ICE gods

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There is a direct correspondence between the Gods of Elanthia and the major pantheons of Shadow World. Most of these are very similar to their I.C.E. Age forms. However, there are differences between them and their intrinsic nature from the Arkati, and the lore has gradually changed over the years. Some older things were designed in the context of now archaic documentation. There was a transitional period of a few years where the gods documentation was set in Elanthia, but the details were closer to their less child-friendly Shadow World origins. These "intermediate" forms are also listed.

Lornon

The "Lords of Lornon" are based on the Dark Lords of Charon pantheon of Shadow World which have the following relationships. There was no Pantheon of Neutrality originally. The Charon gods are not actually a true pantheon, they are an unstable truce of rivals who often hate each other. While the Lords of Orhan are known to have originated in a higher plane of existence, there are competing theories on the origins of the Dark Gods. With only a few exceptions the Charon gods are significantly weaker than the Orhan gods, and were banished back to their moon at the end of the Wars of Dominion. They are still capable of visiting the world below but in a much more limited fashion. The Lords of Orhan sealed and warded the gates on Charon that had made it easy for them to strike without being greatly weakened by distances. There are enchanted guardians on these portals, and the Lords of Orhan become alerted when such things are tampered with, including objects containing imprisoned dark gods.

The Lords of Essaence had dormant portals on Charon in the First Era, which were ripped open by the unnatural comet Sa'kain in the Second Era. The Dark Lords began appearing as a result of this complication, and their presence forced the Lords of Orhan to reveal themselves to the world. There are subtle inconsistencies in the Shadow World documentation on this issue, such as whether it was 450 S.E. or 1900 S.E., the presence of the Black Hel pantheon dating back to the First Era and Andraax lecturing on the Orhanians in 300 S.E. while they had hidden themselves from the essence lords.

Eorgina

I.C.E. Age: Orgiana

Official: 1990 - 1995

Description:

Age: ? (Appears =20). Eyes: Glowing red. Hair: Long, Black. Build: Shapely. Height: 5'9". Race/Sex: Godlike Being/Female. Skin: Steel Grey; Aflame. Demeanor: Cruel, Destructive. Dress: None. True Attitude: As Demeanor. Home: Charon/ the Black Hel.

Goddess of Darknes, Orgiana escaped a purge of Dark Godlings in southern Jaiman during the Wars of Dominion. She alone escaped back to Charon, while the others were imprisoned, banished to one of the Outer Planes (a place known as the 'Black Hel') or utterly destroyed. She had a number of serving Spirits, who were also destroyed.

But she has been rebuilding her power, and prepares for the day when she will return to the Shadow World. Cruel beyond belief, she delights in pain. She has a particular loathing for men; her cults are most frequently made up of females who torture and kill the males of their species.

- Shadow World Master Atlas Addendum, 1st Edition; page 38 (1990)

Avatar:

  • Status: Dark Lord of Charon (banished)
  • Level: 100
  • Hits: 450
  • Melee: +330
  • Mana: 750 powerpoints
  • Profession: Sorcerer.
  • Spells: Base Spell OB 120, Directed Spell OB 240. Knows all Sorcerer Base, Open and Closed Essence lists to 50th Level. Casts all Magician Base "Fire Law" spells at will, along with a special 5x damage 300 foot range Firebolt ability.
  • Special Abilities: Immune to all heat and flame, cold causes 2x damages to her. Her metallic skin is a natural AT 20 (ASG 20), which is plate armor.
  • Orb of Agony: Rips out the soul of target with 300 feet if they fail to resist vs. 30th level. Soul remains in orb for 1 round for every 10 failure, drains a few temp stats by 1-10 each round. Soul returns to body after released. Within 5 inch range the body is in a coma for -12 "Phases", and certain stats are drained at -1 per phase, with the soul being destroyed if they all reach zero.
  • Firewhip: Hits as +35 flail or else a heat critical. 20 foot range.
  • Tiara of Torment: All within 10 feet at will are at -25 for that round if they fail resistance vs. 20th level. They take 10% of remaining hit points every round under its effect.


Development:

  • Demons of the Burning Night (1989)
  • Shadow World Master Atlas Addendum, 1st Edition; page 38 (1990)
  • Shadow World Master Atlas, 2nd Edition; page 114 (1992)
  • Shadow World Master Atlas, 3rd Edition; page 145 (2001)
  • Shadow World Master Atlas, 4th Edition; page 151 (2003)
  • Powers of Light and Darkness; page 102 (2003)

Evolution:

  • Whether Orgiana escaped to the moon or was banished to the Black Hel is a point of self-contradiction in the Shadow World books. In the later descriptions of Inis she was banished to the Black Hel, and in the "Demons of the Burning Night" adventure module (1989) Orgiana is actually physically present and trapped in the Black Hel. In "Powers of Light and Darkness" (page 102, 2003) there is also a line about the Dark Gods being more dependent on physical forms than their Orhan counterparts, with the banishment of Orgiana used to illustrate the point.
  • The crypt in The Graveyard appears loosely based on aspects of Orgiana's temple and the crypt of the royal palace of Kadaena's daughter from "Demons of the Burning Night", which contains information about Orgiana's Black Hel pantheon which she actually rules. These were the spots the Helm of Kadaena artifact was held, which was Orgiana's symbol in that culture, which Bandur Etrevion could only have known from visions of the future rather than seeing it himself.
  • The Broken Lands conflates Orgiana and Empress Kadaena along with the Temple of Darkness Poem (1994), which refers to Morgu (Marlu) being the guardian of the "Dark Queen." This may be implying that in the I.C.E. Age of GemStone III, specifically, Orgiana may be the ascended form of the dead Empress.
  • The Temple of Darkness Poem is unique to GemStone III and describes a "Mother of Darkness" role that Orgiana does not ordinarily possess, and insinuates Morgu (Marlu) was a "spirit born of death" to serve her. The "silent repose" of death line of the poem for her is used in the crypt of his shrine in the Broken Lands. Morgu is the master of what we call the vruul, which were invented by Empress Kadaena to serve her.
  • In the transitional period Eorgina is given the "unleashing demonic apocalypse 100,000 years ago" role that Kadaena has in Shadow World. She is given a Dark Queen premise in Elanthia that does not particularly have in Shadow World. Orgiana is not the ruler of the Charon pantheon.
  • Orgiana and Inis dislike each other as rivals in the Shadow World documentation, but this is not established until "Powers of Light and Darkness" in 2003. There was allegedly a carnal relationship between them in the mid-90s of GemStone III.
  • Shadow World books always describe her as nude, not dressed in royal finery. The later books (2001, 2003) mention wearing her Orb and tiara under "Dress."
  • Orgiana notably lacks a powerpoint multiplier artifact, which would give her drastically less spell-casting ability relative to other deities. However, she has a special flame throwing attack, which may be an innate spell-like ability that does not require casting in that way. "Powers of Light and Darkness" (2003) clarifies that deities themselves do not actually have limited powerpoints, the statistic refers to how much power they can channel to their avatar before the avatar has to return for recovery.

Intermediate: Eorgina

Official: 1996 - 1998

Version 1:

Eorgina

Greater Goddess

Spheres of Power: Darkness, Domination, Tyranny

Goddess of Darkness, grey flaming steel skin, glowing red eyes, long black silky hair, truly a visage. She seems to prefer female followers, males tend not to last very long in her service. She is unspeakably cruel and delights in the pain of others, males especially. She bides her time for the eventual campaign to rule Elanthia.

Ruler of the Dark Gods. She bestows upon herself the title of Queen of the Gods and works toward the end of either replacing Lumnis at Koar’s side or killing him and taking both their places.

The Queen of Darkness personifies the unrestrained power of tyranny and draws strength wherever one being dominates another, be it a despot with no regard for justice, or a stepmother with no love for her husband’s children. Ironically, her worshippers often include those who have been wronged by tyranny and seek the revenge of returning her favor.

Eorgina’s symbol is red, stylized flames on a field of grey.

Version 2:

Eorgina
Greater Goddess
Sphere's of Power: Darkness, Domination, Tyranny 
Humanoid Manifestation: Eorgina appears as a beautiful queen wearing the richest and most beautiful of velvet robes and weighed down with lavish jewelry.
Demeanor: cruel, destructive

Eorgina is the Goddess of Darkness and Ruler of the Dark Gods. She bestows upon herself the title of Queen of the Gods and works toward the end of either replacing Lumnis at Koar's side or killing him and Taking both their places.

The Queen of Darkness personifies the unrestrained power of tyranny and draws strength wherever one being dominates another, be it a despot with no regard for justice or a stepmother with no love for her husband's children. Ironically, her worshippers often include those who have been wronged by tyranny and seek the revenge of returning the favor.

Eorgina's symbol is red, stylized flames on a field of grey. 

Modern: Eorgina

Official: 1998 - Present

Eorgina, Queen of the Dark

Goddess of Darkness, Domination and Tyranny

Eorgina is the Goddess of darkness and ruler of the dark gods. She bestows upon herself the title of Queen of the Gods and works toward the end of taking the places of Koar and Lumnis, or at the least replacing Lumnis at Koar's side. It is incomprehensible to her that Lumnis does not claim the title of Queen of the Gods, as the thought of not taking power where it is offered is beyond Eorgina's understanding.

The Queen of Darkness personifies the unrestrained power of tyranny and draws strength wherever one being dominates another, be it a despot with no regard for justice or a stepmother with no love for her husband's children. Ironically, her worshipers often include those who have been wronged by tyranny and seek the revenge of returning the favor.

Eorgina's preferred humanoid manifestation is that of a beautiful queen wearing the richest and most beautiful of velvet robes and weighed down with lavish jewelry. In manner, she is cruel and destructive with a veneer of royal bearing. Her symbol is red, stylized flames on a field of grey.

Later Development

Eorgina was later developed to have a palace named Li'aerion, with an origin story related to the Drakes Beh'Amant and Eor ail'Giina.

Fash'lo'nae

I.C.E. Age: Kesh'ta'kai

Official: 1990 - 1995

Description:

Age: ? (Appears =). Eyes: Grey. Hair: Short; Black with grey streak. Build: Average. Height: 6'5". Race/Sex: Godlike Being/Male. Skin: Olive. Demeanor: Cool; calculating. Dress: Hooded robe. True Attitude: Distracted. Home: Charon.

Kesh'ta'kai is the master of signs and symbols. The magic of words and letters is known better by him than perhaps any entity in the Shadow World milieu. This Dark God would be considered mastder of Charon due to his superior powers, but he is relatively reclusive and has no desire to dominate the others. In fact, he (along with Andaras) is in some ways not what one could consider 'evil.' He hates the Lords of Orhan and the Loremasters - and nearly slew one of the Masters of Emer an age ago - but has little wish to dominate the peoples of Kulthea.

In some ways he is still the most dangerous of the Dark Gods. His followers are scholarly men and women, devoted to learning and copying ancient texts, and to mastering the arcane arts. Among these they count the mastering of Demons and the control of Gates and Portals. Unfortunately, their experimenting disrupts the Essaence balance and causes constantly increasing access to the Shadow World by more unpleasant creatures.

In appearance, Kesh'ta'kai is a man of perhaps 30, though his eyes have a much older look, and his hair has a streak of grey. Ironically, his natural form is the most hideous: a tentacled mass which resembles some of the more unspeakable Agothu more than a creature of the Essaence.

Kesh'ta'kai is a master of glyphs (spells cast by tracing luminous symbols in the air) and Power Words. He could paralyze an army in an instant.

