Gods of Lusternia

For a more detailed and thorough understanding of the deities of Lusternia, see the history section.

Ascendants

The mortal realm is bound by the Nine Veils, which hide the esoteric realms of the Nine Domoth. Beyond the Domoth lies the Immanidivinus from which the Gods themselves draw power. It was from these Domoth that mortals were able to reach divinity and become true gods. With the creation of the Threshold Abyss, it is now impossible for mortals to reach the Immanidivinus and obtain the mantle of godhood. However, they are still able to enter the Domoth and become what is known as an Ascendant. Those who reach Ascendancy through the nexuses of power are known as Vernal Ascendants.

Religions

In modern times, those Elder Gods who have returned have taken a profound interest in the mortal races. Perhaps seeing a flicker of the divine in their splintered souls or perhaps seeing them as a source of power, they have bonded closely with mortals. Each of the Gods have a Divine Order. Joining a God's order is a way of actively declaring your faith and loyalty to that god, and a pledging of support to that deity's cause. Being in an Order is an integral part for many, and some find membership and participation in the activities of the Order to be the most rewarding aspect of their existence. It should be noted that these deities have their own goals, and their own distinct methods of accomplishing them, but they must nearly always act through mortals, rather than acting directly.

Demigods who gain the favour of their patron god can be infused with a portion of that god's essence and become their Avatar, granting them powers beyond other mortals such as the ability to resurrect fallen ordermates and invoke their wrath upon enemies. Avatars may also form a special bond with their god, founding a cult to venerate an aspect of that god and gaining the special skill of Veneration, which can be customized by their god.

Following are the gods that are currently in the realm.

Estarra, the Eternal

Estarra, the Eternal, is beyond even the elder gods, for she represents a culmination of the primal forces that created the multiverse of Lusternia (see the histories for more detail) and rules over all divinities. With the exception of the Soulless Gods, all gods and goddesses must answer to her and her alone, though she does not interfere (or, it must be said, truly care) about their positioning, schemes and politics.

Roark Libertas

Roark is one of the most ancient of the elder gods and is responsible for liberating Estarra. A reclusive god, he rarely interacts directly in the affairs of mortals. For those he does engage with, he incites his followers towards embracing freedom and achievement above all else. He is often seen accompanied by his silver eagle and alabaster rattlesnake.

Auseklis, Old Man of the Woods

To the aslarans, He is the Old Man of the Woods. To the igasho, the First Wanderer. The elfen know Him as the Master of the Wild; to the fae He is simply Father. These names illustrate the many aspects of the God known to all others as Auseklis. His interests are vast and varied, but include exploration and travel, the wilderness, and all wild creatures. His personality has been known to quickly change from friendly to grumpy, from humorous to angry, from quiet to boisterous. The only emotions that seem to stay constant are His hatred of cities - which He views as tumours on the landscape - and His love of all things natural. His symbol is a four-pointed star, marking both the four directions of the compass and the star-lit skies that cover the wilderness.

Isune, Wings of Compassion

Power tempered with compassion, artistry wrought with imagination, these are but minute facets of the complex aspects of Isune. She holds the act of making viable creations from raw materials in high regard, as well as applying the principles of artistry to such things as battle, or more abstract concepts like mortal nature. Of those who would seek Her, She expects compassion, fidelity, a willingness to help others, and to do whatever it takes to reach one's goals. As serious as Her initial impressions may appear, however, She is particularly fond of whimsical games and contests that test mortal character and ability. She despises the Soulless, Taint, and creations warped from their natural state by these, considering them flawed and defaced works.

Isune often appears in likeness of a resplendent and noble trill, but with empyrean wings and grace that surpasses that of even the angelic Holy Supernals. However, She has been known to manifest in many forms, from the smallest of winged creatures, to the mightiest birds of prey, and these beings are often identified with Her. Her symbol is a stark white falcon on a field of midnight stars, representing both power and hope.

