grimgol that once helped hold the center of the Ashkeeper Peaks was nearly wiped out during the Calamity. The surviving families and warriors burrowed deep beneath the surface of Exandria to wait out the chaos. Collapsing nearly every established tunnel used in the wars above, the clan found themselves cut off from the rest of Exandria. For centuries, the dwarves of Clan Grimgol endured the darkness alone, defending against the dregs of the Betrayer Gods’ forces and adapting themselves into a hardy and stalwart people.

Half-remembered tales and myths of their forgotten history, mingled with worship of Moradin, began to stir an eagerness to return to their ancestral home and build anew. With new purpose, they carved their way back toward the surface, only to find the mountains of their home reduced to dust and pebbles.

Not easily dissuaded, the dwarves returned to the surface for the first time in generations, finding the once-ruined world now recovering with renewed life and color. The resilient clan made their way north along the Brokenveil Bluffs and found a massive mountain to house their new city. They built their stronghold into this monolith among the Dunrock Mountains, and gave their new home the name of Grimgolir.

Rise of the Julous Dominion

In the Marrow Valley, the numerous decades following the Divergence left the landscape blackened and inhospitable. The remaining people struggled for food and shelter as they wandered the rocky hills for centuries, avoiding the colder weather of the north. Nomadic sects of humans and halflings defended themselves against the hungry beasts and lingering evils threatening their homesteads, and fought with each other over fertile land.

Small civilizations began to form amid the chaos, but it wasn’t until the central township of Zadash was established as a safe outpost that the unification of the Marrow Valley began. Helmed by the Julous family, supposedly of noble blood from before the Calamity, a guarded community with an organized military force was built in the center of the valley around four hundred years ago. It became both a haven for the struggling masses and a center for agricultural expansion.

Increasing their strength with each generation, this movement guided by the Julous family became known as the Julous Dominion, stretching across the south end of Western Wynandir. Not all agreed to join the Julous Dominion, however. Some outliers rejected the Julous interests, founding their own village of Kamordah on the boiling earth of the hills in the southwest Marrow Valley. In time, the people of Kamordah came to worship a being of primordial fire that lives beneath the mountains and speaks to them in dreams and visions.

Founding of the Dwendalian Empire

In the frigid fields north of the Marrow Valley, the survivors of the Arcanum city of Zemniaz scraped by in the snow for centuries, clutching their surviving scrolls and fragments of cultural history. They established the dour outposts of Icehaven and Yrrosa, but it wasn’t until the Zemnian people wandered east to the Pearlbow Wilderness that they found fields that were fertile enough to nurture a new society.

Founded atop the ruins of an ancient temple to the Dawn Father, the city of Rexxentrum rose to become the hub of Zemnian culture. Now that the Zemnian people no longer had to struggle for survival amid the harsh elements, their leaders argued over how to establish a centralized government. Some wished for a republic, while others sought a theocracy under the priests that shepherded the people into this new age. Eckhardt Dwendal, a well-respected merchant and tremendous force behind the development of Rexxentrum, wished to institute a monarchy and place his son Manfried on the throne. Debate spun wildly for over three years, while Eckhardt privately made deals with the heads of the emerging guilds, using promises or blackmail to secure their cooperation. With the resounding support of the flourishing guild heads, the throne was established. In the year 539 of the post-Divergence era, Manfried became the first emperor of the Dwendalian Empire.

The Marrow War

It wasn’t long before the expanding borders of the Dwendalian Empire began to push up against the growing Julous Dominion. An agreement was brokered to avoid conflict as long as favorable trade could be established and maintained. Even so, the resource-rich center of Western Wynandir was split between the two states, with both factions eager to discover the other’s weaknesses. Rumors of the discovery of a massive platinum mine within the Julous Dominion further increased the empire’s desire to conquer their neighbor.

At this time, religious leaders throughout the Dwendalian Empire rebelled against the emperor’s religious restrictions. After his coronation, Emperor Manfried Dwendal enacted laws limiting worship and prayer to subjects concerning the power, profit, and expansion of the empire. In the year 544 PD, internal strife and insurgent action turned bloody when the zealous leaders of varying faiths attempted, and failed, to usurp the throne for their council. An angered Emperor Manfried Dwendal had the rebellious priests executed—an event that came to be known as the Admonition.

The emperor spoke of abolishing all worship within his boundaries. This caused further uproar among the populace, but then Emperor Manfried’s spies discovered that the seeds of the uprising had been sown by Julous interests. Publicly exposing the plot, the emperor outlawed only select faiths that he felt threatened civilized life. He redirected much of the people’s fury by also proclaiming the Julous Dominion an enemy of the empire later that year and declaring war on the neighboring nation.

Meanwhile, the Julous Dominion was dealing with the refusal of the outlying villages near Kamordah to accept their rule in this time of brewing hostility. They eventually drove the independent villagers back into the Cyrios Mountains, just in time to hear the horns of war blaring from the empire to the north. The violent conflict known as the Marrow War lasted over sixteen months and cost the lives of many soldiers and innocents on both sides of the Marrow Valley.

The Julous Dominion lacked the unified military force of the empire. When a major military push left the capital city of Zadash occupied by the empire, Baron Inock Julous and Baroness Tessandra Julous met with Emperor Manfried to negotiate a peace. During this meeting, the baron and baroness were unceremoniously executed. Their bodies were displayed publicly along with the narrative that they had attempted an assassination on the emperor during the peace talks. Disheartened and bereft of leadership, the Julous Dominion immediately came to an end, as did the war.

To prove his benevolence to the people of the newly conquered Julous Dominion, and to help avoid future uprisings, Emperor Manfried declared that all citizens of the dominion would keep their lands and homesteads. No soldiers would stand trial or be punished for their previous allegiance. Life would continue as it had, except for the implementation of imperial taxes, laws, and oversight across the valley under the new emperor. Outlawed religious iconography was destroyed, crops and goods were redistributed according to the needs of the empire, and life slowly returned to normal for the Zemnian people.

A King Is Crowned

With citizens of the former Julous Dominion tense beneath their new rule and a growing sentiment of frustration with imperial leadership building, Emperor Manfried sought a way to reform the nation under his banner. The propagandist minds who fought the social war with the Julous Dominion recommended a shift in public image and title, one that could command more respect within Western Wynandir while casting aside the oppressive connotations of the title of emperor. Still riding high on the victory against the Dominion, Emperor Manfried harkened back to the halcyon lore of the Age of Arcanum, recalling the beloved kings and queens of old. It was decided that the people would no longer have an emperor, but a king. Crowning himself the first of the line of Dwendalian kings, King Manfried insisted on maintaining the now-ominous national title of the Dwendalian Empire, famously proclaiming, “I am the Dwendalian king to my people, beloved and open to their wishes. To our enemies, we remain resolute and unstoppable. We are the Dwendalian Empire.”

The Eve of Crimson Midnight

Not a quarter century after the Marrow War ended and the line of kings was established, a smaller, internal conflict rocked the capital city of Rexxentrum. A number of noble houses with a strong history of studying arcane pursuits began to compete with other high-born magic practitioners from the Julous Dominion. Throughout the lands of the newly expanded empire, these houses escalated their subterfuge and espionage against one another, until the rivalry finally erupted into an all-out magical conflict in the streets of the capital itself.

The events of the Eve of Crimson Midnight destroyed numerous buildings and maimed a number of innocents caught in the crossfire. The struggle ended with all involved shackled and brought before the king. After days of deliberation, an agreement was drawn up that would absolve those involved of the usual punishment in exchange for direct subservience to the Crown and the goals of the empire. Establishing themselves as the Cerberus Assembly, this council of mages became a powerful tool for the empire to maintain its position as the dominant force of Wildemount.

Modern Dwendalian Empire

For three hundred years, the empire has expanded and prospered under the rule of the Dwendalian line of kings. King Alfwin Dwendal increased the empire’s military power by establishing the stronghold of Bladegarden and assimilating Grimgolir into the empire, seeking to hold back the savage creatures of Xhorhas. King Theoderich Dwendal’s benevolent nature brokered the partnership with the Clovis Concord of the Menagerie Coast without bloodshed and ushered in new opportunities for trade with the rest of Exandria. King Willamar Dwendal established the initial prominence of House Truscan and granted them oversight of the Truscan Vale, to the displeasure of the other noble houses.

Other kings have come and gone, but few have made as immediate and lasting a mark as King Bertrand Dwendal. On assuming the throne in 790 PD, King Bertrand immediately demonstrated his love of spectacle and social manipulation by instituting town criers across the empire to disseminate Crown-approved messages. With the aid of Master Ikithon Trent of the Cerberus Assembly, he captured the imagination of the masses with well-crafted tales of his deeds, proclaimed by the criers in every town square.

Seeking to bury any dissent against the Crown, King Dwendal began to use the empire’s spy network to seek out sources of unrest in the public and punish those who sowed thoughts of rebellion. Public holidays and celebrations were given greater funding to quell the masses and distract the people from the increase in taxation implemented across the valley. This allowed King Bertrand Dwendal to rise in popularity while also ruling with a far more ruthless and self-serving agenda than most kings before him.

