Gods and Powers
Tellus | Galtia | Classes | Appendix | Previous Chapter
The Pentacle
The Pentacle are the five most widely worshipped gods of Galtia. Though they are not the original creator gods, their influence shapes mortal civilization more than any others. Their temples stand in most major cities, and their priests often wield both spiritual and political power.
Eitvar
Soldiers call upon Eitvar to aid them in battle and believe that Eitvar’s strength will fill them with valor. Others call upon Eitvar to give them strength to face adversity, or to offer protection from overwhelming danger, or to provide blessings for a successful hunt. Images of Eitvar include a shield emblazoned with a white wolf or just a white wolf alone, sometimes howling, Petitioners who believe that they have seen Eitvar say they he has appeared as a huge white wolf, either saving them by driving off a threat, pursuing them for committing misdeeds, or running with them through the forest and filling them with the exhilaration of a hunt. Priests of Eitvar don white cloaks and usually bear black shields emblazoned with a white wolf head. They show up at battles to provide inspiration, they hunt monstrous beasts that prey upon the weak, and they stand vigilant to protect petitioners and their homes from those that would do them harm.
Ideals: Valor, Protection, and The Hunt.
Isanna
Isanna is the creator of Chaos, The Laughing Lady, the trickster, the performer, the clever tongue and biting wit. When the unpredictable happens, Isanna is the laughter that abounds, relishing in the amusement of misfortune or celebrating a cunning victory or daring do. She is the leap of faith, rewarding those who ride out the storm, who take the chance despite the risk, and sometimes she is the fall. Petitioners of Isanna are often performers asking blessings for a show, or those about to embark on a risky venture, or those seeking protection from a storm, sometimes those who might scoff the law with intent to take from the undeserving, or just anyone putting themself in danger might call upon the Lady. Priests of Isanna are at best unpredictable. Most favor fast weapons, wear red cloaks, and are known for their wits and their blades. They show up to aid the risk-takers, to tip the scales, to ride out the storm with those ready to embrace it, and sometimes they just show up to cause chaos.
Ideals: Chaos & Wit
Kyrgan
Kyrgan is known as the god of Truth, Law and Judgement. Petitioners understand that there is an order to everything, we come from the circle, we return to the circle, and all that stands between society and chaos is the power of Law. Images of Kyrgan almost always include scales of justice. Kyrgan is believed to have written the oldest remaining laws, and most barristers revere Kyrgan over the other gods. Petitioners seek Kyrgan for justice against those who have wronged them or harmed them, or to prove their innocence, but most often it is to settle disputes. Priests don black cloaks or black robes of office and wear silver medallions with the scale on them. They are often feared and sometimes mistrusted, as everyone knows that there are no secrets to be had around a Priest of Kyrgan. They show up to find out the truth of matters, to see that justice is served, to answer questions about the law, and to pass judgement on those who mock the law.
Ideals: Judgement, Truth & Law
Numara
Some say that the voice of Numara can be heard in a dancing brook or a rushing waterfall or glimpsed in a reflection on still water. Her cool waters heal the sick and cleanse disease. She is said to appear as a matronly figure, fair of face, oft bearing a clay jar containing the purest water of which a single drop would ease the worst of pain. Petitioners are often midwives or healers, favoring blue robes. Petitioners come to Numara's shrines to pray for good health and seek out her faithful for healing. Priests of Numara are known as both healers and as champions for the weak, showing up in moments of need to tend to the sick or strike down those that would harm innocents. Such Priests are recognizable for their blue cloaks or robes, sometimes emblazoned with a white carrying yoke balancing clay jars. They also favor pole arms, most commonly the simple quarterstaff.