- Shadow World Master Atlas Addendum, 1st Edition; page 40 (1990)

Avatar:

  • Status: Dark Lord of Charon
  • Level: 140
  • Hits: 600
  • Melee: +350
  • Mana: 6,720 (1,120 base, 6x enhancer)
  • Profession: Mage/Cleric.
  • Spells: Base Spell OB 280, Directed Spell OB -. Knows every list inany realm dealing with Power Words, Runes, Symbols, Signs, and so on. All Magus and Runemaster base lists.
  • Runesword: Silver sword, clear Laen edged. One-handed but strikes as +30 two-handed. Runes reconfigure after hitting a target to become "Of Slaying" that target. 6x powerpoint (mana) multiplier for Essence spells. Stores up to 20 spells of 20th level like a scroll.
  • Robes: Flowing robes with shifting symbols and patterns. Protect as heavy hide, AT 12 (ASG 12).
  • Book: Always has a large tome on him. Contents change depending on his needs.

Development:

  • Shadow World Master Atlas Addendum, 1st Edition; page 40 (1990)
  • Shadow World Master Atlas, 2nd Edition; page 114 (1992)
  • Shadow World Master Atlas, 3rd Edition; page 145-146 (2001)
  • Shadow World Master Atlas, 4th Edition; page 151 (2003)
  • Powers of Light and Darkness; page 103-104 (2003)

Evolution:

  • His "natural form" is compared to the Agothu in early books and becomes explicitly compared to a Tresh in later books (2003), though the way his form is actually described is almost exactly the same as a Xaastyl.
  • In later books his special abilities with glyphs becomes more defined, and creation of the undead (necromancy) is added to the list of hazards of his followers.
  • Fash'lo'nae is broadened into being the master of esoteric knowledge, with merely a preference for arcane and magical knowledge, and made into a god of method and experiments. Kesh'ta'kai in contrast is specifically focused on magic involving glyphs, runes, and "words" such as the sorcerer "Word of Pain" spell (which after a few name changes such as "Throes of Pain" became simply Pain (711).)

Intermediate: Fash'lo'nae

Official: 1996 - 1998

Version 1:

Fash’lo’nae

Greater God

Spheres of Power: Magic, Forbidden Knowledge, Libraries

He is the master of signs, glyphs, and symbols, of all knowledge arcane. The magic of words and symbols is known better by him than perhaps any other entity. Ordinarily, he’d be considered the ruler of Lornon due to his superior powers, but he is reclusive and has no desire to dominate others. His followers are scholarly men and women, devoted to learning and copying ancient texts, and to mastering the arcane arts. He is much like the Liabo Goddess Lumnis, in his endless quest for knowledge, although he does hate the gods of Liabo for their attempts at controlling Elanthia. His mortal form has short black hair with a steel grey streak, appears about thirty-five, and is cool and calculating - in natural form, he is a tentacled massive creature. Magic of all things is his realm, many believe he is the true path to all arcane power.

Fash’lo’nae, is the Master of Magic and Arcane knowledge for its own sake. He regards the pursuit of esoteric knowledge as an end to itself, and soci- etal or other impacts of that pursuit are of no consequence. Even the gaining of knowledge for personal gain is not a goal, other than as it may make further inquiries, investigations, and experiments possible. Theft, dishonesty, and even murder are acceptable if they further the acquiring of knowledge, particularly arcane or mystical knowledge.

While Fash’lo’nae is certainly frowned upon by many, most do not consider him strictly "evil". In fact, he is credited in several legends with spreading beneficial knowledge that others would have suppressed. (Drakes-Arkati, Arkati-Elves, Elves-Humans). It is generally agreed that Fash’lo’nae brought fire to the mortal races, suffering the wrath of the Great Drakes, although there is dispute as to his motive in doing so. Many call Fash’lo’nae the Grandfather, and his followers contend that he is the eldest of the Gods, even older than Koar himself.

Followers of Fash’lo’nae are a hazard to all about them, since they consider the risks of demon summoning as a paltry price to pay for the potential of increased knowledge. 

Fash’lo’nae’s symbol is a yellow, slit-pupiled eye on a field of grey.

Version 2:

Fash'lo'nae
Greater God
Sphere of Power: Magic, Forbidden Knowledge, Libraries
Humanoid Manifestation: Fash'lo'nae appears as an ancient man or woman of scholarly bent.
Demeanor: cool, calculating


Fash'lo'nae, is the Master of Magic and Arcane knowledge for its own sake. He regards the pursuit of esoteric knowledge as an end in itself, and soci- etal or other impacts of that pursuit are of no consequence. Even the gaining of knowledge for personal gain is not a goal, other than as it may make further inquiries, investigations, and experiments possible. Theft, dishonesty, and even murder are acceptable if they further the acquiring of knowledge, particularly arcane or mystical knowledge.

While Fash'lo'nae is certainly frowned upon by many, most do not consider him strictly "evil." In fact, he is credited in several legends with spreading beneficial knowledge that others would have suppressed. (Drakes-arkati,arkati- elves,elves-humans). It is generally agreed that Fash'lo'nae brought fire to the mortal races, suffering the wrath of the Great Drakes, although there is dispute as to his motive in doing so. Many call Fash'lo'nae The Grandfather, and his followers contend that he is the eldest of the Gods, even older than Koar himself.

Followers of Fash'lo'nae are a hazard to all about them, since they consider the risks of demon summoning as a paltry price to pay for the potential of increased knowledge.

Fash'lo'nae's symbol is yellow, slit-pupilled eye on a field of grey. 

Modern: Fash'lo'nae

Official: 1998 - Present

Fash'lo'nae, the Grandfather

God of Magic, Forbidden Knowledge and Libraries

Fash'lo'nae, is the master of magic and arcane knowledge for its own sake. He regards the pursuit of esoteric knowledge as an end in itself, and the societal or other impacts of that pursuit are of no consequence. Even the gaining of knowledge for personal gain is not a goal, other than as it may make further inquiries, investigations, and experiments possible. Theft, dishonesty, and even murder are acceptable if they further the acquiring of knowledge, particularly arcane or mystical knowledge.

While Fash'lo'nae is certainly frowned upon by many, most do not consider him strictly "evil." In fact, he is credited in several legends with spreading beneficial knowledge that others (such as the Drakes and the other Arkati) would have suppressed. It is generally agreed that Fash'lo'nae brought fire to the mortal races, suffering the wrath of the Great Drakes, although there is dispute as to his motive in doing so. Many call Fash'lo'nae "The Grandfather," and his followers contend that he is the eldest of the Arkati, even older than Koar himself.

Followers of Fash'lo'nae are a hazard to all about them, since they consider the risks of demon summoning as a paltry price to pay for the potential of increased knowledge.

Fash'lo'nae's preferred humanoid manifestation is that of an ancient man or woman of scholarly bent. In manner, he is cool and calculating. His symbol is yellow, slit-pupiled eye on a field of grey.

Later Development

Fash'lo'nae contains an archaism easter egg in that "Lo'nae" is Iruaric for "Spirit of the Past." His intermediate form retains the insinuation he is a foreign extraplanar entity, but this is removed from later documentation. Fash'lo'nae was responsible for unleashing the Vishmiir on the world as some form of experiment. (2002) This led to the appearance of the world having stopped spinning, which ushered in the new day/night system. He was later developed to have an origin story related to ancient writing. Trips have been made (as recently as 2017) using vesperti to his library on the Inorios Plateau.

Gosaena

I.C.E. Age: Kadaena

Official: 1990 - 1995

Description: N/A

Avatar:

  • Status: Dead. (Possibly ascended as Orgiana in GemStone III.)
  • Level: Unknown. (Probably higher than Orgiana, but without the innate deity powers.)
  • Spells: There is a special Level 50 "Fatal Channeling" (an instantly willed death spell) called "Kadaena's Kiss" that melts the flesh off the target, leaving the skeleton alive in agony until eventually the soul is destroyed.
  • Special Abilities: As all other Lords of Essaence. (Very subtly implied in GemStone III to be able to see the future through other people or possibly even possessing them.)
  • Shadowstone: Immensely powerful amulet necklace chained with star iron, made using many captured souls and the blood of her infant daughter. Also known as "Kadaena's Heart" and the "Dark Jewel", now in the possession of a Lord of Essaence known as Ondoval. The jewel pulses an angry red when its powers are used, and even the Lords of Orhan fear it. The stone itself is oval, smokey, and multifaceted, with an insanely convoluted surface. Legend holds the stone itself comes from the Pillar of the Gods. (Wearer is immune to Essence and Mentalism spells, able to dispel them at will from 200 feet with a big warding penalty, and also Channeling spells without the penalty. It has very powerful effects of literal darkness and shadows that make it very difficult to approach or harm the wearer. It was only possible to slay Kadaena by wielding a sword that was specially designed to negate or ignore the effects of the Shadowstone. It is a soul devourer and thought to have unique powers according to the wearer.)

Evolution:

Empress Kadaena was not actually a deity in the Shadow World setting. She was the Empress of the Lords of Essaence race approximately 100,000 years ago, and was decapitated by her cousin Utha at the end of an apocalyptic war. One source describes her dead body falling through the Gates of the Void near the poles, which were sealed by the Eyes of Utha. Kadaena was listed with the Dark Gods on the SHIFT verb. There are insinuations in both the Shadow World books and the Broken Lands that she may have created the Dark Lords of Charon (Lornon) artificially. There is also an unexplained but implied relationship with Orgiana in both sources, possibly an equivalence in the Broken Lands. The daughter of Kadaena was the ruler of the theocracy of Orgiana in the Second Era of the Shadow World history.

Unique to the stories of The Graveyard and the Broken Lands is the implied ability of Kadaena to see the very distant future, which in context was probably inspired by the Lovecraftian Great Race of Yith who were able to possess beings in the future and knew in advance their own deaths. This is remarkably similar to the modern form of Gosaena as a prophet of death beyond the Gates. The Purgatory death mechanics makes allusions to "Oblivion" descriptions in certain Lovecraft stories, as well as the "doom" and aeons of cosmic cycles description near the end of "The Dream-Quest of Unknown Kadath."

Intermediate: Gosaena

Official: 1996 - 1998

Version 1:

Gosaena

Perhaps a powerful and evil local goddess, she had quite a following in ancient times.

Version 3:

Gosaena

Goddess of death and cycles, Gosaena had a strong following in ancient times, though in recent times, her powers seemed to have dwindled. 

Modern: Gosaena

Official: 1998 - Present

Gosaena, Mistress of Eternity

Goddess of Death

Despite resurrections, deeds, and other ways to return to existence, death is an ultimately final thing. When the bridge between life and death is crossed for the final time, and a soul is allowed through the Ebon Gates, Gosaena is there waiting on the other side. She is the goddess of death. Unlike Lorminstra, when a spirit comes to Gosaena, it will not be returning to the mortal realm.

Gosaena is a pariah among the other Arkati. She is gifted with foresight, most specifically, knowledge of when everyone and everything will die. The Arkati, now gods to the mortal races, had no desire to recall their own mortality and so outcast her. Neither pantheon will claim her, and no one will speak to her save Jastev, whose own talent for foresight makes him sympathetic to her plight.

Gosaena never speaks, except on very rare occasions to Jastev. She is as silent as the grave, and takes the souls due her without regret, compassion or malice, only impartiality.

Gosaena's preferred humanoid manifestation is that of a beautiful woman with pale skin, long silver hair, and ice blue eyes. She wears grey robes and a large grey cloak that covers brilliant white feathered wings. In manner, she is silent and impartial. Her symbol is a silver or grey sickle on a field of green.

Later Development

The Triad of Gosaena was involved in the final destruction of the Griffin Sword. Gosaena is a goddess of neutrality in the modern lore, while earlier forms of her were evil.

Ivas

I.C.E. Age: Inis

Official: 1990 - 1995


Description:

Age: ? (Appears =25). Eyes: Green. Hair: Blonde. Build: Voluptuous. Height: 6'1". Race/Sex: Godlike Being/Female. Skin: Fair. Demeanor: Seductive. Dress: Diaphanous skirt; veils. True Attitude: Insatiable. Home: Charon.

The Dancer is a lovely woman with fair skin - and four arms. She vies with Moralis for the attentions of weak, seducing those who cannot control their lusts.

Cults of Inis are invariably devoted to the carnal pleasures, including any number of perversions, most of them unspeakable. Her servants infiltrate cultures and bring about their downfall through the violence brought about by uncontrollable jealousy and lusts.