King Bertrand maintains the isolationist world view of his predecessors, even in times of need. By ignoring political alliances from distant nations, preventing the construction of any skyship docks within the empire, and ignoring calls for aid—such as the fight against the rising threat of Vecna two decades before—the King believes he has made the empire stronger than it’s ever been.

However, the king’s focus on isolationism fades as tensions with Xhorhas grow. Worry about his legacy mingles with the new and deadly threat of the Kryn Dynasty, now emboldened and pushing into his kingdom with strange magics and dangerous warriors. He mistrusts the very Cerberus Assembly that grants him so much influence and arcane might to combat the ever-darker world that barks at the borders of the empire. Public approval of his rule wanes with growing economic disparity, and the whisper of Myriad power returning under his nose only heightens his paranoia.

When the Kryn orchestrated an attack on the Halls of Erudition in Zadash, the Cerberus Assembly pushed for a display of military power to rally the people and bring unity to the national identity of the empire. The king declared war on the Kryn Dynasty and the people of Xhorhas, embroiling the region in this new full-scale conflict, with the hope that, as history has proven, people are easier to unite against a common enemy.

The Menagerie Coast

While destruction came to the farthest reaches of the world during the divine conflicts of the Calamity, the islands of the Lucidian Ocean off the western coast of Wildemount thought they might fare better than most. But though they were far removed from the central fury of the magics unleashed in the final battles, the region’s civilizations were instead wiped out by massive floods. Immense tidal surges left the coast drowned and empty, the islands consumed by the raging ocean, leaving behind only the most accomplished of sailors. Eventually, the waters settled once more, and nature swiftly reclaimed the lands with lush green jungles.

The Ki’Nau

The few scattered survivors of the floods found shelter among the higher jungles of the Swavain Islands, gifted with the bounty of a more plentiful and tropical environment. These seafaring people rebuilt among the islands and took the name Ki’Nau, meaning “the Water Children” in their language of Naush. Though the terrible floods of the Calamity had passed, the deadly seas and flourishing horrors of the wilds were still a persistent threat to the Ki’Nau. Each generation struggled to survive the elements that sunk their boats and the predators of the jungles and ocean depths.

Over time, an older mind began to call from the waters and entered their dreams. This powerful being, a leviathan creation abandoned by his creator Zehir in the Divergence, called himself Uk’otoa. He spoke of his divinity and promised protection to the Ki’Nau people in exchange for their worship. The Ki’Nau accepted the persuasive entity as an ally and protector, allowing Uk’otoa to rise up as the guardian of the islands and help the Ki’Nau become a proud society of warriors, establishing dominance over the region for centuries.

The Marquesian Alliance

Around the year 400 PD, an exploration vessel from the distant land of Marquet was nearing the end of its provisions when it reached the Swavain Islands. Discovered and captured by the ever-watchful Ki’Nau, the desperate explorers made trade offerings of foreign gold, spices, and fine silks. This diplomatic approach won over the leaders of the Ki’Nau, and an alliance was made with the Marquesian travelers to return with trade goods and establish a Marquesian outpost, which was to be named Damali.

During this time, a cruel seafaring culture called the Vukan discovered the Ki’Nau and coveted their lush homesteads and rich, sea-gathered jewelry. These Vukan began a series of coordinated assaults on the Ki’Nau, killing and kidnapping a number of them under the shadow of night. The Marquesian guilds who had sent the exploration ship agreed to offer naval support to combat these attacks, but it was Uk’otoa whose fury ultimately annihilated the Vukan at their home villages and erased them from Exandria.

Having lost a portion of their fleet in these fights, the surviving Marquesian naval ships remained to build small settlements along the coast to aid in their trade with the Ki’Nau. The Ki’Nau leader Tauan kept a tentative peace with the foreign sailors, but Uk’otoa wanted to dominate the new arrivals who refused to renounce their old gods and bow to him. These tensions came to a head when a secret sect of Marquesian worshipers of the Cloaked Serpent Zehir were given a task by their enraged god from beyond the Divine Gate: to destroy Uk’otoa for his insolence. With the aid of a powerful cult leader within an archeological guild known as the Allegiance of Allsight, a series of temples built to Uk’otoa were corrupted with Zehir’s influence and used to seal Uk’otoa deep beneath the rock of the ocean floor, robbing the Ki’Nau of their patron.

Birth of the Clovis Concord

At this time, the city of Ank’Harel in Marquet had just named the mysterious J’mon Sa Ord as their new emperor. In the transition, the Marquesian colonists now living along the coast demanded independence from Marquet to begin building their own society and identity alongside the Ki’Nau. Ord eventually accepted the request, and the emancipated Marquesians allied themselves with the Ki’Nau to build a new civilization. Over the following centuries, numerous port towns sprung up and grew into city states, trade routes expanded along what is now known as the Menagerie Coast, and the emerging guilds consolidated enough power to become the region’s ruling class: the Clovis Concord.

The concord works together to keep the surrounding Lucidian Ocean under their watch and rule, setting trade laws and guiding the fortunes of those who sail on the open waters. The blend of cultures that forms the Menagerie Coast creates a diverse community where the arts are lauded and coin is king. However, the shadow of the Myriad syndicate continues to infiltrate the streets, while the pirate alliance known as the Revelry has risen to harry the trade routes and rebel against the concord. Tensions are further escalated by the threat of expanding war to the northeast between the Dwendalian Empire and the Kryn Dynasty.

The Greying Wildlands

The fierce powers released in the conflicts of the Calamity tore through the heavily forested region now known as the Greying Wildlands, setting ablaze a slow-burning arcane forest fire that smoldered for nearly a century, burning through the hearty trees of the region like a plague of embers. The northern realm was left desolate, ashes and dirt blown into dust and sand as the chill northern winds transformed the rolling hills into a desert of ice and pebbles. Fleeing remnants of the Grimgol dwarves delved into the snow-hooded Flotket Alps, many freezing to death in the wind-battered valleys before finding safety in the natural caverns hiding deep in the mountain range. Within these icy depths, the dwarves cultivated fiery hearths and brought warmth to the heart of the mountain, establishing the new dwarven city of Uthodurn.


Amid the charred remains of the burning forest that filled the sky with smoke for over a hundred years, one section of the woods defied the flames and held against the embers that battered it. This small patch of idyllic green endured, a sanctuary for the surviving wood elves that held fast and hoped for a miracle. Sensing that the blessings of Melora and Corellon had kept the heart of this forest alive until the fires burned out, the elves began to build a new home among the ancient trees and groves.

This region became the Veluthil Forest, and from this verdant sanctuary, the elves would build the stunningly beautiful city of Molaesmyr. From the surrounding ashes, the fey magics of Veluthil brought forth new life and leaf, expanding the boundaries of the forest over centuries to eventually reclaim much of the Wildlands. Druidic forces and powerful fey enchantments were laid throughout the twisting paths of the forest to protect the elves of Molaesmyr as they expanded their towering city, the central trees reaching magically enhanced heights as homes and halls extended high into the boughs. The elven city stood as the height of reborn civilization on Wildemount.

The Corruption

It is still unclear what triggered the event. Whether some knowledge-hungry researcher or arrogant sorcerer was delving in forgotten vaults between the planes, or some terrible power lying dormant beneath the forest was awakened, the source of the corruption is unknown. What is known is that in the year 585 PD, suddenly and without warning, a wave of purple-gray shadow rapidly crept from the center of Molaesmyr to engulf the entire city.

Many elves choked and died on toxic fumes, while others were twisted and driven mad, transforming into terrifying fey abominations. Trees bent and warped, leaves withered and turned a sickly purple, and strange, unknown bramble growths reclaimed the forest floor. This corruption slowly spread throughout the entire Veluthil Forest, decimating the home of the elves. Some survivors fled as fast as they could to the northwest, across the Frigid Depths, eventually settling the township of Bysaes Tyl in the Pearlbow Wilderness. Others escaped to the northeast, seeking refuge in the Flotket Alps, freezing in the snowy mountains until they stumbled on the dwarves of Uthodurn.

Taking pity on the survivors, the dwarves took in the elven refugees and offered them a home. This act of kindness changed the course of Uthodurn’s history, eventually forming a unique union of dwarven and elven culture that has endured for nearly three centuries. Craftsmanship within Uthodurn is second to none, but nothing is traded beyond the borders of the city, aside from the odd stolen artifact. Small excavation parties are often sent to the corrupted Veluthil Forest—now called the Savalirwood—to search the ruins of Molaesmyr, attempting to piece together what caused the corruption and determine if the forest can be recovered.

Unfortunately, a township of criminals and outlaws has sprung up on the southern edge of the Savalirwood, just beyond the Dwendalian Empire. In addition to the dangerous denizens of this wretched thicket, which is known as Shadycreek Run, there are numerous raiders and thieves seeking relics from the ruins of the forest, escalating conflict throughout the region.

Eastern Wynandir

The once thickly forested landscape of Xhorhas was the site of the final battleground of the Calamity. It was subjugated to such intense destruction at the hands of the warring gods that when the dust of the Divergence cleared, Eastern Wynandir was naught but a cracked, ashen wasteland. Ghor Dranas, the citadel of the Betrayer Gods, lay broken, cursed, and abandoned, while lingering demons and monstrosities fled to the surrounding jagged cliffs and blackened marshlands. Discarded abominations seeped from beneath the ruined earth of Xhorhas’s eastern shores, climbing past the Penumbra Range where the forgotten creations of the Betrayers were locked away.

