In ages long past, the Gods walked Calamia and ruled the lands with their power. However, a great calamity occurred, and they disappeared. When, how, and why are lost to the annals of time. Yet their presence in the world still remains and can be felt by the dominions they have power over. While they were not as powerful as they were when they walked Calamia, their touch and magic still influence everything today.
Some mortals actively curry the favor of the Gods, serving what they believe are their ideals or executing their blasphemous designs. Others are random victims or beneficiaries of divine intervention. Those whom the Gods have touched may be inspired, blessed, corrupted, or cursed -- the saint and the prophet, the genius and the madman, sometimes one and the same.
Each God has a source of magic and a domain that is their primary specialty, but this designation is not their limitation. Each God has power that is ultimately all interconnected to Calamia. This means that they may overlap, with similar influences, abilities, domains, and control over Calamia’s magic in ways that mortals don’t understand or cannot comprehend.
Many will also associate a God as good or evil, based solely on their abilities or magic influence. Some Gods can be good, but also strict, cruel, spiteful, and unforgiving. Some Gods can be cruel, but also benevolent, understanding, and sincere. While many believe that the Gods cannot be good and evil, the truth is not quite simple. What is good? What is evil? What separates the two? Who gets to define this? These are questions, perhaps, mortals will never have answered.
All of the Gods may have a gender identity attached to them based on what many assume is their identity, but this does not necessarily mean they are male or female because no one truly knows. Many Gods appear in various ways based on culture, society, time, etc. Each god can have a male, female, nonbinary, spirit, creature, or animal forms associated with them, or all of the above. This varies based on culture, society, time, etc. Those who have a gender identity attached to them are often depicted this way in most modern societies, though this is not absolute.
Aethis - God of Enchantment, Charisma, and Beauty
They are also known as The Aurora, the Lover, the God of Beauty, and the Divine Artist. Often depicted as an attractive humanoid of varying races but androgynous, with red or violet curly hair, bright green or golden eyes, in flowing robes of violets, blues, and pinks. Aethis holds power over perception, charisma, presence, persona, character, aura, persuasiveness, and connection. Their influence can inspire, compel, charm, draw, and demand the attention of others.
Charisma is not just about physical beauty but more about an individual’s aura, presence, and interaction with others. Some know they have charisma, while others may live utterly oblivious to it. Perhaps this is attested to the individual’s heart - their aura - and those with a humble heart are less likely to notice. Individuals with charisma are a connection, a beacon, an unexplainable presence that makes others feel seen, included, needed, and safe and influences inspiration, drive, productivity, empathy, warmth, attachment, and belonging. Charisma can also be the power of presence, strong willpower, confidence, leadership, authority, and power.
This is where charisma can get dangerous, though, because charisma does not determine one’s character. A person with strong charisma could be good, and they could be evil, or anywhere in between. For some, their charisma can bring about much good, but it can create just as much chaos for others. It can make some greedy, judgemental, zealous, arrogant, vain, and controlling. Those caught up in another’s charisma can also mistake this feeling for admiration, respect, loyalty, attraction, love, or affection. Some use their charisma for this very purpose: to manipulate others. This can lead to clouded judgment and reason, to the point of desperation, need, obsession, greed, lust, control, violence, and even madness.
- Emblems, Insignia, Motifs, Heraldry
- Insignia
- Heraldry Colors
- Pale violet
- Teal
- Pastel pink
- Fauna
- Flora
- Stone
Bael - God of Illusion, Chance, and Discord
The Dark Jester, the Trickster, the Mischievous One, No-Face, the Illusionist, the God of Discord, and the Keeper of the Dice. Bael is often depicted as a genderless bipedal humanoid, covered head to toe in clothes that hide the body, with a jester’s hat and mask that is always coyly smiling. Bael is the purveyor of what isn’t and could be: fantasy, illusion, luck, and misfortune. Their domain is in illusion, mind, chance, and discord. Illusion is their strong point, bending one’s perception, tricking it, capturing the senses, and making it think it can see, hear, feel, smell, and taste something that is not real.
The world is full of illusions that trick the senses, from sleight of hand, light bending and distorting, to how shadows can mimic shapes and move. Illusion can sometimes be a solace, a comforting fantasy, a magical story brought to life, a play, a carnival, an escape from reality, and many will use it for this very purpose. It is a fantastical means to bring mystery, allure, wonder, fantasy, and imagination to life. To make the impossible seem possible. Their influence can be seeing the world for its possibilities, the randomness of it all, the shitstorm it is, appreciating luck and fortune when they strike, and learning to roll with the punches when it is not in our favor.
Illusion is also extremely dangerous, unpredictable, wild, terrifying, and painful, and can break the mind’s perception of reality. There is also the domain of chance and discord, which often go hand in hand. Some say chance is just luck, others call it fate, and some like to say a gamble, roll the dice, and see what plays out. Simple decisions can make resounding changes, and changes always cause a ripple effect to the world around them. If those ripples bring about good or bad, happiness or despair, fortune or misfortune, who is to say? No matter the outcome, Bael likes to play. More often than not, though, they favor outcomes that create small ripples that grow into crashing waves of chaos, disarray, confusion, mayhem, and pandemonium. Some may have all the luck, and that is ok with Bael too, because if someone is lucky, someone else is not. Life is like a roll of the dice; most times, Bael loads the dice in favor of the negative. Why? It’s much, much more fun that way.