Ideals: Healing, Life & Water
Tobris
Tobris is the kind-eyed stranger, the helping hand, the safety of home, and the spirit of progress. Dwarves revere Tobris with their zeal to learn new things and to push the boundaries of knowledge and technology without losing sight of the beauty in their craft. Petitioners see Tobris in the form of unexpected aid, as peace within a storm, as shaking hands, and as lifting each other up instead of striking one another down. Travelers recognize Tobris in well-kept roads, safe travel, and as a gentle wind at their back urging them forward. Builders see Tobris as an arm and a hammer, giving them strength to work through the day. Petitioners will ask for blessings on their new homes, for a safe journey on the road, or even help accomplishing mundane, but difficult tasks. Priests of Tobris are known for their rustic brown cloaks, and either unassuming or jovial demeanors. They more often help build things than break things, and give protection where needed, but also help recover after a disaster. They find more comfort in a smithy than a battlefield, but when they show up with their hammers held high only fools face them without hesitation.
Ideals: Progress, Protection, and Home
Celestial Domains
Part I: Gods of Tellus
Eitvar — The White Wolf
Type: God (Pentacle)
Domains: Beasts, Protection, Strength
Ideals: Valor, Protection, The Hunt
Symbol: A white wolf or a wolf’s head upon a shield
Manifestation
Eitvar most often appears as an enormous white wolf with burning silver eyes. Some legends claim he has also appeared as a towering warrior cloaked in white furs with a wolf’s head helm.
Followers
Soldiers, hunters, monster-slayers, frontier wardens, and village protectors.
Associations
Battlefields, wilderness hunts, guardian spirits, winter wolves.
Allies
Tobris (protector of the people), Orias (shared martial discipline).
Rivals
Thareon (who favors restraint over endless war), Mamuna (whose creatures often prey upon villages).
Legends
Petitioners who claim to have seen Eitvar often recount moments when a white wolf appeared to drive away a deadly threat or guide them through dangerous forests. Some stories claim Eitvar runs beside hunters during great hunts, filling them with supernatural vigor.
Priests
Priests of Eitvar wear white cloaks and carry shields marked with the white wolf. They travel battlefields and frontier regions protecting settlements from monstrous threats.
Isanna — The Laughing Lady
Type: God (Pentacle)
Domains: Chaos, Trickery, Fate
Ideals: Chaos, Wit
Symbol: A laughing mask or crimson flame
Manifestation
Isanna is said to appear as a radiant performer with a mischievous smile and dancing red hair, though some say she constantly shifts form like a living joke.
Followers
Performers, gamblers, adventurers, risk-takers, thieves, and daring explorers.
Associations
Luck, performance, deception, storms of fate.
Allies
Sulina (shared love of revelry and passion), Vexilla (celebration).
Rivals
Kyrgan (law and order), Thareon (solemn reflection).
Legends
When something improbable happens—whether miraculous luck or catastrophic misfortune—many blame Isanna. It is said she delights in watching mortals gamble against fate.
Priests
Priests of Isanna often wear red cloaks and carry quick weapons. They appear unpredictably, sometimes helping heroes and sometimes complicating their plans.
Khyris — Ice Queen of Thule
Type: God
Domains: Ice, Magic, Strength
Symbol: A crown of ice
Manifestation
A pale woman of frost whose breath turns air into snow.
Seat
A crystal palace in Thule surrounded by eternal blizzards.
Followers
Northern clans, monster-tamers, mystics of the frozen lands.
Allies
Kyrgan (judgment).
Rivals
Sulina (summer), Tobris (progress), Isanna (chaos).
Legends
Those who survive Khyris’s winter trials are said to gain divine favor.
Kyrgan — The Judge Eternal
Type: God (Pentacle)
Domains: Justice, Knowledge, Law
Ideals: Judgment, Truth, Law
Symbol: Scales of justice
Manifestation
A tall robed figure whose face cannot be seen clearly, holding scales that glow with pale light.
Followers
Judges, magistrates, barristers, scholars of law, and investigators.
Associations
Courtrooms, oaths, contracts, final judgment.
Allies
Thareon (shared reverence for order and legacy), Khyris (harsh truth).
Rivals
Isanna (chaos), Vexilla (reckless indulgence).
Legends
Kyrgan is believed to have written the oldest laws known to mortals. Some believe he judges not only the dead but also the living who seek justice.
Priests
Priests of Kyrgan wear black robes and silver medallions bearing the scales. They are often feared because their presence implies that hidden truths will soon surface.