Throughout this wasteland, scattered bands of aimless men, beasts, and goblinkin battled for shelter and sustenance. These tribes were confined to their desolate home by the Ki’Nau leviathan who guarded the waters past the southern shores and the surviving dwarves of Grimgolir, who prevented any Xhorhasians from moving farther west. The nomadic, warring clans fought against the harsh conditions of the valley for centuries, only able to develop small bastions of civilization within the harsh wilderness.

The Kryn Dynasty

Beneath the ruins of Ghor Dranas, a group of scavenging drow turned from Lolth, their primary deity for centuries, finding renewed faith in an esoteric entity they called the Luxon. Guided by the light of their new deity, the drow survived their ascent from deep within the Underdark and reclaimed the halls of Ghor Dranas for themselves, naming their new home Rosohna, or “Rebirth.” The leading house of Kryn helped build a new nation of dark elves who sought the surface as part of their worship, and slowly began to reach out to the nearby nomads to unite under the light of the Luxon.

As the first nation of post-Calamity Xhorhas, the Kryn Dynasty worked to expand its reach throughout the wasteland and bring unity to the ravaging hordes. Dormant evils continued to rise from beneath the marshes and badlands of Xhorhas, spreading chaos and battling with the warriors who called the desolate valley their home. The struggle to convert the denizens of Eastern Wynandir to the light of the Luxon continues to this day, while the agents of Lolth seek to spite and destroy her once-chosen for their arrogance.

Meanwhile, the dragonborn have begun to reach out to Exandria’s sprawling political world, wishing to exchange knowledge and trade their gold and jewels for powerful magics to better their standing.


After the Calamity, a shard of the destroyed dragonkin city of Kethesk came to rest within the southern Dreemoth Ravine. The surviving dragonborn took advantage of the ravine’s defensible layout to build a new city and made an alliance with the cave-dwelling, indigenous dragonborn they called ravenites, beginning the reformation of civilized dragonborn society.

With the ravenites as a labor force, the dragonborn harvested the massive brumestone crystals that had once held their city aloft, and the new city of Draconia began to take shape as a series of floating islands within the heart of the chasm. Calling themselves draconbloods, they spent hundreds of years slowly reconstructing their nation in seclusion, focusing entirely on their own enlightenment and pursuits. They eventually enslaved the ravenites to mine the ravine’s gold and gemstones, and to ensure draconblood dominance in the region, leaving their minds free to focus on internal politics and arcane advancement.

The Chroma Conclave

In the year 815 PD, an unexpected assault on Draconia came in the form of a group of ancient chromatic dragons calling themselves the Chroma Conclave. The mighty city of Draconia was immediately destroyed and left to crumble in the Dreemoth Ravine. A powerful white dragon called Vorugal, the Frigid Doom, claimed the ravine as its new domain, while the rest of the dragons sought conquest elsewhere in Exandria. These events shook the nations of Wildemount, sending the Clovis Concord and the Dwendalian Empire into a state of alert, while the Kryn Dynasty temporarily withdrew to Rosohna, fearing another attack.

As time passed, Vorugal and the entire Chroma Conclave were slain and the danger seemed to have dissipated. With Draconia sundered, the no-longer enslaved ravenites greatly outnumbered their previous masters; they claimed their freedom and punished the surviving draconbloods. A handful of draconian nobles fled to the Menagerie Coast or the Dwendalian Empire to seek asylum, leaving the ravenites to rebuild Wildemount dragonborn society on the ruins of their oppressors.

The War of the Ash and Light

In the past century, the Dwendalian Empire has clashed with the Kryn Dynasty. Small skirmishes and slain soldiers on both sides deter expansion beyond the Ashkeeper Peaks, with each faction keeping a close eye on the other.

Recently, the empire’s interest in growing Kryn influence has led to increasing curiosity about the source of the Kryn’s mysterious arcane capabilities. Dwendalian spies successfully stole two of four artifacts known as “beacons,” which seemed to be powerful sources of the unique magical energy called dunamis. The Bright Queen Leylas Kryn began an initiative steal back the beacons and assault Dwendalian strongholds until these sacred relics are returned. Now, in 835 PD, the resulting skirmishes have escalated into all-out war. A fifth beacon has been recently uncovered by the Cerberus Assembly, and the violence threatens to grow past the Ashkeeper Peaks and embroil other denizens of Wildemount in the conflict.

Pantheon of Exandria

The Divine Gate, established during the Divergence, is a powerful barrier between the Material Plane and the divine realms. The Divine Gate sealed away both the Betrayer Gods and the Prime Deities within their respective domains in hopes of salvaging the new age and preventing another Calamity. If the Divine Gate were to be destroyed by the unanimous effort of the Prime Deities, all powers would be unleashed, threatening armageddon. Thus, the gods patiently watch their creations from beyond the veil, lending what small power they can send through the gate to aid the goals of their faithful. In the absence of the gods, lesser entities seek to gain power and influence, making pacts with mortals and offering their own gifts in exchange for favor, worship, or deeds done in their name.

The following gods, patrons, and titles are recommended as the existing pantheon, but they are only a recommendation. You are welcome to alter, supplement, or completely change the gods in your Wildemount campaign to fit your needs. The domains and pacts listed are the likely choices for clerics, warlocks, and followers of each entity, but these are not the only options, and many other domains can be attributed to your preferred deity. Talk with your DM about how best to dress your domain or pact choice to fit within the philosophies and commandments of your patron deity.

Prime Deities

The circle of Prime Deities includes the leaders and luminary creators that battled the Primordials and instigated the Founding, forging the mortal races of Exandria. They represent a spectrum of light, protection, love, death, and all other facets of freedom and life in the world. While some gods may disagree and squabble, they exist in a subtle alliance to maintain the sanctity of life and their respective creations.

Prime Deities

DeityAlignmentProvinceSuggested DomainsCommon Symbol
AvandraCGChange, freedom, luckNature, TrickeryWoman’s profile embossed on a gold coin or pendant
BahamutLGHonor, justiceLife, Order,* WarSilver dragon’s head in profile
CorellonCGArt, beauty, elvesArcana,** LightTwo crescent moons facing each other atop a four-pointed star
ErathisLNCivilization, law, peaceKnowledge, Order*Double-headed axe inset with a pattern of scales
IounNKnowledge, learning, teachingArcana,** KnowledgePair of open eyes crowned with a third open eye
KordCNBattle, competition, stormsTempest, WarFour bolts of lightning radiating from the center of a shield
MeloraNSeas, wildernessLife, Nature, TempestWreath of grass and grain affixed to a crook
MoradinLGCraft, creationForge,*** Knowledge, WarHammer with ends carved in the likeness of dwarven heads
PelorNGHealing, sunLife, Light, NatureBright, eight-pointed star
RaeiNGAtonement, compassionLife, LightHumanoid, feminine phoenix
The Raven QueenLNDeath, fate, winterDeath, Grave***White, humanoid mask framed in black feathers
SehanineCGIllusion, moonlight, nightArcana,** Nature, TrickeryCrescent moon turned upward, strung like a bow

* The Order domain appears in Guildmaster’s Guide to Ravnica.
** The Arcana domain appears in Sword Coast Adventurer’s Guide.
*** The Forge and Grave domains appear in Xanathar’s Guide to Everything.

Avandra, the Change Bringer

Also known as "She Who Makes the Path," Avandra champions freedom, travel, trade, and adventure across the lands. Her will heralds open frontiers, and her call beckons her followers to discover that which awaits them beyond the known. There are few urban temples dedicated to the Change Bringer, but her shrines are often found along well-traveled roads and off the beaten path. Her worship is common among merchants, free spirits, and adventurers, and tavern cheers celebrate her as a bringer of luck and fortune.

Avandra calls no domain in the planes her residence, instead eternally wandering through the Outer Planes where serenity can be found, distantly watching over the potential of mortals.

Depiction. The Change Bringer is often depicted as a young woman of dark complexion and long, light brown hair that cascades to form the road left behind her. Most art shows her in constant motion, ever leading into the unknown.

Holy Day. Avandra’s holy day, called New Dawn, takes place on the first day of the first month, when the old year gives way to the new. On the Menagerie Coast, people celebrate by having a feast on the shore at dusk to watch the sunset. They feast and discuss their hopes for the new year until the sun rises.

Commandments of Avandra

  • Luck favors the bold. Your fate is your own to grasp, and to do so is to have the Change Bringer behind you.
  • Change is inevitable. The righteous can ensure that such change is for the better.
  • Rise against tyranny. Fight for the freedom of yourself and others when you can, and inspire others to fight when you cannot.

Bahamut, the Platinum Dragon

The pillar of justice, protection, nobility, and honor, Bahamut is a beacon to paladins of order and good, and is revered by most metallic dragons as the first of their kind. The crest of the Platinum Dragon adorns many halls of high leadership and justice, invoking his will in all matters of justice. To follow him is to look after those who cannot look after themselves.