- Emblems, Insignia, Motifs, Heraldry
- Insignia
- Jester's mask
- Eye with tear
- Heraldry Colors
- Pale gray
- Black
- Bright Yellow
- Fauna
- Flora
- Stone
Calamia – God of Creation, Elements, and Time
Calamia, the Mother, the Creator, the Elemental Furnace, Keeper of Time, the Well of Souls, the Core of Existence. The earth upon which one stands, where time fades and ages come and go. Calamia is often referred to as a woman of varying appearances, and depicted as so in murals and statues. Many images show Calamia as a nude woman, with skin that looks like the night sky and swirling stars, or the evening sky at sunset with a multitude of colors, her hair swirling magic and elements in all their chaotic beauty, and no real facial features except eyes that are either white or black. However, these are interpretations as Calamia’s physical form IS the world itself.
Calamia is the elemental furnace of creation—of life, raw elements, spirits, and all things forged from magic. It is not just a land but a force, a spiritual forge, where raw energy and elements collide in beauty and chaos. It is the fountain of magic, the wellspring of life, and the keeper of time. It creates all things and inevitably returns all things to itself.
- Emblems, Insignia, Motifs, Heraldry
- Insignia
- Intertwining circles with an element rune in each loop and an eye in the middle
- Heraldry Colors
Calethys - God of Fire, Warmth, and Passion
Also known as the Fire Lord, God of Passion, and Keeper of the Flame, Calethys is a male humanoid with red, white, or blonde hair, varying skin tones, and red eyes. Some societies depict Calethys as a woman, but these are less common. Calethys has a domain over fire, energy, heat, passion, drive, love, warmth, spontaneity, and the heart.
Fire is an essential but volatile energy, heat, and free-spirited element. It can burn softly or violently and can smolder and consume. It provides light but has no control over light beyond this. Yet fire is not just heat and flames but an essential part of the persona. Warmth is a connection between the mind and heart, others, and the community around us. It drives our need for social connections, friendships, love, and belonging. Our heart enables us to feel strongly, passionately, and deeply. It can ignite the heart with emotions that can be beautiful, warming, invigorating, and intoxicating. The feeling of warmth and butterflies in the stomach, the heat of a blush on the cheeks, are all part of fire’s influence.
However, anything involving the heart can be heavily influenced and manipulated. When the fires of emotion grow and become wild, they can get out of control and spread wildly. It can overwhelm, confuse, blind, burn, and consume. Flames can create smoke, clouding judgment, logic, and reason. It can drive desperation, need, obsession, control, and even madness. If one is not careful, love can quickly turn to hate, compassion to indifference, infatuation to obsession, and faith into a fanatic. The heart is also fickle and complicated; like many flowers, it is beautiful and thorny. Passion can also be smothered or burned out, and the heart can grow cold, hard, and black. Losing fire, heat, and passion can cause heartache, pain, loneliness, disconnection, discrimination, poor self-esteem, and aversion.
- Emblems, Insignia, Motifs, Heraldry
- Insignia
- Heraldry Colors
- Bright Orange
- Bright Yellow
- White
- Fauna
- Flora
- Stone
Dracentaru - God of Dragons, Intellect, and Evolution
He is known as the Great Dragon, Lord of the Dragons, Beast Lord, and Enlightened One. Dracentaru is one of the largest and greatest dragons ever, with multifaceted glittering scales of many colors, a massive, slinking, muscled body, and great wings. His domain is awareness, comprehension, development, adaptation, and evolution.
Just as humanoids can evolve and grow over time, Dracentaru believes all beings can become aware, grow in intellect, and evolve. He thinks this because he was once a mortal beast, ignorant and unaware, that eventually evolved and, over time, became a God. Intellect is the ability to reason, to form thoughts, and to think beyond our basic instincts. Many say intellect separates man from beast, but intellect is not just for humanoids. To become aware is to perceive not only ourselves but beyond that, to learn how things work, to gain an understanding of the world and its problems, and to do more than just survive. As one grows in intellect, one can adapt to different situations, learn about the world around oneself in a greater sense, develop comprehension of not just one's kind but of others, and eventually evolve into a more fantastic version of one's species.
Comprehension allows us to learn how to speak other languages, understand varying points of view, and develop an appreciation for the varied world we live in. Those who lack intellect tend to stay where they are, never truly understanding the world around them. They exist at their primal level, and never truly change. Without intelligence, a being can be slow, naive, ignorant, dull, mindless, inept, irrational, daft, and stupid. A lack of awareness, innocence, naivety, and ignorance is what many find cute in children of any species, but all beings shed this as they grow in intellect. Some never truly become aware though, and they remain naive, simple-minded, oblivious, and unworldly. They are satisfied with their base inclinations and don’t aspire or have any notion to be more than what they already are. While this isn’t bad, as some beings are suited to their nature, it can be detrimental for some.
- Emblems, Insignia, Motifs, Heraldry
- Insignia
- Dragon in flight
- Dragon head
- Heraldry Colors
- Fauna
- Flora
- Stone
- Name used in common slang, phrases, or curses
- Taru’s shit!
- Kinda like ‘holy shit’
- A situation that’s REALLY big and stupid, or big and shitty.