Numara — Lady of the Waters
Type: God (Pentacle)
Domains: Healing, Life, Water
Ideals: Healing, Life, Water
Symbol: A carrying yoke balancing clay jars
Manifestation
A serene matron bearing a clay jar filled with glowing water said to heal any wound.
Followers
Midwives, healers, physicians, and defenders of the weak.
Associations
Springs, rivers, healing waters, purification.
Allies
Virelya (renewal), Jeb (fertility of the land).
Rivals
Thurra (destruction through flame), Mamuna (corrupted life).
Legends
Some say Numara’s voice can be heard in rushing streams or reflected in still water. A single drop of water from her sacred jar is said to cure even mortal wounds.
Priests
Priests of Numara often wear blue robes and carry quarterstaves. They are both healers and defenders of those who cannot protect themselves.
Sulina — Queen of Summer
Type: God
Domains: Growth, Love, Sun
Symbol: A golden sun crowned with wildflowers
Manifestation
A radiant woman wrapped in flowing sunlight and laughter.
Seat
A glowing estate in Empyria that smells of ripe fruit and warm wind.
Followers
Farmers, lovers, festival organizers, poets, and southern noble houses.
Allies
Tobris (growth), Jeb (fertility), Isanna (joy).
Rivals
Khyris (winter), Kyrgan (cold law).
Legends
Sulina is said to walk the world each year to awaken spring and bless harvests.
Sylvarel
Type: God
Domains: Growth, Knowledge, Transformation
Ideals: Renewal, Wisdom, Balance
Symbol: A great tree with deep roots forming a circle beneath it
Manifestation
Sylvarel manifests as an immense, ancient tree of impossible scale, her trunk wide as a tower and her roots said to run deeper than the world itself. Her leaves shimmer with subtle hues of green and gold, shifting with the seasons even when the surrounding forest does not. In rare visions, she may appear as a serene elven figure formed of bark and leaf, her voice like wind through branches.
Followers
Elves, druids, scholars of natural lore, herbalists, and wardens of sacred groves.
Associations
Ancient forests, sacred groves, living memory, seasonal cycles, natural balance.
Allies
Mamuna (shared reverence for life and natural forces), Thareon (mutual respect for wisdom and patience).
Rivals
Orias (whose pursuit of knowledge through artifice contrasts with Sylvarel’s organic understanding), Tobris (whose expansion of civilization can threaten the natural world).
Legends
Sylvarel is said to have survived the Maelstrom by rooting herself into the world, becoming the first and greatest of all living trees. From her essence, the elves were born, shaped to endure and adapt as she does. Some claim that those who rest beneath her branches dream of the past with perfect clarity, while others say her roots whisper truths drawn from the deep places of the world. It is said that no lie can take root in Aelfheim, for Sylvarel remembers all that has ever grown there.
Priests
Priests of Sylvarel serve as caretakers of groves, keepers of lore, and guides through times of change. They wear garments of natural fibers, often adorned with leaves or carved wooden symbols, and carry staffs grown rather than fashioned. Many act as healers, historians, or quiet advisors, helping others endure hardship and adapt to the turning of fate.
Tobris — The Kind Stranger
Type: God (Pentacle)
Domains: Craft, Travel, Protection
Ideals: Progress, Protection, Home
Symbol: A hammer
Manifestation
A humble traveler with a warm smile and a hammer slung across his shoulder.
Followers
Builders, craftsmen, travelers, merchants, and dwarves.
Associations
Roads, construction, craftsmanship, innovation.
Allies
Sulina (growth and vitality), Virelya (renewal).
Rivals
Khyris (stagnation and winter), Mamuna (corruption).
Legends
Travelers sometimes speak of a friendly stranger who helped them repair a wagon or build a shelter before disappearing without a trace.
Priests
Priests of Tobris often wear simple brown cloaks and travel widely, helping communities rebuild after disasters or defending settlements when needed.