When not wandering the Outer Planes, Bahamut resides within his magnificent, glittering palace of gold, platinum, and mithril hidden among the winds of the Seven Heavens of Celestia.

Depiction. The Platinum Dragon is often seen emblazoned on shields and armor, both functional and decorative, in the form of a brilliant dragon head in profile. Temples and works of art depict a massive, glittering dragon with vibrant platinum scales and seemingly endless wingspan.

Holy Day. Bahamut’s holy day is called Embertide, and is celebrated on the fifth day of Duscar. This is a day of remembrance, solemnity, and respect for those who have fallen in the defense of others.

Commandments of Bahamut

  • Stand as a paragon of honor and justice.
  • Smite evil wherever it is found, yet show compassion to those who have strayed from the path of righteousness.
  • Defend the weak, bring freedom to the persecuted, and protect the ideals of justice and order.

Corellon, the Arch Heart

Guardian of spring, beauty, and the arts, Corellon is the patron of arcane magic and the fey. The Founding inspired them to wander the twisted lands, seeding them with the first arcane magics and raising the most ancient of forests. It was by the Arch Heart’s hand that the first elves wandered from the Feywild, and for this reason they are considered the Mother and Father of all elves. Those who seek art in all their work, whether magical or mundane, often worship at the altar of Corellon. They loathe the Spider Queen and her priestesses for leading the drow astray.

Corellon watches the business of mortals and gods from within the palace of Crescent Grove in the beautiful realm of Arborea, surrounded by towering white trees and pillars of marble.

Depiction. Most modern tapestries and tomes depict the Arch Heart as an elven being of impossible grace and beauty, androgynous and alluring, framed by long, wavy, golden hair. They were the inspiration for many early elven art pieces, and elements of their visage or symbol are included in most elven architecture.

Holy Day. Corellon’s holy day is called Elvendawn, or Midsummer. It is celebrated on the twentieth day of the sixth month, and commemorates the elves’ first emergence from the Feywild. Though the Dwendalian Empire doesn’t promote the worship of the Arch Heart, the elves of Bysaes Tyl quietly celebrate in private by opening small doors to the Feywild and having a little more wine than usual.

Commandments of Corellon

  • Create, inspire, and find beauty in all that you do.
  • Follow the echoes of lost magics, forgotten sites, and ancient art, for within these lie the Arch Heart’s first works.
  • Combat the followers of Lolth wherever they might be.

Erathis, the Law Bearer

The inspiration behind many great inventions, the creation of vast cities, and law and order within society, Erathis claims dominion over civilization. Judges and rulers pay respect at her temples, which are central structures in many cities across Exandria. Peace and order through structure and law guides the will of her devout followers. The Law Bearer has a tempestuous romance with Melora the Wild Mother, a furious love that is tempered only when civilization and nature are in balance.

Erathis resides within the glorious divine metropolis of Hestavar, the Bright City. This glowing oasis coasts through the Astral Plane, as the Law Bearer watches over the denizens bathed in the endless daytime that illuminates the busy streets.

Depiction. Erathis is shown in most texts and statues as a hooded, armored woman sitting atop a throne of pillars. Her face is generally obscured or depicted without expression, giving her presence an impartial yet imposing nature.

Holy Day. The Law Bearer’s holy day is Civilization’s Dawn, which is celebrated on the autumnal equinox, usually the twenty-second day of the ninth month. In the Dwendalian Empire, people celebrate by having feasts in honor of the laws of the Dwendal bloodline. One seat at every table is left open for the king, who eats in spirit with the people he rules.

Commandments of Erathis

  • Utilize the company and aid of others. The efforts of the individual often pale against the capabilities of the community.
  • Strive to tame the wilds in the name of civilization, and defend the points of light and order against the chaos of darkness.
  • Uphold and revere the spirit of invention. Create new settlements, build where inspiration strikes, and expand the edicts of the Law Bearer.

Ioun, the Knowing Mentor

Revered by seers, sages, and teachers of all walks of life, Ioun guided the growth of civilization throughout the Age of Arcanum like sunlight guides the branches of a tree. Grievously wounded by the Chained Oblivion during the Calamity, her followers are now hunted by agents of her ancient foes as she recovers. Her devout now worship in private, spreading knowledge, philosophy, and lore anonymously through traceless channels.

Ioun sits among the infinite library that fills the hidden realm of the Endless Athenaeum, her celestial servants cataloging all known things as she inspires those who pray for her insight and guidance.

Depiction. Common representations show the Knowing Mentor as a graying, mature woman with a welcoming, matronly smile, swathed in billowing robes and scarves that fan into books and scrolls. Some colloquially refer to Ioun as the Knowing Mistress, revering her as a headmistress of knowledge among the gods.

Holy Day. Ioun has no public holy day, for her public worship was shattered during the Calamity, and she has since fallen into half-remembered myth. Only in the monasteries of the Cobalt Soul has the Knowing Mentor’s faith been resurrected—though her worship by the intellectuals of the city bears little resemblance to that of the knowledge-seekers of old.

Commandments of Ioun

  • Unmask those who would destroy Ioun. Learn their secrets and unveil them to the world.
  • Uphold and teach the importance of reason, perception, and truth in guiding one’s emotions and path.
  • Condemn those who lie without moral cause, for evil folk gain power when their followers obscure the truth. Never stoop to the level of selfish liars.

Kord, the Storm Lord

Where thunder booms and conflict rises, prayers to the Storm Lord are shouted into the maelstrom. Reveling in all tests of strength, Kord blesses those who prove themselves on the battlefield. Worshiped by athletes and warriors all across Exandria, he exalts those whose force of spirit and desire for victory call his attention. He brings tumultuous storms over land and sea, and those who wish for clearer skies offer their praises and prayers to appease him.

Kord dwells among the roving settlements and battlefields within the rugged and glorious realm of Ysgard, where struggle, victory, and celebration shape the landscape and those who reside there.

Depiction. Within his temples, Kord is shown as a quintessential warrior, often nude with a beard and short, curled hair. As the epitome of muscle and strength, most art depicts the Storm Lord in a stance of dominance, and perhaps wrestling a terrible beast.

Holy Day. Kord’s holy day is the Day of Challenging, which is celebrated on the seventh day of the second month. The Day of Challenging is one of the most raucous holidays in Port Damali, and thousands of spectators attend the annual Godsbrawl held in the Temple of Kord to root for their favored deity’s champion, particularly the chosen champions of the Storm Lord and the All-Hammer.

Commandments of Kord

  • Bravery above all. There is no glory in cowardice.
  • Strength is the path to greatness, but greatness is the responsible use of strength.
  • The glory of the Storm Lord lives through your own glory on the battlefield.

Melora, the Wild Mother

The realm of Melora extends to wherever the seas shift and the land grows wild. As the keeper of the wilderness, Melora represents the wild creatures of nature, the rush of the angry rapids, and the heat-heavy stillness of the desert. Elves worship her, as do hunters, accepting her guidance to exist harmoniously within savage lands. Those seeking safe passage across dangerous waters pray to her to guide them.

Followers of the Raven Queen also show respect to the Wild Mother as the caretaker of what remains when the Matron of Death’s work is done. Those of Ki’Nau descent often make offerings to Melora, considering her a collective entity that represents their ancient nature gods within a singular feminine form. Druids of Melora the Wild Mother and clerics of her lover, Erathis the Law Bearer, work together to preserve the balance of nature and civilization. However, worship of Melora was outlawed in the Dwendalian Empire, causing disagreement between clerics of Erathis within Western Wynandir, where many blame poor weather and natural disasters on the ire of their deity’s partner.

Eschewing a permanent realm, Melora prefers to wander the planes to oversee natural life. She is often found among the unearthly beauty of Arvandor’s infinite expanse of deep woods, hunting unnatural things that corrupt the wilds.

Depiction. Immortalized through wooden reliefs and carved idols in hidden, overgrown groves and rural shrines, the Wild Mother is shown as a beautiful woman with green skin nearly swallowed by a wild, tangled wreath of hair, leaves, and vines that dwarf her lithe form.

Holy Day. Melora’s holy day is Wild’s Grandeur, which is celebrated on the vernal equinox, usually the twentieth day of the third month. The people of the Menagerie Coast set aside this day to sail for no reason other than the pleasure of observing the natural beauty of their surroundings. Those who still partake in elements of Ki’Nau culture take this day to appreciate the fruits and foods granted by the sea, leaving offerings of delicacies and small handmade crafts at temporary altars of twisted roots and grasses.

Commandments of Melora

  • Protect the untamed wilderness from exploitation and destruction.
  • Slay abominations and other mockeries of nature.
  • Embrace and respect the savage nature of the world. Exist in harmony with it.

Moradin, the All-Hammer

Moradin is worshiped by smiths, artisans, and miners alike, granting inspiration in exchange for respect and prayer. He shaped the mountains from the chaos of the Founding, and stands as the patron protector of home and family. The devotion to the All-Hammer is strongest in dwarven communities, and many temples to Moradin mark the center of a mighty dwarven stronghold.

Moradin lords over the soul forges within the massive tunneled mansion of Erackinor, deep beneath the slopes of Solania on the plane of Celestia.