Eleha - God of Animals, Bonding, and Nature
Also known as the Lady of the Forest, Queen of the Hunt, The Wildling, the Queen of the Beasts, the Hunter, the Great Stag, and the Second Sister, Eleha is part of the Nature Trinity, the second sister. She is depicted in murals as a lean woman with dark skin and hair and a bow, sometimes as an Evidae. She is the god of all natural animal life, be it mammal, amphibian, reptile, bird, or fish.
She has domain over instinct, survival, resourcefulness, bonding, navigation, and wilderness. All living beings have instincts, intuition, and gut feelings that drive them to survive, eat, mate, and live according to some magical form of knowledge. No one truly understands how it works, or why it is different for all beings, but it exists nonetheless. It is this survival instinct for living that bonds us to each other. Bonds between family, friends, and groups develop our socialness, sense of community, and belonging. This can also extend beyond those of race, but bonds between any species, be it humanoid or animal. A bond with nature itself can give insight into how to navigate it. This also goes for seeking a path in life and navigating through it. Some will just know how to get what they want, while others will struggle and fight to find their way. Bonds within groups can increase security, prosperity, and contentment, and create community.
Nature drives us to live, and instinct tells us to survive at all costs. All animals hunt, be it foraging for plants, insects, or other animals. Hunting and taking what one needs to live is natural, and part of nature’s beauty and cruelty. However, some can take the thrill of the hunt beyond its purpose, to divulge in the pleasure of death, of the kill, and become consumed by it. This makes nature violent, unpredictable, cruel, ugly, and unforgiving. Living on instinct alone can make one simple-minded, inflexible, and apathetic. This is why some say a person has reverted to their primal or ‘animalistic’ tendencies.
- Emblems, Insignia, Motifs, Heraldry
- Insignia
- Stag with great horns
- Northern wolf face
- Interlocking triangles with a hawk
- Heraldry Colors
- Dark green
- Dark brown
- Copper
- Fauna
- Red deer
- Northern wolf
- Red-tailed hawk
- Flora
- Stone
- Tiger's eye
- Spotted Jasper
Evithanon - God of Light, Day, and Protection
They are known as the Lord of the Sun, the Lightbringer, the Lord of Heaven, the Healer, and the Light. Evithanon is often depicted as an exceedingly handsome man, but some lore depicts them as a woman or with no specific gender, always robed in flowing gowns of white, blue, and gold, with long white or golden hair. They have domain over everything in the day: sight, steadfastness, persistence, resilience, protection, perception, compassion, growth, warmth, healing, and energy.
The light is a beacon, the hope for a new day, ensuring the world can be seen for all its splendor and wonder. The light is energy, brightness, illumination, and vision. It gives us sight, to see the world around us, not just with our eyes but our minds and hearts. To see things we otherwise might not see, in others and ourselves. Light can be dazzling, warm, colorful, soft, and guiding. Light is fuel, energy not only for the body but for the soul and velanil, and as such, has power over growth, health, and healing. This ability alone is why so many worships Evithanon. This power heals from the spirit, the velanil coursing through the body, and uses it to mend, purify, and heal injury, illness, and in some cases even throwart death.
Yet, the light is about continuity, and age is part of that intended cycle, and why healing can only do so much before a body dies and its soul returns to the cycle. This is where the light can be indifferent, detached, unconcerned, and sometimes even cruel. The desire to maintain and keep things as they always are can lead to oppressive, stagnant, rigid, arrogant, headstrong, and misguided views of the world, others, and ourselves. One can become blind to it, and their vision and judgments clouded. It can overfeed the ego, and increase overconfidence, bigotry, and discrimination. Their light can also be fierce in its intensity, hot, burning, oppressive, scorching, unrelenting, draining, and blinding like the sun. Light is often mistaken for goodness, but evil happens during the day just as easily - if not more blatantly.
- Emblems, Insignia, Motifs, Heraldry
- Insignia
- Heraldry Colors
- Fauna
- Flora
- Stone
- Name used in common slang, phrases, or curses
- By Evithanon…
- A situation that’s unbelievable to take in - breathtaking or startling
- An oath that states the speaker means to do something and see it through
Fedroa - God of Plants, Sustenance, and Growth
She is also known as The Nymph, the Lady of the Fields, the Queen of the Harvest, the Flower Queen, the Great Dryad, and the Sylf. She is the first sister of the Nature trinity. Fedroa is often portrayed as a curvy woman, with great golden brown curls, brown skin, and bright green eyes. From the forests and mountains to the deepest parts of the sea and earth, Fedroa is the overseer of the life cycle of plant life. Her influence is everywhere, from the most dense brick-and-mortar cities to the deepest caverns.
Her domain is more than managing the world's greenery, though. She influences growth, abundance, fruitfulness, nourishment, development, cultivation, and patience. Her abilities provide the world with sustenance, resources, remedies, enrichment, beauty, and splendor. Growth can affect not just the physical but also the growth of a person’s character, spirit, mentality, mind, and soul.
