- Arcane: Elementals, enchanted monsters, or Magic itself
- Netheric: Powerful ancestor spirits reaching out from Nether
- Divine: Celestials and other beings tied to the holds of The Greater Gods
- Ruinous: Greater demons and monsters or spirits steeped in hellish sorcery
Some lesser gods approved by the admin team (many of which were devised by our talented participants) include:
Ashkhet - The Eternal
- Aspects: Earth, Endurance, Defense
- Symbol: Obsidian
Earth endures; like the stones and dunes, Ashkhet bears the brunt of all that affects Scy’kadia... and remains. Ashket teaches its followers to defend and regenerate all lands in which they live, keeping them from unnecessary and unnatural harm. Not to be mistaken as a pacifist, Ashkhet understands that often-times the best defense is a good offense, and it's devotees act as instruments of nature’s wrath. More than most, they understand that hardship is a challenge, not an end.
Creator Credit: Archer Witkowski
Annwn - Of The Lakes
- Aspects: Water, Restoration, Tranquility
- Symbol: A vial of pure water
Arkhosian legend tells of a benevolent spirit who comes to those who sit upon the shores of great lakes. Known to her followers as Annwn, she invigorates those who seek her blessing. Water is the giver of life, and it is the duty of her priests to provide water, sanctuary, and aid to any in need, no matter their allegiance or nature. The neutrality of her priests oft sees them accused of cowardice, but woe betide any who show them ire. Such fools quickly learn that water can take life as easily as it is given.
Creator Credit: Archer Witkowski
Fu'Lian - The Traveler
- Aspects: Air, Speed, Wisdom
- Symbol: A fan or feather
On the highest peaks, in deep valleys, and on cliffside outcroppings, you will find shrines to Fu'Lian, an elemental revered by its followers as: "The oracle on the wind who hears and sees all." Clerics of the wind are seen throughout Scy’kadia as nomads, diviners, and mystics. They seek to understand the world as Fu'Lian does, sharing their wisdom freely as they pass through it. Fu'Lian's followers are most prolific in Lo'Quai, a traditionally isolated realm. Fu'Lian urges it's followers to wander Scy'kadia in search of knowledge and secrets.
Creator Credit: Archer Witkowski
Turq'uthlat - The Entwined
- Aspects: Fire, Air, Inconstancy
- Symbol: Red sand
When a swarm of corrupted fire and air elementals threatened the coastal cities of Frael, none seemed able to prevent disaster. Twin thieves, Irjam and Imirah, entered the arcane storm surrounding by the elementals, and struck a mysterious bargain; in the process, the most powerful fire elemental merged with the strongest air elemental, creating Turq'uthlat, an effigy of the capricious nature of the desert. The thieves spent the rest of their lives in service to the lesser deity they created, and today followers of Turq'uthlat are known by their behavior; they approach all situations from multiple angles, and never work alone, often braving near-impossible tasks by employing unusual or downright bizarre methodology.
Vulcestus - The Flamelord
- Aspects: Fire, Strength, Rebirth
- Symbol: Rising flames
From campfires to raging volcanoes, lowly hearths to palatial braziers, Vulcestus is believed to dwell within all flames across Scy’kadia. It’s priests espouse that death is a natural part of life, though it is not the end... through fury and flames, all can walk a path of perpetual improvement, being reborn and ascending. Cults of Vulcestus were once common within the Thaedian Legion, though priests of the elemental are now scarce.
Creator Credit: Archer Witkowski
- Aspects: Air, Travel, Commerce
- Symbol: A silver horse
Idolized throughout the Crosslands, Frael, and Thaedia, Tulnir's followers are almost always travelers and merchants. They move from village-to-town-to-city, with no obvious rhyme or reason. When asked why, they simply state: "How you get there is the important part." Shrines to Tulnir are found beside roads and pathways, often in the form of lean-to stables, tended to by travelers that pass by and open to one-and-all in friendship.
Tulnir's followers all claim to have encountered their deity in a time of need. Reports vary as to Tulnir's appearance; some say it is a large beast of burden, several feet tall with bulky muscles. Others claim to have ridden Tulnir as a lithe steed, across vast deserts, fast as lightning. All anecdotes however have one thing in common, that Tulnir is the color of quicksilver, and as-such the sight of silver horses more often than not heralds the presence of Tulnir's mortal herd.