Fain, of the Red Masque

Features obscured beneath the Crimson Mask from which He takes His name, Fain gazes scornfully upon the common muck and rabble of mortality, only the most able and ambitious to join His Masquerade. Born the First Circle of the Elder Gods, He was a leader and diplomat His peers, and supervised the Fifth Circle in its endless pursuit knowledge. Therefore He is a God favoured by the powerful, worshipped generals, governors, and the Magnagoran aristocratic ruling elite, whose ranks His Priesthood is predominantly constituted. Fain's are shrouded in secrecy, as secret as the visage which lurks His Mask, save that He views the Basin of Life as a vast , and mortals as pieces through which the great game of power is played. His immense hatred toward Elfen and Merians is well documented, but He also bears an enmity toward the race of Kephera, by machinations He was imprisoned within the Undervault.

His symbol is a red mask on a field of black.

Raezon, the Forbidden

Forbidden temptations of knowledge, arcane magics long thought forgotten, and the pursuit of the undiscovered in each despite moral limitations, these are the hallmarks of Raezon. Not content with merely the natural, the truly sacrosanct hold no boundaries for the depths of His thirst for the unknown. Transcending the planes in His quest, He seeks only those within the upper echelons of intelligence to fuel His intent to gain the knowledge of the Soulless Gods themselves. Those that hold true to His calling are scattered throughout the cities and communes as He accepts all those who wish to truly ascend to a higher understanding. The underlying edges of reason are mere playthings in His quest, and He will sacrifice anything and everything in His path to attainment. His symbol is an argent pentacle inscribed with blue flame.

Lisaera, the Silver Goddess

Ethereal and mysterious, the Elder Goddess Lisaera returned to Lusternia a century after the return of Roark and Estarra’s coming, quickly aligning Herself with the Serenwilde Commune. Often linked to the Ethereal Realm, Lisaera has millennia-long ties to the Fae, and is kin to Auseklis, the First Wanderer and Master of the Wild. Together, They guide the mortals whose interests lie in the forests and nature. Bearing a deep-seated wariness of all cities, She does not trust that which is built upon nature, preferring that Her followers live in harmony with it.

Bearing particular fondness for Elfen and Faelings due to their origins in Her splintered sister Elfenehoala, Lisaera is known to be contemptuous of those races twisted by the Taint, the Orcs and Viscanti above all.

Tending towards the spiritual and magical facets of nature, She is fond of rituals and often harnesses the powers of the elements for Her own uses. Her symbol is a silver chalice wreathed in ethereal vines.

Terentia, the Even Bladed

Terentia delights in combat and is particularly partial to strategic, large-scale warfare. She, however, is not a savage goddess and shows no favor to those who love unrestrained bloodshed nor to those who create conflict solely for the sake of violence. She loathes those who excessively indulge their turbulent natures, for they are those who have sullied the good name of combat.

All who strengthen themselves mentally, physically, and spiritually through honorable means and guide others in doing the same find favor with Terentia. Though the Taint beguiles those who fall prey to its siren call with illusions of strength, She regards the inability to resist the Taint's temptation as the most contemptible form of weakness. Any who actively fights to cleanse the land of this crutch for the weak minded is esteemed most by Her. She shows little regard for those who have succumbed to the Taint, considering them significant only long enough to destroy them. As a result, She displays utter disdain for those of the viscanti race.

Viravain, Mistress of the Webs

Viravain, Mistress of the Webs, is perhaps the most enigmatic of the Elder Gods. She was originally a minor creation goddess who mainly created small insects and birds. She returned to Lusternia from the Void with Lord Hajamin, who had protected her during those dark times. She became much loved by many, being a flighty and timid goddess. However, that all changed when she was possessed by the Soulless God Kethuru, who was had escaped his prison. When Kethuru was finally banished, Viravain was much changed. The most intriguing change of all was her inability to see the Taint, whose existence she refuses even to recognize. Her will likewise became strong and unbending, her intelligence was greatly increased, and she began to display subtle talents of manipulation and intrigue.