Without proper growth plants as well as people don’t reach their potential, can shrink, wither, and die. Nourishment and cultivation can be physical and mental, for the body to grow and develop, to perform and function, but also for the mind and spirit - for it is just as imperative that the mind be as nourished and cultivated as the body. Growth takes more than just time, it takes patience. Fedroa is about patience, watching things grow, seeing the effort and hard work, and taking pride in overcoming challenges. However, growth can be stunted, and corrupted by poor nourishment and lack of an open mind. Too much nourishment can lead to gluttony, greed, and hoarding. Plants can also overgrow, uproot, tangle, poison, damage, choke, smother, and destroy.
- Emblems, Insignia, Motifs, Heraldry
- Insignia
- A circle of wheat
- A tree with roots in a circle
- Heraldry Colors
- Wheat yellow
- Grass green
- Purple
- Fauna
- Flora
- Stone
- Name used in common slang, phrases, or curses
Gaelwin - God of Insects, Patience, and Fertility
She is also known as the Queen of the Fey, the Fairy, the Lady of the Hive, the Butterfly Queen, the Pestilence, the Spider Queen, and the Third Sister. Gaelwin is part of the Nature Trinity - the three gods that control all of nature. She is shown as a voluptuous female in varying races with butterfly wings, bee wings, dragonfly wings, or a spider hybrid. She is the god of all insect life, from dainty butterflies and moths to flitting dragonflies to bees, beetles, flies, wasps, and spiders. She has domain over fertility, productivity, enrichment, patience, diligence, and decomposition.
Gaelwin can bless and influence fertility in all its aspects, from the soil in which plants grow to that of plants and all living beings, which is why she is so revered. Butterflies and ladybugs symbolize her blessing of fertility, and so many will find a ladybug or a butterfly landing on them as a blessing. Many wonder why a goddess of life could also be that of decay, and some ignore her other aspects - which is upsetting to her. Decay is a part of cleaning and fertilization, returning materials to Calamia to begin the cycle anew. This cycle of fertility and decay can also mean one’s health, mentality, and spirit. To not fertilize and enrich one’s mind, body, and soul can cause them to lose functionality, rot mentality, and weaken the spirit.
While Galewin does grant fertility, she does not grant life. Fertility is only setting the right conditions to sow the seed of life, be it soil or in a living being. Fertility is more than just the capability of growing or producing offspring, though. It also means being proactive at enriching the mind, body, soul, and the world around you. A fertile mind can grow, discover, invent, and create. Diligence can see that goals are met, tasks accomplished, and to take pride in one’s hard work. However, diligence can also make some narrow-minded, greedy, stingy, and hard. Lack of diligence can make some lazy, careless, and negligent. Insects can be beautiful, inspirational, delicate, ethereal, magical, whimsical, providers, sustenance, and workers. However, they can be ugly and frightening, disgusting and blight-carrying, bloodthirsty, parasitic, and pestilence.
- Emblems, Insignia, Motifs, Heraldry
- Insignia
- Butterfly
- Bumble bee
- Spider
- Heraldry Colors
- Light pink
- Pale yellow
- Black
- Fauna
- Flora
- Stone
Gohaog - God of Strength, Ego, and Pride
He is known as the Great Giant, the Lord of Ferocity, and the Orc Overlord. Gohaog is almost always depicted as a muscular, fit male, usually humanoid, though more often as a giant human, an Ironwylde, an orc, or a bakhyar. Lightning, energy, strength, perseverance, pride, prowess, power, and resolve are all in Gohaog’s realm. His strength is that of mental and physical, though many mistake his prowess as that of just a big brute. Gohaog indeed loves physical strength, the power of muscle, endurance, and fitness of the body. To care for one’s body is to make it strong, and fortified, to withstand the rigors and trials of life.
It is not necessarily bulk or size that makes one strong, but that of fitness - to strengthen muscles, to increase overall health. Those who develop their body strength tend to live longer and have more mobility. Yet strength is more than just physical prowess; it is the strength of mind, heart, and character that Gohaog can influence. Strength is the pride one carries in oneself, confidence, in achieving great things, or as simple as accomplishing goals. It takes drive, toughness, and strength of character to see one through difficult situations. It can be as simple as fighting to get through another day, the will to live and survive despite the odds, and the resolve and perseverance it takes to overcome obstacles and achieve small or significant things.
Without strength, one can become weak and vulnerable. It is true that Gohaog is temperamental, and makes no qualms about his disdain for weakness and self-pity. Yet, with power and strength come responsibility and accountability, for while strength can allow people to achieve great things, it can also make people stubborn, cruel, arrogant, prideful, and violent. Some can use their strength to oppress others, especially those smaller and weaker than them. It can disconnect the body from the mind and cause anger, rage, fury, cruelty, violence, brutality, and dominance. With pride can come superciliousness, rigidity, vanity, arrogance, and pompousness.
- Emblems, Insignia, Motifs, Heraldry
- Insignia
- Winged basilisk
- Bull snorting smoke
- Heraldry Colors
- Deep red
- Bright yellow
- Dark gray
- Fauna
- Flora
- Stone
- Name used in common slang, phrases, or curses
- Gohaog’s balls!
- A tough situation; stuck between a rock and a hard place.
- By Gohag’s teeth
- Getting through a situation that was a close call.
Hevathrin - God of Battle, Skill, and Strategy
Hevathrin is also known as the Great Knight, the Lord of Battle, and the God of War. In most societies, he is depicted as a male or genderless warrior, varying in appearance, size, armor types, and weapons wielded. Though his attire and visage may change from culture to culture, he holds power over battle with skill, prowess, mastery, finesse, brutality, tactics, endurance, and courage.
