“If they are not watching, then why does the fire still burn when I call it?”
— Herald of Pyril
Divinity is a polytheistic religion centred on the reverence of many worldly gods believed to act upon the realm of Azura through unseen, indirect means. The gods of Divinity do not reveal themselves through physical manifestation or spoken word; rather, they are perceived through their blessings, curses, and phenomena collectively known as Summons. To followers, these gods represent elemental or conceptual forces—beings of influence rather than presence.
Divinity is widely practised across Tykonia, particularly in Larova, and remains the dominant religious framework for those who believe in the old ways of power through faith. Despite its breadth, only two gods are officially recognised by the Sanctum at present, though theological speculation suggests many more may exist.
To interact with a god’s power, an individual must undergo a mystical alignment process known as Attunement, or Vitae, which can be done once they've reached their age of maturity (i.e., 18 for Humans). Attunement binds a person to one god at a time, allowing them to call upon divine forces through Summons—supernatural blessings or curses bestowed by the gods.
Unlike Spellcasting, Summons typically do not require the use of Mana to initiate. However, maintaining a connection to a Summon (especially in battle or prolonged rituals) draws upon the attuned individual’s Mana reserves over time. However, they can use spells that are specific to each god, as well. E.g., Pyril Divinators can use summons of Pyril and also Fire spells.
Attunement is not immediate; re-aligning from one god to another is a taxing process that may take anywhere from several hours to days. You may only be attuned to one god at any given time. Those who attempt to channel more risk, mental instability or spiritual disintegration. You may later specialise in a specific God.
By contrast, Severance—as practised in Grounding—removes all ties to Divinity, making further attunement impossible. To the faithful, Severance is a heretical rejection of the gods themselves.
There are currently two Gods of Divinity:
“The God of Flame”, “Patron of Forges”, “The Ever-shining Light”
Spells convalidate with: Fire Magic
“The God of Illusion”, “The Grand Scheme”, “The Web-weaver”, “The One in the Middle”
Spells convalidate with: Raw Magic
Different levels have been established to identify your magical prowess and the summons' tier. All levels have different levels for armour usage and what tier of summons or spells they can cast.
Acolyte
An emergent Divinity user who has freshly attuned to this magic. They do not know much except the very basics, and have control of some spells and summons on a low level. With their mana pool, they can cast Acolyte spells. Divinators can use plate at maximum for armour. Paladins can use plate at maximum for armour.
Free-to-play
Devoted
A developed Divinity user who has assimilated their knowledge of the Gods and knows how to control their spells & summons better. They usually have picked a God to devote themselves to. With their mana pool, they can cast Devoted spells. Divinators can use plate at maximum for armour. Paladins can use plate at maximum for armour.
Free-to-play
Disciple
A proficient Divinity user who has become completely loyal to their God over the rest, knowing more of its spells & summons and having a deep-rooted faith in them. Divinators can use chainmail at maximum for armour. With their mana pool, they can cast Adherent & Disciple spells. Paladins can use plate at maximum for armour.
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Herald
An ascendant Divinity user who has mastered a specific path and finds themself in a deep state of faith for this God in particular. With their mana pool, they can cast Herald & an Archon spell. Divinators can use gambeson to the maximum for armour. Paladins can use 6 pieces of plate armour at maximum.
Staff vote
There are two classes of Divinity users: Divinator & Paladin. These different classes are given more spell & summon slots according to the balance.
By worshipping one god, they can gain their trust and gain access to newfound abilities. Although someone can worship as many of the gods as they wish, they can only practice one kind of divinity and one kind of elemental magic (e.g., a Pyril Divinator can only use summons from him & the elemental magic attached to Him, fire.)
Note: These are the spells & summons you know how to cast. The amount of spells & summons that you can cast before running out of mana depends on the level of spells or summons, how many times you use them and for how long before your mana depletes.
Paladin
The equivalent of a Spellblade in the ammunition class. However, their kit loses spells in return for Divinity spells to their tailored god, but they have more armour. The armour specifics can be found in the progression section.
Devoted
Novice Spells & Devoted Summons: 2 Spells & 1 Summon
Disciple
Novice Spells & Devoted Summons: 3 Spells & 1 Summon
Intermediate Spells & Adherent Summons: 1 Spell & 2 Summons
Herald
Novice Spells & Devoted Summons: 4 Spells & 3 Summons
Intermediate Spells & Adherent Summons: 2 Spells & 2 Summons
Expert Spells & Disciple Summons: 1 Spell & 1 Summon
Master Spells & Herald Summons: 1 Spell OR 1 Summon
Divinator
The equivalent of a Mage in the ammunition classes. However, their kit loses Spell pool for Divinity spells to their tailored god, as well as having less armour. The armour specifics can be found in the progression section.
Devoted
Novice Spells & Devoted Summons: 3 Spells & 1 Summon
Disciple
Novice Spells & Devoted Summons: 4 Spells & 2 Summon
Intermediate Spells & Adherent Summons: 1 Spell & 2 Summons
Expert Spells & Disciple Summons: 1 Summon
Herald
Novice Spells & Devoted Summons: 5 Spells & 3 Summons
Intermediate Spells & Adherent Summons: 2 Spells & 3 Summons
Expert Spells & Disciple Summons: 1 Spell & 2 Summons
Master Spells & Herald Summons: 1 Spell OR 1 Summon
Archon Summon: 1 Summon