Author’s Note: I don’t know if anyone was actually wondering about any of this, but here it is. For all your fanfiction needs, I suppose. Everything here can be considered canon unless I change my mind later. The descriptions of the Ten were ripped from moodboards I made for tumblr and pinterest because I am exceedingly lazy.
Rating: Boring.
Content Warnings: None.

A Guide to the Gods of Inthya

The Ten and the Eleventh
Though there are countless deities on Inthya, the most powerful are The Ten, who played the greatest part in the creation of the world. In the lands of Men, the Ten are the most powerful and venerated deities.

The position of the Eleventh was created so that the gods could never be evenly divided on a course of action. The Eleventh varies from land to land and can be changed as cultural values shift. In Ioshora, the Eleventh is currently Cyne, God of Animals. In Thiyra, the Eleventh is Nara, Goddess of the Sky.

Worship and Belief
Gods and Goddesses on Inthya are only as powerful as mortals allow them to become. They require faith and interaction for sustenance. In return for worshipers, they grant magical blessings to their followers.

The level of influence a deity has on Inthya can vary across regions. For example, the goddess Zeneen, whose domain is the desert, is venerated across Aquiim, and her shrines and temples can be seen everywhere. As a result, she can work impressive miracles in that part of the world. But in the northern lands, Zeneen is almost entirely unknown, and she has virtually no influence there as a result.

Order and Chaos
It is not unheard of for worship of a particular deity to be outlawed by a regent or government, particularly if their domain is understood to be detrimental to society as a whole. However, this alone is not enough to negate one’s influence upon the land, for Men have a habit of turning to evil in times of despair or desperation. These deities are frequently classed as chaos gods.

Precisely who does and does not warrant such classification is not always a clear matter: not all evil gods are chaotic, and not all chaotic gods are evil. Men do their best to categorize these gods accurately, but names can be added and removed from the records as domains shift and cultural values change. This can generally be blamed on Iolar’s black and white view of morality.

Generally speaking, the title of ‘chaos god’ should be understood as a legal classification, rather than a metaphysical one—it was invented by Men as a way to understand the world around them, rather than handed down from the gods.

Perception by Mortals
A god’s name, gender, or physical appearance might vary across cultures or eras. Sometimes domains might even be altered. For example, on the Ioshoran continent, Adranus is strongly associated with medicine and healing. But in Thiyra, he is strictly associated with death alone, and mortals who wish for healing instead worship Adalia.

The relationships between Gods can also change based on location. Iolar and Talcia are husband and wife in Thyria, Ioshora, and Siabaeld. But in Aquiim, Pemele is Iolar’s wife and Talcia is unmarried. Likewise, Pemele and Dayluue are twin sisters in most places, but a few cultures interpret them as mother and daughter. None of these interpretations are incorrect, and Gods will alter their relationships and behavior based on where they are manifesting.

The Afterlife
Every deity, no matter how small, has a pocket of reality in Asterium called a plane. The most famous of these, Iestil, is the domain of Adranus and is believed to be where most Men go after they die. However, devotion to a particular god can merit an invitation to a different plane.

Those who commit heinous crimes in life might find themselves barred from Iestil after death. It is believed that they wander the spaces between planes in Asterium until they are dragged into a chaos god’s domain for an eternity of suffering.

The Ten
INTHI, God of Creation and First of the Ten, is said to have forged Inthya at their anvil at the beginning of time. At first, it was little more than a ball of molten iron, but with the contribution of their siblings, it quickly became a world.

Inthi is the patron of inventors, artisans, and blacksmiths. They grant a gift of fire to a select few. Priests of Inthi traditionally wear orange to represent this. Most with Inthi’s blessing are neutroi, just as Inthi themself is.

Inthi is a contemplative and peaceful god who encourages innovation in their followers. Their plane in Asterium is called Ithis, and it is there that Inthi is said to design and build marvelous creations beyond the comprehension of mortals.

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MERLA, Goddess of the Sea and Second of the Ten, was responsible for creating the first living things on Inthya. She covered the world in her oceans and filled them with all the creatures of the sea. Foremost among her children are the Mer, who have the upper bodies of Men and the lower bodies of fish, and the ability to sing listeners into a trance-like state.

Merla openly favors the Mer over the other sentient races on Inthya, and her most powerful blessings always go to them. Nevertheless, she is also worshiped by fishermen, sailors, and even pirates. Sometimes Mer will affiliate themselves with the Temple of Merla, but most of them find Men’s temples stifling and prefer to worship in their own way. Merla’s priestesses are best known for their abilities to purify water, as well as their musical talents. Greater control over the element of water itself is usually only granted to Mer.

Merla is extremely difficult to communicate with. Like the sea itself, she cannot be reasoned with and appears to lack empathy. However, she is not malevolent and can just as easily be a friend to lost sailors if the mood strikes her. Her plane in Asterium, Salis, is said to be an endless ocean.

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EYVINDR, God of the Harvest and Third of the Ten was responsible for raising dry land from Merla’s oceans when the world was new. At first, the land he created was a harsh wilderness. But as Men began to worship him, his nature became kinder, and more domestic.

Eyvindr is the patron of farmers and gardeners. Farming communities usually feature his temples at their center and shrines in their fields and orchards. The magic he grants is related to the health of the land and the growing of crops. The most poweful of his priests can control living plants and bring new seeds to full growth in a matter of days.