Depiction. Many guild halls and workshops contain images of Moradin, a faceless, stout dwarven being of immense strength, hunched over a flaming heart clasped within his massive hands.

Holy Day. Moradin’s holy day is Deep Solace, which is celebrated on the eighteenth day of the fifth month. Especially devout followers of the All-Hammer spend the day in isolation, meditating on the meaning of family and how they may be better mothers, fathers, siblings, and children. The dwarven community in Grimgolir celebrates with a full day of feasting and drinking.

Commandments of Moradin

  • Remain stoic and tenacious in the face of catastrophe.
  • Uphold and promote loyalty to your family, loyalty to your clan, and loyalty to your people.
  • Legacy is paramount. To create something that lasts is to change the world for the better.

Pelor, the Dawn Father

Pelor rules over sun and summer, his vigil encircling the ages as the keeper of time. As lord of agriculture and harbinger of the harvest, he is worshiped by farmers and most common folk, and his priests are welcomed in many lands. Supporter of the needy and destroyer of evil, the Dawn Father is often the patron of paladins and rangers who follow a similar creed. He is also known for his defeat of the Chained Oblivion and is revered by those who hunt aberrations.

Pelor is often found within the Fortress of the Sun, a shining, golden citadel that brings vibrant life to the limitless orchards of the Blessed Fields of Elysium.

Depictions. Tapestries of old match early texts describing Pelor as a paternal figure in silver and gold armor, his head a beacon of light and fire so bright that his face can barely be seen. Many statues in holy places use the head as a brazier, lit with each dawn and extinguished at dusk.

Holy Day. Pelor’s holy day is called Highsummer, and takes place on the fifteenth day of the seventh month. While other parts of Exandria feast, the Dwendalian Empire uses this day as an opportunity to enlist more soldiers in its army. The military holds great feasts and hands out toy soldiers and other propaganda, encouraging people to enlist and help fight against the evil that threatens the king.

Commandments of Pelor

  • Be ever vigilant for evil. People are quick to forget the lessons of the past.
  • Help relieve the suffering of the innocent.
  • Deliver the light of Pelor where darkness dwells, with kindness, compassion, and mercy.

Raei, the Everlight

God of atonement and compassion, Raei spreads the message of understanding and optimism in even the darkest of places. She believes that the corrupt can be redeemed, a mindset that led to a betrayal by the Lord of the Nine Hells, who decimated her followers during the Calamity. This misplaced trust caused many priests to strike her name from historical records, leaving her title and faith scattered to obscurity for much of the recent age. Only recently has her faith been rediscovered and her temples returned to prominence. The Everlight’s followers are often rural healers and community philosophers, offering a voice of reason and empathy in angry and cynical times.

Raei guides her people from within her temple beside the crystal beaches of the Island of Renewal, a hidden sanctuary of flame alongside the Blessed Fields of Elysium.

Depiction. Those who bring the Everlight’s words back to the light unearth her image from ruined temples, or create new art to inspire others with her message. Raei is represented as a beautiful, strong woman with dark skin and light hair, rising betwixt a set of angelic ivory wings.

Holy Day. The Everlight’s holy day has been long forgotten, and her followers have yet to decide when her festival should be held and what the festivities should be. The debate has gone on for years, and no great miracles have yet been performed to unify the squabbling clerics.

Commandments of Raei

  • Lead with mercy, patience, and compassion. Inspire others to unite in fellowship.
  • Aid those who are without guidance. Heal those who are without hope.
  • Those who are beyond redemption, who revel in slaughter and remorseless evil, must be dispatched with swift justice.

The Raven Queen, Matron of Death

Master of the skein of fate and the mistress of winter, the Raven Queen is the god of death. Her gaze follows and marks the end of each mortal life, watching over the border between life and death and ensuring the natural transition is undefiled. Many funerals ask her blessing to protect the deceased from the terrible curse of undeath. Those who study ancient lore believe that the Matron of Death was once mortal herself and is the only known mortal to have ascended to godhood. Her rise instantly obliterated the previous, now-forgotten god of death, and the other gods quickly and fearfully destroyed the secrets to the rites of ascension.

The Raven Queen tugs at the threads of fate from her stronghold of black ice within the frozen realm of Letherna, nestled in a frigid corner of the Shadowfell.

Depiction. Few existing visual depictions of the Raven Queen exist; many temples merely use the raven as a symbol of her blessing. The few illustrations of her portray a tall, pale woman wrapped in dangling black linens, with her face obscured by a white porcelain mask and her onyx-black hair straight and neverending.

Holy Day. The Raven Queen’s holy day is called the Night of Ascension, celebrating her apotheosis. The actual date of the her rise to divinity is unclear, but the Night of Ascension is celebrated on the thirteenth day of the tenth month. What was once a night of cheery celebration of the dead in the Dwendalian Empire has recently become an occasion to burn effigies and decry the Kryn Dynasty for their unnatural relationship with death.

Commandments of the Raven Queen

  • Death is the natural end of life. There is no pity for those who have fallen.
  • The path of Fate is sacrosanct. Those who pridefully attempt to cast off their destiny must be punished.
  • Undeath is an atrocity. Those who would pervert the transition of the soul must be brought down.

Sehanine, the Moon Weaver

Sehanine is the god of moonlight and the autumn season, as well as the patron of illusions and misdirection. Widely worshiped in halfling and elven cultures, she is considered to be the deity of love, protecting the trysts of lovers with shadows of her own making. Those who work in darkness and trickery often ask for her blessing.

Sehanine is found among the verdant tangles of the realm of Arborea, watching over the elven courts, or wandering among the colorful fields of the Feywild.

Depiction. The Moon Weaver’s depictions are as numerous as the myths and stories of her meddling with the unions of mortals. She is most often painted as a young girl with light-blue skin and white hair, her body and limbs merely wavy silk strands of silver moonlight that caress and create the edges of the shadows around her.

Holy Day. Sehanine has no holy day but is celebrated by the elves on the night of the decade’s largest full moon. Elven astronomers track the moon’s phases and how it grows closer and farther to Exandria to predict these days with great accuracy. Many haughty elves use this festival as an excuse to be sly and mischievous, while younger elves use costumes and illusions to prank their peers. Some elves of Bysaes Tyl hold a secret festival in the Pearlbow Wilderness during the full moon, since the Dwendalian Empire doesn’t allow worship of the Moon Weaver.

Commandments of Sehanine

  • Seize your own destiny by pursuing your passions.
  • Let the shadows protect you from the burning light of fanatical good and the absolute darkness of evil.
  • Walk unbridled and untethered, forging new memories and experiences.

Betrayer Gods

The Betrayer Gods are the deities who strayed from the ideals of the Founding and embraced the destructive chaos of the Primordials or grew selfish of their own creations. The Betrayer Gods rarely work together, since they see each other as threats to their own plots and goals. This very weakness allowed the Prime Deities to defeat and banish them, ending the Calamity.

Betrayer Gods

DeityAlignmentProvinceSuggested DomainsCommon Symbol
AsmodeusLEGod of the Nine HellsTrickery, WarCrown of spiked onyx and curved horns
BaneLEConquest, tyrannyForge,* Order,** WarFlail of chains, each ending in shackles
GruumshCESlaughter, warfareDeath, Tempest, WarSingle, unblinking eye that bleeds
LolthCEDeceit, spidersKnowledge, TrickeryJeweled spider
TharizdunCEDarkness, destructionDeath, Grave,* TrickeryCrooked, seven-pointed star made of chains
TiamatLEDragon god of evilOrder,** Trickery, WarTaloned dragon claw
TorogNEEnslavement, tortureDeath, TrickeryThree pale arms clawing from a dark void
VecnaNENecromancy, secretsArcana,*** Death, Grave,* KnowledgeDesiccated hand with an eye in the palm
ZehirCEAssassins, poison, snakesNature, TrickeryCoiled serpent

* The Forge and Grave domains appear in Xanathar’s Guide to Everything.
** The Order domain appears in Guildmaster’s Guide to Ravnica.
*** The Arcana domain appears in Sword Coast Adventurer’s Guide.

Asmodeus, the Lord of the Nine Hells

The devil god of the Hells is the master of tyranny and domination. His words are honeyed and carefully crafted, soothing and corrupting the mortal heart. Asmodeus rules his domain with an iron fist, and the punishments awaiting those that cross him are the basis of nightmares. Evil entities pay him tribute alongside his devils, and many warlocks are drawn to his power.

Asmodeus lords over his fiendish hordes from within his fortress of Nalsheem, nestled in the depths of Nessus, the ninth and deepest of the Nine Hells.

Depiction. A twisted image of the celestial blood that once bore him, the Lord of the Nine Hells is revealed in many tomes and murals as a handsome humanoid with deep, red skin and long, black hair. Two curling horns rise from his brow, and his lips bear an eternal, knowing grin.

Enemies. Asmodeus’s enemies are numerous, even among the Betrayer Gods, many of whom only follow the archdevil for fear of his immense power. His archnemesis is Avandra, the Change Bringer, whose mischief and cunning has vexed him throughout the eons. It was she who defeated him in the Calamity by tricking his fiendish armies into attacking one another. The Devil Lord’s greatest triumph during the Calamity was fooling and betraying the Everlight and slaughtering all her followers in one fell stroke—an act that has united the followers of Raei and Avandra in a bond of unbreakable fellowship ever since.

