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==The World of Etharis== [[File:Damien-mammoliti-grimhollow-worldmap2-dm.jpg|300px|thumb|Lands of Etharis]] Etharis, as the campaign setting's world is called, is a [[grimdark]] slant on the standard D&D 5e world. It takes place on a world where a brutal humanity rose up and almost annihilated the empires of [[dwarves]], [[elves]] and [[dragonborn]], then nearly annihilated itself in pointless internecine wars, allowing the oppressed remnants of those races to rise up and forcibly carve a place for themselves out of the ruins. Civilization exists in a [[Points of Light]] format; islands of light and hope surrounded by vast tracts of hostile, monster-infected wilderness. Some regions suffer supernatural or paranatural auras that shroud them in darkness, and plagues ravage the land - especially the dreaded Weeping Pox. The gods of Etharis annihilated each other in a brutal civil war, leaving behind only their lieutenants - the Arch Seraphs and Arch Daemons - to heed the prayers of mortal followers, and work to exploit the world as it exists for their own advantage. In many portions of the world, arcane magic is feared, and there is even a crusade, the Arcanist Inquisition, dedicated to destroying all who are even accused of dabbling with magic. But despite all this... Etharis is not a relentlessly bleak world, and there is some hope for it to get better. To quote the book itself: ::''Etharis as a campaign setting is not meant to be relentlessly bleak and depressing, or to wallow in cruelty for its own sake. Small victories become heroic when they take heroic effort to achieve. No one in Etharis is safe by default, so any safety the characters win or give to others is a true blessing. No one in Etharis is good by default, so moments of genuine grace are worth celebrating – and can come from unexpected places. Amid profound darkness, even the smallest lights have value. There's even a chapter in the Campaign Guide that breaks down [[Dark Fantasy]] into its four major components: [[Grimdark]], Horror, Dark Fairy Tales, and [[Sword & Sorcery]], with advice to the DM on how to pick and mix these themes to make Etharis more their own. ===Realms of Etharis=== As you can see from the map, Etharis is a pretty big place. Luckily, we're here to give you an breakdown of the various places of note on the map. The '''Bürach Empire''' is the former ruling power of Etharis. An alliance of four provinces united by a divinely chosen emperor, Bürach has begun falling into ruination ever since the last emperor, the insane Leopold I, spread his insanity into the four gods whose powers once united and supported the empire, causing them to ultimately butcher each other in the name of proving which of them was the supreme god before Leopold was assassinated. Their madness and subsequent deaths have left powerful cultural and mystical scars on the lands they once championed. The provinces of the Bürach Empire are:' * ''Abendland:'' Literal and metaphorical center of the Bürach Empire, once devoted to Aurelia, Goddess of Healing, Hearth and Home. It was the Hearthkeepers, Aurelia's priesthood, who helped locate the god-touched individual - Indorius - who became the first Emperor of Bürach Empire, and they were the ones who decreed the Edict of Eternal Blood, which allowed only direct descendants of Emperor Indorius to rule. This included coaxing the marriage of cousins and siblings to preserve the purity of said blood, despite the misgivings of the rest of Bürachs, that ultimately led to the insanity of Emperor Leopold I. Even now, the Hearthkeepers stifle their people and try to keep them ignorant of the waning divine powers of their priests and the fading fecundity of the land itself, with hope of turning Abendland into an open [[theocracy]]. * ''Nordenland:'' Always home to planar gates and crossings, especially to the [[Feywild]], Nordenland is the traditional home of the [[mage]]s of Bürach, which made it a natural homeland for Ulmyr, God of Magic and Chaos. The fall of the empire has broken Nordenland into two halves; those of the East, who have thrown off all allegiance to the empire and returned to the old