Creator Credit: Archer Witkowski
- Aspects: Air, Moonlight, Shadows
- Symbol: A silvery feminine being with half her face in shadow, haloed by a full ghost moon
When the fallen elves were exiled from Sindorien, they left behind a great deal of arcane corruption. Alas, many elementals fell victim to this foulness, becoming bitter and twisted, prone to paranoia and violence. Myr'enlyth, a greater elemental fond of riding the moonbeams over forest pools, was likewise afflicted... yet so powerful was she, that only a sliver of her essence was marred. For the most part, she remains a benevolent guardian of Green Fang Forest... yet as the ghost moon waxes full, and the shadows cast by its light deepen, the dark part of Myr'enlyth arises, drawing her towards acts of cruelty and selfishness. Folk who swear themselves to assist the cursed elemental seek for an as-yet unknown cure to her plight, oft protecting elementari during their travels... unfortunately, they too feel the pull towards wickedness beneath the full ghost moon...
Creator Credit: Cathy Hornyak
- Aspects: Unknown (possibly Air, Sound, Poetry)
- Symbol: A string of colourful musical notes
The Singer is an odd being, in that it is clearly mystical, yet none can entirely agree if it is an elemental... Its aspects remain unclear, but it is known that The Singer loves music, and more-readily offers patronage to bards or musicians. Not until the Weftyril portals began to reopen have worshippers of The Singer been sighted; making it an especially new deity. Perhaps the reason lies with those who claim to hail from Canción, flamboyant folk who many deem mad. It should be noted, that while the average Scy'kadian minstrel knows naught of The Singer, preferring to honour The Greater Gods (Balrof for courage to take the stage, Rilien for extra coins in their hat, etc), those who travel Weftward are hearing the deity's name more-and-more.
Creator Credit: Jake Nelson
The Sun Turtle
The Sun Turtle is a trickster patron associated with both the sun and the sea. It encourages its followers to spread tales of its greatness, and to sow humorous discord wherever they roam. Often deemed lunatics or village-idiots by those subjected to their preaching, turtle priests wear garish rainbow-coloured clothing, and are usually far cannier than they appear. The average Scy’kadian refuses to believe that a giant magical turtle could possibly be a deity... yet worshippers claim: “If you are strange or foolish enough, none can blame you OR claim you are real...”
Some priests and healers choose to draw upon Magic when offering praise and devotion. Magic, distrustful after the crimes inflicting upon it throughout history, provides most worshipers with less power than they might expect. Only high elves can achieve the healing miracles of Greater Gods' followers, via their symbiotic relationship with Magic, which they call Taeyaloo. Other species tend to consider Magic a less worthy patron than true gods or even The Narga.
The Rhuu Elder Spirits
After losing their once-great domin of Rhuul to disease and aggressive neighbors, The Rhuu have by-and-large turned their backs on The Greater Gods, feeling betrayed by their inaction. Instead, they honor ancestral spirits, beings that helped guide the clans in their time of greatest need.
- Osud - Leader of the three spirits, and queen of fate. Osud offers protection to those who risk the use of Magic in defense of kin, especially the matriarchal druid chieftains of the Rhuu. She also favors fighting women, and is depicted as a fierce shield maiden. Her favored weapons are the sword and shield.
- Potzim - Keeper of law and stories, Potzim is revered by tacticians and sages. His wisdom is sought by Rhuu leaders when clever planning is considered key. He is depicted as a vine-covered elder, oft followed by crows, and his favored weapon is the spear.
- Zvire - Spirit of beasts. He is revered by woad-daubed Rhuu berserkers, and blesses hunters who prevent animals from suffering. He is depicted as both a wild-man clad in bear skin, and as a spectral bear. It is possible that in life he was an ursine shifter. His favored weapons are a pair of axes.
