• Here is a reference, how Ansalon things got started. As Ansalon was your proto-typical dnd world, it can be easily used as reference for what most experienced players would be used too. For example the first planes to come into being
were the Inner Planes. There, the war between those entities who would retain the state of primal Chaos and those who would bring order to it first began before the Prime Material Plane and the Outer Planes had yet fully formed. The article "Silent Sorcery" in the Living Greyhawk Journal #4 mentions a cult known as the "Lords of the Elder Elements," suggesting there were elemental beings that preceded the current cosmic order and have since been banished or imprisoned.

  • Fiendish Codex I mentions immense living creatures known as draedens who existed before the planes existed, including one called Ulgurshek who fell asleep while the Abyss formed around it. The draedens were first mentioned in the Dungeons &
Dragons Immortal Set, which described the draedens as clusters of mouths and tentacles the size of demiplanes who were descendants of beings who may have created the multiverse long before the time of the Immortals. They despise elemental material, seeing everything but perfect void as an unwelcome imposition in their domain. After a period of war and strife ending at least 200 million years ago, the draedens retired, deciding to outlast their enemies by waiting until the rest of creation destroyed itself.

  • The Inner Planes campaign expansion for the Planescape campaign mentions beings called the Sleeping Ones by the kuo-toa, monumental creatures who caused the multiverse to come into being and then severed contact with the cosmos,
sealing themselves away in the Paraelemental Plane of Ice until their powers are needed again. These creatures, said to be many, many miles long, inspire a numbing awe in those explorers who venture near the tombs in which they dream until the end of days.

  • That is really a typical setup for most dnd campaigns, each with their own unique additions or creation mythos. Generally they are mostly divided by Eons: Age of Law, Age of Immortals, Age of Mortals. These three over arching categories tend
to more easily group the development of a universe. Before law tends to be just mass chaos, mass expansion, or the infighting of elemental forces as mentioned above. Once Immortals enter the scene as gods or elder beings, or any of these over arching themes that impose their eternal will on the chaos and shape it into creation; that is the age of immortals. Once that ends, with the first spawning of conscious mortals, either due to the hands on creation By the immortals that proceeded before them; or any of the hundreds of other consciousness creation myths. By this time, concrete laws of physics, time, thermodynamics, and cosmology have been secured.

  • Unusually, the Yathewah setting doesn't follow these laws. Deities, direct derivatives of the belief of a mass of mortals require the firm conviction of souls to exist and prosper. Gods and thinking powers come after the mass consciousness of
intelligent beings; not the other way around. There are some types of beings that do not require said mass devotion, but they have their own stories. So in reference to the lessons above, technically the campaign of Yathewah is right after the Age of Law. This gives the basis for the beginning of our story, the origin of a blank Afterlife plane, having been unaffected by thoughts/wishes/assumptions/pre conceived notions. It is questionable, but plausible, that the direct influence of the Ansalonian mind on this virgin world and it's connected afterlife; in fact was the catalyst for the actual creation of death and continuance. Before hand, it is not clear whether the indigenous people had a mindset that needed or even had yet created the question of what happens after their life ends. Indeed a few of the local races are virtually ageless.

  • Where as, even the first Ansalonian explorer would have walked onto the warm plains with the concepts of death, afterlife, gods, rebirth, hell, retribution, revenge, inequality, rape, innocence, understanding, self improvement, self perspective,
wisdom, education, politics, and any thousands of other thought types and stereotypes. This, intensely populated mind would have definitely made a thick impact on the otherwise milk-lake placid Plane of the afterlife, of which thoughts and beliefs are the paramount forces. Especially with no balance to shore up any of the other side perspectives. So this massive influx of infinitely complex minds would have drastically changed or affected the blossoming landscape of the Afterlife. And this is basically where the story starts, in these beginning times. Now there are dieties and powers that are currently in the world. These walking gods are great powers shoehorned into original bodies (basically meat prisons, even if they don't realize how much their mortal coil restricts them because there is no frame of reference or history). There are several fully realized gods, i.e. released from their mortal bodies, no longer trying to use their organic forms as their main way of interacting with the world. Creating several avatars at a time would be something that would be possible, but not if one consciousness was trying to run them using only a human brain, for example.