ways, and those of the West, who still consider themselves part of Bürach and eagerly adopt new technologies from their former allies. Civil war is brewing, especially as the forests become filled with monsters and evils. * ''Rauland:'' Kingdom of the [[dwarves]] and [[gnome]]s, Rauland was dedicated to Galt, God of Order and Construction. During the dark days of the godly civil war, Galt became a brutal tyrant, [[Laduguer|demanding toil for the sake of toil and treating all lives as tools for the sake of production]]. Ironically, with their patron dead, the Raulanders have found their crafts are declining in potency, stripped of the divine blessing they enjoyed in the empire's heyday. * ''Unterland:'' A warrior society who were devoted to Maligant, the God of War and Strategy; with their patron gone, the cult of Tormach, [[Khorne|Archdaemon of Wrath and Slaughter]], is spreading like wildfire to take his place. The '''Ostoyan Empire''' was Bürachs' major rival, founded by people who fled from Unterland during the chaos of Bürachs' early years due to refusing to accept Emperor Indorius as their new leader. They founded their own nation, Ostoya, but when the finally stabilized Bürach came and demanded the Ostoyans swear subservience to their long-lost and little-loved kinsfolk, it led to war. That war only grew more desperate with the Darkfall; a mighty earthquake that opened chasms leading to an ancient city buried beneath the ground, one infested by the [[undead]]. So desperate were the Ostoyans to remove this "homegrown" threat that they sent an entire army down into the deep to fight a holding action, then collapsed the chasms leading to the surface, burying their own men alive in the process. But this only made things worse; a survivor found a strange shrine and prayed for vengeance, before returning to the surface as a [[vampire]] and spreading his plague through Ostoya's nobility. With the new [[necrocracy]] in place, the Ostoyans expelled the Bürach invaders. Now, Ostoya resides under a permanent shadow; the sky is forever choked with thick clouds (often pregnant with snow or heavy rain) and mist, blotting the light from the sun. Ironically, Ostoya has schismed once again, and is now divided into two provinces; ''Soma'', the [[vampire]]-ruled [[necrocracy]], and the [[magocracy]] of ''Raevo'', which refuses to bow to the undead. Even more ironically, their civil war is remarkably civil: both sides share a hatred of Bürach that outweighs their antipathy towards each other, and the two provinces will fight to aid each other in remaining independent of Bürach. Definite shades of [[Sylvania]]. The '''Charneault Kingdom''' is a magical forest realm, the last stronghold of the [[elves]] and also home to a spiritual and honorable [[human]] culture who had found peace with their elven neighbors - thanks to the enforcing might of the [[Primal Spirits|nature spirits]] that reside here. But the Pact of the Sacred Land has been soured by the Dark Elves; an anti-human cult which attempted to use black magic to subvert the relationship the elves had long enjoyed with the nature spirits from that of equals to that of master and servant - whilst a human [[knight]], the valiant Ser Guilherm le Preux, managed to prevent the rite from fully taking place, Charneault has been tainted by the Dark Elves' actions. The magical mists that have always inundated Charneault now sometimes take on a dark coloration, throwing the spirits in turmoil, whilst Dark Elf sorcerers leading monsters and bewitched dark knights have begun to launch attacks against the human population of the land from their new base in the dead city of Tol Kerdywel, the prison of an elven princess turned foul [[lich]]. In return, the humans of Charneault are falling into disarry; the farmers dare not enter their fields when the Mist approaches, leading to shortages, and the king's order to swell the ranks of the various [[knight]]ly orders for which Charneault is famed has led to increased rivalry between those orders and their followers. And all the while, anti-elf sentiment is swelling in the minds of humanity... The '''Valikan Clans''' of '''Grarjord''' are the [[Viking]]-like inhabitants of