Seasonal Gods
These four Gods embody the turning of the seasons and the cycle of life.
| Season | God | Domains |
|---|---|---|
| Spring | Virelya | Healing, Growth, Love |
| Summer | Sulina | Growth, Love, Sun |
| Autumn | Thareon | Craft, Life, Loss |
| Winter | Khyris | Ice, Magic, Strength |
Thareon — The Amber King
Type: God
Domains: Craft, Life, Loss
Symbol: A falling leaf caught in wind
Manifestation
A calm, contemplative man with eyes like the setting sun, wearing robes of amber and russet.
Seat
The Halls of Turning Leaves in Empyria — golden groves where even gods come to reflect upon their deeds.
Followers
Historians, aging warriors, vintners, druids, and poets who write elegies for the fallen.
Allies
Kyrgan (law and judgment), Orias (measured warfare), Jeb (harvest).
Rivals
Isanna (chaotic irreverence), Eitvar (endless battle).
Legends
It is whispered that Thareon greets mortals who lived wisely before they pass beyond the world. One legend claims he once reforged his divine weapon into a plowshare to end a war.
Virelya — Lady of Spring
Type: God
Domains: Healing, Growth, Love
Symbol: A budding branch
Manifestation
A youthful figure surrounded by blossoms and drifting petals.
Seat
The Garden of First Light in Empyria.
Followers
Healers, artists, midwives, young nobles.
Allies
Sulina, Tobris, Numara.
Rivals
Khyris, Mamuna, Zakkad.
Legends
Her laughter awakens bees and her tears bring sap to trees.
Part II: The Demi-Gods of Tellus
Aerideth — The Archivist Eternal
Type: Demi-God
Domains: Knowledge, Law, Magic
Symbol: An open book with a torn page
Manifestation
A tall, robed figure whose cloak appears woven from countless parchment pages. When Aerideth speaks, faint whispers of forgotten names echo around him.
Seat
The Archive of Unspoken Names in Empyria — an immense library said to record every word ever spoken.
Followers
Historians, librarians, archivists, scribes, and scholars who fear the loss of knowledge.
Associations
Records, memory, ancient tomes, forgotten languages.
Allies
Thareon (memory and reflection), Kyrgan (truth).
Rivals
Velmarn (whose reckless inventions erase knowledge), Isanna (whose chaos disrupts order).
Legends
It is said Aerideth remembers every name ever spoken. Some scholars fear that when someone is truly forgotten by all mortals, their name appears in Aerideth’s archive.
Beldros — The Ember General
Type: Demi-God
Domains: War, Fire, Protection
Symbol: A burning tower
Manifestation
A heavily armored commander wreathed in smoldering embers. His armor glows faintly like a forge at dusk.
Seat
A fortress of black iron in Empyria called The Siege Eternal, where he studies every battle ever fought.
Followers
Siege engineers, hardened soldiers, mercenary captains, military strategists.
Associations
Fortifications, siege weapons, disciplined warfare.
Allies
Orias (strategic warfare), Zakkad (shared affinity for destructive fire).
Rivals
Eitvar (who favors heroic combat over strategy), Sulina (whose love of peace and celebration he finds wasteful).
Legends
Beldros once fought beside Eitvar in a legendary war against primordial beasts, but after the conflict he was denied entry into the Pentacle. Some claim this rejection still burns within him.
Eshereth — Bride of the Forgotten
Type: Demi-God
Domains: Death, Love, Loss
Symbol: A veiled figure with empty hands
Manifestation
A silent veiled woman whose footsteps leave faint impressions of wilted flowers.
Seat
A quiet valley in Empyria known as The Field of Quiet Names, where unremembered souls gather.
Followers
Funeral priests, mourners, grave keepers, and those who honor the dead.
Associations
Mourning rites, grave offerings, forgotten tombs.
Allies
Kyrgan (judgment of the dead), Thareon (memory and endings).
Rivals
Nivex (death through treachery), Thurra (destruction without honor).
Legends
It is said Eshereth walks behind the souls Kyrgan collects, ensuring that none who were loved in life pass completely alone into the afterlife.
