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Pillars of Eternity - The World of Eora

A
land of turmoil and conflict, the world of Eora is Eastern Reach: The Eastern Reach is a large peninsula of
filled with strange and exotic peoples, vast and the continent to the east of Aedyr, home to Eir Glanfath and
untamed landscapes, strange phenomena, and several liberated colonies.
terrible, untold secrets. Free Palatinate of Dyrwood: A former colonial holding
of Adyr, the Dyrwood fought against Readceras in the
Saint's War. The Dyrwood is an elective monarchy.
Animancy is legal but heavily scrutinized.
The Power of Souls Readceras: Located in the northern part of the Eastern
Reincarnation in Eora is no mere religious tradition; it is an Reach, Readceras was a poorer land than the Dyrwood.
immutable fact of life. Via a divine mechanism known as Its fortunes turned for the worse after losing the Saint's
"The Wheel" or "Berath's Wheel," the souls of the deceased War to the Dyrwood. Readceras became a haven for
pass into the Beyond, where they are eventually reincarnated Eothasian refugees after the events of the war led to the
into new bodies, with memories of their old lives dormant. Eothasian purges. Animancy is banned.
Vailian Republics: A collection of fourteen city-states on
Afflictions of the Soul the southern edge of the Eastern Reach, the Vailian
It is rare that memories of past lives may become
Republics were once colonies of the now-fallen Grand
dislodged; if this happens the afflicted person may Vailian Empire of Old Vailia. Animancy in the Republics is
be subjected to memories they do not recognize, more accepted than anywhere else.
or even experience a form of multiple personalities.
This process is called Awakening.
Eir Glanfath: Formerly home of ancient Engwith, Eir
It is rarer still for an Awakened to gain the ability
Glanfath in modern times is populated by nomadic tribes
to see not only into their own soul, but into the who revered the Engwithans (or "Builders"). The many
souls of others. These exceedingly uncommon Engwithan ruins here are fervently protected by the tribes
individuals are known as Watchers. Unfortunately, of Eir Glanfath. Glanfathans were also the originators of
those with the gift (or curse) to see into souls the Mind Hunter (colloquially known as "Ciphers" or
often descend into madness before their life's end, "Mystics"). Their ability to perceive "housed" souls was an
in rare cases suffering from fully split personalities. incredible boon to Dyrwoodan animancers.
White March: A frigid mountain range to the north of Eir
Glanfath and the Dyrwood, home to the impregnable
The study of the soul, known as Animancy, is an old science abandoned dwarven fortress, Durgan's Battery. Treasure
that dates back centuries that has often been (fairly) linked to hunters make their way to the fort to search for the fabled
Necromancy. As a result, Animancy is banned in much of the White Forge, supposedly created by Abydon himself. This
world, such as Aedyr and Readceras. region is also home to an order of Ondrite monks.
Animancy in the Dyrwood received a boon in 2780 as a
result of an alliance with the Glanfathan "Mind Hunters" Ixamitl Plains: Vast Savannahs in the Eastern Reach to
(also known as "Ciphers" or "Mystics"). Despite this, the north of Readceras, home to native Human and Orlan
Animancy is still viewed with some suspicion, especially in populations. The Ixamitl culture is one of the oldest
the wake of the Saint's War. surviving in the world, but also one of the most withdrawn.
It is believed that the vast networks of the jade-like mineral
Adra are in some way connected to souls and the The Living Lands: A frontier island in the far north, home
reincarnation process, but nothing concrete is known. to strange, esoteric beasts and flora. A lawless land of
mystery, it has earned a reputation for turning out madmen
and oddballs.