Inis is not a warrior herself, though she can be a formidable opponent in combat, wielding four curved swords with her four arms in a whirling dance of death.

- Shadow World Master Atlas Addendum, 1st Edition; page 39 (1990)

Avatar:

  • Status: Dark Lord of Charon
  • Level: 80
  • Hits: 350
  • Melee: +320 (4 attacks/round)
  • Mana: 3,920 powerpoints (560 base, 6x enhancer)
  • Profession: Bard/Mentalist.
  • Spells: Base Spell OB 160, Directed Spell OB 160. Knows all Bard Base lists. Evil Mentalist lists Mind Disease, Mind Subversion, Mind Death. (All Dervish base, all Arcane Coven Allurement, all Houri base lists.) To 50th.
  • Daggers: Four curved blades, golden alloy. Strike as +30 broadswords.
  • Skirts and Veil: AT 12 (ASG 12) armor.
  • Necklace: Plating with milky white stone, called a Lovestone. 7x PP multiplier. Perspiration of someone touches a Lovestone, the person is enslaved to the wearer forever.
  • Dancers of Inis: Her spirit servants.

Development:

  • Shadow World Master Atlas Addendum, 1st Edition; page 38 (1990)
  • Shadow World Master Atlas, 2nd Edition; page 114 (1992)
  • Shadow World Master Atlas, 3rd Edition; page 145 (2001)
  • Shadow World Master Atlas, 4th Edition; page 151 (2003)
  • Powers of Light and Darkness; page 102 (2003)

Evolution:

  • In later Shadow World documentation (2003) Inis and Orgiana are rivals, and Inis is pleased Orgiana is banished to the Black Hel. In GemStone III it was rumored they were romantically involved
  • Ivas was given tentacle arms in the modern documentation. There was not originally a premise of rotting diseases or razor teeth.
  • Dancers of Inis were not brought forward as lesser spirits into the Intermediate period.
  • The I.C.E. version of Tilamaire considers her to be his nemesis because they are both deities of dancing. This is no longer mentioned in documentation.

Intermediate: Ivas

Official: 1996 - 1998

Version 1:

Ivas

Greater Goddess

Spheres of Power: Unbridled Desire, Lust, and Passion

The Dancer, beautiful four-armed woman with fair skin, green eyes, blonde hair, and is very voluptuous and seductive. Said to be the Goddess of lust and jealousy. Her cults are quite devoted to carnal pleasures including any number of perversions. She has the power to enslave mortals utterly, and often creates havoc among them by using the violence brought about by lust and jealousy. She generally prefers those that cannot control their impulses, in line with Mularos.

Possessing a pair of tentacles where most humanoid beings have arms, and with full sensuous lips hiding a maw filled with shark’s teeth, Ivas cloaks herself in illusion. She appears to the unwary as a woman of unearthly beauty.

Preying on those willing to be seduced, Ivas thrives on the jealousy, distrust, and hatred that results. Often times marked by rotting diseases that defy all cures, her adherents form cults which revel in perverted carnal pleasures. However, their primary goal is the seduction of unwary outsiders.

Ivas’ symbol is a stylized green wisp of smoke on a field of red.

Version 2:

Ivas
Greater Goddess
Sphere's of Power: Unbridled Desire, Lust, and Passion
Humanoid Manifestation: A beautiful woman with tentacles in place of arms
Demeanor: insatiable

Ivas is the Goddess of Seduction. Possessing a pair of tentacles where most humanoid beings have arms, and with full, sensuous lips hiding a maw filled with shark's teeth, Ivas cloaks herself in illusion. She appears to the unwary as a woman of unearthly beauty.

Preying on those willing to be seduced, Ivas thrives on the jealousy, distrust, and hatred that results. Often times marked by rotting diseases that defy all cures, her adherents form cults which revel in perverted carnal pleasures. However, their primary goal is the seduction of unwary outsiders.

Ivas' symbol is a stylized, green wisp of smoke on a field of red. 

Modern: Ivas

Official: 1998 - Present

Ivas, the Seductress
Goddess of Desire, Lust and Passion

Ivas is the Goddess of seduction. Possessing a pair of tentacles where most humanoid beings have arms, and with full, sensuous lips hiding a maw filled with shark's teeth, Ivas cloaks herself in illusion. She appears to the unwary as a woman of unearthly beauty.

Preying on those willing to be seduced, Ivas thrives on the jealousy, distrust, and hatred that results. Often times marked by rotting diseases that defy all cures, her adherents form cults which revel in perverted carnal pleasures. However, their primary goal is the seduction of unwary outsiders.

Ivas' preferred humanoid manifestation is that of a beautiful woman with tentacles in place of arms. In manner, she is sensual and insatiable. Her symbol is a stylized, green wisp of smoke on a field of red.

Later Development

There is now a shrine in the Vipershroud, the Children of Ivas concept, and her Oire followers.

Marlu

I.C.E. Age: Morgu

Official: 1990 - 1995

Age: ? Eyes: Luminous green. Hair: None. Build: Muscular. Height: 8'. Race/Sex: Godlike being/Male. Skin: Black, glistening. Demeanor: Wantonly cruel. Dress: None. True Attitude: Evil. Home: Charon.

A hideous creature with glistening black skin, leathery wings and large, red claws, Morgu has a distinctly demonic presence, and has been confused with the greater demons - by those who have the time to think about it.

Morgu is frequently accompanied by his favorite pets, the constructs known as Gogor. He has found hundreds hidden away in ancient crypts on Kulthea, and has succeeded in awakening them from their long hibernation after the Great Conflict at the end of the First Era.

Avatar:

  • Status: Dark Spirit of Charon
  • Level: 70
  • Hits: 350
  • Melee: +350 Claw, +350 Flail
  • Mana: 350 powerpoints
  • Profession: Fighter
  • Spells: Base Spell OB 70, Directed Spell OB 140 (Absolution). Knows all Evil Cleric lists Dark Channels, Diseases, Curses to 30th Level.
  • Armor: Leathery skin protects as AT12 (ASG 12).
  • Flight: Flies up to 600 feet per round (40 miles per hour). Can hover without using his wings, pick up to two passengers in claws.
  • Whip: Strikes as flail, up to 15 feet away.
  • Weakness: Morgu dislikes running water. Takes damage from rainfall, 5 to 50 damage per round in heavy rain.
  • Collar: Iron collar that is purely for decoration.

Development:

  • Shadow World Master Atlas Addendum, 1st Edition; page 46 (1990)
  • Shadow World Master Atlas, 2nd Edition; page 119 (1992)
  • Powers of Light and Darkness; page 110 (2003)

Evolution:

  • Morgu is only a "Dark Spirit" (what we would call a "lesser spirit") in Shadow World. His physical resemblance to the gogor (what we call vruul) and interest in them is never explained in the source books. Post-I.C.E. Age in GemStone III his ancient crypt diving is kept, but his relationship with the vruul is removed. He is turned into a "greater god" and described as possibly Ur-Daemon.
  • Morgu is not mentioned in the 3rd and 4th editions of the Master Atlas. In "Powers of Light and Darkness" it adds that he is often worshipped by goblins and orcs, and that he enjoys tearing men and Elves limb from limb. This is consistent with the "Emer" book from 1990 where he is worshipped by the bestial Charn Raiders.
  • In the I.C.E. Age he is described as a "spirit born from death" and bodyguard of the "Dark Queen" in the Temple of Darkness Poem (1994), which is conflating Empress Kadaena (who was the "Queen of Evil" who invented the gogor in the First Era and had powerful demons as bodyguards) with Orgiana the Lady of Darkness. In context this is darkly contrasting with Eissa as goddess of death and rebirth, where here there is a demonic ascension and necromancy implication of unnatural transmogrification and forbidden knowledge.
  • The relationship and contrast between Marlu and Eorgina has been a recurring theme which does not exist in the Shadow World books. Eorgina as "mother" originates in the Temple of Darkness Poem, and emerges again in Origins of Tonis (2018).
  • In the Broken Lands his ancient crypt delving is implicitly twisted into Lovecraftian terms, with the stairs to his shrine being an allusion to the Tower of Koth from the "Dream-Quest of Unknown Kadath". This way of understanding Marlu as a Cthulhu-like figure of sleep, dreams, and incomprehensible madness has a subtle history.
  • The Marlu lore encodes the Shadow World premise that portals are inherently dangerous and summoning demons weakens the barrier between planes of existence and allows dark power through. It is not mentioned in the Morgu description, but it is cited in the Kesh'ta'kai description.
  • In the intermediate period Marlu loses the red claws and gains fanged / barbed tentacles, which are not possessed by the vruul. The Shadow World version of gogor (vruul) had poisonous tails, and later Shadow World books give them a faintly reptilian appearance.
  • In the modern documentation for Amasalen it is made ambiguous whether he is actually a servant of Luukos, with some people believing his true master is Marlu. In the Shadow World lore they are both lesser spirits, with Akalatan explicitly serving Klysus.
  • Morgu is not actually anywhere near as big in his Shadow World specifications as the staircase implies in the Broken Lands. Dark Lord avatars similarly take a height of only twelve feet. This represents instead the gait of something more like the Ordainer which are dozens of feet tall.

Intermediate: Marlu

Official: 1996 - 1998

Version 1:

Marlu

Greater God

Spheres of Power: Demonic Summoning, Destruction, Power

A hideous demonlike creature, he is the master of the vruul. He has black skin, leathery wings, large luminous green eyes and large, red claws. He is not someone whose attention you want to have - he’s wantonly cruel and favors none.

Often mistaken for one of the greater demons and frequently called the Demon Lord, Marlu delights in death, destruction, and the devouring of still-living prey. Tales tell of Marlu being seen around ancient ruins, prying open old chambers and delving into all manner of spaces. Common legend has it that he seeks others of his kind to loose upon the innocents of Elanthia.

Just as some believe Koar is actually the last Drake, there are those who hold that Marlu is a true Ur-Daemon who sought asylum with the Arkati when the rest of his kind were killed or driven out of this realm of existence.

Marlu derives power from the summoning of demons, one reason that such practices are frowned upon by many worshippers of the Light Gods. Whether his power comes in the same manner as other Arkati, or from the loosening of the portals between dimensions, is unknown. Marlu is also drawn to all manner of destruction. More than any other of the Dark Gods, Marlu seems bent on destruction of a scale so massive that it might actually eliminate the world and all his worshippers with it. While Eorgina personifies power over others, Marlu is the embodiment of personal destructive power. Marlu’s symbol is a black tentacled "star" on a field of grey.

Version 2:

Marlu
Greater God
Spheres of Power: Demonic Summoning, Destruction, Power 
Humanoid Manifestation: Marlu is a gruesome creature with glistening black skin, leathery wings, and fanged tentacles.
Demeanor: Demonic

Often mistaken for one of the greater demons and frequently called the Demon Lord, Marlu delights in death, destruction, and the devouring of still-living prey. Tales tell of Marlu being seen around ancient ruins, prying open old chambers and delving into all manner of spaces. Common legend has it that he seeks others of his kind to loose upon the innocents of Elanthia.

Just as some believe Koar is actually the last Drake, there are those who hold that Marlu is a true Ur-Daemon who sought asylum with the Arkati when the rest of his kind were killed or driven out of this realm of existence.

Marlu derives power from the summoning of demons, one reason that such practices are frowned upon by many worshippers of the Light Gods. Whether his power comes in the same manner as other Arkati, or from the loosening of the portals between dimensions, is unknown. Marlu is also drawn to all manner of destruction. More than any other of the Dark Gods, Marlu seems bent on destruction of a scale so massive that it might actually eliminate the world and all his worshippers with it. While Eorgina personifies power over others, Marlu is the embodiment of personal destructive power.

Marlu's symbol is a black six tentacled 'star' on a field of grey. 