Goromak — The World-Splitter
Type: Demi-God
Domains: Craft, Earth, Strength
Symbol: A jagged cleaver splitting a mountain
Manifestation
A colossal, green-skinned titan with thunderous voice and copper tattoos etched across his skin.
Seat
The Stone Throne of the First Canyon in Empyria.
Followers
Orcish warlords, conquerors, blacksmith-priests.
Associations
Warbands, great axes, conquest.
Allies
Beldros (martial strength), Thurra (survival through brutality).
Rivals
Eitvar (protector of settlements), Kyrgan (law over conquest).
Legends
Orcish oral tradition claims Goromak split the first canyon with his axe to free a trapped tribe, giving the orcs their first homeland.
Jeb — The Deep Root
Type: Demi-God
Domains: Earth, Growth, Insects
Symbol: A large worm coming out of the earth.
Manifestation
A writhing figure whose body is made of soil, vines, and worms.
Seat
The Buried Garden beneath Empyria — a vast underground forest whose roots reach across Tellus.
Followers
Farmers, druids, agricultural communities.
Associations
Harvests, soil fertility, insects.
Allies
Numara (life and healing), Sulina (summer growth).
Rivals
Mamuna (decay and corruption), Thurra (destruction through fire).
Legends
Some claim that all fertile soil in the world is connected through a single great root beneath Tellus, and that root is Jeb himself.
Mamuna — The Crone of Rot and Root
Type: Demi-God
Domains: Curses, Decay, Secrets
Symbol: A toad with a silver eye
Manifestation
An ancient moss-covered woman carrying a staff made of twisted reeds.
Seat
The Sunken Court in Empyria, a marsh filled with whispering spirits.
Followers
Witches, hermits, swamp dwellers, seekers of forbidden wisdom.
Associations
Swamps, rot, fungal growth, hidden secrets.
Allies
Shadar (dark transformation), Nivex (poison).
Rivals
Numara (pure life), Virelya (renewal), Jeb (fertile earth).
Legends
It is said Mamuna grants powerful secrets to those who bring offerings to her bog altars—but every secret carries a hidden cost.
Moirael — She of the Dying Wheat
Type: Demi-God
Domains: Healing, Loss, Strength
Symbol: A cracked grain stalk
Manifestation
A thin, quiet woman draped in pale robes of dry straw. Her presence carries the faint scent of dust and sun-bleached fields. Where she walks, nothing grows—but neither does anything fully die.
Seat
The Field of Ashen Harvests in Empyria—a vast plain of brittle stalks that whisper in a wind that never feeds them.
Followers
- famine survivors
- the poor and overlooked
- those who endure hardship without recognition
Associations
- lean winters
- shared burdens
- survival with dignity
- quiet perseverance
Allies
- Eshereth (mourning)
- Thareon (endings, acceptance)
Rivals
- Sulina (abundance without struggle)
- Jeb (fertility and plenty)
Legends
In times of famine, villages offer the first handful of dust from their empty fields to Moirael—not to ask for abundance, but so their suffering may be measured, shared, and endured.
It is said that those who honor her do not escape hardship…
…but they do not face it alone.
Nammu — The Trident King
Type: Demi-God
Domains: Water, War, Storm
Symbol: A trident over breaking waves
Manifestation
A towering coral-covered warrior with eyes like deep water.
Seat
The Palace of Drowned Spears, a submerged fortress in Empyria’s sea.
Followers
Admirals, sea captains, coastal warlords.
Associations
Naval warfare, conquest of the seas.
Allies
Tempest (storms), Beldros (strategic warfare).
Rivals
Asp (chaotic sea destruction), Arosh (lost sea dominion).
Legends
Nammu claims dominion over all oceans, and his priests declare that no creature of the sea should defy his rule.
Nyzrien — The Whisper Below
Type: Demi-God
Domains: Secrets, Knowledge, Transformation
Symbol: A downward spiral ending in flame
Manifestation
A luminous figure with translucent skin and hair like flowing ink.
Seat
A labyrinthine palace in submerged caverns beneath Tellus.
Followers
Deep elves, mystics, silent monks.
Associations
Meditation, hidden knowledge, subterranean worlds.