Geography Old Valia: Located in the southern hemisphere, far to the
Known Regions and Countries southwest of the Eastern Reach, Old Valia is a shell of its
former self. After the colonies that formed the Vailian
The world of Eora is not fully mapped; the regions detailed in Republics seceded in 2640, the Grand Empire splintered into
this compendium do not constitute the entire world! a number of warring merchant states. Despite this discord,
Aedyr: A large equatorial continent in the far west; the the forces of Old Valia are still to be reckoned with. The
Aedryan tongue is the lingua franca of much of the known Vailian tongue is used throughout the Vailian Republics, and
world. Aedyr itself is prone to seasons of humidity and aridity, some colonial holdings in the Deadfire.
and was responsible for colonizing the Eastern Reach. The Rauatai: Founded two millennia ago by Auamaua fleeing
science of Animancy is banned here. the Deadfire Archipelago, the Great Kingdom of Rauatai is
Deadfire Archipelago: A vast chain of volcanic islands, situated in the Rauatai Gulf, to the north of the Eastern
and the ancestral home to the Aumaua peoples. The Reach. Violent storms pummel the coastlines, but the gulf
Deadfire marks the eastern edge of the known world, and is itself is incredibly rich in resources. The dominant language
home to hundreds of islands spanning a wide number of of Rauatai is Aumaua.
climates.
Rauataian Firearms
The Saint's War
Due to Rauatai's strong navy, gunpowder weapons In 2806, in the poor Aedyran colony of Readceras, a young
were developed here before anywhere else. This led man named Waidwen took to delivering impassioned
to indisputable naval superiority, and to this day speeches and sermons in town squares, claiming that Eothas
the Rauataian Navy is the strongest in Eora. This himself visited him during the night. According to Waidwen,
was also adapted to smaller-scale weapons. the people of Readceras were being punished with crop
Handheld firearms are uncommon but can still be failures and famines for their lack of piety and the devotion
found in many places. they misplaced in the Aedyran governor. In light of this,
Waidwen was declared guilty of many crimes (such as
animancy, cruelty, and venereal disease), and was sentenced
The White that Wends: A frozen, inhospitable land home to to a public lashing.
tribes of elves and dwarves, the White that Wends is one of Five lashes into the punishment, Waidwen had not uttered
the most uninhabitable environments on Eora. What a single word or cry of pain and every strike of the whip had
civilization survives here does so through cooperation and exposed not blood, but strips of bright white light. When the
ingenuity; permanent settlements were traditionally rare, colonial secretary called for the punishment to stop
although the advent of trade with the rest of the world prematurely, Waidwen refused and demanded more. Those
allowed for some cities and towns along the coastline. present claim that the voice that came from Waidwen was
Despite this, inland tribes still stick to their nomadic ways. not his own. Once the final lash was lain down, a bright light
erupted from Waidwen, forming a flaming crown above his
The Moons and the Tides head. The chains binding him fell away from him in molten
chunks, and the thing that was Waidwen stood and
The world of Eora has two separate moons: Senn Beläfa (or proclaimed that the people should rise up, not as a mob, but
Beläfa for short) and Cawldha Debh (Glanfathan for "Black as pilgrims and devotees fulfilling the bloody will of the
Runner"). divine.
Senn Beläfa: Smaller than average, Beläfa has a closer By 2807, the newly-anointed St. Waidwen had gathered
and faster orbit than most moons. As a result, tides in coastal throngs of devoted followers, enough to challenge the
areas can be more extreme than one might expect. imperial government. As Waidwen and the Eothasians
Calwdha Debh: Incredibly small and close, the dark moon marched on the palace, he began to glow with a blinding light
Calwdha Debh is virtually unknown to those outside and became something that wasn't human. Knowing he could
academia. not stand against the avatar of Eothas, the governor
When the circumstances are just right every few centuries, abdicated his power to Waidwen and left Readceras. After
Beläfa and Calwdha Debh interact and cause incredibly this, St. Waidwen became the "Divine King" of Readceras,
destructive tides, known to Glanfathans as a Lover's Tide. and began to purge corrupt leaders and churches of Eothas.
His Readceras followers took this as a sign to persecute
those who followed other deities, prompting a wave of
History religious refugees entering the Dyrwood to the south.