the [[elemental]]-haunted frozen northlands of Etharis, a region said to have once been ruled by [[Archomental|godlike elementals]] that warred with each other. Of these, the most fearsome was Gormadraug, the Great Prismatic Wyrm; a [[dragon]]-shaped [[elemental]] who was the master of "coldfire" - a white-blue flame that freezes instead of burns, consumes water, and can only be extinguished with fire and heat. Although reputedly slain by a band of seven heroes well over a thousand years ago, Gormadraug still shapes Grarjord's future. Over fifty years ago, a [[druid]]ic cult arose, the Prismatic Circle, who decreed that the Valikan must feed Gormadraug's spirit with bloodshed to keep him docile. This has led to a schims in Valikan society, dividing Grarjord into two provinces; ''Thrull'', a [[druid]]ic [[theocracy]] where the Prismatic Circle rules and raiding, slavery and human sacrifice are the order of the day, and ''Kandar'', which rejects the Prismatic Circle's rules and seeks strength through alliances and trade with the more fertile lands to the south. Making things worse is the rival Cult of the Wyrm, druids who seek to use the blood sacrifice of humans and elementals to ''awaken'' Gormadraug, and the mysterious appearance of outbreaks of coldfire, which sweep in deadly anti-blazes across the northland and leave behind only frozen wastes. The '''Castinellan Provinces''' are a harsh, windswept peninsula, split down their center by an irregular mountain spine. These three provinces - ''Toletum'', ''Faro'' and ''Therpena'' - have long warred with each other, and only recently been united by a [[theocracy]] dedicated to the worship of Empyreus. Traditional homeland of the [[dragonborn]], the new priest-kings seek to tamper the warlike and vengeful nature of their people by first redirecting their attention outward in holy wars and crusades. It is also the birthplace of the Arcanist Inquisition, which seeks to control and limit the use of magic - ostensibly because Empyreus herself had told Montego Valieda, the first priest-king and Unifier of Castinellan, that magic was a curse that endangered its wielders and their associates alike. '''Morencia''' is a powerful mercantile city-state occupies a series of small islands in a large lagoon, which is virtually impossible thanks to the magic-spawned mists that shroud the complex maze of reefs and sandbanks surrounding the city. Ruled over by the Augustine Trading Company, which has achieved this by absorbing the Banker's Guild and thus made mere puppets of the so-called Supreme Council, Morencia desires only to prosper, and is constantly targeted by the Castinellan Provinces as their first conquest. '''Liesech''' is a city-state that lies to the north of the Charneault Kingdom and south of the Bürach Empire, the latter which now controls it, fighting an impossible battle to stave off the consumption of the city by the sea itself. Especially because of the mysterious god-thing, possibly a [[kraken]], known as the Filth Grazer, and the dreaded Weeping Pox. ===Etharis Races=== Etharis is home to the following races: [[Human]]s: The most numerous race, who rose up from barbarism during the age of the dwarven and elven dominance over the world into a vast conquering horde that first almost annihilated the elves and dwarves, then nearly wiped themselves out. They technically are still the "dominant" race of Etharis, but their short lives have led to their old hatred fading... whilst the other races have not forgotten what humanity did to them... [[Elf|Elves]]: Formerly the masters of Etharis' forests, their empires were burned to ashes during humanity's rise, and they spent decades as wandering nomads who were given magic by the forest spirits who survived as a way to avenge their loss. [[Dwarf|Dwarves]]: During humanity's expansion, the dwarves retreated to their two greatest strongholds. Grevenstein was ultimately breached and its people annihilated, but Stehlenwald dug deeper and armed its people with adamantine; although their population was halved, their superior arms and armor allowed them to push humanity back. Still, they agreed to become a vassal race of humanity in the name of survival. [[Half-Orc]]s: Pureblooded [[orc]]s are long gone in Etharis, but they remain figures of dark legends. Only half-orcs remain, and they are largely feared and distrusted, dwelling voluntarily amidst the harsh environment of the frozen north. [[Half-Elf|Half-Elves]]: Nomadic outcasts rejected by both sides of their parentage. [[Dragonborn]]: The small kingdom of the dragonborn fell when caught between warring humans and elves, but its people survived. They have abandoned their original gods, and instead embraced the new religion of the Divine Seraphs with fanatical zeal, winning a place in the Castinellan theocracy. [[Gnome]]s: Cousins of the dwarves, they retreated into Stehlenwald with their kin, and were instrumental in turning back the tides of humanity by inventing the first primitive gunpowder weapons. [[Halfling]]s: When humanity began its bloody Era of Expansion, the halflings surrendered rather than fight, voluntarily subsuming themselves into human culture as a race of servants. The Player's Guide added several new races to the setting: '''Wechselkind''' are essentially a cross between [[fey]] [[changeling]]s and [[warforged]]; they're [[fey]] [[construct]]s in the shape of children which the fey leave behind to disguise when they've stolen human children. Whilst most of these unfortunate creatures are destroyed when their foster family finds the truth, the lucky ones are kept because, despite constructs, they are as aware and intelligent as any human child. Unfortunately, although their minds can age, wechselkind are stuck with a child-like body forever. Ironcially, the Weeping Pox has been a boon to these golem-kin; being immune to disease has allowed them to become very effective nurses and doctor's assistants in the plague-lands. ::+2 Constitution, +1 Charisma ::Small ::Base Speed 25 feet ::'''Artificial Form:''' Though you are considered a Humanoid for effects that key off of type, you are Immune to Disease, Resistant to Poison damage, have Advantage on saves against the Poisoned condition, and don't need to eat, drink, sleep or breathe. ::'''Faerie Glamour:''' 1/day, you can take on the form of the child you were created to replace, which other than this restriction in available forms functions as disguise self. ::'''Childish Agility:''' You can move through the space of any creature of a size larger than yours, and you have Proficiency in Acrobatics. ::'''Unaging:''' You are immune to magical aging effects. '''Laneshi''' are a strange race with a natural affinity for necromancy who hail from a kingdom deep below the waves. Their society is caste-based; those born as twins become mystics, who have their twin sibling sacrificed and spiritually bound to them to grant them heightened necromantic powers, whilst those born as single children become the warrior caste. Mystics are responsible for all things associated with the dead - funeral rites, crafting, construction, record keeping and food preparation - and and warriors are associated with all things of the living; warfare, ruling, diplomacy, farming, raising and educating children, etc. They appear as pale bluish-white skinned, almost elf-like figures with manes of green kelp-like hair. ::+1 Strength, +1 Wisdom ::Medium ::Base Speed 30 feet, Swim 30 feet ::Darkvision 60 feet ::'''Amphibious:''' You can breathe both air and water. ::'''Beast Whisperers:''' You can cast Speak with Animals 1/day. ::'''Subrace:''' Choose either the Warrior or Mystic subrace. :::''Warrior:'' +1 Strength, '''Skirmish Tactics '''(when you hit a hostile with a weapon attack, you may Disengage as a bonus action until the end of your turn), and '''Laneshi Weapon Training''' (Proficiency in Spears, Tridents, Javelins, Light Armor, Animal Handling). :::''Mystic:'' +1 Wisdom, '''Duality of Spirit''' (Resistance to Psychic damage, Advantage on Int, Wis and Cha saves vs. magic, first time this trait activates per day, pass a DC 12 Wis save or be Stunned until the end of your next turn), and '''Laneshi Magic''' (you know 1 Necromancy Cantrip, and gain a second Necromancy Cantrip at 5th level, both keying off of Wisdom). '''Ogresh''' are a strange race of possibly [[giant-kin]]; whilst they appear as tall humans, they