To battle is not just about swinging a weapon and killing. It’s about purpose, strategy, tactics, technique, and execution. Learning how to fight is a skill to use one’s body, mind, and tools together seamlessly and skillfully. Anyone can pick up and use a weapon, but it takes willpower, mindset, skill, artistry, instincts, precise muscle memory, and quick thinking to be truly skilled at combat. By extension, they can learn to master weaponry, creating a deadly extension of their body. A true warrior’s movements can be so swift and accurate that they can take down even the most skilled magus. Those skilled in battle think actively and use strategic knowledge. They study their opponents, battle formations, and terrain. They think of multiple paths to victory. To be one of these elites is to have the ability to learn along with pride, skill, and honor in battle.
Yet victory for one means defeat for another - and how one is defeated can speak of one's character. Some may accept defeat and live to strive for victory another time. True warriors assess their mistakes and learn from them. Great warriors learn from their mistakes and the mistakes of others. Some may press on and die for their convictions, which some might think foolish and reckless, while others may feel it is courageous, honorable, and commendable. Many great warriors have died martyrs for their causes. It takes courage, endurance, and grit to enter battle alone or when leading others. To become disconnected from one’s skill, courage, strategy, and prowess can make one clumsy, headstrong, audacious, foolish, and rash. While war itself is cruel, cold, bloody, and brutal, a true strategist and honorable warrior aims to avoid unnecessary death and destruction. Those who lose their honor can become reckless, shameful, debased, judgemental, arrogant, hateful, cruel, and sadistic.
- Emblems, Insignia, Motifs, Heraldry
- Insignia
- Crossed swords over a shield
- Heraldry Colors
- Medium Gray
- Bright Orange
- Black
- Fauna
- Flora
- Stone
Kagetsu - God of Sleep, Dreams, and Memories
Also known as the Moonchild, the Dreamer, the Queen of the Night, and the Night Herald, Kagetsu holds power over sleep, rest, and the dream realms. She is often depicted as a beautiful woman wearing thin, gossamer gowns in varying shapes and sizes, with hair that seems to flow like a cloud. Kagetsu has domain over sleep, the time when mortals get rest, allowing their bodies to heal, rejuvenate, and replenish energy. It is when the mind can reset, relax, and open up to the possibility of dreams.
While in slumber, the mind can tap into the other side, to the world between life and death, between wake and sleep, the dream realm, also called the Uneiri, and wander far from the body, traversing time and memories, of past lives and perhaps future ones. Dreams can bring visions, of things to come or things that have already come to pass - though when one wakes, will they remember their dream? One can wake from a night terror and remember it all day, but wake from a pleasant or strange dream and remember little until it fades away. Memories all fade with time, many forgotten after we sleep, sometimes all for the better. To keep all memories intact in the mind, to forget nothing, would be maddening. Sleep helps to reset the mind, to reset and to shuffle memories and thoughts to the back of the subconscious, to eventually be pulled back later in less detail or forgotten entirely. The things one does in daily life, the worry or stresses of yesterday, last week, and last year, all eventually fade from memory with each night one closes their eyes.
However, while sleep can help us forget it can also bring those painful, hurtful, awful things back to life night after night. It can terrorize one’s nights, bringing no rest or relief, and causing a lack of sleep, anxiety, paranoia, fear, and health issues. Dreams can also be extremely vivid, almost lifelike, and one can die in these dreams if they are not careful. Some can tap into dreams while awake and have vivid daydreams. Idis, or dream walking, is also part of her realm of magic. Her power over dreams isn’t just in that of sleep, though, but of one's thoughts, ambitions, goals, hopes, and aspirations. Kagetsu can bring our memories to vivid imagination or keep them hidden in the darkness of our minds. Dreams and memories can be inspiring, uplifting, compelling, and wonderful but also disappointing, shattering, heartbreaking, and eventually buried and forgotten.
- Emblems, Insignia, Motifs, Heraldry
- Insignia
- Moon with a star
- Shooting star
- Heraldry Colors
- Fauna
- Flora
- Stone
Khoridea - God of Water, Flow, and Healing
They are also known as the Queen of the Sea, the Lady of the Lake, the River Guardian, the Ice Queen, and the Mermaid. Khoridea is often depicted as a woman, a humanoid, who is very slender with varying skin tones and patchy like the markings of a carp with scales and varying hair colors and styles. She’s often said to become a mermaid, half-mortal half-fish while in water, and with legs or tentacles on land. She has power over water and all its aspects and domain over water, absorption, healing, cleansing, flow, adaptability, depth, and vitality.
Water itself is adaptable, non-conforming, free-flowing, and ever-changing. In people, water makes us reflect, reminisce, dream, and instill the desire to find our path. Flow is not just how water moves but how one may navigate life, some taking the more accessible, calmer streams and rivers or those who dare venture dangerous waves, rapids, and waterfalls. If one is not careful, they can be swept away and pulled under. Yet, we can discover a great deal about the world and ourselves if we are willing to take risks, and while going with the flow may be easier, it may not be as rewarding.