Eora's history extends back over twelve millennia; however, Before the year was out, Waidwen and his forces marched
the true history of Engwith and whatever civilizations came across the Dyrwoodan border, claiming to wage a war of
before have been lost to time, irrevocably in many cases. liberation. Waidwen's campaign was brutal, but slowed by
guerilla groups from reaching the fortress known as Halgot
Ancient Engwith Citadel. Once the Readceran forces arrived at Halgot in 2808,
the purpose of the delays became apparent: Rauataian
Located in what is known in modern times as Eir Glanfath, engineers and a dozen Magranic priests had worked together
Engwith was a powerful and advanced civilization that with the aid of Magran herself to create a powerful explosive
remains largely unknown due to the loss of the Engwithan device capable of destroying Waidwen and Eothas, called the
language in the two millennia since its fall. Despite this Godhammer Bomb. Twelve Dyrwoodan men and women
obscurity, several things are known about Engwithans. (later immortalized as the Dozen) staged an ambush to keep
Firstly, their ruins can be found all across the Eastern Waidwen on the citadel bridge and too busy to notice the
Reach, especially in Eir Glanfath, where they are loyally hidden bomb. It detonated, killing the survivors of the Dozen,
guarded by Glanfathan tribes who revere the ancient most of the Magranic priests, fifty Readceran soldiers, and
Engwithans as "the Builders." In addition, Engwithan ruins Waidwen himself. After this, Eothas was never heard from
have been found as far east as the Deadfire archipelago. again, leading most to believe he had been killed as well.
Second, Engwithans used the mineral known as Adra to
invent a practice that would, millennia later, become known Eothasian Purges
as animancy. This manifested in strange, inscrutable
machines built into their ruins, which are guarded to this day After the Saint's War, Eothasian places of worship were
by the earliest known animats, or metallic constructs destroyed across the Dyrwood, with those worshippers still
powered by a bound soul. present brutally slaughtered as well. The purges led to a large
Lastly, the gods worshipped by the Engwithans (detailed in number of Eothasian faithfuls fleeing northward to the now-
the Gods of Eora section below) are still worshipped by the defeated Readceras.
Kith of the known world to this day.
Waidwen's Legacy Early Winter: Préïvèrno
After the Saint's War, across the nation of Dyrwood, children Mid Winter: Majivèrno
began to be born without souls. These children, known as
Hollowborn, exhibited signs of life, but beyond basic bodily Mid-Season Holidays
functions, they were otherwise comatose. Thought to be
divine punishment from Eothas for the destruction of his New Year: A single day, between Mid Winter and Deep
avatar Waidwen, this contributed to purges of Eothasians by Winter, that celebrates the dawn of a new year.
Magranic priests. Mid Year: A single day between Mid Summer and Deep
Although many methods were tried, no cure was found. The Summer, Midyear is a day of reflection and introspection.
closest anyone came were a group of animancers who tried Spring's Dawn (3 days): Also known as Inprima, Spring's
to place the souls of animals into hollowborn children. While Dawn is a time to celebrate renewal and rebirth. Before the
the souls did take, they transformed those children into Saint's War, Eothasian festivals were common.
vicious cannibalistic wichts. Summer's Rising (3 days): Known as Inestu in the Vailian
tongue, Summer's Rising is a celebration of the transition
from birth to growth. Traditional coming of age ceremonies
The Eoran Calendar are common.
The Eoran calendar in use today was codified in 2680 by Autumn's Falling (3 days): Harvest festivals are held
Vailian scholars. A year in Eora consists of 334 day of 26 during Inauton if harvests were bountiful during the year. If
hours each. Each week is five days long, and each month is they were meager, supplication is given to the gods in the
four weeks in length. The year is made up of sixteen such hope that the next year will be better.
months, with 14 additional days as seasonal changes. The Winter's Dusk (3 days): The time of Inivèrno is filled with
months detailed here include their Vailian names as well as celebrations of life and vigils for the dead. Plants die, the
their translated versions. animals begin to slumber, and those still alive raise a toast to
another year.
Days of the Week
Godandag (GAH-dahn-dahg, contraction of “Gods’ Day”)
Languages of Eora
Cönyngsdag (COE-neengs-dahg, contraction of “King’s The diverse peoples of Eora speak a number of
Day”) different languages. Some of them are very similar
Mecwynsdag (MEH-queens-dahg, contraction of “Queen’s to their counterparts throughout the multiverse,
Day”) but some are very much unique.
