Zenith & Penumbra Cosmology – The Heroes of the Fall
“A program, that’s what we need! How can we expect the students to know the players without a program?”
–Galic Vuundt, Headmaster of the Adventuring Academy
The ‘Battle of the Fall’ refers to the final climactic fight against the Nameless Dark in ancient times, the only time in history where the disparate mortal races of Zenith joined their forces at the end of the Tenebrous Age. It was a time of great paragons and legendary deeds, and ultimately resulted in the Nameless Dark’s un-naming, destruction, and the gates to Penumbra beginning to form. The heroes that gathered were paragons of their kind, representing the best of what their species had to offer, each one pure enough to resist the inexorable taint of the Nameless Dark’s influence.
Even after their passing, the heroes have been worshipped as near deific beings and their presence has been felt in omens and signs across all of Zenith. The exact nature of their immortal souls is unknown. Some claim that they have been absorbed into an amorphous gestalt of unnamed elemental goodness, while others insist that their souls remain distinct and godly. Still others insist that the heroes are immortal, and some still walk the world or were reincarnated in secret, guiding their descendents to strive towards their racial ideals. Regardless of the truth, what remains known is that the concepts the heroes idealized were strong enough to grant their worshippers access to divine spells. And thus, early religions were born.
Name | AL | Portfolio | Domains | Favored Weapon | |||
Heroes of the Fall | |||||||
Aleksandr Mortav | NG | Nature, balance, defiance | Earth, Good, Plant, Protection | Scimitar | |||
Arna Kah-Zahar | LG | Courage, honor, prowess | Law, Nobility, Good, Glory, Strength | Halberd | |||
Drakon | CN | Gnollkind, strength, life-cycles | Chaos, Healing, Repose, Strength | Scythe | |||
Fendus | LN | Duty, protection, runes | Law, Magic, Protection, Rune | Rapier | |||
Hakiim el-Akram | N | The Elements, sacrifice | Air, Earth, Fire, Water | Unarmed Strike | |||
Ilerial Whitewind | NG | Succor, goodness, elvenkind | Community, Good, Healing, Weather | Quarterstaff | |||
Kandless | LN | Dwarvenkind, battle, crafting | Artifice, Glory, Law, War | Two-Bladed Sword | |||
Mayli Goldfeather | CG | Freedom, whimsy, learning, empathy | Air, Chaos, Good, Knowledge, Liberation | Longbow | |||
Verana | CG | Magic, feykind, animals | Animal, Chaos, Good, Luck, Magic | Longsword | |||
Virgil Gloryhelm I | CN | Humanity, ingenuity, guile | Chaos, Charm, Luck, Trickery | Shortbow | |||
Aleksandr Mortav (NG, Human Druid-Barbarian) – The greatest of all the Heroes, Aleksandr was the charismatic shaman-warrior who united the early mortal tribes in their long war against the forces of the Nameless Dark. Legends say that he landed the killing blow against the ineffable evil, pouring his heart, soul, and the hopes of all mortals into a single telling strike that shattered not only his blade, but his soul as well. His body was laid to rest in modern day Mortannia, and his bloodline persisted through the royal Mortav line there. Despite his destruction, the shards of his spirit persist as one of the ineffable Spirits of Light, and is often seen in prophetic visions in times of great unease in the world. Though he is revered across Zenith, he is typically only actively worshipped by druids, naturalists, barbarians, and would-be heroes (and thus favored by many Academy graduates). He is often invoked for guidance, perseverance, and the strength to combat great evils.
Arna Kah-Zakar (LG, Zak’a Paladin-Crusader) – Mighty crusader of a forgotten golden age, the Nation of Arna that would grow after the Battle of the Fall was named after this ancient hero. Known for prodigious prowess, Arna’s bloodline (surname Sah-Arna) rose to prominence as the great crusader-kings of the savannahs that would become the modern country of the same name. Arna Kah-Zakar survived the Battle of the Fall and eventually died a peaceful death surrounded by family and protégés. His spirit is known to appear in visions to the High Priest of Arna to warn of impending danger, and he is often a spirit guide for many paladins called to a greater purpose. He is often invoked for discipline, courage, and wisdom and is a favored spirit of paladins, good clerics, and the Zak’a.
Drakon (CN, Gnoll Ranger-Druid) – In ancient times gnolls were barely sentient, more beastly than even the Bloodclaw Clan of modern days. However in humanity’s darkest hour, a mysterious scythe-wielding gnoll sage known only as Drakon appeared from the forests of modern day Schattenburg, leading a vast army of his kin. This was the birth of the sentient gnoll tribes and one of the few rare moments of gnollish unity with other mortal races. Records are vague on Drakon’s ultimate fate, but it is known that he survived the Battle of the Fall. Some gnollish legends insist that he still lives to this day in quiet hermitage. He is the patron spirit of all gnolls and is often invoked to guide the spirits of the recently departed, for assistance in hunting, and for aid in battle.
Fendus (LN, Danjir Magus-Fighter) – Aleksandr’s trusted friend and advisor, Fendus was a mighty Danjir spellsword from the Frigid North. Blessed with the strength and guile of the great white wolves of his home, his might was matched only by his humility and wisdom. Fendus survived the Battle of the Fall and returned to the Frigid North with Verana to help bring peace to that land. His journal remains one of the most detailed accounts of those dark times and is currently located in the Citadel of Stilled Flame. Fendus ultimately disappeared into the tundra one winter, presumably to lay himself down for death. His spirit has remained silent ever since. Despite this, he is commonly invoked for defense and protection, and is the patron of the Danjir.