Modern: Marlu

Official: 1998 - Present

Marlu, the Destroyer
God of Demonic Summoning, Destruction and Power

Often mistaken for one of the greater demons and frequently called the Demon Lord, Marlu delights in death, destruction, and the devouring of still-living prey. Tales tell of Marlu being seen around ancient ruins, prying open old chambers and delving into all manner of spaces. Common legend has it that he seeks others of his kind to loose upon the innocents of Elanthia.

Just as some believe Koar is actually the last Drake, there are those who hold that Marlu is a true Ur-Daemon who sought asylum with the Arkati when the rest of his kind were killed or driven out of this realm of existence.

Marlu derives power from the summoning of demons, one reason that such practices are frowned upon by many worshipers of the Light Gods. Whether his power comes in the same manner as other Arkati, or from the loosening of the portals between dimensions, is unknown. Marlu is also drawn to all manners of destruction. More than any other of the Dark Gods, Marlu seems bent on destruction of a scale so massive that it might actually eliminate the world and all his worshipers with it. While Eorgina personifies power over others, Marlu is the embodiment of personal destructive power.

Marlu's preferred manifestation is that of a gruesome creature with glistening black skin, leathery wings and barbed tentacles. In manner, he is demonic. His symbol is a black six tentacled "star" on a field of grey.

Later Development

There was a Hunt for History prize item called an "urglaes-set pitted silver talisman" with a Lovecraftian loresong reminiscent of the Broken Lands that mentions the Vishmiir using the archaic language from storylines in that period. There is similarly a subtle history in the game of treating the Ur-Daemon as sleeping demon gods who are never truly dead.

Sheru

I.C.E. Age: Scalu

Official: 1990 - 1995

Age: ? (Appears =30 as a human). Eyes: Luminous Yellow (amber as a human). Hair: Black furred hyena head (shiny black hair as a human). Build: Very muscular. Height: 10' (6' as a human). Race/Sex: Godlike being/Male. Skin: Pale. Demeanor: Cold; Emotionless. Dress: A metallic gold kilt. True Attitude: Cruel. Home: Charon.

The bringer of Night (and nightmares), Scalu has a particularly terrifying visage, if only because of its strange fusion. Though he may appear as a handsome human, Scalu's normal form is that of a ten foot tall man with the head of a black hyena.

Scalu is frequently at odds with Reaan, the Lord of Orhan who also sees the Night as his realm. A god named for a constellation of seven stars of different colors in an almost circular arrangement (the ring of Scalu).

- Shadow World Master Atlas Addendum, 1st Edition; page 42 (1990)

Avatar:

  • Status: Dark Lord of Charon
  • Level: 150
  • Hits: 400
  • Melee: +300 (battle axe), +280 (javelin)
  • Mana: 9,600 powerpoints (1,200 base, 8x enhancer)
  • Profession: Mystic (Moon Mage/Dream Lord)
  • Spells: Base Spell OB 150, Directed Spell OB 150 (Ice Bolt). Knows the Mystic base spells, but also every spell involving controlling or manipulating minds.
  • Dream-Cleaver: Large unholy hand-axe striking as a +30 battle axe, used either melee or thrown up to 200 feet and returns. If it inflicts a critical at all on the head, neck, or shoulders, it decapitates the targets.
  • Dreamstaff: Six foot milky-white crystalline rod. 8x powerpoint multiplier. Allows Scalu to scan the minds of all within 100 feet without spell casting. If he says "sleep" all within 100 feet must resist vs. 50th level or fall into deep slumber.
  • Armor: AT 19 (ASG 19). Shimmering silver formed breastplate with etchings and matching greaves. Flowing gossamer surcoat.
  • Javelin: Silver with black tip. +30 and thrown up to 400 feet without penalty. "C" crit or higher it automatically casts the Banishment spell from the Evil Mentalist Mind Domination list. Can also be sent up to 400 miles to seek out a target previously Mind Stored by Scalu at half the OB strength. Teleports back to him.
  • Amulet: Massive silver necklace with 4 inch moonstone echoing Charon's phases. Intelligent artifact. Scalu can view and influence the dreams of anyone on Kulthea he has previously Mind Stored who fails the resistance roll.

Development:

  • Shadow World Master Atlas Addendum, 1st Edition; page 42 (1990)
  • Shadow World Master Atlas, 2nd Edition; page 116 (1992)
  • Shadow World Master Atlas, 3rd Edition; page 146 (2001)
  • Shadow World Master Atlas, 4th Edition; page 152 (2003)
  • Powers of Light and Darkness; page 106 (2003)

Evolution:

  • Scalu is arguably the most intrinsically powerful of the Dark Lords, in spite of the Kesh'ta'kai description regarding his spell abilities. Scalu has a "bewildering" array of spells. However, his spells are narrowly focused on mind effects, while Kesh'ta'kai's are far more diversified.
  • Andraax was terrified of Scalu. Was nearly killed by him at the Battle of Meagris in the Wars of Dominion but saved at the last minute by Cay.
  • In the I.C.E. Age of GemStone III, Estrion attempted to open a special portal to Charon (in what is now called Darkstone Castle) that would have allowed Scalu to come through indefinitely without being weakened by the great distances, but this resulted in a lingering flow storm over the castle.
  • Scaluvian heralds were Scalu's "Herald of Night" lieutenants who led his demonic legions in the Wars of Dominion. Heralds of Night (referenced as "of Chaos" for "Unlife" in the Sheruvian harbinger description) rode evil black unicorns, but the Scalu ones in GemStone ride nightmare steeds. Heralds were the direct hand servants of evil things like Dark Gods and Dragonlords, with mind controlling swords that imitated the appearance of Valris's sword.
  • There was a player distinction that emerged in the intermediate period of the Darkstone Castle Sheruvians being "Estrionian" (betrayers) and the Broken Lands Sheruvians being "Sheruvian Order." Both areas have a monolith based teleportation network, though the Broken Lands one is broken.
  • In "Powers of Light and Darkness" (2003) it is established that Scalu and Andaras are rivals for followers, described as 14 feet instead of 10 feet tall, and that dark people pray to Scalu to be protected in their sleep and be guided with dreams.
  • In "Powers of Light and Darkness" (page 88, 2003) it is established that deities are immune to spells of illusion, control (such as sleep and stun), as well as those targeting the mind or soul. This would drastically limit the ability of Scalu in particular to fight another avatar with magic.

Intermediate: Sheru

Official: 1996 - 1998

Version 1:

Sheru

Greater God

Spheres of Power: Night, Nightmares, Insanity, Terror

He is the bringer of the night, and nightmares. With luminous yellow eyes, a black furred hyena head, and a cruel attitude, his visage matches his duties. Merely glancing at his in true form has left many mortals babbling for the rest of their short existence. He is frequently at odds with Ronan, who also considers night his realm.

Truly, the God of Terror, and of unbridled fear, Sheru thrives on these emotions in lesser creatures. Only experiencing satisfaction when his efforts unseat a being’s sanity. Sheru will use any means to achieve this end.

Luukos’ undead minions tend to cause more terror than most of the other minions of darkness, and so Sheru and Luukos are allied more often than any of the other Dark Gods.

The insane are often said to have received Sheru’s gift.

Sheru’s symbol is a black hyena’s head on a field of gold.

Version 2:


Sheru
Greater God
Sphere's of Power: Night, Nightmares, Insanity, Terror
Humanoid Manifestation: Sheru appears as a large man with a black furred hyena's head.
Demeanor: cold; emotionless, cruel

Sheru is the God of Night and Nightmares. Truly the god of terror, and of unbridled fear, Sheru thrives on these emotions in lesser creatures. Only experiencing satisfaction when his efforts unseat a being's sanity, Sheru will use any means to achieve this end.

Luukos' undead minions tend to cause more terror than most of the other minions of darkness, and so Sheru and Luukos are allied more often than any of the other Dark Gods.

The insane are often said to have received Sheru's Gift.

Sheru's symbol is a black hyena's head on a field of gold. 

Modern: Sheru

Official: 1998 - Present

Sheru, Bringer of Terror
God of Night, Nightmares, Insanity and Terror

Sheru is the god of night and nightmares. Truly the god of terror, and of unbridled fear, Sheru thrives on these emotions in lesser creatures. Only experiencing satisfaction when his efforts unseat a being's sanity, Sheru will use any means to achieve this end.

Because Luukos' undead minions tend to cause more terror than most of the other creatures of darkness, Sheru and Luukos are allied more often than any of the other Dark Gods.

The insane are often said to have received Sheru's Gift. Strangely, Sheru and Zelia cannot stand each other, despite serving each other's ends quite nicely.

Sheru's preferred humanoid manifestation is that of a large man with a black furred jackal's head. In manner, he is cold, emotionless, and cruel. His symbol is a black jackal's head on a field of gold, or alternately, a black jackal's head on a field of crimson and gold.

Later Development

Ronan and Sheru were given a common origin in a story involving a Drake called the Shadow With Wings and a dream world realm. Prior to this point there is no implication of the two being related, and in their Shadow Realm forms have completely different origins. The Sheruvian Monastery in the Broken Lands appears to be intermediate period, with certain archaisms such as having a dead Sabrar on their kitchen (their messaging implies they are cannibals or at least eat other humanoids.) Sheru was changed to having a jackal's head instead of a hyena's head in more modern documentation, where an antagonism is also introduced between him and Zelia (now neutral instead of Lornon affiliated) on the issue of madness.

Liabo

The "Lords of Liabo" are the directly based on the Lords of Orhan pantheon who have the following relationships. Orhan was a habitable surface with forests and rivers, and the Lords lived there with their servants. It is still represented that way accidentally by the Seethe Naedal observatory, which was originally designed before the moon lore document released in 2003. (It is more or less ambiguous where the Arkati actually reside in the modern history.) The Lords of Orhan are described as vain with overwhelming superiority complexes, who enjoy toying with mortals and occupying themselves with contests, as opposed the Liabo pantheon which is portrayed as "good" and nurturing. There is no premise that the Lords of Orhan and Charon are related to each other. The Orhanians are indisputably more powerful.

Charl

I.C.E. Age: Shaal

Official: 1990 - 1995

Description:

Age: ? Eyes: Blue. Hair: Blue-white. Build: Muscular. Height: 6'8". Race/Sex: Godlike Being/M. Skin: Pale (almost white). Demeanor: Stern; Angry. Dress: Naked or draped in a rough kelp garment. True Attitude: Impatient; Quick-tempered. Home: Orhan/Kulthea's Oceans. Aka: Allanda (female, to the Myri).

God of the sea (and of Fall). Shaal is also called 'The Destroyer' by some, in association with the erosion of the sea and sea storms.

Shaal is moody and rarely is seen in his human form, instead assuming the shape of a Merman, whale or great dolphin. When in human form, he has blue-white hair, pale skin, and blue eyes. He wields a great trident of greenish alloy set with emerald points. Ruthless and unsympathetic to all but sea beasts and peoples, he cares little about events on the land.

- Tomes of Kulthea #1087 (1990)
- Shadow World Master Atlas, 1st Edition; page 30 (1989)

Avatar:

  • Status: Lord of Orhan
  • Level: 160
  • Hits: 700
  • Melee: +500
  • Mana: 12,800 (1,600 base, 8x multiplier)
  • Profession: Sorcerer/Fighter
  • Spells: Base OB 160, Directed Spells OB 320 (Water Bolt). All Sorcerer Base and all liquid and weather spells (near a body of water) to 50th Level. Fatal channeling called "Shaal's Demand", dehydrating the target into powder by returning their water to the sea. Controls sea creatures, power extends to all bodies of water, but significantly weaker outside the greater seas.
  • Trident: +60 holy spear. Triple damage. Fires three bolts simultaneously of ice, water, and steam, which are equally effective under water or air.
  • Net: Ensnares within 300 foot range, unbreakable living fibers.
  • Natural Armor: Shaal's skin transforms to scales that are naturally AT17 (ASG 17), which is plate level armor protection.
  • Crown: Silver and coral. 8x powerpoint (mana) multiplier. Protects as a full helm. Cancels head criticals 70% of the time when hit.