Eyvindr is a generous god who appreciates hard work and dedication. He makes his will known in (comparatively) straightforward ways. Though he has allowed himself to be influenced by worshipers, there is still a touch of wildness to him that is seldom acknowledged. His plane, Cembra, is farmlands surrounded by verdant forests.

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IOLAR, God of Law and Fourth of the Ten, created mankind after Inthi forged the world. He commanded his children to be orderly, compassionate, and to value the collective over the individual.

Iolar is the patron of regents, watchmen, and lawmakers. He grants protective blessings to aid those who would crusade against evil. Much of his magic is activated through the use of ritual prayers, making him unique among the Ten. His rarest and most prized gift is the ability to detect lies.

Iolar is a firm but paternal god, and his teachings emphasize the rejection of evil and chaos. In many cultures he is believed to be married to Talcia, Goddess of Magic. His plane, Solarium, is a quiet city of white and gold where those who have upheld the law are allowed to spend eternity.

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TALCIA, Goddess of Magic and Fifth of the Ten, is the creator of most of Inthya’s magical beasts. She created unicorns, dragons, gryphons, and many others who all call her their mother. Despite this, she is also worshiped by Men, and grants her blessings to them just as frequently.

Tacia is the patron of mages, hermits, and hunters. The blessing she grants is usually raw magic that manifests as colored energy, which can be shaped to the will of the wielder. Her blessing is unique in that it can take on any color, which means it is sometimes mistaken for blessings from other gods until accurately identified by her own priestesses.

Talcia is an enigmatic goddess, withdrawing silently when her will is disobeyed. Though she cares little for civilization and order, she is opposed to cruelty for cruelty’s sake. In many cultures, she is believed to be married to Iolar and it is said that they find common ground in their love for their children. Her plane, Dia Asteria, is a mountainous wilderness.

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PEMELE, Goddess of Family and Sixth of the Ten, partnered with Dayluue to create reproduction so that all of Inthya’s living creatures could multiply without direct intercession from their respective creators. In many cultures, the two are understood to be sisters.

Pemele is the patron of parents, families, and midwives. The blessings she grants are primarily centered around ensuring safety and good health. Those with her magic can create protective charms and place them on their own homes and members of their families. Most weddings are conducted by her priestesses.

Pemele is a patient and forgiving goddess. She understands that people are flawed, but also expects growth and improvement from her followers. Many of her teachings emphasize strength in numbers and the importance of community. Her plane, Vela, is said to appear to viewers as the place where they spent their own childhood.

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DAYLUUE, Goddess of Love and Seventh of the Ten, created reproduction alongside Pemele. Prior to this, all living things had to be made individually by whichever god had invented its species, and therefore required a great deal of magical energy.

Dayluue is the patron of lovers everywhere. The blessings she grants allow her priestesses to perform various rituals that aid in health and happiness. The most famous of these rituals is the Change, which magically transforms a body to better align with a person’s mind. Dayluue is also said to grant temporary blessings that come when they are needed most.

Dayluue is a joyful and carefree goddess, though it is said that her anger is a terrible thing to see. Her teachings emphasize the formation of healthy relationships and knowing one’s own wants, needs, and limitations, as well as respecting others’. In some cultures, she is portrayed as Reygmadra’s lover. Her plane, Vanya, is said to be an endless summer garden.

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REYGMADRA, Goddess of Warfare and Eighth of the Ten, is the living embodiment of conflict. She devised war as a way to settle disputes when diplomacy failed—much to Iolar’s displeasure.

Reygmadra is the patron of warriors and military strategists. Her most common blessings increase strength and energy, though she also occasionally grants a gift known as the blood rage, which allows a warrior to enter a hysterical state in which they are impervious to physical pain. Her priestesses can also bestow blessings on entire battalions at a time.

Reygmadra values the pursuit of victory over all else, and her teachings sometimes conflict with the teachings of the rest of the Ten. Her plane, Vailyon, is said to be a battlefield where history’s greatest warriors gather to test their skills against one another.

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ERAN, God of Dreams and Ninth of the Ten, is a strange and enigmatic god associated with sleep, the future, and the subconscious. They devised dreams as a way for mortals to explore their own minds and discover new possibilities within themselves.

Eran is the patron of seers, for they are said to grant a gift of prophecy to a fortunate few. Some take this to mean that all dreams come directly from Eran, and that mortals’ minds actually travel to Ivoria at night in order to view them. Eran’s priests can also work as healers of a sort, speaking to people with troubled minds to uncover the root of a problem.

Eran cautions that the very act of viewing the future can change it, and that relying too heavily on prophecy will cause it to become meaningless. Their plane, Ivoria, exists as a place of light and mist where anything and everything can happen.

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ADRANUS, God of Death and Tenth of the Ten, brings all mortal things back to Asterium at the end of their lives. He is somber but not sinister, and teaches mortals that death is a natural part of life.

Adranus is the patron of healers, medics, and scientists. He encourages his followers to attempt to comprehend the unknown whenever they can. In more progressive cities, his temples frequently double as medical centers or libraries. His priests are most famous for conducting funeral rites, but many of them are also blessed with healing magic.

Adranus’ plane, Iestil, is the final resting place for any mortals who have not been invited into the planes of any other gods. Only the vilest of mortals, who commit the most despicable crimes, are not permitted entry.