  • In so far as 5ed is concerned, (Aside from Verna and her society of worshipers) most of the current gods fall into the 'Mystery Cults' on pg 11 of the DMG. There is not at the moment, anything approaching an organized religion. None of the
indigenous races would have any of the concepts necessary to invent that yet, and the Ansalonians are not numerous enough and don't have enough idle time to create such. The work-a-day person may not even generally be aware yet of the existence of some of these divine entities at this time. What, in time, the grand pantheon may develop into such as it's true definition, might be influenced by the characters themselves. (Tight, loose pantheons, monotheism, dualism, animism, ect. This is just the beginning)

  • Thus, at this time, there are only two planes. The Prime Material (Where everyone is) and the After-Life. (Where everyone dead is. Or mostly.)

  • Physically Dead (Spiritually Realized) Gods:

  • Anshar

  • e155adcd8602fa75a3fd276dce214db3.jpg

Mortal Origin: Human Birth (Gestalt Will consciousness, more than likely not an immaculate)

  • Anshar the Striking Spear, the Reluctant Savior, etc. He has many names.

  • Born originally on one of the voyage ships, a child of a miraculous pregnancy. Representing the gestalt mood and belief of hope that permeated the expedition to
defeat the Ruk-Roofah menace at Duran; the first immortalized encapsulation of human kind's force of will. Vast power imparted to an innocent, who grew years in weeks. Innocence braced by incalculable power; it was perhaps not the best lesson to teach him that war was in his immediate future. In fact his entire beginning origin was to represent the human common mind in said conflict.

  • As the first human deity, with all the fallibility and wisdom incumbent there in, Anshar did in fact cope with the horrors of the war against
the Ruk with remarkable ease. Perhaps that he had good mentors and role models over the months on the voyage ships. More likely because the human mind so easily copes with the fact of violence, it would only be expected that a god created in their image would be at ease (far much more than individual mortals) with the results of conflict. As a living image of hope, new growth, and youthful strength/endurance, Anshar was embodied with an aspect of conflict and strife to go along with the unburdened innocence of a new mind. Though he learns with a frightening speed, his wisdom is still being tempered.

    • Devotees of Anshar


  • Those many of the dispossessed and worn down soldiers that felt most drawn to his influence began to cover their faces. The reasons for this vary, a good amount of his new devotees were from among the ranks of the worst. Those that had done the most unspeakable acts, by choice, during the years of chaos and famine. These men and women of blackest soul were usually the most affected by Anshar's presence. The covering of features and eventually their full form would accomplish to reduce the influence of individuality. This as a side note, also kept hidden the physical changes that wracked their forms, kept hidden from idle eyes.

  • The one thousand guards of Anshar during the Ruk-Roofah war, his elite and powerful unit that he commanded personally into combat, were exceptionally skilled and revealed to be winged just like their benefactor. This was a cunningly hidden fact until it was tactically important to do so, allowing a Ruk pincer movement trap to fail, and also able to attack enemy massive siege units.

  • They, gifted by their faith in Anshar, had undergone some seriously physical changes over the extent of the trip between continents. The Liss made barges were roomy and well stocked; but very slow in the placid seas. How far and to what extent their bodies had been modified by their belief, has yet to be made clear. Constantly covered in a type of deep monks cowl and brightly trimmed robes, these seemingly benevolent but ever vigilant caretakers and warriors are virtually never seen. Having willingly given up name and voice and individuality, all of those things that make humans human, they selflessly attempt to help the down trodden or protect the helpless.

  • As would seem appropriate, they tend to carry mostly spears and a few swords. It is not completely confirmed how many perished in the fighting at Doran, or how many there are now. It could be any where from close to the original amount or as much as several times it.