This element is also essential to sustain life. Water can heal, mend, and replenish the body. It cleanses, hydrates, and purifies. Water also absorbs things into itself to modify its properties. It can be cool, refreshing, soothing, calming, relaxing, invigorating, and comforting. It can also be cold, freezing, overwhelming, encompassing, deep, and a brutal force. Water is a carrying element. It can take on aspects of other elements. Water can be warm, hot, scalding, burning, cold, frigid, freezing, putrid, contaminated, and muddy. Much like all elements, balance is necessary.
- Emblems, Insignia, Motifs, Heraldry
- Insignia
- Heraldry Colors
- Bright blue
- White
- Sea green
- Fauna
- Flora
- Stone
Lailorin - God of Crystal, Cold, and Secrets
Also known as the Ice Queen, the Bejeweled Lady, the Keeper of Truths, and the Keeper of Secrets, the Lady of Lies. In most societies, Lailorin is almost always depicted as a female, wearing gossamer gowns of white and azure, bluish skin, and white hair with a great crown of crystals. More recent clergies have taken to giving Lailolrin an androgynous appearance in more recent years. Lailorin has dominion over cold, crystal, manifestation, wisdom, amplification, mystery, and secrets.
Crystals are part of the earth's elemental sphere, containing remnants of creation energies that can store or amplify other energies, positive or negative. People are like crystals, containing many emotions, thoughts, energies, and secrets that can influence the world around them. Crystals and cold lend to our calm, cool, wise, insightful, mysterious, aloof, and secretive parts. All beings harbor secrets, from everyday little thoughts to heavy life-changing truths. Secrets themselves are not harmful; the reason, context, and intent behind them give them power in one way or another. A person could keep a secret for many good reasons, and someone else could keep secrets for all the wrong reasons. Uncovering secrets always comes at a cost, especially when truths are not so simple, kind, or easy to face.
Cold can cool, refresh, calm, and soothe. Ice is a crystal, and because its basis is water, it has the power of spiritual calming and synergy-enhancing properties. Snow can blanket and insulate in the cold, preparing the earth for a new growth cycle. It gives people time to rest from the toil of spring planting, summer growth, and fall harvest. Winter is a time for calm, quiet, solitude, patience, and manifestation of good things to come. Just as trees slumber in the winter, the cold tells us it is time to look within, store energy, contemplate, and regulate our hearts and minds. The cold winter improves clarity, thought, and overall health of body and mind by resting more. However, it can also become too extreme, making it frigid, frozen, painful, biting, and numbing. Like winter, it can be cold, long, brutal, and can damage, hurt, and kill if careless. Too much cold can make one rigid, aloof, unkind, snobbish, or antisocial. If one falls too far into the cold, one can become hardened, unmoveable, sluggish, tired, sick, withdrawn, lonely, and disconnected. This level of chill to the soul can make some hard-hearted, unfeeling, cruel, arrogant, judgemental, and indifferent.
- Emblems, Insignia, Motifs, Heraldry
- Insignia
- A diamond with a snowflake-shaped key in it’s center
- Heraldry Colors
- Fauna
- Flora
- Stone
Molrivath - God of Darkness, Night, and Change
He is known as the Night King, the Prince of Darkness, the Bringer of Change, the Lord of Chaos, and the Lord of the Night. He is described as a humanoid man, sometimes androgynous, with long dark hair and wearing robes or armor in black, silver, and deep purple. He has domain over all things in the night: coolness, quiet, darkness, shadows, respite, persona, inflection, and the unseen.
Darkness is the unknown, the part of life many fear because of what they cannot see - in the world, themselves, and the future. It can fuel emotions like anxiety and fear, which can lead to anger, hatred, prejudice, despair, and misunderstanding. The night offers cover for the hunter, beasts of prey, creatures of darkness, and nefarious activity and deeds. It is true that some creatures loathe the sun or are cursed not to touch it, so they call the darkness home. Darkness also delves deep into our persona, the inner self that doesn’t always reflect on the surface. The parts of ourselves we don’t know or understand are afraid to confront and hide in the shadows of our souls. Given these things, many view darkness as evil—a place for wickedness to grow, sinister things to hide, and evil thoughts to flourish.
However, darkness is also solace, coolness, stillness, retrospection, and respite. Some enjoy the quiet of the night and the solitude that it offers. It is also a means to see the world from a different perspective, to see beauty in the darkness. While it can hide or mask parts of ourselves, it can also be a protection, a safe place, and solitude, so that we can regroup, calm down, think, contemplate, and gear ourselves up to face the world each day. The night also offers life and the world rest, tranquility, and respite from the sun. It blankets the world, allowing time to rest, assess, replenish vitality, renew one’s mind, grow, and change. The night is the optimum time for insight and dreams, to gain inspiration and ideas, which bring about change. Whether these things bring about change for good or ill matters not to Molrivath. Good can come from bad things, and bad things can come from good. Just as day turns to night, and night brings about a new day, change will come as it is inevitable.
- Emblems, Insignia, Motifs, Heraldry
- Insignia
- Heraldry Colors
- Fauna
- Black Spotted Owl
- Black Panther
- Flora
- Stone
- Name used in common slang, phrases, or curses
- They’ve got Molrivath’s eyes.
- The person has a darkness in them, a darkness in their soul.