Aedyran: The guttural tongue of Aedyr is spoken
Folcsdag (FOHLKS-dahg, contraction of “Peoples’ Day”) across much of the Eastern Reach and is used as
the common tongue in many parts of the world.
Rytlingsdag (REE-tlings-dahg, contraction of “Children’s Aumaua: Spoken in Rautai and much of the
Day”) Deadfire Archipelago, the Aumaua language is
similar to real-world polynesian languages.
Dwarven: The ancestral tongue of the Dwarven
Months of the Year people, the Dwarven language is the same in Eora
Deep Winter: Fonivèrno as in other settings.
Elvish: Full of flowing words, the Elven language
Late Winter: Tarivèrn is the same in Eoras as in other settings.
Glanfathan: The Glanfathan tongue is a mixed
Early Spring: Préprima language, having arisen in Eir Glanfath after several
Mid Spring: Majprima centuries of contact between the native Elven and
Orlan speakers of the region.
Deep Spring: Fonprima Orlan: A language of words as short and sharp as
its speakers, the Orlan language is rarely heard
Late Spring: Tarprima outside of Orlan communities.
Vailian: Spoken in Old Vailia and the city-states
Early Summer: Préëstu of the Vailian Republics, this language is similar in
Mid Summer: Majestu structure to real-world romance languages.
Exotic Languages: The languages of Abyssal,
Deep Summer: Fonestu Celestial, Draconic, Deep Speech, Infernal,
Primordial, and Sylvan all exist in Eora in the same
Late Summer: Tarestu form that they do in other settings.
Early Autumn: Préauton
Mid Autumn: Majauton
Deep Autumn: Fonauton
Late Autumn: Tarauton
Ability Score Increase: Your Strength score increases by
Races of Eora 2.
Eora is home to many peoples (commonly known as Kith) of Warrior's Stance: You gain proficiency in the Athletics
all shapes and sizes, some more familiar than others. skill.
Humans (PHB page 29), Elves (PHB page 21), and Dwarves
(PHB 18) all exist here in the same form as they do Island Aumaua
elsewhere in the multiverse. However, races are incapable of As an Island Aumaua, your inborn skill from generations
interbreeding, although interracial unions are not unheard of. spent in the islands of the Deadfire Archipelago has made
In addition, three new races are found in the world of Eora: you a capable warrior. Island Aumaua tend towards brown
the tall and imposing Aumaua, the diminutive, hirsute Orlan, and yellow colorings, and are more commonly seen in the
and the divine-touched Godlike children of the mundane world than their Coastal cousins.
races. Ability Score Increase: Your Dexterity score increases by
2.
Aumaua Warrior's Flourish: When making a bonus action attack
with your off hand, you may add your modifier to damage.
"The mighty Aumaua are the largest of the kith races and are
commonly found in or near oceans. Though not truly aquatic,
they have an affinity for water and many of their civilizations, Orlan
such as Rauatai, are based on naval dominance. They are "Orlans are the smallest of the kith races, though many
known for their unparalleled strength." cultures don't consider them to be civilized at all. Also notable
The Aumaua are a race of large, semiaquatic humanoids for their large ears, two-toned skin, and hirsute bodies,
with a diverse array of skin patterns, elongated heads, and Orlans are commonly found in Eir Glanfath, the Ixamitl
semi-webbed hands and feet. Aumaua originated and Plains, and parts of the Dyrwood. They are known for their
typically live and work in warm oceanic climates. Though mental intensity and quickness."
they are not the most widely traveled racial group in the Orlans, because of their small stature and unusual
world, they were some of the earliest long-range coastal appearance, have been victimized and marginalized by most
explorers of Eora, exploring and settling continuously for the of the cultures with whom they have come into contact. As a
longest period of time: over 20,000 years. During that time result large communities are rare, and many have retreated
they had extensive contact with the other races. into heavily wooded environments, adopting vicious guerilla
tactics in the face of enslavement. Even Orlans raised in
Aumaua Traits urban environments share their race's bloody reputation.