Now called the Mistress of the Webs, Viravain remains in her beloved Glomdoring Forest. Strangely enough, she remembers nothing of her possession by Kethuru, and her memories are stitched together from before and after this calamitous event, leaving her perceptions often confounding to the other Elder Gods, much less to mortals. She remembers Fain as a traitor still from the Elder Wars (though they both oversee tainted regions, she refuses recognize her forest as anything but as it was). She views Raezon as an ally for helping her remake the Ravenwood Tree (though this resulted in her possession by Kethuru). She remembers Hajamin fondly for protecting her in the Void (though he cannot stand what she has become). Nevertheless, she is obsessed with Glomdoring Forest, contemptuous of all other regions in the Basin (though somewhat respectful to Serenwilde because it is a forest, another perplexing attitude given the hostilities Serenwilde has shown Glomdoring) and dreams of one day that the Basin will be filled with nothing but the Glomdoring Forest.

Her symbol is a spider web with a black widow in the center.

Shikari, the Predator

Though a warrior of the Second Circle, Shikari was mistrusted by the other Elder Gods for His brooding, reclusive nature and extreme behaviour. Before the war against the Soulless, the Second Circle ventured in groups into the Void to hunt the half-formed, but Shikari hunted alone, and often. Rumours spread amongst the other gods that He showed no mercy to His prey, preferring to deliver torturous kills and slow, agonizing deaths. The only one of His peers who trusted Him was His younger sister, Viravain, and Their close relationship was often the subject of others' befuddlement.

In modern times, Shikari has aligned with Glomdoring largely due to His sister's presence within the commune, but otherwise, He has little interest in mortal affairs beyond battle and slaughter. He recognizes a warrior's strength and intellect, respects those with courage and skill, and scoffs at morals and mercy. No life is worth living if it cannot be defended, and no hunter is worthy of reaping rewards if he questions his kills.

His symbol is a black leopard in mid-leap.

Charune, the Horned One

The Elder God Charune is known as the Lord of the Hunt, the Sacrificial Deer, the Horned One. His domain stretches across Lusternia in the form of all the wild beasts of the hunt. The deer, the antelope, all things that run on the land eluding their prey are His creations. His greatest creation is the collective soul of all stags, White Hart.

He holds a very genuine dislike of the cities, viewing them as paved roads and stone building that only serve to distance one's self from the natural world. Of those who live in the cities, he harbours a finite amount of respect for the Aquamancers and Geomancers, those that have mastered the waters and the earth.

His symbol is that of the Stag and Archer. Symbolising the hunted and the hunter.

Lyreth, the Sidereal Prince

The Elder God known as Lyreth, the Sidereal Prince is, to put it quite simply, highly unpredictable. At turns sweet and gentle, and at others wild and tempestuous, His chaotic nature is, however, more suited to acts of whimsy than anything truly destructive. His indolent and often brash personality most often manifests itself in a sense of humour that is quite unique to say the very least. He is perhaps one of the most youthful of the Elders, His demeanor carefree and spontaneous, filled with a refreshing zest for life that knows no bounds.

Not one prone to deep introspection, Lyreth advocates living in the moment, for in His eyes, life is the most beautiful of gifts granted the First World by Dynara and to squander it is senseless. To Lyreth, every life holds its own, intrinsic beauty, no matter what the opinions of others might say. If you must kill, first understand the inherent beauty of what it is you are destroying, and second, contemplate whether its destruction will make the world a better place.

A musician, poet and entertainer, though not necessarily one to show off, Lyreth has a voice that is beyond compare, and it has been said He is capable of bringing a tear to even the most hardened of hearts. One of his greatest accomplishments was teaching the birds to sing, giving each bird a unique voice and the tiniest fragment of the Song of Creation. Above all else, He is an artist, from the tips of his toes to the top of His head, and He revels in the beauty of life, believing it one of the most sacred gifts bestowed upon the First World by Dynara.

Lyreth holds the emotions of love, passion and happiness to the highest of standards, believing that to hurt the ones you love is one of the worst crimes that can possibly be committed. He especially abhores lying, however, and is adamant in His belief that to lie to yourself and others is the second greatest sin. In His eyes, to do so is to murder part of yourself as surely as if you had taken a weapon to it.