are characterized more by their massive girth than their height - they average 6 to 7 feet and average between 200 to 800 pounds, depending on if they are in their youthful "nomadic" state or their older "sedentary" state. Despite their bulk, they are creatures of great social skill and wisdom rather than brute strength, which they use to insinuate themselves into the societies of other races in pursuit of food, typically becoming master merchants, diplomats, advisors, entertainers, and other sagely figures. ::+2 Charisma, +1 Constitution, +1 Wisdom ::Medium + Powerful Build ::Base speed 30 feet ::'''Takes One To Know One:''' Advantage on saves vs. Charmed. ::'''Gift of Gab:''' Free Proficiency in two of these skills: Persuasion, Insight, Deception, Performance. ::'''A Friendly Ear:''' Once per short rest, you can attempt to charm a non-hostile creature you are conversing with, which requires at least a minute's conversation. If the creature fails a Wisdom save (DC 8 + your Cha modifier + your Proficiency bonus), they are Charmed by you for 1 hour and you learn one piece of information related to the topic of your conversation. Regardless of if the charm fails or succeeds, your target never realizes you have charmed them. '''The Downcast''' are all that remains of angels who found themselves depowered and cast down upon Etharis after the end of the God-War. Their numbers dwindle, as fallen angels and their lingering divine essence are of great interest in a world where divine magic is failing - even without active predation, many of the Downcast have turned bitter, or simply withered from despair and disease. ::+2 Wisdom ::Medium ::Base speed 30 feet ::'''Divine Learning:''' You have Proficiency in Religion and know the Thaumaturgy cantrip. ::'''Divine Sangromancy:''' When an allied creature within 30 feet of you regains hit points, you may spend a hit die and add the result to the amount of hit points gained. ::'''Lingering Divinity:''' You have Resistance to Necrotic damage. ::'''Subrace:''' Choose the ''Aurelian'' (+1 Charisma, cast Cure Wounds (level 1) 1/day), ''Ulmyrite'' (+1 Intelligence, cast Detect Magic 1/day), ''Maliganti'' (+1 Strength, cast Branding Smite (level 1) 1/day) or ''Galtian'' (+1 Constitution, cast Shield of Faith 1/day). '''Dreamers''' are a bizarre race unearthed by the Stehlnewald dwarves as they dug into the depths of their mountains during their beseigement by humanity during the "Era of Expansion". They are all that remains of a race that predates elves, dwarves and humans alike, who placed themselves into magical stasis in order to escape some great calamity that wiped out the rest of their civilization. The plan worked, but as a side effect, their memories of who they were as a people before their magical slumber have been stripped away. ::+2 Intelligence, +1 Constitution ::Medium ::Base speed 30 feet ::Darkvision 60 feet ::'''Dreamwalking:''' After finishing a long rest in which you slept, choose one skill or tool proficiency; gain a bonus equal to your Proficiency bonus to any rolls with that skill or tool until your next long rest. Additionally, whilst sleeping, you can touch the dreams of others within 1 mile. ::'''Even in Sleep:''' Your non-sight Perception rolls suffer no penalties when you are asleep. ::'''Power Nap:''' You can choose to sleep for 1 hour as part of a short rest; doing so removes 1 level of Exhaustion and restores 1 hit die, in addition to the standard short rest bonuses. '''The Disembodied''' are the tormented remnants of the lost city of Ulmyr's Gate, a wizardly academy-town that attempted to create a permanent portal to the Ethereal Plane, only for it to go disastrously wrong and swallow the entire city instead. As their name suggests, the Disembodied are now trapped permanently halfway between the material and ethereal. ::+2 Intelligence, +1 Dexterity ::Medium or Small (your choice) ::Speed: 30 feet ::'''Fade Away:''' 1/day, you can spend an action on your turn to slip into the Ethereal Plane, which lasts for 1 minute or until you use a bonus action to return. Whilst you remain in the Ethereal, you cannot affect the Material Plane or be affected by it, but you can still see and hear