Your Aumaua character has a variety of natural abilities,
honed by thousands of years of exploration. Orlan Traits
Ability Score Increase: Your Constitution score increases Your Orlan character's wild traits all manifest in some
by 1. consistent way.
Age: Aumaua live slightly longer than humans, typically Ability Score Increase: Your Dexterity score increases by
between 70 and 115 years. 2.
Alignment: Aumaua do not gravitate towards one Age: Orlans age roughly at the same rate as humans, but
alignment; a member of the Rauataian Navy may be Lawful, are the shortest-lived of all the Kith, only living to between 50
while a member of the Huana tribes of the Deadfire and 80.
Archipelago might be Chaotic. Alignment: Because of their wild nature, Orlans tend
Size: Aumaua are between six and eight feet tall. Your size towards Neutral or Chaotic.
is Medium. Size: Orlans reach between three and four feet. Your size
Speed: Your base walking speed is 30 feet. is Small.
Resilient Physique: You can focus yourself to occasionally Speed: Your base walking speed is 25 feet.
shrug off injury. When you take damage, you can use your Wild Vendetta: When you damage a creature with an
reaction to roll a d12. Add your Constitution modifier to the attack or a spell and the creature is not an Orlan, you can
number rolled, and reduce the damage by that total. After you cause the attack or spell to deal extra damage to the creature.
use this trait, you can’t use it again until you finish a short or The extra damage equals your level. Once you use this trait,
long rest. you can’t use it again until you finish a short or long rest.
Languages: You speak Common and Aumaua. Languages: You speak Common and Orlan.
Subraces: The Aumaua peoples' early exploration lead to Subraces: Orlans are divided into two distinct subraces:
two distinct subgroups: the Coastal Aumaua of Rauatai, and the forest-dwelling Wild Orlans and their urban-dwelling
the Island Aumaua of the Deadfire Archipelago. Hearth Orlan cousins.
Coastal Aumaua Wild Orlan
As a Coastal Aumaua, you have been hardened by the Wild Orlans are rarely seen in established communities,
tumultuous storms along the Rauatai Gulf. Coastal Aumaua often sticking close to deep forests and jungles. The main
tend to be blue and green in coloration, and have an identifying trait of a Wild Orlan is their hair. Wild Orlans are
aggressive and war-like reputation. covered in an inch-long coat of hair (or fur), including the face
and neck. It can be many different colors.
Ability Score Increase: Your Wisdom score increases by 1. Aumaua: You can focus yourself to occasionally shrug off
Defiant Resolve: You have advantage on wisdom saving injury. When you take damage, you can use your reaction to
throws against hostile effects. roll a d12. Reduce the total damage you take by that amount.
Once you use this trait, it cannot be used again until you
Hearth Orlan finish a short or long rest.
Unlike their heavily-furred cousins, Hearth Orlan settle close Moon Godlike
to other Kith races and establish permanent communities. In
addition, their fur is significantly thinner, with what hair on "Moon Godlike are the most tolerated of the godlike. While
their faces there is resembling human facial hair. As a result, their skin tone and a large moon-like growth on their
Hearth Orlans tend to be more accepted by most people. foreheads may be strange to some, their appearances are
Ability Score Increase: Your Charisma score increases by generally considered more palatable by the other kith. Sailors
1. have many beliefs about Moon Godlike and their propensity
Minor Threat: When engaged with an enemy in melee that to bring luck, though there is little agreement as to what kind
an ally is also engaged with, your critical hit range increases of luck they tend to bring."
by 1. Blessed at birth by Ondra, goddess of seas and loss, you
resemble Kith more than any other Godlike.
Ability Score Increase: Your Charisma score increases by
Godlike 2, and your Wisdom score increases by 1.