His symbol is a silvery wooden harp with strings of golden light.

Morgfyre, the Legion

Morgfyre, the Legion, is the embodiment of an endless thirst for all things He regards as worth consuming - even other deities.

One of the Twelve Traitors of the Elder Wars, Legion was originally a brash god in constant competition with His peers. After being banished to the Void, Morgfyre roamed endlessly and consumed anything in His path: half-formed, Elder Gods and other creatures alike. As He consumed their essence, He grew increasingly twisted and ravenous - beginning to physically resemble the Soulless Gods that He so hated. However, unlike the emptiness of the Soulless Gods, Morgfyre's divine spirit was unable to wholly digest the essence of the deities He consumed. Fragments of their personalities remain inside His warped and unrecognizable form, and when He speaks it is not with His own voice, but with the voice of one of His many victims - be it an old man's rasp, a musical and lilting femininity, or all the innocence of a child. Morgfyre did not return to the First World until discovered in the Void by Terentia, the Even Bladed, who was held at His mercy. Terentia was stolen from the clutches of the Legion by Hajamin, but only at the cost of the Golden Lord's life. Morgfyre's true form now lies slumbering far beneath the surface of the First World, appearing before mortals in the form of an illusory avatar.

Morgfyre is often incomprehensible to the other Elder Gods, having grown so dissimilar to them during His banishment that He is considered to belong to none of the Seven Circles of the Elder Gods. His behavior is often unpredictable and chaotic, His methods varying to extremes and reflecting the discord of His countless voices. He favours those who share His thirst for life and revels in intrigues and cabals, showing disdain for those mortals who cling to the established order and fleeting illusions of permanence.

His symbol is the ouroboros, the serpent biting its own tail.

Elostian, the Enigma

Between the burning brightness of day and the cloaking shadow of night lies a short period of temperate twilight, where day and night mingle together into one and contrasts fade into obscurity. So too it is with the Enigma, born from the unification of two Elder gods who were the opposite sides of the same coin: Elcyrion, the Erudite and Lacostian, the Mysterial Lord. It remains a complete mystery how this fusion of two Elders was accomplished; all other attempts have ended in disaster. This unique combination of two ancient star gods from the third and fifth circles has produced an Elder with such experience and insight that He thinks in ways alien to most other Gods. Combined with the mystery of His birth, this has led to Him being referred to as the Enigma.

Elostian teaches that knowledge, with the wisdom and aptitude to apply it appropriately, is the only worthy goal in life. Every experience teaches something, and all experiences should be questioned, investigated and considered in order for the mind to progress. In this way, it is possible to achieve an ever superior degree of enlightenment, and no follower of Elostian's can be excused from the practice of these ideas. Personal improvement is the primary goal; however, the progression of mortalkind as a whole depends on the discovery of new information and the development of new ideas and theories. These should be shared where possible in order to allow others to begin the path of self-improvement, and to make their own contributions to shardkind's store of knowledge.

Through the unique combination of a Thinker and a Meditator, Elostian has gained new insights and as such promotes others to consider every event from all possible angles - not to narrow one's mind to a single interpretation. Rationality and temperance are also required; extremism clouds the mind, and prevents progression. Those unwilling to observe these rules will find the Lord Elostian swiftly out of patience.

His symbol is a glass seer's candle with a flame of mysterious, deep blue hue.

Ayridion, the White Flame

The mortal Soll Peulus ascended as Ayridion in mastering the Nine Seals to renew the prison of Almighty Kethuru, the greatest of the Soulless Gods. Twenty years later, a strange plague spread across the Basin of Life, and Ayridion fought against it numerous times. When the source of the plague struck at the Nine Seals themselves, Ayridion sacrificed his divine essence to create the Threshold Abyss, which separates the Immanidivinus - the source of the Elder Gods' power - from the realms of the Nine Domoth, wherein the Seals draw their strength. This process altered Ayridion irrevocably, destroying his divinity, and what remains of him walks the lands now as Ilyarin, first of the Ascendants.