into the Material, and move around. When the effect ends, you reappear in the closest unoccupied space you disappeared from. ::'''Planar Outcast:''' You can cast Feather Fall (self only) 1/day. At 3rd level, you can cast Blur 1/day. At 5h level, you can cast Blink 1/day. Intelligence is your spellcasting ability for these spells. ::'''Arcane Origins:''' You have Proficiency in Arcana. Continuing this theme, the Monster Grimoire, the [[Monster Manual]] of the setting, also added a few new playable nonhuman races, and even devotes a small chapter to discussing why playing a "monstrous" race as opposed to a [[demihuman]] can work in a [[Dark Fantasy]] setting. '''[[Bugbear]]s''' in Etharis have been singled out by Tormach, Archdaemon of Wrath and basically the [[Khorne]] knock-off, who apparently has decided he also wants to be the [[Bane]] of the setting. When the bugbears collectively told him to piss off, he responded by creating a kind of super-rabies unique to bugbears, which has largely annihilated their civilization by turning them all into screaming mad berserkers. Even creating a cure for this sickness, whilst possible, requires you to gut an infected bugbear and distill the curative from their viscera. So sane bugbears are now a minority who are being forced out of the wilderness and into civilization to try and survive. ::+2 Strength, +1 Wisdom ::Medium ::Speed: 30 feet ::Darkvision 60 feet ::'''Battle-Tested:''' You have Advantage on Saves vs. Charmed and Frightened, and also Advantage on Intimidation checks. ::'''Controlled Frenzy:''' You can freely enter a semi-berserk state without expending an action at the start of your turn. Until the end of your next turn, you do +1d6 damage with weapon attacks. This damage increases to +1d10 at 7th level and +1d12 at 14th. You can evoke Controlled Frenzy a number of times equal to your Proficiency Bonus, and regain all uses on a Long Rest. ::'''Hardy:''' You have Advantage oen COnstitution saves. '''Faevlin''' are descendants of a tribe of [[goblin]]s who decided to serve a powerful [[Archfey]], then attempted to back out of the deal. So they were warped by the fey magic, which results in them having the distinctive features of teal skins and upside down heads. Yeah, they look as freaky as you're imagining. Faevlins tend to be determined to the point of stubbornness, mischievous as any other goblin, and determined to ''never'' go back to the fae realms. ::+2 Dexterity, +1 Wisdom ::Small ::Speed: 30 feet ::'''Fey Fade:''' Once per short rest, when an attack misses you, you can use your Reaction to teleport to a safe, unoccupied square in a random direction uip to 30 feet away. ::'''Fey Touched:''' You are immune to magical sleep effects, and are only affected by charm effects created by [[fey]] creatures. ::'''Sneaky:''' You can use a Bonus Action to Hide. '''[[Gnoll]]s''' in Etharis were originally humans or possibly demihumans, before they were touched by the corruptive power of the Great Beast and turned into what can basically be described as the [[Beastmen]] of Etharis. And sometimes, whether by outside intervention or just a weird fluke, the corruption seeps away from their minds, leaving them struggling to find a place in a world that rejects them for their bestial new bodies. Which are a lot more mutated than the average hyena-man from D&D. ::+2 to one ability of your choice, +1 Constitution ::Medium ::Speed: 30 feet ::Darkvision 60 feet ::'''Instinctive:''' Your first Initiative roll made after completing a Long Rest has Advantage, unless it is being made when you were surprised. ::'''Spine Spike:''' As a bonus action, you can launch a jagged spear of bone from your body at a foe. This is a ranged weapon which can use either Strength or Dexterity for its attack and damage rolls, and which benefits from your Proficiency Bonus. It has a range of 20 feet/60 feet and does 1d6 Piercing damage, which ups to 1d12 damage from 11th level. You can deploy a Spine Spike a number of times per Long Rest equal to your Proficiency Bonus. '''Grudgels''' are a mysterious race who actually don't know where they come from themselves, but they do feel a strange attraction to the heavens. Considering they