Development:

  • Shadow World Master Atlas, 1st Edition; page 30 (1989)
  • Shadow World Master Atlas Addendum, 1st Edition; pages 54-55 (1990)
  • Shadow World Master Atlas, 2nd Edition; page 107 (1992)
  • Shadow World Master Atlas, 3rd Edition; page 141 (2001)
  • Shadow World Master Atlas, 4th Edition; page 145 (2003)
  • Powers of Light and Darkness; page 95 (2003)

Evolution:

  • In the original Shadow World context Shaal was with the Orhan pantheon from their shared origins and natures rather than some loyalty to Kuor. The Dark Lords of Charon came (most likely) from other origins and were constituted along the more chaotic or "Anti-Essaence" side of the existence spectrum. While violent and destructive like many of the Dark Lords, he was not associated with the "dark power" of The Unlife. Shaal is just quick to temper and destruction, with little regard for things that live on land.
  • In the Rolemaster context pure Sorcerers do not have spells related to necromancy or (for the most part) summoning demons. The spell lists are destructive and violent, but not inherently "Evil" by the world setting standards. Most of the spells directly destroy inanimate and animate matter (notably flesh dessication) which is its relevance to Shaal.
  • Shaal as the supposed father of Neela (Niima) comes from the Neela description.
  • Shaal is the master of the Nereids and Naiads, the water spirits or fey of Shadow World. Nymphs are human sized without body hair and minimally clothes, generally incredibly beautiful youths. When the focus of their "life" is destroyed (e.g. a river), they "die" by their spirit returning to their master on Orhan. The nymphs essentially observe things for the Lords. Offspring with nymphs is not possible, unlike demigods with the Lords and mortals. Other kinds of such spirits serve some of the other gods. They are like much weaker forms of the same kind of entity.
  • While Shaal is a sea god and his powers are bound and somewhat limited to bodies of water, as a Lord of Orhan he can actually only visit the world temporarily in his corporeal avatar form. Though the "Masters of Emer" were demigod types who transferred their anchors to Emer. It is not clear how this was done or was possible given the natures and limitations of the deities, though it may be the same as how the Dark Spirits can spend indefinite amounts of time on the planet from being channeled power while the Dark Lords themselves cannot.

Intermediate: Charl

Official: 1996 - 1998

Version 1:

Charl

Greater God

Spheres of Power: Oceans, Storms, Revolution

The God of the sea, father to Niima, sometimes called "The Destroyer", because his anger is like the very worst of sea storms. It is said that he does not care much for creatures from land, and is rarely seen in his human form, preferring to take the form of a Merman, a whale, or a great dolphin. In human form, he is a burly man with blue-white hair and beard, pale skin, and blue eyes which reflect his moody demeanor. He wields a great trident of greenish alloy set with emerald points.

Living apart from his brethren, Charl dwells constantly in the seas of Elanthia, joining the other Gods only when Koar commands. Legend holds that Koar had to send for Charl six times before he appeared. When Koar demanded to know why he was so disobedient, Charl replied that he was always the most obedient of Koar’s servants, but that the waters of the six oceans of the world flowed through his veins, and none could come without the others.

Charl is a dark and violent god, and is renowned for his drastic mood swings. He cares little for the land dwelling races on Elanthia, and is likely to swat a nearby chip with a storm as he is to let it pass untouched. Because of this he is feared by seaman, and few pray to him for fear they might attract his attention. For the same reason, clerics serving Charl, although seldom welcome, rarely come to harm in any place frequented by seamen.

He is also the god of storms of all sorts, and more than one despotic tyrant, overthrown by an angry mob marching under a stormy sky, has sworn it was Charl’s hand that laid him low.

Some clergy contend that Charl is at heart a God of Darkness. Still, there is little doubt that he swears fealty to Koar, and for that reason, if for no other, he is numbered with the Gods of Light.

Charl’s symbol is an emerald trident on a field of blue, or alternately, a silver dolphin on a field of blue.

Version 2:

Charl
Greater God
Spheres of Power: Oceans, Storms, Revolution
Humanoid Manifestation: A towering man with a beard of seaweed and algae, blue and grey robes, and wielding a trident. Charl rarely appears except in the sea or the heart of a storm, and only his lower half is a fish's tail.
Manner: Stern, Angry, Quick-tempered

Charl is the God of the Sea.

Living apart from his brethren, Charl dwells constantly in the seas of Elanthia, joining the other Gods only when Koar commands. Legend holds that Koar once had to send for Charl six times before he appeared. When Koar demanded to know why he was so disobedient, Charl replied that he was always the most obedient of Koar's servants, but that the waters of the six oceans of the world flowed through his veins, and none could come without the others.

Charl is a dark and violent god, and is renowned for his drastic mood swings. He cares little for the land dwelling races on Elanthia, and is as likely to swat a nearby ship with a storm as he is to let it pass untouched. Because of this he is feared by seamen, and few pray to him for fear they might attract his attention. For the same reason clerics serving Charl, although seldom welcome, rarely come to harm in any place frequented by seamen.

He is also the god of storms of all sorts, and more than one despotic tyrant, overthrown by an angry mob marching under a stormy sky, has sworn that it was Charl's hand that laid him low.

Some clergy contend that Charl is at heart a God of Darkness. Still, there is little doubt that he swears fealty to Koar, and for that reason, if for no other, he is numbered with the Gods of Light.

Charl's symbol is an emerald trident on a field of blue, or alternately, a silver dolphin on a field of blue. 

Modern: Charl

Official: 1998 - Present

Charl, Lord of the Seas

God of the Oceans, Storms and Revolution

Charl is the God of the Sea. Living apart from his brethren, he dwells constantly in the seas of Elanthia, joining the other Gods only when Koar commands. Legend holds that Koar once had to send for Charl six times before he appeared. When Koar demanded to know why he was so disobedient, Charl replied that he was always the most obedient of Koar's servants, but that the waters of the six oceans of the world flowed through his veins, and none could come without the others.

Charl is a dark and violent god, and is renowned for his drastic mood swings. He cares little for the land dwelling races on Elanthia, and is as likely to swat a nearby ship with a storm as he is to let it pass untouched. Because of this he is feared by seamen, and few pray to him for fear they might attract his attention. For the same reason clerics serving Charl, although seldom welcome, rarely come to harm in any place frequented by seamen.

He is also the god of storms of all sorts, and more than one despotic tyrant, overthrown by an angry mob marching under a stormy sky, has sworn that it was Charl's hand that laid him low.

Some clergy contend that Charl is at heart a God of Darkness. Still, there is little doubt that he swears fealty to Koar, and for that reason, if for no other, he is numbered with the Gods of Light.

Charl's preferred humanoid manifestation is that of a towering man with a beard of seaweed and algae, blue and grey robes, wielding a trident. Charl rarely appears except in the sea or the heart of a storm. His lower half is a fish's tail. In manner, he is stern, angry and quick-tempered. His symbol is an emerald trident on a field of blue.

Later Development

Charl's shrine on the Coastal Cliffs was built during the I.C.E. Age.

Kai

I.C.E. Age: Cay

Official: 1990 - 1995

Description:

Age: ? Eyes: Azure. Hair: Brown, curly. Build: Muscular. Height: 6'10". Race/Sex: Godlike Being/M. Skin: Fair. Demeanor: Lighthearted, Playful. Dress: Plain tunic. True Attitude: As Demeanor. Home: Orhan.

Lord of physical strength and athletic prowess, Cay appears as a sinewy yet (surprisingly) not exceedingly bulky youth. He cannot be bested in unarmed combat and only Kuor can beat him with weapons. Cay is considered most handsome of the gods (with the exception of the twins). He wears only a short blue tunic off one shoulder unless leading mass combat - an extremely rare occurrence for any of the Lords - in which case he dons shimmering silver armor. His favored weapon is a spear. Patron of athletic games, Cay is also an infamous seducer, having fathered countless children across Kulthea.

- Shadow World Master Atlas, 1st Edition; page 29 (1989)
- Tomes of Kulthea #1085 (1990)

Avatar:

  • Status: Lord of Orhan
  • Level: 180
  • Hits: 900
  • Melee: +600
  • Mana: 10,800 (2,160 base, 5x multiplier)
  • Profession: (High) Warrior Monk/Mentalist
  • Spells: Base OB 180, Directed Spells OB 270 (Lightning from bracers). All Monk and Paladin Base, as well as Essence "Shield Mastery" to 50th.
  • Special Abilities: Regenerates 18 hits per round, cannot be stunned or forced to parry. Skin is AT 11 (ASG 11 armor). Can Deflect and Bladeturn up to 180 attacks per round. May fight up to 4 opponents simultaneously with no penalty. 4x damage compared to normal unarmed combat.
  • Spear: Dir wood with adamantine head. +40 Lance. Parries missile attacks. Throws 600 feet without penalty, returns instantly through "Long Door" teleportation. (rarely uses unless armored)
  • Bracers: Four dark silver alloy bands, around ankles and wrists. Parries weapons without harm. Struck together releases Lightning Bolt with 5x damage up to 300 feet 5x/day.
  • Ge: Bola-like weapon. Up to 300 feet. +50 to Flail table. Of Slaying to Unlife creatures. Returns to carrying pouch after each throw.
  • Armor: Grey full plate.
  • Chain: Simple gold neck chain, protects against neck criticals 85% of hits. 5x powerpoint (mana) multiplier.

Development:

  • Shadow World Master Atlas, 1st Edition; page 29 (1989)
  • Shadow World Master Atlas, 2nd Edition; page 106 (1992)
  • Shadow World Master Atlas, 3rd Edition; page 141 (2001)
  • Shadow World Master Atlas, 4th Edition; page 145 (2003)
  • Powers of Light and Darkness; page 92 (2003)

Evolution:

  • The parts about wearing armor when leading mass combat and "the twins" is dropped from the Intermediate form, and the spear and seducer parts are dropped by the modern form with his blue tunic replaced with light armor.
  • In the Order of Vult (Voln) step where you had to fight him with unarmed combat, he would kill you for cheating such as trying to cast spells. Supposedly it was possible at one point for a high enough level observer to kill his avatar when it was present.

Intermediate: Kai

Official: 1996 - 1998

Version 1:

Kai

Greater God

Spheres of Power: Strength, Athletic Prowess, Skills at Arms

Kai is the god of physical strength and athletic prowess.

Kai has been beaten once in armed combat by Koar, and fought once to a standstill against V’tull. Beyond these two instances, every opponent Kai has faced has fallen before him. Legend holds that in the Ur-Daemon war, Kai slew more of the enemy than any Drake did, despite their awesome might.

Kai’s joy of physical combat is such that Koar’s injunctions keep him from constant battle with the gods of Darkness. As an alternative, he often roams Elanthia looking for unsuspecting mortals to toy with in physical "contests" of one sort or another.

Kai’s blessing is oft invoked at contests of physical prowess.

Kai’s symbol is a silver arm with fist clenched, on a field of crimson. His clerics name their maces, cast in the same shape, the Fists of Kai.

Considered by many to be the most handsome of the gods, he is a known seducer and has fathered many mortal children. He appears to be a lean muscular young man with azure eyes and brown curly hair. He wears only a short blue tunic off one shoulder and carries what is said to be his favorite weapon, a spear.

Version 2:

Kai
Greater God
Spheres of Power: Strength, Athletic Prowess, Skill at Arms Humanoid Manifestation: A young man of epic build, with strong and carefree features. Kai is always dressed in light armor and is never without a weapon of some sort.
Manner: Carefree, Brave, Aggressive

Kai is the God of physical strength and athletic prowess.

Kai has been beaten once in armed combat by Koar, and fought once to a standstill against V'tull. Beyond these two instances every opponent Kai has faced has fallen before him. Legend holds that in the Ur-Daemon war, Kai slew more of the enemy than any Drake did, despite their awesome might.