  • Larsisji-bae-park-aion-007.jpg

Mortal Origin: Eamsheir Three-Finger -- Simian

  • While fighting in the First War, Larsis had begun to gather a cadre of followers that viewed him as something more than a mortal, although the tribes had no concept of a deity. Things were changing, Larsis seemed to be growing in power and stature. But much further to the south, Verna the leader and Godling of the Kusk was growing at a much more rapid pace. This was due to the influx of souls into her domain due to the War of the 5 Cities that she had secretly sponsored through the Dark Prince.

  • During the final conflict in the Second War of Dominance, Larsis was critically wounded and entered a coma-like state. While in this coma, a new god-like projection of Larsis appeared in the Alabaster Fields, where he took charge of the Three-finger that had died in his service and prepared them for combat against Verna in the afterlife. On the home plane, Verna was finally defeated and killed outside of one of the Liss cities, fully releasing her Goddess form into the Afterlife, where she seized considerable powers that Larsis could not harness because of his thin tie to life.

  • Mourna

  • blood_angel.jpg

Mortal Origin: Divine Mitosis from Anshar

  • Few have seen the newest edition to Anshar's family: his smaller sister, Mourna. Details about her existence and sudden appearance are sketchy at best. The Devotees of Anshar are quite tight lipped about the subject.

  • The Tortured One

Mortal Origin: Who the hell knows

  • A Titan of unknown origin, is the only deific entity known to have existed in a mostly dead state before the arrival of the explorers of into the bubbling afterlife. The Tortured One embodies the idea of victory through suffering, and embraces that suffering.


    • Bale Norn (Deceased)

  • The Tortured One's human proxy and evangelist before and during the war. (Publicly Executed by Anshar himself, post the Third War of Dominance)
  • Though, there have been some dealings with this creature, post mortum.

  • Verna

  • Mortal Origin: Eamsheir - Kusk, Uronal

  • Verna was born somewhere near the eastern coast of the Southern Continent.Evil_Incarnate2_by_Psyco_Giant.JPG
Three-Eye. A Uronal seer and long-dreamer of some repute, though had not been seen in many moots by the time the Dreaming thundered with Verna's birthing squall.
  • The first cross race, the first Eamsheir, first of her kind in the world. It was her first suckling angry cries that shook the foundations of the world; and
brought the clans of the Kusk to their knees. In worship, of the new born goddess in their mix; though they had no idea what a goddess is or would be, no previous exposure to the concept or idea. The first of a kind must always stumble blindly, being wounded by ignorance without respite.
  • What exactly happened within the once grand ziggurats of ocher stone, crimson jade and white marble, that caused the new born Eamsheir to twist away
from normal, from leading their chosen race into the next step of evolution; no one knows. Or no one is particularly admitting what it is. Enough to say that the influence of this new godling's slowly twisting mind effected herself greatly and her followers even more so. This race of pleasantly fat artisans and harvesters was within a generation, turned into a rabid force of murder and rampage at their mad god's ever quickening will.
  • Her first lashing out (That is commonly known) was to destroy her guide and mentor; her father Muchenik Three-Eye the Uronal Dreamer. Much like a
child given to the sudden realization of death and disgrace that they have caused a small animal's mortal end; she reacted with fascination and shame. Very quickly, her interest and scope of madness spiraled to an incredible degree. She directed, then ordered the capture and murder of all of the Uronal that her acolyte soldiers could find. In a few long years, her chambers were paved with the gaping empty eyed skulls of thousands of Uronal skulls.
  • Perhaps it was her displaced rage at her own father's weakness, or maybe a fascination with death itself that caused her to be the death of her father's
kind. She offered no quarter, and no chance for the Uronal to submit themselves too her, to ultimately make more Eamsheir. Which is what should have happened, if the other races are to be viewed as examples.

  • Ultimately, as the first true deific creature born, this had a drastic effect on the world beyond this one. For a handful of years, she was influenced a good
amount by the humans across the sea. Derick Kull being one of the primary focuses of her unrealized energy, and the strife he generated only fed her endless appetite. Those who were once devotees to dark gods upon Ansalon, and uniquely attuned to her swift rise to power, found they could draw upon her raw power that she was blindly and unwittingly blasting into existence. This, and some other influences brought, the now a-days Kusk have a rudimentary grasp of armor, weapons, and priestly power. This already puts them ahead of most of the Yathewah races in so far as power curve. If they had been so armed and armored during the second war of dominance, no one would have been able to stop them.

