Arcnus Magicus, Sitcom Wars, Deuxterra, Rathaspar and all materials herein are Copyright Arcnus Magicus 1990;2006. All Rights Reserved.
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The first world was decimated 5000 years ago when the dying god Kalderme the Wanderer fell from the heavens
above and struck the world. His children, the Seven Daughters, were ripped from orbit around the silver moon
Soleame as the doomed god passed. The daughters fell to the world soon after their father, each raining fire and
destruction, reshaping the world into chaos.
Upon impact fire and ash, and great tremors tore the world apart, shaping it in chaos. Where once a mighty
solitary landmass guarded the Eternal Ocean the world was broken asunder. With the quakes came tsunami and
even greater destruction, and in time new seas were born of the Eternal.
The moon Soleame, a goddess in her own right, and partner to the mighty Kalderme, wept tears of blood as she
mourned the loss of her daughters and the destruction of the world over which she kept endless vigil. When the
smoke finally cleared on the world below those few survivors could see the silver moon was crimson and alone.
Seeing Soleame’s despair, Ladin a distant god, just barely visible in the southern autumnal skies of the Eternal
Ocean before the day of godfall, spoke to her through a vision. “Beautiful Soleame, you and Terra are among the
chosen of mighty and high Solas. Be not dismayed of the comet’s passing as now the two of you are nearer than
ever before. Kalderme shall never wander from your side again. And of your beautiful daughters, though I weep for
your loss, they too have joined with Terra and Kalderme and become as one. In their wake they give you a gift…
you might remake the world from chaos anew, as you would have it. Mighty Solas is the life bringer though you are
the mortal’s champion. Do you not inspire the lovelorn, and bewitch the dreamer? Become these mortals’ queen
and give them order; your daughters will love you through them.”
Soleame thought on Ladin’s words and replied the next night. “You remind me of love and duty to those who have
passed and those who remain. You are right as you say, my loves have joined with Terra and in turn with the
mortals; this thought brings a smile to my weary eyes. I am no queen to rule over them however. My daughters, if
anything else they ruled over my heart. I will petition Solas to give unto these mortals on Terra an aspect of each
my daughters so that they may love me, and I them.”
Solas heard Soleame’s plea and granted it to his is favored daughter. “Though Kalderme was my scout of the
heavens and my companion since inception I could not save his doomed accent into Terra… though I have
ensured he has not met oblivion. Kalderme will answer your caress as you orbit your elder sister. The Oceans and
seas that he and your daughters have spawned shall be your providence as you wax and wane. On the eve when
you are brightest he shall be lifted high to be near you. Your daughters’ spirits are now infused through out the
mortals, and it will change them in time, to become more like each of your lost children. As you have asked,
through their spirits, all mortals will revere you though be warned as they may come to despise one another.”
With Solas’ decree mortals gradually transformed into the many races and were quick to scatter across the world
seeking refuge with their own kind.

The next eve Solas called all of his children to him so that he may speak. The gods left their domains one by one
and slipped into mighty Solas’ realm of light. “I have spoken with Terra and she believes that already the mortals have changed beyond that of
what nature permits. After having binding them with the sprits of the Seven Daughters some mortals might soon think themselves as gods. I knew
that they would have a measure of power, and I see the goodness within these mortals, though I know some will be driven to seek even more.
This I cannot permit, or soon Terra and perhaps later ourselves, will be in peril.”
“I am sending each of you to become a patron of the mortals. Each of you has unique personalities and ideas, ambitions, perhaps even petty
jealousies. Use these to influence them as you will. As your father I must remain neutral, but remember I will do what I must should any of you go
too far.”
“Your power upon Terra shall be directly tied to the number of mortals willing to die in your service. You will create domains where each of you rule
supreme away from Terra, a place where mortal spirits will dwell once they leave their lives behind. How you reward your followers, and what
becomes of the mortals while they live upon Terra is up to you. Your domains will be as such that not even I may enter with any measure of divine
might unless invited.”
“Some of you will be tempted to prey upon the flock of other patrons, or perhaps even each other, and it must be permitted so sayith my consort
Chaos. The mortals will know this time as the beginning of the second age. At the end of the third age a reckoning and a tally will be conducted.
The god with the greatest flock will have most of the power of Seven Daughters added to their own… power enough to usurp me as lord of
creation if that should be your goal. Should any god fall during this struggle the lost flock, the god’s domain and all within, as well as the duties
and powers of patronage will be taken up by the slayer or divided by council. There are ways for a god to return from death, but true oblivion is the
solitary domain of Chaos. From oblivion, even Chaos herself cannot return.”
“Be it known that I too will be involved in this great contest so if any of you believe yourselves to be a wiser ruler than I this is your opportunity.”
