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THE LAST CAMP

Deities are the 13 canonical gods of Norrath. Every character chooses one at creation (or selects "agnostic" where allowed). Deity choice canonically restricts class — these restrictions remain in force on The Last Camp, even though race-class restrictions do not.

The pantheon is older than the playable races. The myths place the elder creator-gods — Tunare, Brell Serilis, Veeshan, Cazic-Thule — at the shaping of Norrath itself, with the Marr siblings, Quellious, and the Tribunal raised to godhood later through their conduct in mortal form. Innoruuk, Bertoxxulous, Rallos Zek, and Solusek Ro fill out the evil and neutral wings of the council, and Bristlebane stands apart as the trickster who answers to no one.

Each deity's domain corresponds to one of the outer planes opened in the Planes of Power expansion. The Planes of Hate, Fear, and Sky predate PoP as the Classic-era outer planes; the rest — Tranquility, Valor, Justice, Disease, War, Storms, Underfoot, Mischief, Growth — open only when the Plane of Knowledge stones are activated. Choosing a deity is therefore also choosing a planar destination: every character who reaches the era cap will encounter their god's home plane in some form.

Faction is the practical consequence. Each deity carries a faction-hit pattern across Norrath — temples, clergy, opposed-deity zones — and the faction starts of a new character are partly determined by deity choice on top of race. The Iksar Necromancer of Cazic-Thule begins life hostile to most of the eastern continent's good-aligned cities; the Halfling Paladin of Mithaniel Marr is welcomed almost everywhere except the evil capitals.

The pantheon

Deity Alignment Plane Symbol
Innoruuk Evil Plane of Hate Crown of Bone
Bertoxxulous Evil Plane of Disease Hourglass leaking flies
Brell Serilis Neutral Good Plane of Underfoot Pickaxe and hammer
Cazic-Thule Evil Plane of Fear Faceless green mask
Erollisi Marr Good Plane of Tranquility Heart pierced by a sword
Mithaniel Marr Good Plane of Valor Silver longsword, sun pommel
Quellious Good Plane of Tranquility Haloed child
Rallos Zek Evil Plane of War Spiked iron gauntlet
Solusek Ro Neutral Evil Plane of Sun Sun in flame
The Tribunal Neutral Plane of Justice Balanced scale
Bristlebane Neutral Good Plane of Mischief Half-mask with a single tear
Tunare Good Plane of Growth Oak leaf and flowering vine
Veeshan Neutral Plane of Sky Coiled silver wyrm

Choosing your deity

Class access is the load-bearing decision. Paladins must choose a Paladin-allowed good deity (Mithaniel Marr, Erollisi Marr, Tunare, Quellious, or Brell Serilis). Shadow Knights must choose an evil deity (Innoruuk, Bertoxxulous, Cazic-Thule, or Rallos Zek). Druids and Rangers answer chiefly to Tunare, with Karana as a sub-deity in classic lore. Monks have a single canonical patron in Quellious. Beastlords, the Luclin-era class, draw from a small set including Bristlebane, the Tribunal, and Tunare. Necromancers, Wizards, Magicians, and Enchanters have the broadest access; pure Warriors and Rogues have nearly universal access.

Faction implications follow from class. Picking the deity that opens the class you want is the first filter. Picking the deity whose faction starts align with the cities you intend to call home is the second filter. A character whose deity puts them at war with their home city's clergy will spend the early levels grinding faction back to neutral before the city becomes useful — a real cost, not a flavor wrinkle.

The planar realm preview matters at the era cap. Every character who reaches PoP will eventually visit their home plane on quest progression or raid trip, and the home plane is also the friendliest to that character's faction signature. Choosing the deity whose plane appeals to you visually and lore-wise is a reasonable tiebreaker after the class and faction filters have done their work.

The Last Camp any-race-class deity wrinkle

The Last Camp's any-race-class doctrine removes the racial gates on class — a Halfling can roll Shadow Knight, a Wood Elf can roll Necromancer, an Iksar can roll Paladin — but the canonical deity restrictions on class are unchanged. The Iksar Paladin must still pick a Paladin-allowed deity; that means Mithaniel Marr, Erollisi Marr, Tunare, Quellious, or Brell Serilis. The Iksar's racial faction is hostile to most of those clergies and the Marr-faithful zones. That hostility is now a faction grind, not a wall: the character can play, but the early levels will spend serious time on faction repair before the Marr cities are home.

The deity table is the boundary that survived the racial unlock. Race no longer gates class, but deity still gates class, and deity still drives faction. A Wood Elf Shadow Knight under Innoruuk is permitted on The Last Camp — Innoruuk accepts the Shadow Knight class regardless of race — but the character will start hostile to nearly every Faydwer faction the Wood Elf race normally opens. The class system was unlocked; the deity-faction system was preserved.

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