Commandments of Asmodeus

  • Assert dominance and power over others. Show your strength of will in the image of the Asmodeus.
  • Repay cruelty done unto you with further evil. If others show you kindness, exploit it.
  • As you ascend to power, do not pity or show mercy to those you climb over to get there. Compassion is for the weak.

Bane, the Strife Emperor

Blood-drenched armies of brutal warriors oft crush their foes in the name of Bane, the evil patron of war and conquest. To serve his will is to accept the call to conflict, seeking lesser people to break and subjugate. Warmongering nations and goblinoid tribes worship the Strife Emperor as they strike out at the world to bend it beneath them. Bane twists all living things to his iron will, forcing even nature itself to bow to his whims.

Bane plots his conquest of the planes from within the bastion of Banehold, towering among the blood-soaked battlefields of Acheron.

Depiction. Bane is often depicted as a brutish, ogre-like man clad from head to toe in jagged black armor. Heads dangle from his belt, and the shadows that obscure his helmeted face do not hide his yellow eyes.

Enemies. The Strife Emperor’s greatest enemy is Melora, who defeated him at Rifenmist during the Calamity. The Strife Emperor grew his armies by corrupting noble creatures into monsters and destroying the wilds to fuel his terrible engines of conflict, and the two deities clashed many times during the war before his defeat at Beynsfal Plateau.

Commandments of Bane

  • Fear is your ally. Conquer your fear and inspire it in your foes.
  • Disorder and rebellion are to be punished severely.
  • Combat is the greatest gift, and perfecting your skills to master it is the greatest pursuit.

Gruumsh, the Ruiner

Gruumsh commands hordes of barbaric marauders to destroy, pillage, and slaughter for the sheer joy of it. Orderless and without honor, the creeds of the evil hordemaster urge savage creatures to devour the world around them, giving in to the chaotic and selfish nature of the predator. A number of violent clans of humanoids and beasts across Xhorhas pay homage to Gruumsh, asking him to bless their hunts and gift them with spoils worth ruining.

Gruumsh rules the barren plains of Nishrek in the chaotic realm of Acheron, where he stokes the fury of his twisted armies and prepares to wage a violent war across the planes.

Depiction. Primitive clay representations in barbaric communities of his followers show the Ruiner as a hulking, bulbous behemoth of an orc. His missing eye has shifted, and the prominent eye is now centered in his face, like a nightmarish cyclops.

Enemies. Corellon shot out Gruumsh’s right eye during the Calamity, and the god of slaughter longs for the day he can return the favor twofold. Those who serve the Ruiner are sometimes hypnotized by his hateful rage from across the Divine Gate and fall into a strange bloodlust, longing to slaughter elves and those who worship magic at the altar of the Arch Heart.

Commandments of Gruumsh

  • Ruin. Conquer. Kill.
  • The weak exist to be crushed by the strong. Be the strong.
  • There are no emotions but fury and joy. The rest are weakness.

Lolth, the Spider Queen

The evil god of deceit, shadows, and spiders, Lolth weaves a complicated web of schemes and treachery through her worshipers, deceiving allies and enemies alike to gain power. It is said that the Spider Queen can see through the eyes of all spiders, and that she is truly all-knowing. Lolth’s worship is entwined with the society of dark elves across much of Exandria, but she has lost her influence in Wildemount since the Calamity, when her drow rejected her in favor of the ancient entity known as the Luxon. This slight has drawn her venomous hatred, and she now seeks vengeance against those who betrayed her.

Lolth sends forth her corrupting poisons and whispers from her realm of the Demonweb, which is tethered to the Abyss and home to her many spider children.

Depiction. Many Lolthite icons and idols show an alluring woman with dark purple skin and silver hair, her abdomen swelling into the terrifying body of a monstrous spider.

Enemies. Lolth holds a searing grudge against Kord, the Storm Lord, for with one throw of his mighty thunderspear he impaled her against a cliffside, leaving her drow armies leaderless during the Calamity. Lolth and Gruumsh also share a burning hatred for Corellon, whom she claims drove her children below the earth, and Lolth often manipulates Gruumsh’s followers into attacking her enemies so that the drow may remain safe. While Lolth cannot sense the will or power of the Luxon, the entity that is now worshiped by the dark elves of Xhorhas, she is bent entirely toward the destruction of its followers and their memory.

Commandments of Lolth

  • It is better to be loved than feared, but you may certainly try to be both.
  • Misdirection, slander, and shadowed steps have more function than direct conflict.
  • Death to the elves who live under the sun, and death to all their allies!

Tharizdun, the Chained Oblivion

It is darkness unending, less like a god and more like another world. Life and death do not exist within Tharizdun, only utter destruction and madness. Even the other Betrayer Gods treat this mad god with caution. In its endless imprisonment, Tharizdun dreams the infinite depths of the Abyss into reality, along with all its demonic legions. The Prime Deities had thought it locked away during the Founding until it nearly returned to ruin the world during the conflicts of the Calamity.

Now, its chaotic mind has fallen into more frightful dreams, imagining nightmarish aberrations into existence deep beneath Exandria. The Chained Oblivion’s demented cultists work without word from their twisted patron, awaiting the Epoch of Ends, when its freedom will be attained and all beings shall be consumed in deathlessness unending.

Tharizdun is believed to be chained in the deepest pits of the Abyss, bound by divine shackles that slowly weaken, leaking its madness into the planes.

Depiction. Few visual attempts to depict Tharizdun exist, but the texts speak of a creature of rolling, hungry ink and darkness, a spreading cloud of lightless destruction born from a thousand ravenous mouths. Current references show the nightmare constrained by chains of gold and black, barely keeping the dark at bay.

Enemies. The few remaining followers of Ioun are dedicated to ensuring that Tharizdun is never again unchained. Ioun led the charge against the all-consuming destroyer god’s reemergence, and her bravery allowed the other Prime Deities to shackle their enemy, though the victory nearly cost her immortal life. Some say Ioun can only be fully restored if the Chained Oblivion is destroyed for good.

Commandments of Tharizdun

  • Offer and siphon power to Tharizdun until his liberation comes.
  • Uncover, restore, and exalt forgotten shrines and relics in his honor.
  • Ruin and raze the realms to prepare for the Epoch of Ends.

Tiamat, the Scaled Tyrant

The evil queen of dragons is a fearsome god of greed, envy, and hoarded wealth. While chromatic dragons are her foremost worshipers, Tiamat accepts the worship of any who crave wealth. All chromatic dragons have a fearful reverence for their tyrannical queen, but many dragons of near-deific power and ambition chafe under her rule.

Tiamat remains imprisoned in Avernus, the first of the Nine Hells, influencing the souls of chromatic dragons across the planes and seeking the means to free herself.

Depiction. Most representations of Tiamat exist as warnings within sanctuaries of the Platinum Dragon Bahamut. She is shown as a drake of frightful size, with massive leathery wings spreading clouds of poisonous mist, while she shouts from five vicious dragon heads, each one a chromatic color of her evil children.

Enemies. The Scaled Tyrant’s hatred for Bahamut is as old as the Founding, and her cults are ever hunted by his justice. For centuries, the zealous paladins of Bahamut have limited her worship to the chromatic dragons, but a rise in cult activity in the underbelly of Dwendalian society has priests of the Platinum Dragon on edge.

Commandments of Tiamat

  • Amass wealth, but spend little. The gold—and the power that comes with it—is sufficient reward in itself.
  • Do not forgive nor forget an indignity to yourself. Let no affront go unpunished.
  • Take what you covet. Those without the strength to defend their dominion are not worthy to have one.

Torog, the Crawling King

The dark god of the endless tunnels and caverns beneath Exandria, Torog is the patron of torturers, slavers, and jailers across the realms. His violent tears carved the pathways under the world, and his realm of imprisonment is a network of deadly caves and manacles from which few return. Creatures that wander the desolation of Carceri often construct prisons in his image. Those who rob others of their freedom offer prayers to him in cellars and other subterranean domains, and many creatures who live in the darkness below worship him and seek his guidance.

Torog remains banished within an unknown sliver of the Far Realm that now borders the deepest pits of the Underdark, where the boundaries between worlds grow thin and birth terrible abominations bent on subjugation.

Depiction. The Crawling King is rendered as a swollen, malformed worm that slithers through the dark below, with a screaming, hairless human head at the helm and three arms carving through the lightless rock.

Enemies. Pelor and Raei defeated Torog during the Calamity by luring their nemesis above ground. Pelor pierced Torog’s tenebrous body with ten thousand lances of sunlight, and the Everlight imprisoned him beyond the boundaries of Exandria. The tears of pain and anger the Crawling King shed burned through Exandria, and his faithful fled into these tunnels to escape their enemies’ holy light.

Commandments of Torog

  • Seek and exalt places where no light touches.
  • Revel in the pain you inflict on others, and relish the pain you suffer yourself as an offering to Torog.
  • Imprison those who cannot resist you, and drag all life into the darkness.