“Chaos will remain with us all, bringing fortune and misery to ourselves and the mortals as she is wont to do. Though she is a mother to us all
Chaos must exist with order or she will turn upon herself, devouring existence into nothing. By becoming patrons to the mortals we will prevent a
measure of chaos on Terra should they decide to walk as gods do and it provides my consort with the necessary uncertainty she needs to hold
herself together while tearing everything apart. I cannot help but wonder if it were she that caused Kalderme’s fall, knowing we would act as
such… perhaps she saw too much order in things already.”
And so creation began anew, and the gods walked the world as men seeking to build their flocks in order to become supreme or simply to
survive. The mortals, remembering the innocence of the first age, coined the new and broken world “Deuxterra,” the second world. The aspects of
Kalderme and Soleame’s Seven Daughters gradually filled the surviving mortals’ hearts and minds while transforming them into races over the
next several generations. Mortals discovered greed, jealousy and prejudice and war was soon to follow.
The Deuxterra Campaign setting is a place of magical awaking and global recovery. Only a few thousand years have passed since the time of
“Godfall” when the comet god Kalderme and his Seven Daughters plunged into Terra bringing destruction and transformation. Humans have
become the dominant race upon Deuxterra as they are quick to reproduce and borrow ideas from other cultures. As luck would have it for
humanity, most of the other races are on friendly terms or at least willing to trade with the ever expanding human empires and kingdoms.
Humans, or man as they are known across Deuxterra, are quick to incorporate new technologies discovered or taken from conquered lands into
architecture, warfare and perhaps most dangerous the sciences including magic. As man is so short lived compared to the other races they are
most apt to work quickly and make bold decisions in order to leave their mark upon civilization and the world.
The Shide is the collective name for the many Elven and Sylvan sub-races. Scattered across Deuxterra, adapting to almost every environment
without disturbing the balance of nature is the legacy of most Shide folk. Among the Shide, magic and art are almost one in the same. Though
slow to bare children, and multiple births a cause for great celebration, the Shide universally enjoy a long lifespan. Some of the Shide elders
remember the first mortals to inhabit Terra the One Race; those who were bonded with the Seven Daughters and begot the many races. Though
those mortals are now long gone, some of their children grew to become the foundation of the Shide folk lines. Today’s elders would have been
but children when the original mortals told the stories of the Godfall and the scattering of the land, and likely remain wary of the prejudices of the
other races.
Divine Cosmology
Azimaraut: God of Murder, Necromantic Arts, and Undeath. Also known as the Minister or Torture and Lord of Misery. Alignment: Neutral Evil,
Symbol: Black Dagger with Skull, Preferred Weapon; Short Sword. Domains: Death, Evil, Magic (necromancy & conjuration), Trickery.
Chaos: Consort to Solas and possible perpetrator of the Godfall event. She is mysterious even to her husband. Alignment: Chaotic Neutral,
Symbol: A purple cloak, Preferred Weapon: Flail, Domains: Chaos, Destruction, Knowledge, Protection.
Demeni: A minor deity of Death and Patron of the Feral Halflings. Alignment: Neutral Evil, Symbol: two vacant black eyes, Preferred Weapon:
Dagger and Spear, Domains: Death, Evil, Magic (Necromancy & Divination), War.
Deshea: Mistress of Song and Health, Patron of the Terasoli. Alignment: Neutral Good, Symbol: A Lute or Lyre, Preferred Weapon: Longsword and
Longbow, Domains: Good, Healing, Protection, Knowledge.
Gilmanos: The hand of Justice, god of retribution and righteousness. Alignment: Lawful Good, Symbol: open hand imposed over a sword.
Preferred Weapon: Longsword and Mace, Domains: Law, Healing, Good, Protection, Strength.
Guerruan: A jovial warrior god who is swift to battle and first to laugh. Alignment: Chaotic Good, Symbol: Ale Mug, Preferred Weapon: Mace and
Staff, Domains: Chaos, War, Earth, Strength, Good.
Humea: One of the Seven Daughters, a demi-deity of protection and friend to the Dionne-Shide. Alignment: Neutral Good, Symbol: Falcon,
Preferred Weapon: Longbow, Domains: Animal, Protection, Healing.
Junaus: God of Time and Wisdom. He alone knows the fate of the world and the gods. Junaus is the Seventh planet from Solas and is visible
most of the year. Alignment: Lawful Neutral, Symbol: Eternal Hourglass, Preferred Weapon: Scythe, Domains: Knowledge, Time, Protection, Law.
Kalderme: Formerly a comet circling Solas he is the god who crashed into the world along with his Seven Daughters on the day of Godfall. No
longer a true celestial power, Kalderme’s consciousness was preserved through Soleame’s love. He was restored to divinity by the decree of
Solas after merging his essence with Terra so that she may remain whole after the world was shattered during Godfall. Kalderme is now the god
of the many oceans and seas. Alignment: Chaotic Good, Symbol: Falling Star or Waves beneath the moon, Preferred Weapon: Spear or Trident,
Domains: Water, Animal, Chaos, Travel.