Kai's joy of physical combat is such that only Koar's injunctions keep him from constant battle with the Gods of Darkness. As an alternative he often roams Elanthia looking for unsuspecting mortals to toy with in physical 'contests' of one sort or another.

Kai's blessing is often invoked at contests of physical prowess.

Kai's symbol is a silver arm with fist clenched, on a field of crimson. His clerics name their maces, cast in the same shape, the Fists of Kai. 

Modern: Kai

Official: 1998 - Present

Kai, Master of Battle

God of Strength, Athletic Prowess, and Skill at Arms

Kai is the God of Physical Strength and Athletic Prowess. He has been beaten once in armed combat by Koar, and fought once to a standstill against V'tull. Beyond these two instances, every opponent Kai has faced has fallen before him. Legend holds that in the Ur-Daemon War, Kai slew more of the enemy than any Drake did, despite their awesome might, and is the only Arkati who participated in that war to have survived.

Kai's joy of physical combat is such that only Koar's injunctions keep him from constant battle with the Gods of Darkness. As an alternative he often roams Elanthia looking for unsuspecting mortals to toy with in physical "contests" of one sort or another.

Kai's blessing is often invoked at contests of physical prowess.

Kai's preferred humanoid manifestation is that of a young man of epic build with strong and carefree features. Kai is always dressed in light armor and is never without a weapon of some sort. In manner, he is carefree, brave and aggressive. His symbol is a silver arm with fist clenched, on a field of crimson. His clerics name their maces, cast in the same shape, the Fists of Kai.

Later Developments

The Kai shrine in the Lower Dragonsclaw is from the I.C.E. Age period, and likewise how he is represented through the Order of Voln. The GemStone III events involving Leya were the late 1990s, though possibly during the intermediate period. The Leya story was posted on the official website in 2004 but is significantly older.

Koar

I.C.E. Age: Kuor

Official: 1990 - 1995

Description:

"Age: ? Eyes: Grey. Hair: White. Build: Muscular. Height: 6'6" Race/Sex: Godlike Being/M. Skin: Ruddy Demeanor: Aloof, Commanding. Dress: Flowing, toga-like garment. True Attitude: Reserved, Cautious. Home: Orhan. 

Kuor is King of the gods and ruler of Orhan. He can control the weather on Kulthea and reputedly is master of the Flows of Essence. While this isn't strictly true, he is able to manipulate the paths of the lesser Flows. Appearing as a man of middle years yet hale, he is beardless, and has a wild mane of snow-white hair. Kuor is almost never seen on Kulthea, preferring to observe activity on the Shadow World from afar. As leader of the Lords of Orhan, he keeps the others in check and will sometimes overrule one who is planning a rash action. One who he will not overrule, however, is Eissa, whose judgement is final. He presides over the Conclave of Orhan: the gathering of the Lords to debate a major issue."

- Shadow World Master Atlas, 1st Edition; page 25 (1989)
- Tomes of Kulthea #1079 (1990)

Avatar:

  • Status: Lord of Orhan, Ruler
  • Level: 210
  • Hits: 960
  • Melee: +630
  • Mana: 9,000 (1,500 base, 6x multiplier)
  • Profession: Cleric/Fighter
  • Spells: Base OB 240, Directed Spells OB 480. All Channeling and Essence. Cruel Curse called "Kuor's Wrath" reducing all Temp stats to 10.
  • Scepter of Orhan: +60 holy mace. Triple damage, double criticals. Level 30 Tremors spell. Glows blue-white blinding Unlife creatures within 100 feet.
  • Crown of the Lords: 6x powerpoints (mana), +100 DB
  • Bow of Wrath: +40 longbow. 5x normal range. 5x damage, also inflicts +100 lightning bolt.
  • Full plate: Alloy known only to Iorak, some "incredible" DB.
  • Shield: Clear Laen. Enchanted to fully protect against dragon breath. +80 DB vs frontal attacks, +50 vs directed spells.

Development:

  • Shadow World Master Atlas, 1st Edition; page 25 (1989)
  • Shadow World Master Atlas, 2nd Edition; page 103 (1992)
  • Shadow World Master Atlas, 3rd Edition; page 139 (2001)
  • Shadow World Master Atlas, 4th Edition; page 143 (2003)
  • Powers of Light and Darkness; page 88 (2003)

Evolution:

  • Controlling the weather is implicitly from controlling the flows of essence, dropped from later GemStone III documentation. This is the meaning of Kuor as "master" of this, he actually has less "powerpoints" for spell casting than some of the other deities.
  • "Master of the Flows of Essence" was replaced with "master of mana" and "pools of mana" in Order of Voln steps. Dropped from later GemStone III documentation. The concept is still implied in his Well of Life (308) messaging and the Drake's Shrine.
  • Brooding god originally residing most of the time in the moon. Later changed to sleeping and brooding in a mountain on the world.
  • "Toga-like" dressing kept in the Intermediate form, removed from the modern form. The idea that even he will not overrule Lorminstra regarding souls exists in every period of the documentation. In the I.C.E. form he is beardless with white hair and modernly his character art is painted as dark haired with a beard.
  • As Kuor he is keeping the other Lords of Orhan in line, who largely disagree and act impulsively. Is not in any sense the ruler of the Dark Gods as well. In the Intermediate period this is changed to being ruler of both but only direct control in practice over Liabo.
  • In the Vvrael quest his Intermediate form is specifically described as "wrinkled" and "old as time itself." This is not quite from the documentation, though he was described having flowing grey hair, and as weary with deep creases in his forehead. In this specific context it was probably symbolic of Koar as the ancient Grail King and Lorminstra as the weeping Grail Maiden.
  • In the much later Shadow World documentation Vult (Voln) is the "son" of Eissa (Lorminstra). The idea of Koar as the father or creator of Voln originates in the Intermediate period of GemStone III.

Intermediate: Koar

Official: 1996 - 1998

Version 1:

Koar

Greater God, King of the Gods

Spheres of Power: Justice, Loyalty, Law

Ruler of Liabo, husband to Lumnis, Goddess of Wisdom and Learning. Almost never intervenes in the affairs of mortals but keeps the other gods, of Liabo at least, more or less in line. He never interferes with Lorminstra, however. He appears as a muscular man of middle years, and has a thick mane of flowing snow-white hair. His eyes are greyish, skin ruddy, and is usually seen in a flowing toga-like garment.

Once, he ruled all the Arkati and he is still the titular head of both the Light and Dark Gods. In practice, however, his direct control is only over the Gods of Light. Not since the fall of the Drakes in the Ur-Daemon War has Koar rallied all the Gods to him, and none knows for sure if he could unify the Arkati now, no matter what the cause. Still, it is said that as long as Koar lives, the Gods of Light and Dark will never face each other in open war.

Legend holds that Koar sits on a great throne carved from the stone heart of the world extending up through the tallest mountain in Elanthia. He rarely leaves his throne, and spends most of his time slumbering or brooding. Even when he sleeps, one eye is always slightly open, and while Koar may not intervene in the affairs of Gods of mortals often, there is little that escapes his notice.

The ages say that the mountains of Elanthia rise and fall as Koar’s brow furrows. One day, it is said, when the Gods of Darkness no longer vex their king, and when mortals no longer wage petty wars, the mountains will sink back into the ground and all the world will be a fertile plain. Earthquakes are attributed to Koar shifting restlessly, and before Koar’s brow is smoothed, legend holds he will rise from his throne in wrath, shaking the greatest fortress to rubble. The prophecy is silent as to who or what will be the object of his ire.

Some common folk believe that Koar is not an Arkati, but actually the last of the Great Drakes. No respected scholar actually believes such nonsense, obviously born of chuckle-headed nostalgia.

Version 2:

Koar
Greater God, King of the Gods
Spheres of Power: Justice, Loyalty, Law
Humanoid Manifestation: A huge man upon a throne, contemplating fate of all things. Flowing grey hair and beard, shaggy brows, a deeply creased forehead, and weary eyes. Koar wears a golden crown.
Manner: commanding, detached, weary

Koar is the King of the Gods. Once he ruled all the Arkati and he is still the titular head of both the Light and Dark Gods. In practice, however, his direct control is only over the Gods of Light. Not since the fall of the Drakes in the Ur-Daemon War has Koar rallied all the gods too him, and none knows for sure if he could unify the Arkati now, no matter what the cause. Still, it is said that as long as Koar lives, the Gods of Light and Dark will never face each other in open war.

Legend holds that Koar sits on a great throne carved from the stone heart of the world extending up through the tallest mountain in Elanthia. He rarely leaves his throne, and spends most of his time slumbering or brooding. Even when he sleeps, one eye is always slightly open, and while Koar may not intervene in the affairs of gods or mortals often, there is little that escapes his notice.

The sages say that the mountains of Elanthia rise and fall as Koar's brow furrows. One day, it is said, when the Gods of Darkness no longer vex their king, and when mortals no longer wage petty wars, the mountains will sink back into the ground and all the world will be a fertile plain. Earthquakes are attributed to Koar shifting restlessly, and before Koar's brow is smoothed, legend holds he will rise from his throne in wrath, shaking the greatest fortresses to rubble. The prophecy is silent as to who or what will be the object of his ire.

Some common folk believe that Koar is not an Arkati, but actually the last of the Great Drakes. No respected scholar actually believes such nonsense, obviously born of chuckle-headed nostalgia.

Koar's blessing is often invoked during coronation ceremonies, and it is not uncommon for rulers to claim that their particular right to reign bears Koar's approval.

Koar's symbol is a golden crown, often set on a circle of white. 

Modern: Koar

Official: 1998 - Present

Koar, King of the Gods

God of Justice, Loyalty and Law

Koar is the King of the Gods. Once, he ruled all the Arkati and he is still the titular head of both the Light and Dark Gods. In practice, however, his direct control is only over the Gods of Light. Not since the fall of the Drakes in the Ur-Daemon War has Koar rallied all the gods to him, and none knows for sure if he could unify the Arkati now, no matter the cause. Still, it is said that as long as Koar lives, the Gods of Light and Dark will never face each other in open war.

Legend holds that Koar sits on a great throne carved from the stone heart of the world extending up through the tallest mountain in Elanthia. He rarely leaves his throne, and spends most of his time slumbering or brooding. Even when he sleeps, one eye is always slightly open, and while Koar may not intervene in the affairs of gods or mortals often, there is little that escapes his notice.

The sages say that the mountains of Elanthia rise and fall as Koar's brow furrows. One day, it is said, when the Gods of Darkness no longer vex their king, and when mortals no longer wage petty wars, the mountains will sink back into the ground and all the world will be a fertile plain. Earthquakes are attributed to Koar shifting restlessly, and before Koar's brow is smoothed, legend holds he will rise from his throne in wrath, shaking the greatest fortresses to rubble. The prophecy is silent as to who or what will be the object of his ire.

Some common folk believe that Koar is not an Arkati, but actually the last of the Great Drakes. No one living can confirm this notion, however.

Koar's blessing is often invoked during coronation ceremonies, and it is not uncommon for rulers to claim that their particular right to reign bears Koar's approval.

Koar's preferred humanoid manifestation is that of a huge man upon a throne, wearing a gold crown, contemplating the fate of all things. In manner, he is commanding, detached, or weary. His symbol is a golden crown, often set on a circle of white.

Later Development

Koar was central to the Vvrael quest which contained a great deal of comparative mythology and literary allusions. His modern documentation and the Drake's Shrine especially contains references to the apocalypse in the Book of Revelation. The Drake's Shrine requires interpretation and strongly implies he is the "Great Drake", which is a biblical allusion, and unlikely to be consistent with actual official lore developed later. The notion of Koargard and Church of Koar is cited in the History of the Turamzzyrian Empire document from 2000 with the possible insinuation of being Mount Aenatumgana.

The detail of Koar as the "Master of Mana" is frozen in time with the Order of Voln steps and the Drake's Shrine. It is not actually mentioned in his Elanthia period documentation. The Vvrael quest and Drake's Shrine are from the intermediate period. (It is important to remember that in the late 1990s most of the historical documentation did not exist yet.) Much more recent developments include the Elders of the Everwatch Tower, which is part of the Church of Koar, and The Blameless which are a fanatical group of Koar worshippers who helped Prelate Chaston Griffin commit atrocities.