Hakiim el-Akram (N, Sulli Summoner-Oracle) – Hailing from the Thirsting Sands, Hakiim was a legendary summoner said to be the embodiment of the elements themselves. Hakiim sacrificed himself in battle against the Nameless Dark, providing the opening needed by Aleksandr to strike the final killing blow and destroying a great swath of tainted beasts in the process. It is said that upon his death, his body disintegrated into sand and was scattered to the four winds. A memorial of Hakiim stands in each of the elemental cities of Al’Hasier, each one representing a different elemental aspect. Rarely, desert travelers will report hearing his guidance in the night wind often guiding them away from danger or directing them to a settlement in need of aid. He is revered by most natives of Al-Hasier, but rarely invoked in desperate times. His most devout worshipers tend to be introspective and philosophical.
Illerial Whitewind (NG, High Elf Cleric-Inquisitor) – The emissary from the ancient elven kingdom was rumored to be Aleksandr’s lover. A healer of prodigious strength, she was also known for a quirkily out of place wrathful streak when innocents or invalids were placed in danger. She perished shortly after the Battle of the Fall from tainted wounds, however her soul was so pure that her spirit remained unblemished. Her spirit continues amongst the Spirits of the Light and was once more active in the guidance of mortal affairs. Ever since the wars in Avalon tore her old home apart though, it is said that her spirit fell into deep despair. She answers prayers only rarely now, often with great sorrow in her ethereal voice. She is invoked often by healers and kind folk and was once patron to elvenkind. In recent generations though, elves have forsaken her in favor of more vengeful and war-oriented spirits.
Kandless (LN, Dwarf Fighter-Sorcerer) – The irascible yet honorable dwarf hero of ages past is known more through legend than actual deed. If the dwarves are to be believed, Kandless was nearly responsible for battling all the great evils single-handedly. Fendus’s journal, however, describes an inspirational leader able to whip their followers into a fanatical frenzy by sheer force of personality, who stood shoulder to shoulder with them in dozens of harrowing battles against the forces of the Nameless Dark. He survived the Battle of the Fall, though seemed somewhat annoyed that he did and returned to his subterranean home to unite the disparate dwarf clans. Some say he did this more out of boredom than any sense of dwarven pride (though don’t tell the dwarves that). He perished in an excursion to the deep core of Zenith, seeking his glorious death at the hands of an ancient beast. He is revered by all dwarves, his likeness is commonly found in all dwarven communities. Rarely, non-dwarven warriors or crafters will invoke his name before battle or before undertaking their masterpiece creation.
Mayli Goldfeather (CG, Kysari Bard-Fighter) – Personable and kind; Mayli was, by all accounts, the glue that held the disparate heroes together. Often a mediator between racial disputes, her boisterous personality and wide breadth of knowledge gave her incredible ease in dealing with all manner of irritated parties. Hailing from the seaside aeries of the Kysari, Mayli and her winged warriors were the vanguard of the hero’s forces in their battles against the Nameless Dark. She was assassinated before the Battle of the Fall by an infernal agent in an attempt to fracture the unity of the heroes, but her death only unified them in their fervor and escalated the events which led to the Battle of the Fall. Kysari of the Far Isles often say that they can hear Mayli’s laughter on the wind, and her song in the storms that frequent the isles. She is invoked by many a good folk, especially travelers, sages, diplomats, and the Kysari.
Verana (CG, Watchling Sorcerer-Wizard) – Once thought to be some sort of elf, Verana’s identity as an emissary of the Fey was discovered by the Muses generations after their founding. An arcanist of unbelievable power, Verana is responsible for sealing the true name of the Nameless Dark, thus robbing it of a substantial amount of its power. Charismatic and kind to all creatures, Verana survived the final battle and helped Fendus tame the Frigid North into what would become modern-day Orlind. Her physical body was laid to rest in the mountains there, marked by an eerily temperate grove of wildflowers and trees. Of all the Spirits of the Light, Verana is the most active, and is able to take physical form. She rarely does so, but can often times be called to attend the Court of the Winter Fey. She is often invoked by all manner of arcane spellcasters, though particularly in advance of a complex ritual, and is also a patron of the Muses and all who would battle the taint of the Nameless Dark.
Virgil Gloryhelm I (CN, Human Telepath-Rogue) – Where Aleksandr represented the disparate tribes of early humanity, Virgil represented the first burgeoning human civilization. A vagabond of the streets, he had a prodigious talent for reading people which later developed into psychic influence. He was the tactical mind behind the might of the heroes, often removing himself from the front lines in order to direct the flow of combat. Fendus’s journal highlights some dubious questions about his loyalties, but his bravery and commitment to humanity was never in question. He survived the Battle of the Fall, and used his legendary fame to declare himself sovereign over the remainder of humanity on Avalon. He was met with no resistance. The Gloryhelm line is known for living a peculiarly long time, said to be a gift from their elven neighbors. Though Virgil maintained a good rapport with the dwindling elven kingdom, it would only take a few short generations before their wars would claim the entire island. Virgil is the patron of Avalonian humans, but is also invoked for aid in drafting strategies and tactics.