❗ Some of the Rules and Guides, as of writing this 06/10/2025, are not final until this message is removed; they are subject to change.
“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 one faith, but not one practice. The religion is ubiquitous across Tykonia, but it is Larova where Divinity is most institutionalized, and a powerful institution at that. Though other minor faiths may make their claim in the minds of Kynd, the myriad doctrines of Divinity are a cultural mainstay in Tykon.
Many gods of Divinity are worshipped within their halls, some that are yet to be revealed
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 required age (i.e., 16 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.
By contrast, those who undergo Severance—to use Grounding—make attunement to Divinity impossible. To the faithful, Severance is a heretical rejection of the gods themselves.
The eldest and native gods of ancient Tykonia.
Balan Liwdd; The Linden King
“The God of the Wilds”, “Balan Liwdd”, “The Hunter”, “The Linden King”
Spells convalidate with: Nature Magick
Maer Culda; The Holly Queen
“The God of Death”, “The Mourning Waif”, “The Gardener Queen”, “The Holly Queen”
Spells convalidate with: ???
Gods that impart knowledge.
“The God of Flame”, “Patron of Forges”, “The Great Illuminator”
Spells convalidate with: Fire Magick
“The God of Illusion”, “The Grand Scheme”, “The Web-weaver”, “The One in the Middle”
Spells convalidate with: Raw Magick
Gods that uphold society.
The ULNAEREN; the Trifurcate Judge
“God of Justice”, “The Boundary”, “The Three-Within-Stone”, “Uuln-Aeon-Pren”
Spells convalidate with: Ground Magick
???
In death comes relief. But first you must live.
Spells convalidate with: ???
“The God of the Night”, “the Pale Face”, “The Curseweaver”, “The Light Thief”, "The Corpus Luminary"
Spells convalidate with: Water Magick
???
Sing to me, O Muse, of a great tempest...
Spells convalidate with: ???
???
Gather, gather, string and twine...
Spells convalidate with: ???
???
Spells convalidate with: ???
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.
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
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
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.
Single-vote application sent to a Moderator
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.
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 earn their trust and access 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.)
Spell & Summon Slots: a list of spells and summons that Divinity users know how to cast/use. Depending on what class you are in, you would only have access to that number of spells/summons. (E.g,. A devoted Paladin will only be able to cast Smoke, Meld, and Fever novice spells & devoted summon if those are the 2 spells & 1 summon they chose.)
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.
The equivalent of a Spellblade in spell slots. They get less spells and summons in general, but they have more armour. The armour specifics are in the progression section. They have more armour than their Spellcasting equivalent: Spellblades.
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
The equivalent of a Mage in spell slots. They get more summons for the Divinity to their tailored god, but fewer spells, as well as having less armour. The armour specifics are in the progression section. They have more armour than their Spellcasting equivalent: Mages.
Devoted
Novice Spells & Devoted Summons: 1 Spells & 3 Summons
Disciple
Novice Spells & Devoted Summons: 2 Spells & 4 Summons
Intermediate Spells & Adherent Summons: 1 Spell & 2 Summons
Expert Spells & Disciple Summons: 1 Summon
Herald
Novice Spells & Devoted Summons: 3 Spells & 5 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