Lorminstra

I.C.E. Age: Eissa

Official: 1990 - 1995

Description:

Age: ? Eyes: Grey/Blue. Hair: Blonde. Build: Slight. Height: 5'10". Race/Sex: Godlike Being/F. Skin: Pale. Demeanor: Somber. Dress: Flowing black hooded robes with a white gown underneath. True Attitude: Restrained, Pensive, yet not Unhappy. Home: Orhan.

Goddess of Death/Rebirth (and Winter), she is the sister of Reann. Eissa is the deity appealed to when a religious "Lifegiving" is administered. She guards the Gates of Oblivion and it is her decision whether a soul is returned - even Kuor will not over rule her decision. Eissa is more inclined to allow the return of a soul whose mission on Kulthea has not been completed. If the being in question has lived a full life, or has died in a significant and meaningful way, she will usually deny the soul's return.

Eissa wears a hooded, flowing black robe and carries a staff of crystal - and a set of crystalline keys to the Gates. Before the Gates is a small garden, in the center of which is the Spring of Youth, which feeds the enchanted River of Life on Orhan. Essa rests here often, staring into the mere by the spring, through which she views her followers on Kulthea.

Cultures on Kulthea have myriad differing beliefs regarding the soul and what becomes of it when someone dies. Those who follow Eissa believe that the soul lives forever, though if the body is destroyed or fails due to age, the soul passes beyond the gates into another state of being. The worst fate is if the soul itself is somehow destroyed, something which can only happen to someone who falls victim to one of the Unlife's cruel servants.

- Shadow World Master Atlas, 1st Edition; page 27 (1989)
- Tomes of Kulthea #1082 (1990)

Avatar:

  • Status: Lord of Orhan
  • Level: 180
  • Hits: 600
  • Melee: +300
  • Mana: 19,440 (2,160 base, 9x multiplier)
  • Profession: Cleric/Healer
  • Spells: Base OB 180, Directed Spells OB 360 (Lightning Bolt). All healing spells on any list and all Cleric Base. Unique fatal channeling called "Eissa's Call", puts the living in a deep sleep coma and transfers the souls into her Staff of Doom if she wishes (or destroys the soul in the case of Unlife creatures.)
  • Mere of Life: Scrying pool that lets her view any of her adherents calling on her for help.
  • Staff of Doom: 6 foot laen staff that stores up to 12 souls. Uses it to transport souls to and from Oblivion, and for sending souls back to their bodies
  • Keys: The six keys of the Gates of Oblivion, two of which are called Life and Death. The "Void" key is forbidden and never used.
  • Necklace: Gold necklace with three 2 inch diamonds. 9x powerpoint (mana) multiplier.

Development:

  • Shadow World Master Atlas, 1st Edition; page 27 (1989)
  • Shadow World Master Atlas, 2nd Edition; page 104 (1992)
  • Shadow World Master Atlas, 3rd Edition; page 139 (2001)
  • Shadow World Master Atlas, 4th Edition; page 144 (2003)
  • Powers of Light and Darkness; page 90 (2003)

Evolution:

  • The "deeds" mechanic (including Purgatory) is unique to the death system of GemStone III (1990) and does not derive from her Shadow World theology.
  • The contrast between Eissa and Empress Kadaena only exists in GemStone III, seemingly an idiosyncratic theology of The Dark Path. There is no deity corresponding to Gosaena in Shadow World.
  • The contrast between Eissa and Empress Kadaena as encoded by the Bandur Etrevion story also exists in its Broken Lands spin-off where it is a lot more subtle. Both places have areas making a twisted symbolic parallel to the tapestry room in the temple used for the deeds ceremony.
  • The "Staff of Doom" artifact is explicitly mentioned outside the Graveyard gates, and implicit to the Purgatory death mechanics. The Gates of Oblivion were mentioned in both.
  • Her "Lake of Tears" in the Intermediate period is unique to post-I.C.E. Age GemStone III (1996), appearing in the First Griffin Sword War and the Drake's Shrine at the end of the Vvrael quest. It may be loosely related to her I.C.E. Age "River of Life" and mirror scrying pool next to the Gates of Oblivion. She shed a tear for every lost soul that had chosen the dark path.
  • The "River of Life" is referenced as the "Enchanted River" by the grizzled old warrior NPC (1994), and the above scene is represented symbolically in the Order of Voln courtyard. It has been retconned as part of the Reim death mechanics with its own hooded figure like the Landing temple tapestry room. (2016)
  • "Purgatory" has been retconned to be between Liabo and Elanthia (2018). In the Shadow World context the River of Life is the flows of essence between the moon and planet, causing a drift that souls float along to reach the Gates of Oblivion on the moon. (The Lord of Orhan also ride the flows down to the planet, analogous to the teleportation disks from the Needle of Pentas on the Isle of Ornath.)
  • Lorminstra is depicted as blonde in the I.C.E. and Intermediate periods, as well as the Voln monastery, but dark haired in the modern period.
  • There were originally six keys to the Gates of Oblivion, in the modern period there is "one for every soul."
  • The rivalry between Eissa and Klysus is primarily rooted in his being a soul devourer. While Klysus is a necromancer by profession, Luukos is far more heavily oriented toward the undead. This was shifting the lore in a way that made Vult (Voln) a lot more relevant. While Vult was the "releaser" of the undead, and there is an in-game premise of souls being cleansed, the Eissa lore actually had her destroying corrupt souls with her Staff of Doom. This is one of numerous contradictions between what the Order of Vult teaches and what was actually true in the Shadow World documentation.

Intermediate: Lorminstra

Official: 1996-1998

Version 1:

Lorminstra

Greater Goddess

Spheres of Power: Death, Rebirth, Winter, Deliverance

Sister to Ronan, holds the crystal keys to the Gates of Oblivion. She is the one who determines whether a soul should be restored to its mortal body or dwell in the afterlife - unless the soul has been claimed by others and is out of her reach. She wears a flowing black hooded robe over a white gown and carries a staff of crystal. She has blonde hair, with grey blue eyes and of slight build. Her pale skin reflects her somber, pensive demeanor.

She is eldest offspring of Koar and Lumnis.

Lorminstra is the Guardian of Souls, and Keeper of the Ebon Gate. It is her decision whether a soul is allowed to return to Elanthia each time an appeal is made via a ritual of "Lifegiving", and even Koar will not gainsay her decision.

Lorminstra regards Luukos’ enslavement of souls to animate his undead as abominable. She supports her brother Ronan, in his struggle against Luukos’ minions, and also petitions Koar frequently to take direct measures to curb Luukos’ activities. 

Lorminstra’s symbol is a golden key, or a golden key set upon a gate of black.

Version 2:

Lorminstra
Greater Goddess
Spheres of Power: Death, Rebirth, Winter, Deliverance
Humanoid Manifestation: A thin woman with blonde hair and pale alabaster skin. She wears two layers of robes, black over white. At her side dangles a ring of keys, one for every soul.
Manner: Somber, Caring

Lorminstra is the Goddess of Death/Rebirth and Winter, she is the eldest offspring of Koar and Lumnis. Lorminstra is the Goddess of Winter, that annual 'death' of nature which parallels the death and rebirth of souls.

Lorminstra is also the Guardian of Souls, and Keeper of the Ebon Gate. It is her decision whether a soul is allowed to return to Elanthia each time an appeal is made via a ritual of 'Lifegiving', and even Koar will not gainsay her decision.

Lorminstra regards Luukos' enslavement of souls to animate his undead as abominable. She supports her brother, Ronan, in his struggle against Luukos' minions, and also petitions Koar frequently to take direct measures to curb Luukos' activities.

Lorminstra's symbol is a golden key, or a golden key set upon a gate of black. 

Drake's Shrine: (released spring 1998)

You gesture at a flawless silver stone.
As the thought crosses your mind, you are struck by a vision...

A young, golden haired lass appears before you, her face conveying a feeling of complete and utter sadness.  Just looking at her sweeps you into the emotion, as if her pain and suffering were your own.  A tear rolls down her cheek, tracing across her delicate skin.

Words unspoken form in your mind.  Though the lass simply watches you, there is no doubt that they are hers.

"I forgive you, my child..."

With that she fades away, disappearing as if never there.

Modern: Lorminstra

Official: 1998 - Present

Lorminstra, the Gatekeeper
Goddess of Death and Rebirth, Winter and Deliverance

Lorminstra is the Goddess of Death and Rebirth. She is the eldest offspring of Koar and Lumnis. Lorminstra is also the Goddess of Winter, that annual "death" of nature which parallels the death and rebirth of souls.

Lorminstra is also the Keeper of the Ebon Gate. It is her decision whether a soul is allowed to return to Elanthia each time an appeal is made via a ritual of resurrection, and even Koar will not gainsay her decision.

Lorminstra regards Luukos' enslavement of souls to animate his undead as abominable. She supports her brother, Ronan, in his struggle against Luukos' minions, and also petitions Koar frequently to take direct measures to curb Luukos' activities.

Lorminstra's preferred humanoid manifestation is that of a thin woman with black hair and pale alabaster skin. She wears two layers of robes, black over white, and at her side dangles a ring of keys, one for every soul. In manner, she is somber yet caring. Her symbol is a golden key, or a golden key set upon a gate of black.

Later Development

There has not been reference to her Lake of Tears since the Vvrael quest. The Koargard concept was put into the Turamzzyrian Empire history (2000) and developed more in Worship in the Turamzzyrian Empire (2015). The Gates of Oblivion were still referenced instead of the Ebon Gates in the death mechanics until shortly after the conversion to GemStone IV and introduction of Death's Sting (2004). The actual location of the Ebon Gates does not seem to be explicitly known, whereas the Gates of Oblivion were a portal on the moon. Her "River of Life" is now instead an ethereal stream in the Reim (2016) death mechanics and "Purgatory" is a space between Liabo and Elanthia that is accessed during the Rings of Lumnis event (2018). Lorminstra now has a Keepers of the Golden Key order in the Barony of Dragach, and has some theological development in the History of the Order of Voln (2014). Lorminstra dispelled an apparation of Luukos in a ritual in River's Rest in 2012 leading up to a Felstorm incident.

Ronan

I.C.E. Age: Reann

Official: 1990 - 1995

Description:

Age: ? Eyes: Dark grey. Hair: Black. Build: Slender. Height: 6'8". Race/Sex: Godlike Being/M. Skin: Fair. Demeanor: Sleepy; Sardonic. Dress: Various garments, always black. True Attitude: Alert, yet Weary. Home: Orhan. Aka: Dream-master, Bringer of Sleep, Lord of Dreams.

God of the Night, he is master of sleep and dreams, sending visions to his followers. He is the only god who prefers the night. It is his domain, though one which is tainted by the evils of the Unlife. As a result, Reaan has faced the terror of the Unlife more than any other Lord. While there is little danger that he would ever be turned to its evil path, the endless (sometimes seemingly hopeless) struggle has wearied him.

He often travels to the Shadow World, hunting evil beasts through the night astride his mighty steed: a white Unicorn with luminous silver horn. He is feared by servants of the Unlife more than any other Lord. Riding through dark forests, a misty, shimmering presence in the night, his endless quest is to save the helpless from the fangs and claws of the evil demonic creatures of evil.

Reann also has a wry sense of humor and has beenseen in Jaysek's company (in his rare appearances during the day).

Reann is a tall, slender young man with fair skin, black hair and dark, hypnotic eyes. He wears only sable-hued cloth garments, often trimmed with black leather.

