Claymere’s religion was born when the pack was founded, turning the founding wolves into idols, and later gods, in their passing. It is believed that upon their deaths, Lámfæt chose to empower their spirits with that of the animals they were named after, taking them as her ‘children’ and teaching them to mold the world as she once did.
It is believed that natural disasters are the work of the gods, and while they are horribly feared, in many ways, they are also revered for the future changes they may bring.
In total, there are four gods, excluding Lámfæt, the creator of the very land they walk upon.
Please note that the below imagery is solely meant as a 'common' likenesses, not all wolves of Claymere see the Gods in these likenesses and there is no restriction on how you would like to portray them.
Other Names/Titles
First God of Claymere, Creator of the World, Mother of the Clay
Pronouns
She/They/Them
Creator of the Claymere’s Patron gods and creator of the world. It is believed that the first wolves were molded in their image in clay from their own body. They do not require physical offerings (though they are welcome), as they prefer to look at the heart and intent of the wolf that comes seeking communion. It is said that their form always changes in ‘appearance’ but that they will always look like a vaguely wolf-shaped creature of clay.
Other Names/Titles
Làmfæt’s First Son, Patron of the Lights, The Old Man, The Dove
Pronouns
He/Him/His
Eldest of Lámfæt’s brood and patron of the Lights, is known for the blessings he gives. He can be appeased with offerings of herbs and anything else used in the trade of The Lights. He is often described as an elderly wolf with herbs and trinkets tangled into his fur, and currently, it is unknown whether or not he actually sprouts feathers along his body or if it’s just ones he’s woven into the fur. His steps are accompanied by the chiming of tiny animal bones and the heavy perfume of medicines.
Other Names/Titles
The Twin, Second Born, Patron of the Shields, The Bear
Pronouns
She/Her/Hers
The second eldest of Lámfæt and patron to the Shields is a god renowned for her military prowess and physical strength. She can be appeased with offerings of blood or feats of strength. She is often described as a wolf larger than life, her body crisscrossed with scars and oddly similar to that of a bear. Her coat is incredibly shaggy, and her shoulders are wide-set, leading down into thick, trunk-like legs, massive paws bearing extra toes, and long, tapering claws. It is said that she often carries the scent of blood with her at all times.
Other Names/Titles
The Twin, The Third Born, Patron of the Blades, The Snake.
Pronouns
He/Him/His
Close in age to Biren, is the patron of the Blades. He is known for his stealth, speed, and quick wit. He can be appeased with offerings of trinkets and bones. He is often described as a lithe, powerfully built wolf with a glitter of snake scales amongst his fur. It is even rumored that his eyes bear slitted pupils, and his mouth harbors a forked tongue.
Other Names/Titles
The Fourth Born, Patron of the Seekers, The Owl, The Child
Pronouns
She/Her/Hers
The youngest of the Lámfæt’s brood and patron to the Seekers, is a youthful God known for ever-expanding knowledge and grace. She is known for giving blessings to more than just those of her task. She can be appeased with offerings of verbal knowledge. She is often described as the smallest of her siblings but still stands well over the height of an average wolf, and similar to Culfer, it is believed that she sports feathers and eyes similar to that of raptors. She sports a strong body despite her scholarly role, and the scent of ozone and dust often accompanies her presence.
Spirits also play a major role in Claymere’s lore, as it is believed that good spirits will return to the Lámfæt to eventually be reformed into a new wolf, while evil spirits are whispered to rise from their graves to wreak havoc on the living who have turned against them.
There are two kinds of spirits among Claymere. The first, and the 'good' kind, are simply referred to as that. These spirits are kind, doing their best to help those still living and seeking retribution against crueler, darker kinds. They do not have much influence on the world (Unless very powerful), but it is believed that they often carry messages and good fortune.
If a wolf were to see one, it is implored that they be treated with respect and kindness, and one should never approach one with aggression, mal-intent, or attempts to twist them.
It is said that they appear in many ways, sometimes looking like wolf-shaped heat mirages or little wisps of light or fire. Many also believe that a spirit may be fully up to a wolf's internal interpretation, meaning that a spirit may look a certain way for one wolf but entirely different for another.
Signs of Spirits
Heat mirages or odd, moving lights
Whispers on the wind, usually inaudible but not always
Fresh paw prints where one has not recently walked
A gentle warmth, like you've curled up in a fresh nest next to someone else
A feeling like you're being watched, but you feel calm.
The second kind, also known as Gásts (Gh-as-t), are said to be the spirits of the cruel and the damned. Not all were even once wolves of Claymere, but often just the cruel spirits of those that came before the pack or spirits of those that the pack might have wronged or killed.
It is said that wolves believed to be enemies of Claymere are buried deep within the earth, locked away in tombs of clay and dirt for Làmfæt to steward over. But she is not perfect, and often these spirits escape, clawing their way to the surface to seek vengeance or spread misfortune and lies.
These awful things can look like many different things, appearing sometimes as pale wraiths in the snow or shadows deep in the forest. It is said that they always take the form of a wolf, but that they will look uncanny in appearance, an awful sense of something being not right, when looking upon them.
It is highly encouraged that when one encounters one of these spirits, they should do their best to avoid it, leaving the area entirely if they must, as they only bring bad luck to those that remain around them. It is said that some Gásts, typically the more powerful ones, can even have some minor influences over the mortal plane.
To converse with one is strictly prohibited, and while it may not result in an outright punishment, many in the pack will shun the behavior.
Signs of Gásts
Odd shapes that don't belong, shadows where they shouldn't be that move independently from everything around them
Sounds on the wind, usually something hair raising. Sometimes the words can be understood, sometimes its simply gibberish.
Fresh paw prints where one has not recently walked
An icey coldness, like you've just dipped into a mountain stream.
A feeling like your being watched. Or hunted.
Other creatures acting oddly and out of their usual nature.
The world around you feeling influenced and off.
To commune with the Gods is not something just any wolf can do. All wolves, whether outsiders or born, must be escorted to the gods by the highest-ranking Seeker for their first attempt at communion. Should the gods detest that wolf, there is a chance they may be prohibited from returning to the Sanctum for some time, as there may be fear of upsetting the gods by allowing such a soul to stand on their hallowed grounds.
Those who are accepted by the gods, however, may not even see or feel anything during their first communion. Below are the typical rituals used for Communion. The only difference between the first communion and others is that the first is always guided by the highest-ranking Seeker in the pack at the time.
To commune with the Gods, one must willingly partake in an herbal mixture not so dissimilar from that of which is used during trials, though this mixture is more psychedelic in nature.
It is typically taken at the mouth of the Sanctum and will take effect as the wolf travels into the depths.
When they have reached the altar for whatever Patron it is that they have chosen to commune with, they will lay down at the foot of it, giving whatever offering it is that their patron demands, before curling up as if they plan to sleep.
They will then enter a deep slumber, assisted by the herbs, where they will ‘wake up’ in a place that depends on the individual. Some see a simple, black plane of shadows, as this is the most common. Others see verdant fields and forests, while others see a sprawling lake and a reflection of their home. This is dependant mostly on the individual but can be influenced by their mood, reason for communal, and the mood of the gods.
Coming Soon! Expected ETA around Halloween of 2025, keep your peepers peeled!