Allies
Aerideth (knowledge), Halithae (prophecy).
Rivals
Isanna (reckless chaos), Velmarn (dangerous invention).
Legends
Nyzrien teaches that true mastery comes through silence, patience, and control of the self.
Orias — The War Arrow
Type: Demi-God
Domains: Birds, Death, Justice
Symbol: A black arrow in flight
Manifestation
A lean warrior wrapped in feathered cloaks with glowing eyes, or a massive raptor swooping down on it's prey.
Seat
The Hall of Silent Arrows in Empyria.
Followers
Elite archers, assassins, patient warriors.
Associations
Ambush, precision, revenge.
Allies
Thareon (measured warfare), Beldros (strategy).
Rivals
Zakkad (reckless destruction), Goromak (brutal conquest).
Legends
It is said Orias once loosed an arrow that flew for a thousand years before striking its target.
Shadar — The Taker
Type: Demi-God
Domains: Death, Shadow, Trickery
Symbol: A black spiral swallowing a star
Manifestation
A cloaked absence that can only be seen when one closes their eyes.
Seat
Unknown. Many believe Shadar moves between shadows in Empyria.
Followers
Possessed cultists, despairing souls, secret cults.
Associations
Possession, hunger, darkness.
Allies
Mamuna (decay).
Rivals
Kyrgan (judgment), Numara (life).
Legends
Shadar was not born but shed from the divine body of Axeos like a molted scale. Since then, he has grown stronger in secret.
Thurra — The Flame-Eater
Type: Demi-God
Domains: Fire, War, Chaos
Symbol: A flaming jaw
Manifestation
A towering hyena-headed warrior clad in cracked obsidian armor.
Seat
The Cinder Throne within a volcanic wasteland of Empyria.
Followers
Gnoll tribes, war cults, survivalist warriors.
Associations
Firestorms, destruction, savage survival.
Allies
Goromak (strength), Zakkad (flame).
Rivals
Numara (life), Jeb (fertility).
Legends
Gnoll legends claim Thurra crawled from fire during the first famine and taught her people that survival requires devouring weakness.
Velmarn — The Broken Gear
Type: Demi-God
Domains: Craft, Knowledge, Transformation
Symbol: A shattered cogwheel
Manifestation
A brilliant figure with mechanical limbs that constantly reassemble themselves.
Seat
The Workshop of Unfinished Machines in Empyria.
Followers
Inventors, tinkerers, experimental artificers.
Associations
Lost technology, invention, mechanical wonders.
Allies
Tobris (craftsmanship).
Rivals
Aerideth (ordered knowledge), Nyzrien (discipline).
Legends
Velmarn once embodied perfect order, but mortal ambition fractured his mind. Now he inspires both brilliant inventions and catastrophic failures.
Zakkad — Lord of Flame
Type: Demi-God
Domains: Curses, Fire, Magic
Symbol: A burning book
Manifestation
A cloaked mage whose body is smoke and embers.
Seat
The Library of Living Fire in Empyria.
Followers
Pyromancers, reckless sorcerers, seekers of forbidden magic.
Associations
Destructive magic, dangerous knowledge.
Allies
Thurra (flame), Velmarn (experimentation).
Rivals
Virelya (renewal), Numara (life).
Legends
Many believe Zakkad once taught mortals secrets of magic that should have remained hidden.
The Greater Spirits of Tellus
Greater Spirits are powerful entities that dwell partly within the world and partly within the divine realms. Unlike the demi-gods, they rarely rule large pantheons or civilizations, but they often control specific forces, places, or supernatural phenomena.
Some mortals worship them directly, while others only invoke them in specific circumstances.
Arosh — The Sea That Was
Type: Fallen Demi-God (Revered as a Greater Spirit by some)
Domains: Loss, Protection, Water
Symbol: A wave curled inward on itself
Manifestation
A massive reptilian sea beast whose scales shimmer like ancient tides.
Seat
The Sunken Throne of Tides Past, a drowned ruin beneath the deepest seas.
Followers
Ancient sea cults and those who believe the old ocean powers will return.
