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…a rich fantasy realm of gods, mortals, and magic. Eucos is not a land of right and wrong, good and bad – but a balance of complexities. From deep forests to searing deserts, grand peaks to twisting cities, the six domain energies run through everything, with each domain being a multifaceted view of existence itself.

While Eucos is hugely expansive, Gods Unchained focuses on the blessed continent of Faenar.

Domains

Death Domain

Death is the domain of transition. It is alluring, but dangerous. Death is not final; when things end, they change. And yet those who cross over will never be the same again.
Life is a journey that we take multiple times. Death is not the end. Worshippers believe they may come back stronger if they are worthy.

Magic Domain

The Magic domain promotes the art of the impossible. It is a domain of inspiration and scientific conjuration. The study of the cosmos and special powers are intrinsically linked, and new
discoveries are always being found. Magic is a science! Believers value knowledge and discovery. We are all students. Some study the Cosmos, others study themselves.

Nature Domain

The Nature domain fully encompasses the circle of life. It is both tranquil: with healing, regrowth, and nurturing aspects – and predatory: with chaotic, elemental, and wild aspects. Nature embodies a connection with Eucos as it was before humans arrived. There are tribes that just live in the forest and go no further. The Amazons have aligned their development
closer to the rest of Eucos (mainly to defend the forest from outside invasion if required).

Light Domain

The Light domain promotes order, truth, and stability – and yet the solace found in its brilliance can just as easily obscure as it can illuminate. Every acolyte has a purpose, but real strength is found in collective devotion. There is always something greater than oneself. Believers value honesty above all. The light shows all and hides nothing. We can all become greater.

War Domain

War is the domain of rage, passion, momentum, and power. It is about strength and strategy – a survival of the fittest mentality – in which you take something from those who don’t deserve it, and make it your own. War worshippers believe that ownership and identity can only come from struggle. They constantly seek to prove and reinforce their strength to justify family, tribe, and country.

Deception Domain

Deception is about progress, cunning, and manipulation. Society does not grow if everyone is honest. Deception is the embodiment of this ideal. Illusion, lies, and redefining the order
of things.Deception involves survival by any means. There are few rules. Believers value information above anything. They will gather as much as they can while masking everything about themselves so nobody can ever know them.

The Gods

Each of the six Gods is an expression and personification of their Domains.

They are mighty beings imbued with the power of their Domains. They look down on the realm of Eucos from the Citadel of the Gods, where they vie with other Gods for mortal worship.

Most mortal philosophers believe that they are synonymous: Elyrian (God) is Magic (Domain), but this is not true. The Gods are a mere representative of their Domain, for Domains predate and supersede the Gods.

A Domain is eternal; a God can rise and fall.

Malissus
God of death
Malissus is alluring yet frightening. Death is a transition, and she embraces those who are willing to venture through the unknown to become born anew.
Aeona
God of nature
Aeona is both nurturer and the protector. She fosters the smallest seed to the largest creature, yet those who cross her Domain will face the ferocity of the raging storm.
Auros
God of war
Auros is impatient and brash. Like the flame that fuels the forge, stagnation is not an option, as the engines of war must move and adapt to remain effective.
Lysander
God of light
Lysander is benevolent and stalwart. Having risen to godhood from mortal origins, he understands that all beings are flawed, including the gods themselves.
Ludia
God of deception
Ludia is charming, graceful, and an expert when it comes to the fine arts of mockery. She values secrets above all things, and looks to play the long game.
Elyrian
God of magic
Elyrian is distant and calculating. As a seeker of knowledge, he is constantly experimenting. He looks to explore every angle to find the exact solution to a problem.

Characters

Eiko
Undaunted Duelist

Wolves don’t fear the dark. Orphaned at a young age, Eiko fought tooth and nail to survive. Life as a drifter honed her skills, and her tenacity is crucial to the Band of the Wolf’s success. Still haunted by her past, she’s spent her life in search of the man in the lion’s armor.

Thaeriel
 The Fallen God

Thaeriel is the (former) God of the Light, but now a mortal known as Thaeriel, The Fallen. As a god, he was arrogant above all else, carrying himself like a stern schoolteacher that looks down on their students. He was rigid in his ideas and regimental in his attitude.

Glinn
 Draka Pride

Suddenly, a giant roar reverberated through the air, and a huge red dragon descended on the scene. Reios jumped to her feet as the dragon roared once more in Glinn’s face, the warrior’s cape billowing behind him from the sheer power of the cry. But the Draka Pride just laughed, put his hands up in the air in mock surrender, and backed away from the old wolf and her dragon.

Automabunn
 

Automabunn climbed on her shoulder, a small comfort until she saw a nervous but eager light shining behind its eyes. Despite its tentative and frankly chaotic nature, the little critter was smarter than it was built to know. Something was happening behind those glassy eyes, and she was determined to find out.

Argus
Champion  of Light

Born the runt of the litter, Argus lacked the hunter instincts that came naturally to most Felids. He was more interested in food that didn’t run away, and that obsession saw him grow into a warrior who would rather protect life than take it.

Valka
Champion of War

After unseating a false chieftain and uniting the northern tribes, Valka was chosen by Auros, God of War, to be champion. The clans proudly call themselves the Valknir in her honor. She’s gruff, but those closest to her see her more jovial side. She hates losing, and solves problems by fighting first, asking questions later.

Orfeo
Champion of Deception

Born on the streets of Ronella, Orfeo is a master of disguise and trickery. He can mask himself as anyone, and prefers to move around the world under the guise of someone else, as opposed to himself. A life of Deception has taught him the power of truth, which he uses sparingly but effectively, as Orfeo knows that truth binds stronger than deceit. When he was made champion, Ludia, Goddess of Deception, bound him with a divine chain in order to ensure his loyalty, which Valka later shattered.

Selena
Champion 
of nature

From an early age, Selena knew she was destined to be more than the frail young boy her peers saw. Through sheer discipline and mastery, she rose to become a discerning yet empathetic commander. Known as the Moonlight Archer, Selena is instinctive and driven by feeling – and it’s these traits that allow her to be so in tune with the natural state of Eucos, seeing herself and her people as its true guardians.

Neferu
Champion  of death

Neferu died as a warrior on the sands of Mukhnod, but refused to stay down. She escaped the afterlife with the help of Takhat, an ancient pharaoh, and the two now share one body as Death’s chosen. Neferu is imperious and regal. She’s driven and determined, and once she has set her mind to something she is hard to deter. A proud Anubian, she has an unflinching advocate of her people, and after the events of Season 1, is established as the new Pharaoh of the Anubian Empire.

Pallas
Champion of magic

As a mortal, Pallas has often defied conventional characterization. Pallas is a creative. They are a big thinker with their head in the clouds, and their distracted nature can often come across as ambivalence and arrogance. In reality: Pallas is confident, but they are not selfish, and look to solve problems that will benefit those around them, even if those who will benefit don’t understand. They are often thinking many steps ahead, finding themselves in situations where they don’t have time to explain. Like the God of Magic himself, they are a genius, but unlike the God of Magic, they are a doer, not a teacher.

Tribes

Structure
Structure
Wild
Wild
Vikings
Vikings
Olympians
Olympians
Nethers
Nethers
Mystics
Mystics
Guild
Guild
Dragon
Dragon
Atlanteans
Atlanteans
Anubians
Anubians
Amazons
Amazons
Aether
Aether
Story so far...

Explore what hapened on Eucos so far. A rich world filled with adventures of all kinds.