The World of Avard

No good or evil, only the two sides of the war of the heavens. The gods are genderless, and eschew most human traits. Most only command the use of one or two domains of magic.


Jakud – Trickster god, jester, joker (Yaw-kood) J’kd – Nomadic peoples
Lomath (Low-moth) L’mth
Lesul (Lee-sule) L’sl
Kostra (Ko-straw) K’str
Unarth (Oon-arth) ‘Nrth
Haggun (Hag-un) H’ggn
Tethmyral (Teth-meer-al) Tth’mrl
Fodstara (Foe’d-star-a) Fd’str’
Varkash (Var-cash) Vr’ksh
Astun (Az-tune)
Zodothardin (So-doe-thar-deen) Zd’thr’dn
Terranish (Ter-ran-ish) Trr’nsh
Drafmur (Draff-mure) Drf’mr
Ralash (Ruh-losh) R’lsh
Ysmariel (Iss-may-ree-el)
Phantuos (Fon-too-ose)
Beltumerrak (Bell-too-mare-reck)
Arrynthal (Aaron-thall)
Odek (O-deck)
Saoul (Sah-ewel)
Mynudoc (Muh-new-dock)
Romfrothar (Rome-froth-arr)
Ezzendathal (Ascend-a-thall)
Ythagar (Ith-a-gar)

Ramala Sanesh

Human kingdoms are governed by a “chosen”. In most cases this is a hereditary seat, but each god sets the rules for his chosen. Each chosen is the mediator between that deity and the people. It is through those chosen that the kingdoms learn of celestial events and take their commands. The kingdoms are little more than pawns of their patron deities, and any chosen who rebel against their deity’s commands become “forsaken”, cast down from power by the deity and subject to a coup from the next chosen. Sometimes deities break treaties, forcing otherwise honorable men to do the same with their human allies from different kingdoms. The average person worships the local deity, fights in the unending wars, and tries to scrape by. Due to the extreme toll of continuous war, in a few cases, individuals who have been forsaken can rise to power by acting as a mercenary force or neutral power.

The Avardin Chronicles