"The godlike are children of the kith who have been blessed Alignment: Moon Godlike tend to avoid extremes, usually
with physical aspects associated with the gods (though some aligning with some aspect of Neutrality.
do not consider it a blessing). These aspects may take many Ondra’s Chosen: You have resistance to Radiant damage.
forms and often come with mystical powers. Aberrant head Silver Tide: As an action, you can choose a creature you
shapes are typical, and godlike are unable to wear protective see within 30 feet and cause it to regain a number of hit
headgear as it is near-impossible to find anything that fits. points equal to your level. Once you use this trait, you can’t
Because of their unusual nature and their inability to use it again until you finish a long rest.
reproduce, godlike are often viewed with fear and wonder." Light of the Moon: You know the light cantrip. Charisma
is your spellcasting ability for this spell.
Godlike Traits Languages: You speak one additional language of your
choice.
Your Godlike character shares certain traits with all other
Godlike due to your divine spark. Nature Godlike
Ancestry: Pick one of the five Kith races detailed in the
"Kith Ancestry" section noted below. "Nature Godlike appear to be a fusion of human and animal
Age: Your lifespan is the same as your Kith race. features, often covered by plants, moss, or fungi. Many
Size: Your size is the same as your Kith race. druidic orders have a keen interest in Nature Godlike
Speed: Your base walking speed is the same as your Kith because of their general curiosity as to how souls occupy
race. animals, plants, and stones."
Celestial Influence: Your head is covered by growths Chosen by Galawain, god of the hunt and the wilderness,
based on your subtype. As a result, you are unable to wear you show an abnormal affinity towards nature. Many people
most headgear. Because of this, you have a -1 penalty to your will assume that the grasses and unusual features of a Nature
armor class when wearing nonmagical heavy armor. Godlike mean that they are diseased, but that is not the case.
Darkvision: You can see in dim light within 60 feet of you Ability Score Increase: Your Wisdom score increases by
as if it were bright light, and in darkness as if it were dim 2, and your Intelligence score increases by 1.
light. You can’t discern color in darkness, only shades of gray. Alignment: Nature Godlikes show no clear alignment;
Languages: You speak Common and Celestial. however, many, feeling the influence of their godly parent,
tend away from Law.
Kith Ancestry Galawain's Chosen: You have the ability to communicate
in a limited manner with beasts and plants. They can
Your Kith heritage grants you a small boon in addition to your understand the meaning of your words, though you have no
other Godlike attributes. special ability to understand them in return. You have
Human: Gain 1 proficiency in any skill of your choice. advantage on all Charisma checks you make to influence
Elf: You have advantage on saving throws against being them.
charmed. Nature's attunement: You can cast Detect Magic and
Dwarf: You have advantage on saving throws against Goodberry with this trait, using Wisdom as your spellcasting
poison, and you have resistance to poison damage. ability for them. Once you cast either spell, you can’t cast it
Orlan: When you damage a creature with an attack or a again with this trait until you finish a short or long rest.
spell and the creature is not an Orlan, you can cause the Languages: You speak Sylvan.
attack or spell to deal extra damage to the creature. The extra
damage equals half your level (rounded up). Once you use this
trait, you can’t use it again until you finish a short or long rest.
Fire Godlike
"The bodies of Fire Godlike often resemble hot metal, burnt
wood, or stone, with harmless flames that erupt from the
cracks in their skin. Fire Godlike are objects of both
reverence and fear in the Deadfire Archipelago. Many locals
believe they have the power to awaken volcanos - or that
killing one will cause a volcano to awaken."
Chosen by Magran, goddess of fire and war, you radiate
heat and have a natural affinity for flames.
Ability Score Increase: Your Charisma score increases by
2, and your Constitution score increases by 1.
Alignment: Fire Godlikes do not tend towards any
particular alignment.
Magran's Chosen: You know the Produce Flame cantrip.
Additionally, you have resistance to fire damage.
Battle-Forged: Your skin is tough and wreathed in flames.
When you aren’t wearing armor, your AC is 13 + your
Dexterity modifier. You can use your natural armor to
determine your AC if the armor you wear would leave you
with a lower AC. A shield’s benefits apply as normal while you
use your natural armor.
Languages: You speak Primordial.