Associations
Lost oceans, ancient tides, regret.
Allies
Few remain loyal to Arosh after his fall.
Rivals
Nammu (new dominion of the seas), Asp (chaotic sea destruction).
Legends
Some cultists believe the tides themselves still remember Arosh and that one day he will rise to reclaim his throne.
Asp — The Coil in the Deep
Type: Greater Spirit
Domains: Justice, Storm, Water
Symbol: An open serpent jaw under a ship
Manifestation
A colossal sea serpent with coral growths along its crown and eyes glowing like deep green lanterns beneath the waves.
Seat
The Trench of Black Tides, a crushing abyss said to exist somewhere in the deepest oceans of Tellus.
Followers
Sailors seeking vengeance, sea cults, pirate fleets.
Associations
Shipwrecks, sea monsters, sudden ocean storms.
Allies
Tempest (storms and upheaval).
Rivals
Nammu (who seeks dominion over the sea), Arosh (ancient sea dragon).
Legends
Many sailors believe that every great shipwreck feeds Asp’s growing power. Some cultists claim that if enough ships sink in tribute, Asp will rise to swallow entire fleets.
Halithae — The Feathered Seer
Type: Greater Spirit
Domains: Birds, Dreams, Fate
Symbol: A feather wrapped around an eye
Manifestation
A tall figure cloaked in shifting feathers, sometimes appearing as a great bird-headed oracle.
Seat
The Aerie of Whispering Winds, high above Empyria where flocks of divine birds gather.
Followers
Prophets, augurs, bird-keepers, wandering seers.
Associations
Omens, flocks of birds, prophetic dreams.
Allies
Nyzrien (hidden knowledge), Aerideth (memory).
Rivals
Isanna (whose chaos disrupts prophecy).
Legends
It is said Halithae speaks through the flight patterns of birds. Some priests spend their lives interpreting these patterns for divine meaning.
Harn — Fang in the Fold
Type: Spirit
Domains: Beasts, Secrets, Fate
Symbol: A tiger skull with piercing eyes.
Manifestation:
Rarely seen directly. When Harn manifests, witnesses describe the silhouette of a great tiger standing quietly amidst trees or on an overlook, perfectly still until it suddenly vanishes.
Association:
Hunters, assassins, tyrants, spies
Followers:
Predators in every form—hunters, trackers, assassins, and rulers who govern through fear
Allies:
Eitvar (the hunt), Nyzrien (silent mastery), Shadar (fear)
Rivals:
Virelya (innocence), Numara (compassion), Tobris (protection of the weak)
Legends:
Harn is not considered evil, but utterly indifferent. He represents the moment the predator chooses its prey and the certainty that something unseen is always watching. Hunters sometimes whisper a prayer to Harn before a kill, believing he grants patience and perfect timing.
Shrines to Harn are almost never built. Instead, hunters leave offerings of bones or blood in forest clearings where predators have passed.
Nivex — The Hollow Bloom
Type: Spirit
Domains: Decay, Death, Insects
Symbol:
A pale flower with a curled black insect inside its petals
Manifestation:
A delicate white flower that blooms from corpses or poisoned soil. When Nivex manifests fully, the petals open to reveal a faintly glowing humanoid form composed of drifting pollen and chitinous wings.
Association: Assassins, poisoners, secret societies, decadent courts
Followers:
Poisoners, apothecaries, spies, assassins, cults of beauty and death
Allies: Mamuna (shared dominion over decay), Nyzrien (secrets), Sahlune (hidden identities)
Rivals: Numara (healing), Virelya (renewal), Jeb (fertile life)
Legends:
It is said Nivex was once a spirit of rare and beautiful flowers before witnessing the first murder committed with poison. Fascinated by the quiet elegance of death delivered unseen, the spirit transformed. Followers claim that every poison has a flower somewhere in the world that mirrors its nature. Some even believe Nivex rides insects into the ears of sleepers to whisper deadly knowledge into their dreams.
Offerings to Nivex are usually placed in hidden gardens or graveyards: rare petals, venom sacs, or cups of poisoned wine.
