Gods and Powers

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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.

The Pentacle represents the five primary gods of Galtia.

Eitvar

Eitvar Wolf Pendant.png

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 Laughing Lady.png

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

Scales of Justice.png

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

Numara Yoke Pendant.png

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 Hammer.png

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.