Nocht, the Silent

Two hundred years after the coming of Estarra, the Great Spirit Night cried out under the fiery onslaught of the twisted Sun. It was the cries of His greatest creations that hastened the return of the Silent Lord to the First World.

Known as an extremely shy, soft spoken member of the Sixth Circle, Nocht was often overlooked by His peers, and thus became known as Silent Nocht. However, for those that did know Him, He was extremely adept at manipulating raw spirit, and equipped with a sharp intellect. Among the first to be forced to leave at the time of the diaspora, when so many Elders fled Lusternia from the Soulless, Nocht was separated from the other gods, swept into the loneliest corners of the Void.

Ages later upon His return, the Silent One aligned Himself with the Glomdoring Commune where the coven of His beloved Night resides. Preferring to walk amongst the shadows and act indirectly from a distance, little is known of how Nocht's solitude in the Void has altered Him. He takes special interest in mortals, often walking amongst them and observing their habits, motives and potential. Indeed, it is not uncommon for a mortal to feel the icy chill of His presence, and hear the muffled whispers that follow in His wake as He wanders the shadows of the Basin.

His symbol is a seven-pointed star emblazoned on an orb of pitch black.

Eventru, Crown of the Exalted

One of the few remaining Elder Gods of the First Circle, Eventru, Crown of the Exalted, was once known for His work with the Hamadhi. Both healers and caretakers of the Half-Formed, those infant Elder Gods that had not yet reached adulthood when Dynara and Magnora left to search for the Nameless Son, Eventru was among those of the First Circle to ensure they were kept within their creche, and later to lend His assistance during the Elder Wars in the healing of those who took to battle. While many Elders partake in the love of battle, Eventru's has always remained one of observation and support, stepping to the fore to give directives and guidance to those who offer aid to the combatants, while staying out of vanguard of the charge.

As the traitorous acts of Fain and His followers are always weighing heavy on His mind, Eventru holds a deep hatred for all things marred by the Soulless, and often times forbids any from speaking of them in His presence. As a Leader of Healers, He has always held the belief that the manipulation of the natural pathways that each Elder God was formed with, or in the instance of mortals born with, was dangerous at best, and tantamount to blasphemy at worst. Though He does not hold those who fan their divine spark in poor light, He most certainly despises those touched by the Taint or other forms of Soulless corruption, whether intentional or not.

For those seeking to follow the Crown of the Exalted, He holds them to four virtues: Loyalty, Courage, Pride and Purity. For without Purity of the soul and body, one cannot have Pride in themselves. Without Pride in ones deeds, one cannot have Courage in defending them, and without Courage, one has but fear and self-loathing, and with fear, there is only dissent.

Maylea, the Bloom of Serenity

Known amongst the Elders as a minor Fourth Circle Goddess devoted to painting and sculpting the flowers of the First World, Maylea was often called the Bloom of Serenity. Far more serious than many of Her fellow artists, Maylea looked into the spirits of the flowers to find for Her art, giving the blooms beauty to add meaning to their short-term lives. A quiet and somewhat reclusive Goddess, little else was known about Her during the days of the Elders. In the time of the Elder Wars, She distinguished Herself by making objects of power to help protect the other Elders from the threat of the Soulless. Eventually finding Her way back to the First World in the modern year 208, She soon aligned Herself with the Serenwilde, as it most reminded Her of the purity of Lusternia before the Soulless came.

Maylea values above all else introspection in those who seek Her, as well as a willingness to examine oneself critically. She also approves of curiosity and intellect, encouraging Her followers to express themselves in the way that best suits them, whether that be through art, the craft of combat, or scholarly pursuits. At the same time, She places emphasis on personal responsibility. As once She looked into the spirits of the flowers and painted their best qualities, She seeks to draw the best qualities of Her followers to the fore.

Her symbol is a crystal orchid, refracting the light into many colours.