Osiridyn - God of Wind, Sound, and Creativity
Known as the Lord of the Sky, the Great Minstrel, Dancer of the Winds, and the Storm Chaser. Osiridan is depicted as a humanoid with wings, an aerion, or as a giant bird of prey. Historically, they have been non-gendered. Osiridyn has domain over wind, sound, creativity, breath, independence, music, whimsy, spontaneity, merriment, movement, and force.
The wind is not seen but felt as a light breeze, a warm breath, a cold gust, or a whipping whirling force. It is uncontainable, free, and always moving. It gives us life in the form of breath and is an essential balance in the world and ourselves. It can be soft and hard, stable and irregular, gentle and forceful. People see this as moody, flipping from warm to cold, restless and always on the move, carefree but fickle. Wind can also carry aspects of other elements - heat, cold, humidity, and dryness. Wind is an awakening element, meaning it can connect to different elements and give them emphasis, power, or force, like swirling water into clouds, pushing storms, gathering sand and debris in a vortex, or fanning the flames of fire to give it life.
The wind is that which is unseen but heard and felt. It carries all sound, of melodic beauty and ear-shattering noise. It can also silence sound, making the world feel eerily quiet and unmoving. The wind is also movement, from that which is soft and elegant like the flight of a bird or butterfly to that which is fierce and wild like the winds of a storm. If one has a strong basis in wind, they will have excellent movement and agility, breath control, creativity, and whimsy. Many singers and dancers are said to have wind in abundance. Wind is a muse, merriment, spontaneity, and the ability to see the possibilities around us.
However, an overabundance can make one fickle, inconsistent, selfish, insensitive, busy, fraught, distressed, stressed, and strained. It can snap and break under pressure like a violin string pulled too tight. A lack of wind can make one slow, clumsy, dull, unimaginative, and tone-deaf.
- Emblems, Insignia, Motifs, Heraldry
- Insignia
- Heraldry Colors
- Fauna
- Flora
- Stone
Prithyvus - God of Wisdom, Knowledge, and Virtue
Prithyvus is also known as Prith, the Great Scholar, the Philosopher, and the Keeper of Knowledge. They are historically depicted as an older male, though their species, gender, and age often differ based on region and culture. He always wears the finest robes with silver trim in indigo, gray, and white. Prithyvus has domain over knowledge, wisdom, virtue, insight, common sense, learning, mind, drive, research, and discovery.
Wisdom is the ability to gather and utilize knowledge and experience to improve ourselves and the world. With wisdom, we gain insight, the ability to reason, process information, learn, and use common sense and better judgment to make decisions. This ability to reason allows us to develop our understanding of virtue and learn how we use our wisdom to pursue truth and the common good. Wisdom allows us to have an open mind, observe, learn, understand, research, study, discover, and seek truth. Seeing wisdom at work can be as simple as heeding someone’s advice, listening without judgment, accepting the guidance of a mentor or teacher, or using common sense to make decisions. At its most complex, we see knowledge used to save lives, false information and beliefs challenged, and corrupt governments brought to justice.
With little wisdom, one cannot learn to understand or refuses to understand and will repeat the same mistakes despite being told otherwise. One is inexperienced, naive, unaware, clueless, and ignorant without knowledge. The wonderful thing about knowledge is that it is for everyone and can grow if nurtured. Many believe wisdom comes with age, but this is not entirely untrue. Wisdom grows as we age because of our increased knowledge, not because someone is inherently wise. What makes one wise and knowledgeable is the desire and motivation to pursue and develop it. A child lacks wisdom due to inexperience, whereas an adult can lack wisdom by choice. What makes a person virtuous is how they utilize their wisdom and knowledge for the greater good. Those who refuse to use their wisdom and learn or are too proud lack common sense and tend to be foolish, slowwitted, thick, and even illiterate, stupid, and unintelligent. Can one be too wise? As with anything, balance is essential. Too much can cloud judgment, narrow one’s focus, and create arrogant, proud, and authoritative know-it-all attitudes. It can even drive one mad. Those who lack virtue, be it in their pursuit of wisdom and knowledge or in general, are shady, unscrupulous, dishonest, crooked, immoral, and underhanded.
- Emblems, Insignia, Motifs, Heraldry
- Insignia
- Heraldry Colors
- Fauna
- Flora
- Stone
- Name used in common slang, phrases, or curses
- By Prit!
- Exclamation of enlightenment or learning something new.
- You are such a Prit. What a damn Prit.
- Calling someone a know-it-all or a smart-ass.
Sabin – God of Death, Spirits, and Grief
They are often called the Great Ghost, the Spirit Guide, the Reaper, the Herald, the Harbinger of Death, and the God of the Dead. They are often depicted as a knight in dark armor, fully covered from head to toe, or in robes of flowing black with no visible facial features or racial identifying clues. Nearly all cultures refer to Sabin as a male, though a few depict Sabin as either female or genderless. Sabin influences external spiritual energies, those of death, the world, and beyond. They have dominion over spirits, endings, loss, grief, and death. The god of Death is often feared for this reason, as most mortals fear the end of their existence.
