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Overview

The All-God is the supreme Lawful Good entity of Magia, representing the Prime Source of creation, absolute Cosmic Law, and perfect order.

Utterly transcendent and beyond mortal comprehension, He serves as the philosophical foundation upon which all other deities and natural laws rest. His word is law among all gods and goddesses, regardless of alignment. The All-God holds one core belief: that perfect, immutable order is necessary for existence itself. Every aspect of the cosmos — from gravity to morality — is but a single clause in His grand, flawless contract. His Aspects can affect any being with any power, whether physical, divine, or magical, yet He Himself can only be affected if He so chooses. At His will, any being instantly becomes good in both nature and demeanour.

The All-God

The Prime Source, The Creator, The Absolute Law, The Unseen Architect.

Category Value
Portfolio Creation, Absolute Law, Cosmic Order, Life, The Source, Immutable Truth, Existential Perfection.
Aliases
  • Humans: The Prime Source; The Unseen Architect; The Absolute Law; Heng, the Breath of Life; The Creator; Great Maker; Ao, the First, the Overgod.
  • Dwarves: The All-Father.
  • Elves: Eru Ilúvatar.
  • Dragons: Io, The Ninefold Dragon.
  • Domains Life, Order.
    Symbol A golden lemniscate (∞) in the form of two serpents chasing each other’s tails.
    Superior None; He is the ultimate sovereign power.
    Allies
  • Bahamut (Lawful Good Draconic Order).
  • St. Arion (Lawful Duty).
  • Seeker (Celestial Law).
  • Thoth (Written Law).
  • Foes
  • Asmodeus (His priest’s primary philosophical enemy).
  • Tiamat (The chaotic interpretation of his Law).
  • Lolth (Pure chaos).
  • Ares (Bloodthirst, slaughter, war).
  • Aspects

    Tales among humans and demi-humans depict numerous Aspects of the All-God. One is a simple man of nondescript appearance, a storyteller and friend among children, fostering familiarity and warmth among his followers.

    To the plainsmen, He manifests as Heng: the Sky-Father and the First Hunter. In this aspect, He appears as a towering, weathered nomad with skin the colour of sun-baked earth and eyes that hold the vastness of the horizon, draped in a cloak of shifting clouds and starlight. To these barbarian tribes, His “Order” is found in the sacredness of the blood-bond and the boundaries of hunting grounds. They believe Heng first “marked the tracks” that all living things must follow, and that the wind itself is His breath, maintaining the world’s balance.

    To the hillsfolk of Saih, He is The Great Shepherd, the one who keeps the herds moving in their eternal cycles, ensuring life continues through structured movement. When these people speak of “The Law,” they mean the sacred rules of survival He established before the Age of Dreaming — immutable principles designed to preserve life, the ultimate gift, from the consuming chaos of the Wastes.

    To the dwarves, He manifests as the All-Father, revered as the Master of the First Forge and architect of cosmic foundations. He appears as a towering dwarven patriarch with a beard of spun gold and living stone, bearing Mundill, the World-Axle — a spear etched with the fundamental laws of existence. To His dwarven worshipers, the All-Father embodies the Great Design, the sacred blueprint of the multiverse that governs the structure of stone, the flow of magma, and the sanctity of the blood-oath. He represents Law’s absolute necessity and the preservation of ancestral wisdom, teaching that the world must be maintained with the same precision as a master-crafted vault. Dwarven worship centres on the belief that He carved the original runes of reality into the world’s core, establishing unshakeable order that holds chaos’s darkness at bay and ensures life remains governed by the divine cycles He first set in motion.

    His final form is that of the Father of Divine Light and Creation. No one knows what He truly looks like in this aspect, save that He radiates a light so pure that no being — mortal or immortal — can look upon Him. To His High Priests and the most orthodox scholars of the Great Design, the All-God manifests as a being of such absolute, terrifying purity that He is known as The Unbeheld. Scholarly tradition holds that His divine essence is a luminous void, so concentrated in goodness and order that mortal flesh and imperfect spirits cannot endure its presence. To look upon His true countenance is not merely to be blinded, but to be instantaneously unmade — dissolved back into the primordial elements of the Great Design.

    Symbol

    His holy symbol is a golden lemniscate of two serpents entwined, each chasing the other’s tail. This design represents the eternal, balanced nature of the All-God’s Cosmic Law and the fundamental forces of creation and opposition. The figure-eight shape symbolises both the infinite, cyclical nature of Absolute Divine Law and the eternal commitment required of His followers to uphold that divine order.

    The Priesthood

    Motto: "As bound above, so ordered below."