Vecna, the Whispered One

The lich lord Vecna presides over villainous mages, conspiring politicians, and envious servants as the dark god of necromancy, undeath, and secrets. Once a dangerously clever and powerful archmage-turned-lich, his hunger for dominion over all mysteries and obsession with conquering the pantheon led to his own dissolution, leaving behind only his left hand and eye. His enduring spirit reformed through the ages and managed to reconstruct the Raven Queen’s rites of ascension to become the newest of gods to walk Exandria. Defeated by the legendary heroes Vox Machina and sealed behind the Divine Gate, the Whispered One now quietly rules over that which is not meant to be known.

Vecna calls no place among the planes his home, instead wandering in search of powerful artifacts and secrets to further his unknowable plots.

Depiction. Those who claim to have looked on Vecna’s form speak of a tall, skeletal lich swathed in tattered robes and enchanted jewels, missing both his left hand and left eye.

Enemies. While Vecna loathes all other gods and wishes to destroy them and become the sole divine power in the planes, he has a particular hatred for Ioun. Ioun seeks to share with the world the same secrets Vecna guards for himself, and his followers work diligently to undermine and destroy the Library of the Cobalt Soul and any others who follow her path. The Raven Queen also despises Vecna, and sees his presence as a mighty affront to her purpose.

Commandments of Vecna

  • Learn all you can, and keep hidden that which you know. Reveal what pieces you must, but never the whole.
  • Express and cultivate the evil within yourself, and in doing so, recognize it in others to exploit them for your own benefit.
  • Seed the ruin of all who worship other deities, until only those who kneel before Vecna remain.

Zehir, the Cloaked Serpent

A wanderer in the shadows and the creator of snakes and serpentkin, Zehir is the evil god of poisons, assassins, and darkness. The ancient serpentkin worship him over all other deities, dragging screaming offerings to their temples in his honor. Most of the Cloaked Serpent’s worshipers were annihilated during the Calamity, and the rest are either suspended in self-induced stasis or hunted for sport by the servants of Lolth and Torog. But perhaps Zehir is merely biding his time, waiting for the proper moment to unleash his hidden armies on the world once more.

Zehir subverts and poisons Exandria from the shadowed Towers of Night, hidden among the ever-shifting winds of the Astral Plane.

Depiction. Many forgotten temples were once built to the Cloaked Serpent, and within these chambers his image was embedded within much of the architecture. He is shown as a human body with six arms and a gargantuan serpentine head, fanged and frilled in aggression. Strands of thick, dark hair that sprout from his scaled body form layers of swirling shadow, obscuring his form.

Enemies. Zehir loathes Erathis and Melora, for he despises life, order, and love above all things. His surviving worshipers use poison and fire to undermine civilization and consume nature, hoping to infuriate both gods and cast Exandria into chaos.

Commandments of Zehir

  • Keep your acts obfuscated and secret. The night is your greatest ally.
  • Strike quickly and without reason. Blind the target with their own confusion.
  • Kill slowly. Agonizingly. Or worse, make them enjoy it.

Lesser Idols

After the banishment of the pantheon in the Divergence, the mortal realm was left to its own devices. Beyond the trickle of divine assistance allowed by the Divine Gate, mortal creatures are now the keepers of the future of Exandria. This vacuum of influence has given rise to a number of powerful entities who may not rival the gods in their abilities or influence, but now unchallenged, can amass a modest following of their own. These idols present themselves in many different ways, some as honorable guardians of the helpless, and others as the tyrannical gods they aspire to be. Many of these beings have ambitions they wish to fulfill and can offer great power to mortals in exchange for their servitude.

Lesser Idols

DeityAlignmentProvinceSuggested DomainsCommon Symbol
Arms of the BetrayersNEThe Fiend, the Hexblade*Death, WarBlade thrust downward through an eight-eyed skull
CeratosCNThe Great Old OneKnowledge, TempestThree mismatched eyes surrounded by teeth
DesiratLEThe Fiend, the Undying**Light, TrickeryBurning purple feather
NaviaskNGThe ArchfeyLife, NatureWreath of flowers shaped into demon horns
QuajathCNThe Fiend, the Great Old OneNature, WarRing of teeth
The Hag MotherNEThe FiendKnowledge, TrickerySingle red horn
The LuxonNArcana,** LightHollow dodecahedron
The TravelerCNThe ArchfeyNature, TrickeryArched doorway over a road that vanishes into the distance
Uk’otoaNEThe Great Old One, the Hexblade*Knowledge, TempestYellow, slitted eye
VeshNEThe Archfey, the Undying**Death, LifeCrimson ring hanging from a chain
XalicasLGThe Archfey, the Celestial*Life, LightSingle blackened wing

* The Celestial and Hexblade warlock patrons appear in Xanathar’s Guide to Everything.
** The Undying warlock patron and the Arcana domain appear in Sword Coast Adventurer’s Guide.

Arms of the Betrayers

Before the Calamity, eight of the Betrayer Gods each forged a sentient weapon using the life force of a greater fiend and gave the weapon to a chosen champion in the kingdom of Ghor Dranas. The Calamity flung these weapons across Wildemount, burying them in mountains, forests, fields, and underground. Several of these weapons have been recovered, but a few have never been found and are highly sought-after. The weapons—or more properly, the fiends bound inside them—attract their own followings of mortal worshipers.

When an Arm of the Betrayers is found, it grants its wielder some of the power of the Betrayer Gods and the wisdom of the fiend within. The bound fiends know that their war was lost long ago, but they still desire to be used in battle, win victories, and spill blood in the hands of skilled warriors. As a weapon’s wielder becomes more powerful, so too does the weapon, which in turn is able to lend even more magic to the wielder. Whenever a weapon’s wielder dies, the weapon disappears and reappears elsewhere.

The Betrayer Gods made the following weapons, which are described in more detail in chapter 6:

Blade of Broken Mirrors. This stone dagger of Tharizdun has yet to be found after the Calamity. It has the power to warp reality around its wielder. The life force of a glabrezu named Ragazuu was used to forge the weapon.

Grovelthrash. This obsidian warhammer carries the tortured will of Torog and can raze whole structures with a single strike. The life force of an ultroloth named Ciria was used to forge the weapon.

Lash of Shadows. This Zehir-touched whip ends in five serpent heads that pump poisons of varying effects into the wielder’s foes. The life force of a marilith named Sizlifeth was used to forge the weapon.

Mace of the Black Crown. This mace with a fiend’s head of ruby carries the boon of Asmodeus, capable of summoning devils for the wielder to command and burning hot enough to melt steel. The life force of an erinyes named Xartaza was used to forge the weapon.

Ruin's Wake. This Gruumsh-blessed ivory spear can effortlessly pierce armor and transforms into lightning when hurled. The life force of a balor named Yarrowish was used to forge the weapon.

Silken Spite. This rapier has a blade forged from spider silk that gives the wielder Lolth’s blessing. The life force of a yochlol named Sinnafex was used to forge the weapon.

The Bloody End. This adamantine morningstar bears the boon of Bane, and has yet to be found after the Calamity. It has the power to subjugate the wielder’s enemies. The life force of a pit fiend named Izeelzee was used to forge the weapon.

Will of the Talon. This war pick bears the mark of Tiamat and makes the wielder impervious to the elements and grants them the power of dragon breath. The life force of an bone devil named Ashtyrlon was used to forge the weapon.


A being that slipped from the Far Realm into Exandria before the Founding, Ceratos is one of the oldest creatures in the world. A single creature of many minds, Ceratos reveled in chaos. When the Elemental Chaos was divided into four planes, Ceratos retreated underground, their minds unraveling as they entered a nightmarish slumber.

The digging of the Crawling King woke Ceratos a long time after. Though their minds were scattered, each desired the return of chaos to unite themselves. So Ceratos sent thoughts to the surface, offering magic to those who could create chaos in the land above, so that they might one day regain their full power. Ceratos tells their followers that chaos brings clarity and destruction begets rebirth.

Appearance. Ceratos is thought to be a massive skinless sphere of flesh covered in mismatched eyes, mouths, and tentacles. They can project their minds’ thoughts into other creatures, especially those who desire to bring chaos to the world.

Desirat, the Twilight Phoenix

Desirat was the companion and mount of Asmodeus during the great wars of the Calamity. Before the Divergence, she was torn from her master by the remnants of the original Cerberus Assembly, who wished to study and harvest the phoenix’s fiendish form for their own purposes. After the assembly was destroyed in the war and the pantheon was banished from Exandria, the phoenix remained chained beneath the Cyrios Mountains. Her shadowed flames have scalded and scarred the realm above for centuries, giving birth to the thermal phenomena surrounding Mount Metiri in Western Wynandir.

Desirat’s sanity has fractured in isolation, lending to delusions of divinity, which she perpetuates in the hearts of those who carry a seed of fiery vengeance by reaching out to them through dreams and visions. Though she once amassed a following with the aid of Uk’otoa’s worshipers, who nearly dug deep enough to free her, her followers were then subjugated and scattered when the Julous Dominion took power in the Marrow Valley. She now speaks to the minds of those who lie spurned and angry at night, calling them to unlock their inner flame and let Desirat aid them in their vengeance.