Ladin: Represented by the distant 9th planet in the solar system Ladin is god of Magic and Knowledge. He is a loyal friend to Soleame, Kalderme
and Solas. Alignment: Neutral Good, Symbol: Crystal Staff, Preferred Weapon: Staff and Dagger, Domains: Magic, Knowledge, Good, Protection.
Lyndea: Goddess of stealth, patience and thieves. She is 5th from Solas moving slowly though the heavens. She dominates the summer skies
only once every five years when she is visible as the dominant body. Alignment: Chaotic Neutral, Symbol: Crow, Preferred Weapon: Dagger and
Short Sword, Domains: Trickery, Knowledge, Protection, Chaos.
Mykale: The Halfling Patron and god of Well Being, Healing and Compassion. One of the dueling 8th Planets, Mykale tracks distantly behind her
sister Tempetra along the same orbit. It is said Mykale was once near Solas in the heavens but chose to distantly follow her sister’s to bring
compassion in the wake of Tempetra’s fury. Alignment: Neutral Good, Symbol: Silver Heart, Preferred Weapon: Mace, Domains: Healing,
Protection, Good.
Paenilapi: The Goddesses of nature and divination, Patron of the Dionne-Shide. She encourages joint service to Humea. Alignment: Neutral,
Symbol: White Stag, Preferred Weapon: Longbow and Longsword, Domains: Animal, Plant, Magic (divination), Protection.
Raendryn: Dwarven patron god of the Ore Forged and God of Thunder and Lightning. Alignment: Chaotic Good, Symbol: Lightning Bolt and
Hammer, Preferred Weapon: War Hammer, Domains: Air, Earth, Strength, War.
Ryull: The dueling god of Magic and Power considers Ladin to be a pretender among the gods and covets supreme power over magic. He shares
supreme power over Deuxterra’s magical energies with Ladin and Soleame. Alignment: Chaotic Evil, Symbol: Dragon Claw, Preferred Weapon:
Longsword and Staff, Domains: Magic, Knowledge, Chaos, Evil.
Solas: The Sun and husband to Chaos. Solas is life where she is oblivion. Alignment: Neutral Good, Symbol: Sun, Crossed Great Swords,
Preferred Weapon: Great Sword, Domains: Sun, Good, Healing, Air, Protection, Strength.
Soleame: Moon Goddess, companion to the late Kalderme and mother of the Seven Daughters. Love, Hope, Enchantment and control of the
oceanic tides are her passions. Alignment: Lawful Good, Symbol: Moon, Preferred Weapon: Staff and Mace, Domains: Magic, Knowledge, Water,
Protection, Healing.
Taertoraus: God of Hate, Darkness and Snakes who keeps nearest Solas to block his light from the world. Alignment: Neutral Evil, Symbol: Snake
or Eclipse, Preferred Weapon: Dagger and Short Sword, Domains: Evil, Trickery, Sun, Destruction, Death.
Tempetra: Goddess of unholy fury, wrath, spite and the poisoner of souls. The first of the Dueling 8th Planets to appear in over Deuxterra
assumes her sister Mykale is where she belongs, behind her. Alignment: Chaotic Evil, Symbol: Cracked Skull, Preferred Weapon: Whip and Flail,
Domains: Chaos, Evil, War, Destruction, Trickery.
Ulaed: Second planet from Solas and god of Trade and Fortunes. He is a favorite among the Halflings. Alignment: Chaotic Neutral, Symbol: two
coins, Preferred Weapon: Short Sword and Dagger, Domains: Luck, Trickery, Chaos, Knowledge.
Wyntaera: God of the Selee Court and many Sylvan creatures and a friend to Paenilapi. Alignment: Chaotic Good, Symbol: Satyr, Preferred
Weapon: Shortbow, Darts, Short Sword, Domains: Magic (illusions) Animal, Plant, Trickery.
Deuxterra is home to other gods such as the remaining Seven Daughters, various elemental spirits, dragon deities, monstrous deities, and
demonic pretenders who are gaining a measure of divine power as they take on new followers.
The various planets also have companions, moons, who are demi-gods or lesser gods and may have a substantial following in various
locations. The companion moons act to grant followers of a given deity access to domains which their primary god has little concern over.
These unmentioned powers will be revealed as the Deuxterra campaign is explored. Player Characters will want to select one or more of the
deities described here even if they are not clerics. The general population holds celebrations on many holy days to a variety of powers, and it is
not uncommon for a family or community to revere many different deities.
Certain gods and goddess work well with each other and favor their clerics asking an aligned deity for assistance. Other powers however, may
find even the mention of another deity heretical.
As Deuxterra is a campaign setting on the cusp of a golden age, deities and followers are still working to establish sacred rites, and the basic
tenants of many religions. Players will find their deities taking an interest in their lives and actions more regularly, though usually indirectly, than in
standard campaigns. The greatest heroes and villains may find themselves elevated into the cosmology or entering the realm of legend.