However, death is an essential part of the world cycle. One would not know happiness without sadness, love without hate, and appreciate life without death. Souls are returned to the aether of creation, where many are reincarnated into the world again. Death teaches us that we are mortal, that time is not infinite, and that all things inevitably end. Grief teaches us how to cope with loss and heartache, and how to continue living despite it. In this, we learn to accept the things we cannot change, heal, reflect, and appreciate life despite its faults. Grief can give us purpose, drive, and motivation to help others in similar situations and connect us in ways we could never truly understand.
There are those, however, who become consumed by grief or even seek to defy death and have lost their appreciation for the beauty of life and its limitations. Like a flower, we grow, bloom, and then fade in a never-ending cycle. Not accepting this end is denial, which can lead to a disconnect in empathy and make people detached, wreckless, pitiful, depressed, and drown in their despair. Once life loses this appreciation for life or even living, they can become melancholy, apathetic, indifferent, uncaring, numb, cruel, cold, heartless, and sadistic. Some even begin to take pleasure in death, other’s grief, pain, and emotional trauma.
- Emblems, Insignia, Motifs, Heraldry
- Insignia
- A crow holding a broken thread
- A cross with a black moth centered on it
- Heraldry Colors
- Fauna
- Flora
- Stone
Sevius - God of Blight, Medicine, and
Sevius is also known as the Lord of Blight, the God of Medicine, the Great Serpent, The Healer, and the Poisoned One. Throughout history, Sevius is depicted as a shaman, sometimes humanoid with a snake lower body, and in others humanoid with reptilian-like qualities. Sevius is historically described as male or genderless. They wear elaborate vine, stone, bead, and metal headdresses, clothed in dark but decorated togas and shawls, and hold a snake-wrapped staff. Sevius has domain over blight, medicine, health, fungi, toxicity, antidotes, and science.
Blight is the part of nature that many find awful: poison, venom, gases, spores, and fungus, all associated with hallucinations, rot, decay, and death. While many despise it, blight has a significant role in the world’s function. Blight has both its negative and positive aspects. Fungi are used in food and food production, such as edible mushrooms, yeast, and cheese. Fermentation is a part of Sevius’ realm, created for consumption like fermented foods, wine, beer, spirits, and tonics. Toxins found in animals, plants, insects, etc., can also be utilized in various ways, such as creating antidotes, antitoxins, remedies, anesthesia, and pain relief. Since medicine is a study of natural blight, it is usable by anyone, even without magic. Healing without magic is a powerful tool, though its use for good or for ill will always depend on the circumstances or individual using it. Understanding how toxicity works can create better ways to deal with the negative parts of the world and ourselves. It also gives us insight into negative things that bring about bad and how to utilize these situations to bring about good. It teaches us patience, perseverance, problem-solving, resourcefulness, and seeing the world differently.
However, blight is dangerous and deadly in the wrong hands. Blight is not just a physical manifestation, though. It can be a blight of the soul, a kind of rot that cannot be healed by medicine alone. Toxicity exists not just in the blight of the world, the bite of insects, venomous serpents, irritating plants, and foul spores but in others and within ourselves. People can become toxic in their minds, hearts, and souls, which can make them unfeeling, uncaring, hateful, venomous, dark, twisted, vile, rotten, and cruel. The body can be healthy while the mind is poisoned and rotting. This toxicity can spread in people and communities if left unchecked.
- Emblems, Insignia, Motifs, Heraldry
- Insignia
- Snakes intertwined together
- Heraldry Colors
- Bright Yellow
- Brown
- Bright Red
- Fauna
- Flora
- Stone
Undine - God of Earth, Balance, and Craftsmanship
She is also known as the Lady of the Mountain, the Mountain Guardian, Keeper of the Forge, and the Iron Hand. Undine is described as a muscular woman with thick red hair in a giant braid or giant set of braids, warm honey or dark skin, and gold eyes. Ever steady, the mountain stands tall, confident, and unyielding to those attempting to deter it. Undine influences earth, stone, metal, foundation, balance, reliability, stability, humility, and craftsmanship.
Earth is the foundation of the world and the most present element in our lives. People grow, build, toil, and flourish on this very land. Her influence instills a strong sense of grounding, balance, humility, routine, steadfastness, and determination. Those with strong earth elements take pride in their work, are reliable, hearty, and level-headed, and have strong fortitude, endurance, and grit.
Yet the earth is also the element that is the most taken for granted. It is tread on, overworked, neglected, polluted, poisoned, and often abused. The same can be applied to people; they can take their day-to-day life for granted and become complacent in routines, stubborn, crude, cold, unyielding, and resistant to change. Their minds can become narrow, poisoned over time, demanding, shrewd, and judgmental. Those who lose connection with the earth can become idle, careless, unstable, haughty, entitled, proud, arrogant, and egotistical.
Just like how the earth can become unsteady, individuals can become shaky. When the earth becomes unsteady, shock waves upheave the world around us. This can be terrifying, confusing, and overwhelming. People can become stressed, overburdened, spread too thin, and neglect their needs, which puts stress and pressure on their hearts and souls over time. It may take these individuals a long time to crack under pressure, but it is like an earthquake when they do. It is a great rumbling, violent, and rocking upheaval that can damage, break, and even destroy the foundations they’ve so painstakingly built.
- Emblems, Insignia, Motifs, Heraldry
- Insignia
- Heraldry Colors
- Brown
- Dark Gray
- Emerald Green
- Fauna
- Mountain Goat
- Mountain Lion
- Flora
- Stone