Death Godlike
"Death Godlike are the most distrusted of their kind. Strange
growths cover their eyes - or, in some cases, entire face -
giving them a sinister appearance. The growths are
transparent for the Godlike but opaque from the outside,
hiding their features. Death Godlike are commonly killed at
birth because many cultures consider them to be harbingers
of doom."
Blessed at birth by Berath, god of cycles and death, you are
a frightening reminder of the inevitability of death to your
fellow Kith.
Ability Score Increase: Your Wisdom score increases by
2, and your Strength score increases by 1.
Alignment: Death Godlikes, much like their godly parent,
tend towards Law or Neutrality.
Berath's Chosen: You have resistance to Necrotic damage.
Death's Usher: When you damage a creature with a
weapon attack or spell, you may deal an additional 1d6
necrotic or radiant damage to it (you choose whether you do
Necrotic or Radiant the first time you use this ability). This
damage increases to 2d6 at level 5, 3d6 at level 11, and 4d6 at
level 17. Once you use this ability, it cannot be used again
until you finish a short or long rest.
Languages: You speak one additional language of your
choice.
Holy Symbol: The head of a dog or wolf.
Gods of Eora Domains: Pursuit, Discovery, Perseverance, the Hunt,
The divine entities worshipped in Eora are those of the Wilderness.
Engwithan pantheon. It is not unheard of for the divine to
touch unborn children, "blessing" them as Godlikes, choose Hylea
champions amongst the mortals, or even walk the very earth Hylea is the goddess of the sky. Depicted as a woman with
themselves (see the Saint's War section for more details). bright feathers in place of hair, she is the patron of mothers
There are eleven Engwithan gods, although some are more and midwives. She is an ally of Eothas and a recent enemy of
commonly worshipped than others. Magran.
Holy Symbol: An egg in a nest.
Abydon Domains: The Sky, Motherhood, Creativity, Language,
God of crafting and the forge, Abydon is often represented by Song, Invention.
a towering man made of black iron holding a hammer and
tongs. He is an ally of Magran, and an enemy of Skaen. Magran
Holy Symbol: A circular gear, with a hammer Patron goddess of fire and war, Magran is often represented
superimposed on top. by a tall woman wearing plate armor, with hair of fire. She
Domains: Industry, Smiths, Golems, Tradesmen, Strength, and her priests were instrumental in the Dyrwoodan victory
Hope. in the Saint's War (see the Saint's War section for more
information). Those touched before birth by her become the
Berath intimidating Fire Godlikes. She is an ally of Abydon and
The twin god Berath, deity of doors, cycles, and death, is the Galawain, and an enemy of Hylea and Eothas.
only deity represented by two different figures: Holy Symbol: A twisting flame.
The Usher: A silent figure (sometimes a skeleton, Domains: Fire, War, Trials, Purification.
sometimes a human, sometimes a dwarf) whose worship
goes back centuries, and is revered as a figure who guides Ondra
the dead to their next life. Goddess of the sea and the moon, Ondra is one of the few
The Pallid Knight: A gaunt knight in black armor with without any depictions in religious artwork whatsoever. The
black eyes, black hair, and milk-pale skin, viewed as a figure legends of Ondra are much odler than that of the other gods,
who demands an impossible toll from those who tarry too specifically the story of her love for the moon. It is said that
long in life. she touched part of the moon, and caused it to fall into her
Berath is the guardian of the wheel of reincarnation. Those depths, causing catastrophe the world over. Ondra is one of
touched before birth by Berath become the fearsome Death the few gods not known to speak; as a result, many use the
Godlikes. Berath has no enemies among the gods, but no sea as a confessional. Those touched by Ondra become the
explicit allies, either. awe-inspiring Moon Godlikes. She has no specific allies or
Holy Symbols: A keyhole, a jawless skull, a skull enemies amongst the gods.
incorporated into a door or keyhole. Ngati: To the native Aumaua peoples of the Deadfire
Domains: Cycles, Doorways, Death, Inevitability. Archipelago, Ondra is known as Ngati and has a much more
prominent role in the pantheon.
Eothas Holy Symbol: Cresting waves under a crescent moon.