Raka-Thuun — The Thousand Eyes
Type: Spirit Collective
Domains: Storm, Sun, Travel
Symbol: A spiral filled with dots
Manifestation
A swirling storm of tiny lights or eyes carried by sudden winds.
Seat
Unknown. Many believe Raka-Thuun exists wherever chaotic winds gather.
Followers
Nomads, desert travelers, wind mystics.
Associations
Sandstorms, wandering spirits, sudden gusts of wind.
Allies
Tempest (storms), Isanna (chaos).
Rivals
Kyrgan (law), Thareon (orderly cycles).
Legends
Some scholars believe Raka-Thuun is not a single spirit but thousands of lesser spirits pretending to be one god.
Sahlune — Weaver of Forms
Type: Greater Spirit
Domains: Transformation, Trickery, Dreams
Symbol: A spiderweb with a mask in it.
Manifestation
No single form is agreed upon. Some describe a shifting figure with many masks, others a spider weaving living threads of light.
Seat
The Hall of Endless Faces, a strange realm of mirrors within Empyria.
Followers
Changelings, illusionists, traveling performers, shapeshifters.
Associations
Transformation, masks, identity.
Allies
Isanna (shared love of chaos and change), Vexilla (celebration of identity).
Rivals
Kyrgan (rigid law), Nyzrien (disciplined self-control).
Legends
Some believe Sahlune once wore every form in existence and forgot her original one.
Tempest — The Stormwalker
Type: Greater Spirit
Domains: Storm, Travel, Water
Symbol: A lightning bolt wrapped in waves
Manifestation
A rider cloaked in stormclouds astride a seahorse made of wind and lightning.
Seat
The Eye of the Endless Storm, a region of constant divine turbulence.
Followers
Storm sailors, war fleets, desperate captains.
Associations
Hurricanes, sea battles, divine storms.
Allies
Asp (destruction from the deep), Nammu (when storms serve conquest).
Rivals
Thalen (whose still waters resist storms).
Legends
Tempest is said to appear before great upheavals—massive wars, disasters, or the fall of kingdoms.
Thalen — The Stillwater King
Type: Greater Spirit
Domains: Dreams, Knowledge, Water
Symbol: A mask floating on ripples
Manifestation
A calm figure reflected endlessly in still water, though his true form is never seen directly.
Seat
The Mirror Lake, a tranquil divine lake within Empyria.
Followers
Mystics, illusionists, contemplative hermits.
Associations
Reflections, illusions, quiet lakes.
Allies
Halithae (mystical insight).
Rivals
Tempest (storms), Asp (destructive chaos).
Legends
Many travelers who stare too long into certain lakes claim to glimpse Thalen and become lost in dreams of perfect lives.
Tunchis — The Whistling Jungle Spirit
Type: Lesser Spirit often treated as Greater in remote regions
Domains: Curses, Growth, Insects
Symbol: A spiraling vine wrapped around a skull
Manifestation
Eerie whistling through jungle foliage or swirling swarms of insects taking shape.
Seat
Deep within the rainforests of Hyperia.
Followers
Jungle tribes, explorers who survived the wilderness.
Associations
Insect swarms, Lost paths, jungle curses.
Allies
Mamuna (wild decay).
Rivals
Few challenge the jungle spirit directly.
Legends
Many who follow the whistle of Tunchis disappear forever—but some return with unexpected treasure.
Vexilla — The Masquerade Flame
Type: Greater Spirit
Domains: Hedonism, Transformation, Trickery
Symbol: A flame inside a wine goblet
Manifestation
A radiant dancer surrounded by flickering festival lanterns and swirling masks.
Seat
No fixed seat. Vexilla’s temples appear wherever celebrations burn brightest.
Followers
Festival cults, revelers, traveling performers.
Associations
Celebration, identity, indulgence.
Allies
Isanna (chaos), Sulina (joy).
Rivals
Kyrgan (order), Khyris (cold restraint).
Legends
It is said that when a celebration grows wild enough, Vexilla herself might join the dance unnoticed among mortals.