❗ 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 of which 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.
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 gods of the Midyan Pantheon are not dominated by a unified divine doctrine or heirarchy. Rather, they are separated into rites, or scripts. These rites dictate both the aspect of the world these gods impart onto others, and how old they are compared to the other rites. The Old Rite are the oldest, predating the Midyan Pantheon, and are the most worshiped among hinterlanders and tribals—the Epiphanic Rite, or The Epiphanies are the most prominently worshiped among the City of Larova—and the New Script are the chronologically youngest gods amongst the Larovan Interpretation, only being a few hundred years old in worship after the rise of urban society.
Gods that define life. The eldest of the Tykonian gods.
Balan Liwdd; The Linden King
“The God of the Wilds”, “The Green King”, “The Hunter”, “The Linden King”
Maer Culda; The Holly Queen
“The God of Death”, “The Mourning Waif”, “The Gardener Queen”, “The Holly Queen”
“The God of the Night”, “the Pale Face”, “The Curseweaver”, “The Light Thief”, "The Corpus Luminary"
Gods that impart knowledge.
“The God of Flame”, “Patron of Forges”, “The Great Illuminator”
“The God of Illusion”, “The Grand Scheme”, “The Web-weaver”, “The One in the Middle”
Gods that uphold society.
The ULNAEREN; the Trifurcate Judge
“God of Justice”, “The Boundary”, “The Three-Within-Stone”, “Uuln-Aeon-Pren”
Scyliss & Ainir; The Eversquall
"The Twin Gods," "The God of Storms," "Shapers of The Heavens," "The Eversquall"
???
In death comes relief. But first you must live.
Gods that are granted revelry within the minds of Worshippers, but have no place within the Godhalls of the Sanctum.
???
Gather, gather, string and twine...
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Different levels have been established to identify your magical prowess and the summons' tier. All levels have different levels for armour usage and the tier of summons 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 summons at a low level. With their mana pool, they can cast Acolyte summons. 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 summons better. They usually have picked a God to devote themselves to. With their mana pool, they can cast Devoted summons. 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 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 summons. Paladins can use plate at maximum for armour.
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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 summon. 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 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.
Summon Slots: a list of 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 summons.
The number of summons that you can cast before running out of mana depends on their level, how many times you use them, and for how long before your mana depletes.
The equivalent of a Spellblade in spell slots. They get fewer 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
Devoted Summons: 3 Summons
Disciple
Devoted Summons: 4 Summons
Adherent Summons: 3 Summons
Herald
Devoted Summons: 7 Summons
Adherent Summons: 4 Summons
Disciple Summons: 2 Summons
Herald Summons: 1 Summon
The equivalent of a Mage in spell slots. They get more summons for the Divinity to their tailored god, but less armour. The armour specifics are in the progression section. They have more armour than their Spellcasting equivalent: Spellweavers.
Devoted
Devoted Summons: 4 Summons
Disciple
Devoted Summons: 6 Summons
Adherent Summons: 3 Summons
Disciple Summons: 1 Summon
Herald
Devoted Summons: 8 Summons
Adherent Summons: 5 Summons
Disciple Summons: 3 Summons
Herald Summons: 1 Summon
Archon Summon: 1 Summon