    The priesthood of the All-God serves as the ultimate guardians of law and order, and the balance between good and evil on Magia. These clerics are charged with the oversight of the Pact Primeval, ensuring that neither the celestial nor infernal powers overstep their codified boundaries. Their sacred duty is to be the vigilant guardians against fiendish entities who seek to corrupt the material plane through subtle, legalistic subversions of the Pact. Their vigilant watch ensures that the laws of existence remain objective, data-driven, and shielded from the entropic whims of the lower planes. The priesthood of the All-God serves as the ultimate guardian of law, order, and the balance between good and evil on Magia. These clerics oversee the Pact Primeval, ensuring that neither celestial nor infernal powers overstep their codified boundaries. Their sacred duty is vigilant watch against fiendish entities who seek to corrupt the material plane through subtle, legalistic subversions of the Pact, ensuring that the laws of existence remain objective, data-driven, and shielded from the entropic whims of the lower planes.

    Enemies: Fiends (devils, daemons, demons); clerics of Asmodeus.

    Allies: Clerics of Seeker, St. Arion, Bahamut, and Thoth.

    History

    The history of the Church of the All-God is the history of the Pact Primeval — a crisis of logic that his clerics affirm threatened to unmake the multiverse. The history of the Church of the All-God is inextricably bound to the Pact Primeval — a crisis of logic that, according to His clerics, threatened to unmake the multiverse itself.

    The Pact Primeval

    In the earliest eons, the multiverse was a site of raw, unmediated conflict. The "Unmaking" — a tide of demonic chaos from the Abyss — threatened to dissolve the nascent planes into entropy. The gods of Law and Good fought a losing war, for their own purity bound them; they could not descend into the chaos of the eternal trenches without being stained. In the earliest eons, the multiverse was a battleground of raw, unmediated conflict. The Unmaking — a tide of demonic chaos surging from the Abyss — threatened to dissolve the nascent planes into entropy. The gods of Law and Good fought a losing war, bound by their own purity; they could not descend into the eternal trenches of chaos without becoming stained.

    It was then that Asmodeus, the most brilliant of the celestial generals, presented his solution. He argued that to preserve the "Great Design," a "Necessary Darkness" was required. He proposed a legal framework under which he and his host would descend into the Nine Hells to serve as the jailers and inquisitors of the multiverse. He would punish the wicked and hold back the chaos, provided he was given a sovereign domain and the right to harvest the energy of "transgressing souls" to power his war machine. Then Asmodeus, most brilliant of the celestial generals, presented his solution. To preserve the Great Design, he argued, a Necessary Darkness was required. He proposed a legal framework under which he and his host would descend into the Nine Hells to serve as jailers and inquisitors of the multiverse, punishing the wicked and holding back chaos. In exchange, he demanded a sovereign domain and the right to harvest the energy of transgressing souls to power his war machine.

    The gods agreed to Asmodeus’s plan. While he then commissioned and drafted the Pact Primeval — a masterpiece of bureaucratic complexity — twelve divine generals, celestials, and peers of Asmodeus (often referred to as the Twelve) were appointed to oversee and contribute the twelve cosmic energies, or Measures of Creation, to the fabric of its physical manifestation. The gods agreed. Asmodeus then drafted the Pact Primeval — a masterpiece of bureaucratic complexity — while twelve divine generals, celestials, and peers of Asmodeus (collectively known as the Twelve) were appointed to oversee the Pact and contribute the twelve cosmic energies, or Measures of Creation, to the fabric of its physical manifestation.

    The Twelve Function Measure of Creation
    Cassiel The Watcher of Eons: Regulated the "First Seconds," ensuring that the sequence of creation did not collapse into a singular, eternal moment. Time

    The Twelve concluded that should the Pact Primeval be tampered with in any way, the Measures, the physical constants of reality, would create a cosmic dissonant resonance whose waves could be detected. To the Twelve, this would be the ultimate safeguard and early warning against any violation of the Pact.

    In all, three identical tomes were created by the Twelve.

    Tome Material Location Guardian
    The Ruby Copy Ruby-etched soul-hide Nessus, The Nine Hells Held by Asmodeus in the citadel of Malsheem (or Tabjari). It is the "Active" copy used to enforce infernal law.
    The Golden Copy Solar-forged gold Mount Celestia Kept in the Halls of Justice on the fourth layer (Solania). It represents the "Divine Intent" of the contract.
    The Iron Copy Axiomatic Iron Mechanus Entrusted to Primus and the Modrons. It is the "Neutral" copy used for literal, mathematical verification of the law.

    But the forging of the Pact Primeval itself did not result in peace throughout the cosmos; it merely changed the nature of the war between law and chaos. As the Pact prohibited direct war over the souls of mortals, both sides turned to proxies, legalese, and subterfuge. Strategically, the Twelve began planning to move the monitoring of the Measures and the Pact away from the watching eyes of those in the Outer Planes to mortals of the Material Plane. As the Age of Man drew near, the Twelve convened one final time on the Material Plane and selected twelve mortals of exceptional discipline and intellectual clarity. They gave them the name the Quorum, the first clerics of the All-God, and one simple mandate: guard the balance of the cosmic order and the Pact Primeval.