> It is only by virtue of their Pyrrhic defeat during the second and failed war of dominance against the Liss, that they have not over run the
south. The intervention of allies from the Northern Continent made a huge difference, killing off Verna's generals and finally the godling herself. This was good in the sense that it broke the back of the Kusk offensive. It was in some ways bad because it broke apart Verna's grip on the physical realm, casting her godhood self into the after life; which was already very susceptible to her power as the practically unpainted canvas it was.

  • Now unbound, realized into the After-Life (which is the only separate plane), she is one of the major powers. She is slowly learning some
semblance of control, but still brute force cruelty and psychotic rages are her claims to fame.

  • Derick Kull

  • Dark_Knight_by_JasonEngle.jpg(Last Updated 2006, 3.5e ADnD Ruleset)
  • Derick Kull was known as the Dark Prince. It was by his hand that two of the Lords of the 5 Cities were assassinated, and inadvertently, the War of the 5 Cities was started. Being a Black Guard, his ties to the primal (un-deity focused)
evil that was available at the time, he made contact with a portion of Verna's mind. Events transpired along the path of their conspiracy, bringing about a flood of souls into her After-Life Domain. Because of this, she was almost able to defeat the Liss and their late-coming allies.
  • Now Derick was actually defeated twice. (Players correct me on the details please, cause I am a bit foggy. It was a while ago.) To my understanding, it was a combination of Varian and Broo that killed him the first time. Varian's backstabbing
ability had progressed to a descent point by this time, though I can not remember when exactly it was.
  • The second time was during the battles against Verna and her generals. I believe it was in the final battle against Verna herself, right before the gates of the final remaining Liss city. This time, due to Verna's upcoming god-hood, metaphysical
power was actually coalescing on the battle field. But this was an inadvertent side effect, as her conscious mortal mind was unaware of what her rising subconscious and God-Mind were doing.

  • I do not remember the outcome of this battle, though I do believe he finally faded away for good, broken up so much that his soul could no longer manifest. However, this is unknown. I also remember that he came back from the evil part of the After-Life with some increased powers(Due to his allegiance to Verna), but they did not get written down at the time.

This art is Strictly concept. In no way is it to be used in any commercial aspect, or reproduction. All rights are owned by the creater of the file. (found in the file name). Also, concept art should not be taken as completely true. Aspects may vary, of the actual Game concept.

Stats for Derick Kull:

Levels: 9th War/ 5th Black Guard
HD: 129hp
Init: +7
Speed: 20
AC: 25, (Touch=16, Flatfooted= 18)
Base Attack: +13/+8
Full Attack: +18/+13/+8 (+2 unholy Bastard Sword, 1d8+4+1d6 Crit:18-20)
Special Attacks: Smite Good, 2xDay, Sneak Attack +1d6
Special Qualities: Aura of Evil, Detect Good, Poison Use, Dark Blessing, Comand Undead, Aura of Despair(DC12)
  • Fort: 8
  • Ref: 4
  • Will: 4
  • Str: 18
  • Dex: 14
  • Con: 16
  • Int: 10
  • Wis: 14
  • Cha: 16
Skills: Spot +8, Search +12, Listen +10
Feats: Cleave, Improved Sunder, Power Attack, Improved Cleave, Combat Reflexes, Evasion
Spells Known: Inflict Light 2x, Bull Str 1x, Death Knell 1x
Equipment: Unholy Bastard Sword +2, +1 Plate, 200 (Cursed:Greed) Gold coins. (Also now meaningless on Yathewah).

This art is Strictly concept. In no way is it to be used in any commercial aspect, or reproduction. All rights are owned by the creater of the file. (found in the file name). Also, concept art should not be taken as completely true. Aspects may vary, of the actual Game concept.