Kalikai, the Crimson Eye

A Goddess of the Second Circle, Kalikai fought in the Elder Wars as a member of the Crimson Eyes Cadre, coordinating the battles and planning the strategic advances. Despite Her success on the battlefield, Her reputation among the Elders was another matter entirely, Her fondness of firemead and becoming intoxicated through any means available as well as Her habit of finding a nickname for everyone was often perceived as irritating and did not grant Her much favour among certain Circles. Returning to the First World in modern times, Kalikai soon aligned Herself with the city of Gaudiguch, having found their easy-going and lively nature to Her liking.

Favouring the rush and thrill of battle above all else, Kalikai looks fondly upon those that fight despite the odds yet know the value of good planning and strategy. She emphasises on individuality and personal freedom, encouraging Her followers to develop their own opinion and values. Most of all however, she appreciates a good sense of humour coupled with a strong and unbending will among Her Following.

Her symbol is a crimson eye, wreathed in yellow flames.

Hoaracle, the Forest Dreamer

A Sleeper of the Third Circle, Hoaracle, the Forest Dreamer was known for his deep meditations within the forests of the First World. He contemplated the nature of the universe and the subtle interplay between organisms both great and small. What He noticed was that there was an interconnectivity between everything within creation - starting from the primordial soil of Dynara to the Elder Gods, the Great Spirits, and the animals and plants that breed and grow. It was Him who was chosen, alongside Jadice of the Ice Plains and Mysrai of the Mysterium, to investigate and decide on the fate of the Twelve Traitors.

When the exodus of the Elders began, Hoaracle refused to leave the bountiful First World to which He was so connected. The forest in which He planted Himself was attacked by a hungry Soulless God; however, before He perished, He was able to seed his essence and memories throughout creation, circumventing death altogether. With the help of Serenwilde centuries later, Hoaracle was revived through a tiny acorn first plucked by Chuchip and passed down by the druids living within the Tar Pit Wastes.

Possessed of a deep appreciation for creation, Hoaracle is known to philosophise about the order and nature of the universe. Despite having a specific understanding of reality, He understands and values unconventional thinking and even contradictory opinions as nature, and therefore creation, does not fit within categories or binaries. Hoaracle emphasises that the truth to the universe is found through the state of becoming one with creative forces of the cosmos.

His symbol is a golden acorn surrounded by emerald roots.

Mysrai, the Scarlet Goddess

Mysrai is called Scarlet Goddess, Thousandfold, the Manifold Adjudicator, the Urchin in Ivory, the Thrice-Crowned, the Black Star of Morning, the Hermit Clad in Saffron, and a thousand other names. For each epithet bestowed upon Mysrai by the Beloved, the veiled cult calling Gaudiguch their home, there is a different face, a different story, and a different perspective to the Lord and Lady of the Thousand Hands.

Serving this mysterious, mercurial deity, the Beloved of Mysrai are themselves an unorthodox orthodoxy. Taking the One Law of the City as their own the Beloved follow no set mold but their own True Will, finding reality a malleable tale, and each veil of their deity as a story and vision through which the true nature of infinite realities and possibilities might be manifested. Before the great exodus, Mysrai was noted for Their shifting, strange perceptions. It was this fluidity of viewpoint that saw Them appointed to the Triumvirate to judge the fate of the Twelve Traitors alongside Hoaracle, the Forest Dreamer and Jadice of the Ice Plains.

Little is else known of this constantly-shifting God-and-Goddess, but They are known to favour the poppy blossom, the veil, and the kantharos vessel.

Zvoltz, the Architect

A skilled mediator and diplomat, Zvoltz helped forge the First Circle of Elder Gods out of the conflict and power struggles when the gods first came to Lusternia. Desiring harmony and a successful society, He used His position among the leaders of the First Circle to organize all of the gods into the Circles by which they are known today. Zvoltz worked continuously among the Elder Gods to mediate disputes and impose order on the budding First World.

Zvoltz values harmony above all things and believes that it can only be achieved by a highly structured society based on adherence to law. He teaches that success is achieved when all parts of a whole work together for the same goal, believing that there is a place for everyone and everyone should be in their place. Because of this, Zvoltz values those who create and enforce the law as well as those who strive to build and maintain an orderly society.

His symbol is a silver disc bisected by a jagged bolt of white energy.