- Shadow World Master Atlas, 1st Edition; page 26 (1989)
- Tomes of Kulthea #1071 - Story of Ranzi Arain (1990)
- Reann Description

Avatar:

  • Status: Lord of Orhan
  • Level: 180
  • Hits: 720
  • Mana: 15,750 (2,250 base, 7x enhancer)
  • Profession: Seer/Ranger.
  • Spells: Base Spell OB 180, Directed Spell OB 360. All Seer and Mentalist base lists. All Open and Closed Mentalism lists. All Ranger Base lists. Mystic lists of "Confusing Ways", "Mystical Change", and "Hiding." All Dream Lord base lists. Unique fatal channeling called "Reaan's Sleep": Immediately kills anyone of the Unlife, everyone else thrown into deep sleep that cannot be woken without "Awake" spell or Reann himself.
  • Bow of Sleep: +60 Longbow, 3x normal range. Arrows are "Of Slaying" Unlife creatures. All others do not take criticals, only hit points, throws them into deep sleep for 3 hours. Magically formed arrows, not physical.
  • Dark Sword: +60 Dark Laen Sword. Strikes as 2-handed, delivers cold criticals on top of normal criticals. "Of Slaying" servants of the Unlife.
  • Steed: White unicorn named Dirsus. Can ride flows of essence at 600 miles per hour, and much faster between Orhan and Kulthea or teleports. 400 hits with natural AT 11 (ASG 11).
  • Amulet of Dreams: Chain of silver alloy with large cabochon moonstone in platinum rim. 7x powerpoint (mana) multiplier. May see the dreams of any one target within 100 miles, as well as the dreams of the target within the past 10 days.

Development:

  • Shadow World Master Atlas, 1st Edition; page 26 (1989)
  • Shadow World Master Atlas, 2nd Edition; page 104 (1992)
  • Shadow World Master Atlas, 3rd Edition; page 139 (2001)
  • Shadow World Master Atlas, 4th Edition; page 143 (2003)
  • Powers of Light and Darkness; page 89 (2003)

Evolution:

  • The spellings "Reann" and "Reaan" are both used repeatedly in the Shadow World source materials.
  • Reann is higher level than Scalu, the highest of the Dark Lords, and his Amulet of Dreams is significantly more powerful than Scalu's more limited analog.
  • There is no premise of Reann and Phaon being related. Reann is described as the "brother" of Eissa. This appears in the Intermediate period.
  • There is no premise that Reann and Eissa are the offspring of Kuor and Valris. This appears in the Intermediate period.
  • The explicitly stated antagonism between Reann and Scalu comes from the Scalu description rather than Reann's. The Dark Lords are relatively limited in their ability to directly act on Kulthea after the Wars of Dominion, so Reann's clashing with forces of the Unlife in practice is more likely focused about monsters and demons than Ronan.

Intermediate: Ronan

Official: 1996 - 1998

Version 1:

Ronan

Greater God

Spheres of Power: Night, Dreams

Ronan is the god of night, the master of sleep and dreams and guardian against those who would violate the peaceful respite of that world. Ronan is perhaps the most active foe of the Dark Gods.

Ronan is the darker twin of Phoen, and it is said that the two, being night and day, cannot come together in the same place.

Given their avoidance of light, and their use of darkness as a cloak to cover their activities, Ronan finds the Dark Gods trespassing in his realm quite regularly. Ronan and Sheru are in constant conflict since they both regard the night and sleep as their rightful territories. Luukos also mounts a constant assault on Ronan’s realm with those who have failed to die cleanly and are now subject to his curse.

Ronan’s symbol is a black sword with a silver edge on a field of black.

The master of dreams and visions, brother of Lorminstra, he is oft referred to as the "Dream-Master". Along with Sheru, he is also constantly fighting all the gods of Lornon. Though he cannot be corrupted, he is weary. He is tall and slender with fair skin, black hair, and dark, hypnotic eyes. He favors only sable-hued garments often trimmed in black leathers. Though weary, he is alert and has a sardonic, wry sense of humor, and can sometimes be seen with Jastev.

Version 2:

Ronan
Greater God
Spheres of Power: Night, Dreams
Humanoid Manifestation: A gaunt man with heavy-lidded eyes and a mysterious smile. His eyes are without whites, being entirely black save a faint grey swirl. He dresses only in black and even the steel of his weapons are black.
Manner: Sleepy, Sardonic

Ronan is the God of Night, he is master of sleep and of dreams and guardian against those who would violate the peaceful respite of that other world. Ronan is perhaps the most active foe of the Dark Gods.

Ronan is the darker twin of Phoen, and it is said that the two, being night and day, cannot come together in the same place.

Given their avoidance of light and their use of darkness as a cloak to cover their activities, Ronan finds the Dark Gods trespassing in his realm quite regularly. Ronan and Sheru are in constant conflict since they both regard the night and sleep as their rightful territories. Luukos also mounts a constant assault on Ronan's realm with those who have failed to die cleanly and are now subject to his curse.

Ronan's symbol is a black sword with a silver edge on a field of black. 

Modern: Ronan

Official: 1998 - Present

Ronan, Lord of Dreams

God of Night and Dreams

Ronan is the God of Night. He is master of sleep and dreams, and guardian against those who would violate the peaceful respite of that other world. Ronan is perhaps the most active foe of the Dark Gods.

Ronan is the darker twin of Phoen, and it is said that the two, being night and day, cannot come together in the same place.

Given their avoidance of light and their use of darkness as a cloak to cover their activities, Ronan finds the Dark Gods trespassing in his realm quite regularly. Ronan and Sheru are in constant conflict since they both regard the night and sleep as their rightful territories. Luukos also mounts a constant assault on Ronan's realm with those who have failed to die cleanly and are now subject to his curse.

Ronan's preferred humanoid manifestation is that of a gaunt man with heavy-lidded eyes and a mysterious smile. His eyes are without whites, leaving deep black pools broken only by a faint grey swirl. He dresses only in black, and even the steel of his weapons is black. In manner, he is sleepy and sardonic. His symbol is a black sword with a silver edge on a field of black.

Later Development

The Ronan shrine by the Lower Dragonsclaw is probably from the late I.C.E. Age period. The idea that Lorminstra and Ronan are siblings originates in the Shadow World lore, where there is no premise of being children of Kuor (Koar) and Valris (Lumnis), and there is no relationship between Reann and Phaon (Phoen) in contrast to the idea they are brothers. Later development includes reference in the Zelia origins story where they are brothers, and later an origins story involving a Drake known as the Shadow With Wings that causes the birth of Ronan and Sheru without reference to Phoen.

The Dreamwalkers were a Ronan group in a major storyline called the Ride of the Red Dreamer. The Order of the Night's Blade is aligned with the Order of Voln in the southern Turamzzyrian Empire.

Other Entities

There were some other entities from the I.C.E. setting that were peripherally present in the GemStone III setting.

The Black Hel

The Black Hel pantheon was an assortment of godlings and spirit servants ruled by Orgiana, who was assumed to have fled to Charon but is actually hiding in the Black Hel. They were probably never mentioned in the game, but they were implicitly and demons of the Black Hel existed. One of these claimed to swear fealty to Maleskari, the Demon Lord now imprisoned in Bonespear Tower. These deities were all imprisoned, destroyed, or banished by the time period the game was set.

The Iron Wind

The manifestation of The Unlife that the Priests Arnak served. The Council of Light refers to it as the Great One. They would commune with it and learn their calling.

Hrassk

The Spider Temple goddess. There is nothing in the way of details about Hrassk itself. The Arachne lore is quite different.

Shaaljin

The Shaaljin monks were local to the area and are now called Zhaolmin monks. They believed in a total absence of disturbing things. There was a contrary local deity named Ruusak whose followers focused on destroying everything. Including rocks and inanimate objects.

Maleskari

The Demon Lord of Death and Undeath. This one had a subtle background influence and was eventually reintroduced in Elanthia as the Bonespear Tower demon. Maleskari is an enormous (building sized) armored skeleton.

Non-GemStone I.C.E. Gods

The Shadow World documentation refers to the deities as a "few selected" examples of the most powerful ones. There are other lesser and greater spirits that are left unmentioned. Sometimes one will not be mentioned in a later book, such as Morgu, but some other deity not heard of before will be described. There are consequently members of our pantheons in the Shadow World setting that never existed in GemStone III. There are also deities or figures that could be treated as deities in the Shadow World lore that did not exist in GemStone.

Charon

Nynaku

Volcano god of the Charon pantheon imprisoned by Cay at the end of the Wars of Dominion. Released by accident as a result of the failure of the northern Eye of Utha late in the Third Era, which is the direct analog to the events of the Vvrael quest in Elanthia and the Eye of the Drake.

Orhan

Jon'no

Jon'no is the "son" (spirit servant) of Eissa who actually guards the Gates of Oblivion, and brings souls across to their destinations. He will also travel to the realms of the dead to retrieve a soul if needed. Jon'no was invented in the later Shadow World documentation and loosely has the role Gosaena was given in the modern lore for Elanthia.

Masters of Emer

The Titans were demi-god scale powered members of the Orhan pantheon who relocated to the surface of Emer early in the Second Era. This was known lore in the I.C.E. Age but seemingly had no relevance to the game, so none of these figures are listed as deities in the modern documentation.

Non-I.C.E. GemStone Gods

The following deities exist in GemStone IV but their descriptions do not have a counterpart in the Shadow World source material.

Disclaimer

The exact wording on the gods descriptions is especially relevant, so fairly small blocks of text are being quoted. These are copyrighted terms of Iron Crown Enterprises, though it is no worse than much of the Kelfour Editions which are also on the Wiki. They are transcribed directly from given source books, cited with publication years and page numbers. Their avatar specifications are partially listed and paraphrased. What may appear to be transcription errors will at least sometimes be typos from the source book itself. These were not documents created by Simutronics.

Intermediate Documentation

Version 1: The transitional form descriptions are taken from a compiled document with commentary (version 1) rather than a copy and paste from an unaltered Simutronics documents. This appears to be combining information from two different gods documentation. The first parts (bolded) are clearly in between the Shadow World and contemporary documents, and the other parts are still from a point when some of them had no definition yet. Typically these are paraphrases of the Shadow World version but appended with Elanthia setting details. This should be used cautiously because of this ambiguity.

It is not clear if there was a Simutronics document where the gods were temporarily described in this summarized form, or if a player condensed the I.C.E. descriptions themselves and it spread around during a documentation gap. On Laranna's Lair they are both present but separated. It is worth noting that Luukos and Amasalen were depicted in their I.C.E. forms on Teras Isle and that was Spring 1996.

Version 2: In some cases for Liabo and Lornon there will be a corroborating copy and paste from an old Simutronics document (version 2) that may have higher fidelity. Marlu and Onar are listed under Dark Spirits, though Marlu was already promoted to "Greater God", and his relationship with the vruul had been edited out. Ivas does not have both four arms and two tentacles, nor is there both "Ebon Gate" and "Gates of Oblivion" together. It still contains archaic details such as Lorminstra having blonde hair (but with "Ebon Gate") and Sheru having a hyena head instead of a jackal. Zelia is not mentioned.

Version 3: Additional corroboration can be found on the old website of Evialla Violetskye called The Arkati Volumes. This includes information about lesser entities, including Shar, who have been largely forgotten since the 1990s. It is also a source for corroborating what would now be considered archaic transitional period notions such as Eorgina being the lover of Ivas and Luukos. This is much the same information as Laranna's Lair. The following is a December 1996 post on the nature of the Arkati attributed to Stump, describing their relationship with Drakes and power changing over aeons.

The transitional period had a lot of weird idiosyncratic Arkati roleplay that is not well recorded now and would likely not be considered valid. There was very little historical and lore documentation in the late 1990s, things that were made up by groups of players became validated sometimes. The game lore did not truly solidify until around 2000. Some of these things are mentioned in passing.

Modern Documentation

The "modern" descriptions of the Arkati are taken from the Gods of Elanthia document as it presently exists on the Wiki in the year 2018. This is misleading as the exact form of this document has likely changed multiple times. The precise starting date refers to 1998, but this is only an estimated placeholder year. The exact quoted forms come from the Wiki version which is much more recent.