The god of light and renewal, Eothas is represented by a Domains: Oceans, Forgotten Things, Loss, Mourning, the
young man wearing a shining crown and holding a bright Tide, Relentlessness.
candle. In the aftermath of the Saint's war, Eothas is
presumed dead or destroyed by most (see the Saint's War Rymrgand
section for more details). He is an ally of Hylea and Woedica, The Beast of Winter, Rymrgand is the god of death, plague,
and an enemy of Magran. famine, and entropy. He is often depicted as an enormous,
Aspect of Gaun: An aspect of Eothas that emphasizes the frostbitten aurochs. Depictions of Rymrgand have been found
ending of mortal life. Represented as a farmer carrying a in the oldest Engwithan ruins, predating all current
lantern and sickle, Gaun is a figure of cyclical death as civilizations. Followers of Rymrgand consider reincarnation
opposed to the entropy of Rymrgand or the inevitability of to be a punishment instead of a reward. He is an ally of Ondra
Berath. It is said that Gaun appears instead of Berath's and Skaen, but has no stated enemies among the other gods.
aspects to those who accept death. Holy Symbol: The horned symbol of an Aurochs.
Holy Symbol: A sun rising over a starry field. Domains: Collapse, Winter, Death, Famine, Entropy, Bad
Domains: Light, Redemption, Rebirth, Dawn, Spring. Luck, Natural Disasters.
Galawain Skaen
The lord of the wilderness and the hunt in all its forms, The Quiet Slave, Skaen is the god of hatred and rebellion. He
Galawain is represented by a wild man wearing an is depicted as a bald, scarred man in ragged robes. His nose
assortment of hides and furs. Those touched by Galawain and ears have been cut off. He is an ally of Woedica, and an
before birth become the unusual Nature Godlike. He has no enemy of Abydon.
particular alliances or rivalries among the gods.
Holy Symbol: A small human effigy with eyes of blackstone.
Domains: Defiance, Secret Hatred, Violent Rebellion, Resurrection Magic
Resentment, Covert Plots. Because of the reincarnation cycle, resurrecting the dead as
Skaen Godlikes: Those touched by Skaen do not become they were is nearly impossible. Resurrections attempted after
Godlikes; the few that survive to birth are often killed out of three days invariably fail. The only reliable method of
fear or mercy. resurrection is through Revivify. The spells Resurrection and
True Resurrection do not exist in Eora, and Wish spells
Wael cannot pull a soul back from the Wheel.
Wael, the god of mysteries and revelations, is an inscrutable Furthermore, attempts to decouple souls from the Wheel
being. Having no consistent form or even gender, they are through improper use of animancy or resurrection magic can
only depicted by a number of eyes. Wael has no allies or potentially result in various types of undead vessels, from
enemies amongst the gods. mindless, feral Guls to more intelligent essence-hungry
Holy Symbol: A stylized eye or set of eyes. Fampyrs.
Domains: Illusions, Visions, Secrets, Revelations,
Obfuscation, Cryptography, Perception. Credits
Woedica The world, gods, and races of Eora are all properties of
Woedica, former Queen of the Gods, is the goddess of Law Obsidian Entertainment. This is an unofficial fan work,
and Hierarchy. She is depicted as a harsh woman with skin created out of appreciation for the setting created by the
burned by Magran's flames after she was cast from her talented writers of Obsidian.
throne by the other gods. She has a tenuous alliance with Document compiled by u/Erixperience
Skaen, but a contentious relationship with the other deities, (@TheErixperience)
believing that they owe her fealty.
Holy Symbol: A broken throne, or a burned tome of law.
Domains: Law, Justice, Oaths, Hierarchies, Rulership,
Vengeance.

Other Materials
Firearms
Should you or your DM wish to include firearms in your
campaign, it is recommended that you use the Gunslinger
Fighter Subclass created by Matthew Mercer or the
Gunpowder Codex document created by Fey Rune Labs. If
you and your DM would prefer, you may work together to try
creating your own set of firearm rules.
Should you choose to go this route, Firearms should count
as martial weapons in terms of proficiency, and may
occasionally be found in the world as loot.

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