    The Bureaucracy

    The Quorum has ruled the church since the Age of Man, presiding over its complex bureaucracy not through religious fervour alone, but through the undeniable logic and objective reality of the Pact Primeval. As the supreme judicial and architectural body of the faith, the twelve ruling Archbishops ensure that no divine decree is enacted and no law of the Great Design interpreted unless all members are in absolute agreement. This requirement for total consensus acts as a systemic fail-safe, preventing individual ego or emotional subjectivity from corrupting the All-God’s perfect, axiomatic creation.

    The Quorum rules from the High Church—the Sanctuary of the Divine Waters—on the Isle of the Phoenix, from which they make all decisions regarding peace, war, church governance, and the sponsoring of lords and kingdoms. A permanent army of 1,000 infantry and cavalry stands ready here, prepared to mobilise at a moment’s notice.

    Each member of the Quorum oversees one of the twelve dioceses, assisted by administrative staff (usually acolytes) and the ruling priests in those areas, known as Bishops. Each Bishop is appointed from among the priests in the Archbishop’s diocese and bears responsibility for maintaining the region’s spiritual well-being. Their duties include inducting new priests, consecrating holy ground, and blessing new temples. Only a Bishop may knight a paladin or sponsor candidates of lower standing to the knighthood. Such holy knights are then oath-bound to their region’s Bishop to keep the peace.

    Each knight maintains a small garrison of a few hundred soldiers, whose officers are other paladins, cavaliers, or priests. Priests in the command staff are permitted to train in weapons favoured by paladins and wear the colours and pennants of their knight commander.

    Function: The Quorum validates all major religious, legal, and structural decisions within the empires they serve, ensuring alignment with the Great Design and freedom from infernal influence. The Quorum validates all major religious, legal, and structural decisions within the empires they serve, ensuring alignment with the Great Design and freedom from infernal influence.

    Authority: The Quorum holds the power of Divine Injunction, able to halt the construction of cities or the crowning of kings if their foundations are flawed or under infernal influence.

    Symbolism: Each Archbishop and their region represents one of the twelve core Measures that form the foundation of the Pact Primeval.

    Dogma

    Followers of the All-God are rewarded for bringing stability and preservation to a world they see as threatened by chaos. Their dogma centres on three pillars: creating and maintaining the ideal lawful state, opposing chaos in all its forms, and defying fiendish influence and the corruption of lawful souls.

    "I do not serve your crown, Majesty; I serve the Design. And the Design does not permit a king to feast while the Measure of Life withers in his streets.” - Archbishop Jophian, 11th Archdiocese.

    For Players: Roleplaying the axiomatic cleric

    Players whose characters worship the All-God are motivated to seek axiomatic certainty. While a devout follower of Bahamut might act from noble justice and morality, a cleric of the All-God acts to uphold the One True Design for the cosmos. Their mission is rooted in rebalancing the scales against chaos, undeath, and lawlessness.

    To ground your character in historical and mythological context, draw inspiration from the Stoics, who believed in a rational logos governing all existence.

    Class Features

    You gain class features from the Player’s Handbook when you reach certain levels in cleric. This section offers additional features that you can gain as a cleric of the All-God. as you reach certain levels as a cleric. This section offers additional features available to clerics of the All-God.

    Edicts

    To remain in good standing with the All-God, you must uphold the following edicts:

    Defend against Fiendish Influence: You must prevent the unpermitted harvesting of souls by fiendish entities (Devils, Demons, and Daemons), ensuring that no soul possessing a Lawful or Good alignment is surrendered to the Lower Planes through coercion, deceit, or the manipulation of the Pact Primeval's sub-clauses. Prevent the unlawful harvesting of souls by fiendish entities (devils, demons, and daemons). Ensure that no Lawful or Good soul is surrendered to the Lower Planes through coercion, deceit, or manipulation of the Pact Primeval’s sub-clauses.

    Uphold the Vulnerable:Uphold the Vulnerable: Proactively provide food, shelter, and healing to the poor and marginalised, ensuring that society supports its weakest members. ​By upholding the vulnerable, you remove the fiends’ target demographic. Proactively provide food, shelter, and healing to the poor and marginalised, ensuring society supports its weakest members. By protecting the vulnerable, you deny fiends their primary targets.

    ​Mediate for Peace: Resolve conflicts through transparent diplomacy and fair contracts, using your influence to build stable, peaceful communities that resist the chaos of war. In doing so, you prevent the “Unmaking” that thrives in the chaos of battlefields. Resolve conflicts through transparent diplomacy and fair contracts, using your influence to build stable, peaceful communities that resist war’s chaos. In doing so, you prevent the Unmaking that thrives on battlefields.