look like [[orc]]s, that raises a lot of questions. Weirdly, grudgels as a rule tend to be kindly, peaceful and gentle, which has helped them to find a place in society... though they are certainly capable of defending themselves in a pinch! ::+2 Dexterity, +1 Strength ::Medium ::Speed: 30 feet ::Darkvision 60 feet ::'''Center:''' Once per short rest, you can use a bonus action to gain Advantage on the next attack roll or ability check you make before the end of your next turn. ::'''Warrior:''' You are automatically proficient in Simple Weapons, Light Armor, Shields, and one Martial Weapon of your choice. '''Morbus Kobolds''' are a [[kobold]] subrace who have been shaped by generations of living in noxious, disease-riddled environments (sewers and swamps) and worshipping a plague-manipulating deity in the form of the Filth Grazer. As a result, most morbus kobolds believe [[Nurgle|they have a sacred duty to spread pestilence and plague to the world]]. You, however, probably belong to the [[heresy|heretics]] who argue that this is stupid and get banished from the pestilential sewers as a result. Ironically, your race's drive to master the art of creating and spreading disease has also made you very adept at curing it. ::+2 Dexterity, +1 Constitution ::Small ::Speed: 30 feet, Swim 30 feet ::Darkvision 60 feet ::'''Disease Resistant:''' You have Advantage on saves to resist Disease, and, once per long rest, can use a Reaction to grant an Adjacent ally Advantage on a save to resist Disease. ::'''Medical Knowledge:''' You have Proficiency with Alchemist's Supplies and Advantage on Nature and Medicine checks. Additionally, when you complete a short rest, you can grant yourself or an ally the option to roll twice and take the higher result when spending hit dice to regain hit points. ::'''Natural Alchemist:''' If you complete a Long Rest and have access to Alchemist's Supplies, you can create either a single Potion of Healing, a single Vial of Acid, or a single Flask of Alchemist's Fire as part of that long rest. Anything you create by using this racial feature only retains its efficacy until the start of your next long rest, so you '''cannot''' stockpile this stuff. ===Etharis Pantheon=== As stated above, Etharis' gods have all been wiped out, leaving a handful of powerful [[Archangel|Arch Seraphs]] and [[Archdevil|Arch Daemons]] to take their place. The Arch Seraphs consist of: * ''Miklas:'' Arch Seraph of Mercy, who wants to do the job of her former boss, the Goddess of Protection Aurelia, but just doesn't have the power. * ''Empyreus:'' Arch Seraph of Valor, who seeks to take the place of the fallen war-god Maligant and champion good-aligned warriors to return Etharis to its Golden Age. * ''Zabriel:'' Arch Seraph of Truth, who has abandoned the neutrality of her patron Typharia, God of Knowledge, to instead seek to weaponize knowledge and truth. * ''Morael:'' Arch Seraph of Sacrifice, is a former aspect of the Vetara, Goddess of Love, and acts as the patron of heroes, martyrs and diplomats. * ''Solyma:'' Arch Seraph of Justice and silent heir to the throne of the forgotten God of Justice, whose followers are straying from her ways due to her self-imposed vow of silence. * ''Aphaeleon:'' Arch Seraph of Temperance, who has abandoned the way of the God of Joy, Myria, to instead champion those who seek freedom from worldly desires. The malevolent Arch Daemons, on the other hand, consist of: * ''Venin:'' Arch Daemon of Deceit * ''Tormach:'' Arch Daemon of Wrath, Empyreus' bitter rival, who delights in killing and bloody violence. * ''Gorodyn:'' Arch Daemon of Avarice, who has stolen the throne of the God of Commerce, Jezra, to spread his doctrine of naked greed and consumption. * ''Sitri:'' Arch Daemon of Hedonism, who is basically [[Slaanesh]]. * ''Beleth:'' Arch Daemon of Fear, who revels in his ability to torment mortals. * ''Malikir:'' Arch Daemon of Pride Other entities of cosmic significance in Etharis are the ''Primordials'', which are basically Etharis' [[Archomental]]s, and the ''Aether Kindred'', which are [[Elder Evils]]-like god-tier [[aberration]]s who slew the original gods of Etharis.
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