Creator Credit: Natalia Stepan
The Line Of Siegward
In The Time Of Embers, in the lands that would one-day become Arkhos, there arose a great hero named Siegward Wruenbane. He slew a dragon, Breggatar The Storm Render, but was hunted down by Breggatar’s mate, Tarix’gammon. The vengeful dragon, not content to merely kill Siegward, laid down a terrible curse. Whenever a hero should arise from Siegward’s bloodline, Tarix’gammon will know them and hunt them; while all their heroic ancestors slain prior bear witness, unable to pass beyond Nether. Many generations have come and gone, Siegward’s blood has spread throughout the houses of Arkhos... most unaware of the ancient curse. The spirits of past heroes, including their progenitor Siegward himself, lend guidance and protection to their descendants, as well as any Arkhosian adventurers willing to stand in defiance of Tarix’gammon’s vengeance and draconic influence in general.
The symbol of the line's protectors is a stag with bloodied antlers atop a dead dragon.
Creator Credit: Danielle De Rusett
Remnants Of Yenrad
Though the Yenrady are lost to history, their fortifications remain scattered along the western edge of The Weft, and lurking within them... ghosts. Trapped alongside powerful elemental guardians, it is unclear whether the souls were held intentionally, or by an unforeseen quirk of spellcraft. Whatever the truth, the collective spirits can manipulate wards around their fallen realm, bending time and bestowing restorative power on living champions; even over great distances. Rarely do the remnants choose a champion, and their reasons for doing so are as mysterious as the famed exodus of their people. They NEVER tell their champions the truth of that fateful migration...
The Soul Of Valar
After years of civil war and the ravages of necromancy, the isle of Valar has become a strange anomaly. The souls of those who fight to keep the island free from oppression do not seem to pass into Nether as they should. Rather, they are bound to Valar, joining a ghostly host, an amalgamation of trapped Valarian heroes who reach out to their surviving kin, providing them with advice, warnings, and healing power.
Creator Credit: Samuel Bancroft and Doug Greenwood
Okaaz - Guardian Of The Rivers
- Aspects: Water, Change, Protection
- Symbol: A small, medium, and large water droplet
The spirit of a long dead creature (of unknown species) who swore to protect the rivers and their inhabitants from harm; any who take more than they need, or damage the rivers and their immediate surroundings, will draw the wrath of Okaaz and it's followers. It does however provide help to those who are injured and in need, and grants some power to those who wish to help protect the rivers and their denizens. Those who are kind to the rivers may spot or even come into contact with this benevolent spirit.
Creator Credit: Jamie Domenici
The Sanctic Guard
It is said The Sanctic Dame of Arkhos rode to Gorgondin with an escort of celestials, one for each of The Greater Gods. With her honor-guard in tow, she led the knights who tore down that accursed city. In modern Arkhos it is considered foolhardy to pray to celestials, rather than the gods themselves, yet there are those among the younger generations of knights who call upon The Sanctic Guard to intervene on their behalf in times of trouble.
As dragons age, they amass more than hordes of wealth... they accrue arcane might as well. Dragons born during (or before) The Time Of Embers are chillingly powerful, able to funnel energy to their blood-bound Ashborn servants. Wicked creatures by nature, dragons prefer to use malfeasance; thus when they bestow boons upon their devotees, it always bears a vaguely demonic taint.
Admin Note: Ashborn players are secretive about their scaly masters (rightly so); therefore, currently worshipped draconic patrons remain unknown, except to the cultists themselves. You'll have to uncover our ashborn and their masters during gameplay!
Sailors across Scy'kadia mutter prayers to fickle N'ray and N'rord as they set sail... yet in The Kraken Reach Isles a new religion is brewing. Led by priests and priestesses blessed with tentacles and other aquatic mutations, The Cult Of The Kraken preaches that greed is not only honest, but should be embraced above all other vices. Driven by their devotion to take, and take, and take, ships that sail under a kraken flag seem overladen with plunder compared to their piratical peers; a fact that helps attract new crew... assuming they haven't been press-ganged into service already.
As for The Kraken itself, the deific beast is described as a larger version of its already enormous kin, with hundreds of tentacles and dozens of beaked mouths. As well as mutations, it bestows on it's followers the ability to create items dripping with ruinous energy. This has led some to postulate The Kraken might be a greater demon... though the truth remains to be seen.