Appearance. Desirat is depicted as a giant phoenix of dark purple down, wreathed in purple-black flames. Her sword-like beak is pointed and smooth, while her three onyx eyes peer from beneath bright, burning lids.

Quajath, the Undermaw

The mystery of whether Quajath is a creation or the direct progeny of Torog is unknown, but the deranged, gargantuan worm creature that scouted the Crawling King’s advances in the Calamity was thought to have been slain in the ferocious final battles. Leaving a sizable portion of its wounded body behind, a slimy fragment of Quajath burrowed deep beneath the surface and slumbered in the cold earth beneath Eiselcross to recover and regrow. When the Undermaw attempted to rise once more, the elemental ice of Eiselcross proved too strong, and Quajath remains entombed within the frozen north to this day.

Some of the wildfolk of Eiselcross have discovered an exposed segment of the Tomb of the Worm, and after generations of feeding on its eternally regrowing flesh, the will of the Undermaw has suffused their minds. Some of these wormkin now wander the world as vessels of Quajath’s primal drive and alien mind, helping him psychically reach those whose shattered minds can find purpose in following Quajath, taking its gifts of raw magic and fractured secrets. They seek to one day return and free it from its icy prison.

Appearance. Quajath’s recovered body resembles a monstrous, muscular worm of folded, bulbous skin covered in tooth-like scales. Its jagged mouth is surrounded by a ring of pointed teeth, with a thrice-forked tongue bearing its three ivory eyes.

The Hag Mother

Rumored to be the oldest hag and progenitor of all other hags in Exandria, the Hag Mother arrived in the world just after the Founding. She has a soft spot for humanoids in peril that caused her original coven to exile and bind her to Exandria with a magical curse. She wanders the land, making deals with people in dire straits, offering the power to save themselves in return for their service. The tasks the Hag Mother asks of those who accept her deals are always dangerous and sometimes grotesque and cruel. Some of these quests save lives, while others end them. Others still result in the creation of more hags. Many of the missions seem to serve no purpose, but the Hag Mother always has a plan. Whether her endgame is to destroy her enemies, break her curse, or rule Exandria is known only to the Hag Mother herself.

Appearance. The Hag Mother can take any female humanoid form she chooses and often travels in disguise, but her true form is that of a gnarled, purple-skinned crone with stringy black hair, yellow eyes, and red ram’s horns that curl back from her forehead.

The Luxon, the First Radiance

Very few throughout Exandria have heard of the Luxon, and fewer still believe they even exist. The Luxon is the central deity of the Kryn Dynasty and their way of life, but study of the Luxon beyond the borders of Xhorhas has only recently begun—and such study is mostly motivated by the Dwendalian Empire’s desire to gain an advantage in the war.

The Luxon doesn’t have an active consciousness or personality. The worship of them is largely a system of pure faith, backed by scientific and metaphysical truths that stem from the discovery of the beacons and the Umavi who interpret their meaning (see "Kryn Dynasty" in chapter 2). Priests of the Luxon often study dunamis and its primal arcane nature, while others are born with dunamantic gifts granted by the reality-bending powers of the beacons. Those that do call on the rarer threads of divinity use the beacons themselves as a source of magic.

Appearance. By all accounts, the Luxon’s original form is believed to be a colossal, shapeless body of impossibly bright light, like a burning star. Followers of the Luxon carry small, often hollow, dodecahedrons as a symbol of their faith.


According to the teachings of the Kryn and the Umavi who scribe their faith, it is believed that long before the gods of Exandria came to shape this world, there was a time when a single Light came from the dark nothingness. Other lights came into being around them, settling as the stars in the cosmos. This one Light, however, resisted the force that beckoned them to burn like their star-fated brethren. This one Light wanted to understand what they were and chose to wander alone, choosing a different path. This choice led to endless stretches of lonely dark, the voices of the stars silent to the Light that walked away. Lonely, they wandered until they found a cold, dark rock: a world. The Light grew fond of this rock, seeing it as lonely as they were, and embraced it. They sparked a fire within, cracking the surface and giving fiery life to the cold world.

From within the fiery core, the Light began to watch the world change and turn, the chaos giving birth to the first souls: the Primordials. Amazed with their children, the Light wanted to guide them to learn of themselves, which in turn would help the Light discover their own purpose—but the children warred amongst themselves and killed one another, their souls born of the Light becoming lost to the dark beyond. Confused but determined, the Light decided that a time of learning was required, and that a cycle of trial and error must be enacted for their children of chaos to better themselves. Sacrificing a majority of their own essence, the Light created beacons of their own self, crystals of great power that enacted a cycle of rebirth for those who were bound to the Light.

This act exhausted the Light, and they fell into a deep slumber within the core of the world, awaiting a time where the children of their own mind would learn from life to life, through eons of struggle and self-reflection, until the knowledge had matured enough to reassemble them, awaken them, and the children could grant the answer to the question the Light had sought from the very beginning: what are they and what was their purpose? This Light is now referred to by the mortal followers of the Kryn as the Luxon.

The Traveler

This powerful archfey of selfish and anarchic intent, who was once known by the name Artagan, drew the ire of Corellon a millennium ago when his prank-like dabblings on the Material Plane left an entire nascent elven culture worshipping a whale carcass. Banished to the Feywild and barred from the mortal realm, Artagan wandered his home plane for hundreds of years, sowing chaos for his own enjoyment—until he struck a deal with the heroes of Vox Machina that enabled him to return to the Material Plane. There, he embarked on his latest plot of dubious divinity under a new identity: the Traveler.

Eccentric, fickle, and prone to whimsy and impulse, the Traveler wanders Exandria, seeking allies and followers who entertain him. Lending his powerful fey magics in the guise of divine boons and weaving a spreading myth surrounding his secretive purpose, the Traveler appears when least expected and leaves when least preferred. Those who hear of his tenets are prone to disbelief, but the occasional "miracle" serves to reinforce his influence. Does he wish to become a new god, or is this all still just a game?

Appearance. The Traveler is often depicted as a tall elf man hidden within a billowing green cloak, the hood obscuring his face except for his knowing grin.

Uk’otoa, the Leviathan Lord

Uk’otoa was created by Zehir and terrorized the seas of Wildemount until the Divergence left the leviathan without master or purpose. The surviving indigenous people of the Swavain Islands, the Ki’Nau, took Uk’otoa as their guide and god to rule the waters and bring them prosperity. The leviathan elevated the Ki’Nau to conquer the southern coasts of the continent until the jealous will of Zehir reached beyond the Divine Gate and discovered the insolence of his creation, commanding his followers to seal away Uk’otoa in the bedrock beneath the Lucidian Ocean.

Uk’otoa now reaches out to the dreams of nautical wanderers and shipwrecked sailors, lending his power to those who wish to rule the sea as he once did, beckoning them to free him from his suboceanic prison with promises of arcane gifts and the blessing of the blade known as the Sword of Fathoms, an extension of Uk’otoa’s will and influence. His consciousness has found the minds of Desirat and Quajath, and the three have a tenuous accord to convince mortals to find and free them from their binds.

Appearance. Uk’otoa takes the form of an incredibly massive sea serpent. His coiled and twisting length is covered with fins, scales, and amber eyes, with a head ending in a pointed, fanged jaw and a face of three amber eyes.

Vesh, the Bloody Siren

None know whether Vesh is a witch or a demigod, but she has walked Exandria for centuries, seducing those who pry into forbidden magics and drawing them to her as possible suitors. Acolytes cultivate sects of worshipers who engage in ritualistic orgies and masochistic rites, these hedonistic rituals culminating with her selection of a mate. Vesh feeds on the unchosen in a bloody massacre before laying with her selected survivor and vanishing to her realm. Their essences intertwined, she then lends her strength to her mate, watching over them for life.

A being with conflicting duality, Vesh has moods that demand sacrifice and pain, and others that ask for benevolence and mercy. Because Vesh’s whims are truly unknown, many who wish to gain her favor and attention commit terrible acts. While she has many partners, she is a jealous patron who demands the true heart of her chosen. Those who stray are never heard from again.

Appearance. Vesh resembles a nude woman with faintly glowing gray skin, long purple hair, and unnaturally long arms and fingers that end in claw-like nails. Her eyes are pale white with no iris, and her expression varies from alluring to monstrous depending on her mood.


The Calamity took the lives of mortals and immortals alike. Many angels that fought with the Prime Deities were slain, and most that survived were wounded. The solar Xalicas, the right hand of the Arch Heart, was so injured that even the magic of the gods cannot help the angel regain the ability to see, fly, or leave Exandria. For over a century, Xalicas lay broken and blinded in the Greying Wildlands, moss and plants covering her body, until she had the strength to move, blaming herself for the small part she played in the Calamity.

Now Xalicas wanders Wildemount to make up for the sins of the Calamity and prevent another devastating war. Her followers attempt to heal war-scarred lands and repair the natural world. Xalicas knows that alone and in her injured state she cannot stop all the evils in the world, so the angel lends her power to those she finds worthy: creatures who wish to stop unnecessary war, stand up to tyranny, and defend the innocent.

Appearance. Xalicas is a silver-skinned solar who wears a clean white bandage around her eyes. Her body is covered in scars, and one of her wings is blackened and burned.