    Devotee Benefits

    While you uphold the All-God’s edicts, you gain the following benefits:

    Abjuration Resonance: You gain a +2 bonus to saving throws against Fiends (devils, demons, and daemons).

    Discern Lies: You gain advantage when using Insight to discern whether an NPC is being truthful, withholding information, or trying to deceive.

    Divine Attribute: You gain a +2 bonus to Intelligence or Wisdom checks (representing the cleric’s vast knowledge of the Design).

    Anathema

    To commit these acts is to actively dismantle the All-God’s work, leading to a loss of divine favour.

    Embrace Chaos: Willingly act to undermine lawful authority, sow discord within a stable society, or aid chaotic forces in disrupting the natural order of creation.

    Corrupt the Design: Knowingly assist a fiend, undead, or agent of the Abyss in subverting a mortal soul, breaking a lawfully sworn contract, or defiling a place consecrated to Law.

    Defy the Measure: Refuse to render lawful judgment when called upon to do so, bear false witness in a legal proceeding, or destroy records, contracts, or codified law for personal gain.

    Devotee Consequences

    You suffer the following if you have committed acts against the All-God’s edicts:

    Loss of Divine Powers: If a cleric commits an act that is anathema to the All-God, they immediately lose all spells and class features granted by the deity. They cannot regain these powers until they perform the Atonement ritual. If you commit an act of anathema, you immediately lose all spells and class features granted by the All-God. You cannot regain these powers until you perform the Atonement ritual.

    Divine Intercession (Minor Curse): If the All-God is displeased but not entirely silent, he may inflict a Minor Curse. This manifests as “The Weight of Law”: you take a -2 penalty to Dexterity checks and AC as your movements become stiff and heavy, as if the gravity of the Great Design itself is pulling at you. If the All-God is displeased but not entirely silent, He may inflict a Minor Curse manifesting as the Weight of Law: you take a −2 penalty to Dexterity checks and AC as your movements become stiff and heavy, as if the Great Design’s gravity itself pulls at you.

    Channel Divinity

    Replaces turn undead for clerics of the All-God

    As an action, you present your holy symbol (a lemniscate) and speak a fragment of the Pact Primeval. Each undead or fiend that can see or hear you within 30 feet must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.

    The Injunction Clauses

    The Clause of Jurisdictional Trespass: A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

    The Clause of Manifest Identity: If a fiend is currently using a magical disguise or possession to hide its true form, a failed save forces the creature to revert to its natural, fiendish appearance for the duration of the turn. The Measure of Identity is enforced, stripping away all deceptions.

    The Clause of Material Exclusion: For the duration of the effect, the turned fiend cannot use its Teleportation or Summoning abilities. It is "locked" into the local coordinates of the Material Plane, preventing it from fleeing back to the Lower Planes until the audit is complete.

    Destroy Undead/Banish Fiend

    When a creature of a certain Challenge Rating (CR) fails its saving throw against your Planar Injunction, it is instantly destroyed (if Undead) or Banished (if a Fiend).

    Unlike destruction, a banished fiend is physically torn from the Material Plane and sent back to its home plane of origin. The Axiomatic Water in the Sanctuary of the Divine Waters ripples with a "Fractal Splatter" at the exact moment this occurred, marking the successful closure of a jurisdictional breach and observable by the Quorum.

    Additional Cleric Spells

    The spells in the following list expand the cleric spell list in the Player’s Handbook for clerics of the All-God.

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    Adventuring Garb

    A cleric of the All-God looks like a “battle-hardened peacekeeper.”

    Clerics of the All-God are equipped with straps, pouches, and various tools. They look less like a mystic and more like a combat engineer and a humanitarian physician. They represent the Lawful Good ideal: someone who is physically prepared to crush a fiend’s skull, but emotionally prepared to spend their last copper on a stranger’s meal. Their delicate cleric’s silks are replaced by functional, heavy-duty gear designed for the “Cold War” against fiends in the field.

    Ultimately, their adventuring garb is designed for The Long Road — balancing the need to be a frontline tank, a battlefield medic, and a wandering social worker.

    Armour

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    Weapons

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    Other Equipment

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    Priestly Vestments

    To reflect the Lawful Good mission of the Church — where the Law is a scaffold for mercy — the vestments of the All-God are designed to be scannable. Any citizen should be able to look at a priest and immediately understand their specialty and how much help they can provide.

    Places of Worship

    The First Temple: The Sanctuary of the Divine Waters

    To protect the Glass, the first Quorum constructed a temple designed for absolute isolation and precision. The Sanctuary of the Divine Waters, as it was called, was built as a dodecahedral fortress of ametrine quartz and cold ion, materials chosen to dampen vibrations from the elements, magical forces, or even resist demonic, fiendish, or celestial influences.

    Artefacts and Holy Relics

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    Heroes & Villains

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